Dandu
First Post
I must ask: what are we balancing it relative to?In an attempt to balance the class, here are some suggestions.
I must ask: what are we balancing it relative to?In an attempt to balance the class, here are some suggestions.
OKay, you need to reduce the skill points, and to an even number. Given the huge skill bonuses gained over time, I'd say you need to drop this to 4 skill points per level, and even that puts it in better shape skill-wise than a Rogue.So, I'm building a base class, I call it the Ambuscade(name subject to change). He's kind of a mixture between a rogue, a ninja and an acrobat (yes htey are all kinda similiar). this is taking some of the features from all of these and some features from other classes i've come across. Thought i'd post what I have so far here and get some comments and opinions from anyone willing. Please try to keep it constructive. This is what I have so far;
Ambuscade
Abilities: Dexterity provides protection for the Ambuscade. Dexterity, Intelligence, Wisdom are important for a majority of the Ambuscade's skills. A high Strength will help the Ambuscade, on Jump, Climb and Swim checks. A high Intelligence will give more skill points. A high Wisdom will allow the Ambuscade to use his abilities more times per day
Alignment: Any non-good
Race: Any
Hit Die: d6
Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Rope
Skill points at first level: (7 + Int mod) x 4
Skill points at each addtional: 7 + Int mod
Given that you limit their Sneak Attack to only work when the foe gets no Dex to AC, you should probably call it Sudden Strike instead, like the Ninja's ability, so people don't get confused and think that it works whenever any other class' Sneak Attack would.Corsair420 said:[table=head]Level | BAB | Fort | Ref | Will | Abilities
1 | +0 | +0 | +2 | +0 | Sneak Attack +1d6, AC Bonus
2 | +1 | +0 | +3 | +0 | Evasion, Ghost Step
3 | +2 | +1 | +3 | +1 | Sneak Attack +2d6, Ambuscade +3
4 | +3 | +1 | +4 | +1 | Uncanny Dodge, Fast Movement(+10ft)
5 | +3 | +1 | +4 | +1 | Sneak Attack +3d6, Leap of the Clouds
6 | +4 | +2 | +5 | +2 | Uncanny Step, Ambuscade +6
7 | +5 | +2 | +5 | +2 | Sneak Attack +4d6, Spring Attack
8 | +6/+1 | +2 | +6 | +2 | Improved Uncanny Dodge, Fast Movement(+20ft)
9 | +6/+1 | +3 | +6 | +3 | Sneak Attack +5d6, Ambuscade +9
10 | +7/+2 | +3 | +7 | +3 | Ghost Rush, Ghost Strike
11 | +8/+3 | +3 | +7 | +3 | Sneak Attack +6d6
12 | +9/+4 | +4 | +8 | +4 | Ambuscade +12, Fast Movement (+30ft)
13 | +9/+4 | +4 | +8 | +4 | Sneak Attack +7d6 Improved Evasion
14 | +10/+5 | +4 | +9 | +4 | Perfect Landing
15 | +11/+6/+1 | +5 | +9 | +5 | Sneak Attack +8d6, Ambuscade +15
16 | +12/+7/+2 | +5 | +10 | +5 | Hide in Plain Sight, Fast Movement(+40ft)
17 | +12/+7/+2 | +5 | +10 | +5 | Sneak Attack +9d6
18 | +13/+8/+3 | +6 | +11 | +6 | Ambuscade +18
19 | +14/+9/+4 | +6 | +11 | +6 | Sneak Attack +10d6
20 | +15/+10/+5 | +6 | +12 | +6 | Fast Movement(+50ft)
[/table]
Special Abilities:
Sneak Attack: If an Ambuscade can catch an opponent when he is unable to defend himself effectively from an attack he can strike vital areas for extra damage. Any time an opponent would be denied their dexterity bonus to AC this damage is applied. Only weapon damage is multiplied on a successful critical hit, not the sneak attack damage
Ranged attack can count as sneak attacks only if the target is withing 30 feet.
Sneak Attack only works on living creatures with discernable anatomies. Undead, constructs, oozes, plants and incoporeal creatures cannot be effected by sneak attack as they lack vital areas(the exception to this rule is using the Ambuscades Ghost Strike ability to attack an incorporeal creature)
Ambuscade should probably be a +2 bonus at each increment, for a total of +12 by 18th-level, and it should be a competence bonus like most other special skill bonuses (so it won't stack with some others into an obscenely high and unbeatable bonus).Corsair420 said:AC Bonus: An Ambuscade is extraordinarily dexterous when Unarmored and unencumbered. The Ambuscade is able to add his Dexterity modifier and a half to their AC when unarmoed and unecnumbered, for example: if your deterity is an 18(a modifier of +4) your AC bonus from dexterity would be +6 instead of the normal +4. This bonus is also lost any time you would otherwise be denied your dexterity bonus to your AC.
Evasion: At 2nd level and higher, an Ambuscade can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex save against attacks that normally deal half damage on a successful save(Such as the Fireball spell), he instead takes no damage. Evasion can be used only if the ambuscade is wearing light or no armor. A helpless Ambuscade (such as one who is unconcious or paralyzed) doesn't not benefit from evasion.
Ghost step: Ghost Step allows the Ambuscade to turn invisible for 1 round. Using this ability is a swift action that does not provoke an attack of opportunity. An Ambuscade is able to use this ability 2 time per day Plus his Wisdom modifier(minimum 1)
Ambuscade: This ability gives an Ambuscade a +3 bonus to Balance, Climb, Hide, Jump, Move silently and Tumble checks. This bonus increases by +3, every 3 levels(+3 at level 1, +6 at level 6, +9 at level 9 and so on).
You misspelled danger, as I highlighted above.Corsair420 said:Uncanny Dodge: Starting at 4th level an Ambuscade can react to danfer before her senses would normally allow him to do so. He retains his Dexterity bonus to AC(if any) even if caught flat-footed or struck by an invisible attacker. He still loses this bonus if immobilized.
If the Ambuscade already has uncanny dodge from another class, he automatically gains Improved uncanny dodge (see below) instead.
As others said, the Fast Movement should be an enhancement bonus, and the ability should be supernatural. No human should be able to move at an 80-foot speed, for example, without developing supernatural speed. Even 60 or 70 foot movement speeds are beyond normal limits. A 50-foot or 55-foot total movement speed with the Run feat might equate to the best Olympic champion sprinter, and that's with modern dieting, sports drinks, workout machines/programs, etc. The best a D&D sprinter might realistically manage without supernatural abilities might be a 50-foot movement speed.Corsair420 said:Fast Movement: Starting at 4th level an Ambuscade benefits from a faster base land speed. This bonus starts at +10 feet at 4th level and increases by +10 every 4 levels after (+20 at 8th, +30 at 12th and so on up to +50 at 20th level. This Bonus is lost if the Ambuscade wears armor heavier then Light or while carrying a medium or heavy load.
Forgot a "t" at the end of equivalent. Yeah, I'm a nitpicker. Not gonna bother looking for every typo, but I inevitably notice a few when skimming.Corsair420 said:Leap of the Clouds: At 5th level an Ambuscades jumping distance(vertical or horizontal) is no longer limited accoirding to the characters height
Uncanny Step: On reaching 6th level an Ambuscade can take part of his move actions on a wall or other vertical surface so long as the movement begins and ends on a horizontal surface. If movement is ended before reaching a horizontal surface the Ambuscade falls, taking appropriate damage.
Treat Vertical surfaces as normal floor for the purposes of calculating distance. Passing the boundary from vertical to horizontal is equivalen to 5 feet of movement on normal floor. Opponents still get attacks of opportunity if the Ambuscade passes through their threat range. An Ambuscade can take other move actions in conjunction with uncanny step, such the Spring Attack feat, and the Tumble and Jump skills.
For instance, Kangling the ambuscade has a base land spped of 40 feet. she begins her action with her back to a wall facing some enemies who guard the building across the street. Kangling turns, runs up the wall for 10 feet, and then leaps 15 feet across the street(using the Jump skill and the Leap of the clouds ability) to land on the wall of the building the men were guarding, she then moves 5 feet to an open winfow and ends her movement on a horizontal surface by stepping through the window.
Should note in IUD that Ambuscade levels or whatever are treated as rogue levels for purposes of flanking or avoiding flanking with Improved Uncanny Dodge and such.=Corsair420 said:Spring Attack: At 7th level an Ambuscade gains the benefits of the Spring Attack feat even if he doesn't have the prerequisites.
Improved Uncanny Dodge: At 8th level or higher an Ambuscade can no longer be flanked; he can react to danger on opposite sides of him as easily as he can react to a single opponent. This defense denies another rogue the ability to sneak attack the character by flanking him, unless the attacker has atleast 4 more levels of rogue then the target does.
If the character already has uncanny dodge from another class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character
Ghost Rush: Upon reaching 10th level an Ambuscade gains the use of the Ghost Rush ability 3 times per day. This ability allows the Ambuscade to charge an opponent using a special form of ethereal jaunt. Using this ability causes you to jaunt forward 10 feet at a time, each time in a different place in a loose line towards the enemy, this ability can be used in conjuction with Leap of the clouds and Uncanny step, allowing you to walk along walls and jump from place to place on the way to your target.
If the attack succeeds you catch your opponent off guard and are able to apply your sneak attack to the damage roll. If you miss the attack the use of the ability is wasted. If the target can see ethereal creatures whether through the True Seeing spell or some other means they are not caught flat-footed and they retain their Dexterity bonus to their AC.
Need to specify if Ghost Strike applies on that many ATTACKS per day, or that many ROUNDS per day. Also need to note the activation action.Corsair420 said:Ghost Strike: Ghost strike allows the Ambuscade to hit incorporeal targets 2 times per day plus his Wisdom modifier(minimum 1). This ability allows the Ambuscade to apply his sneak attack to damage rolls made against incorporeal creatures any time they are denied their dexterity bonus to their AC
Is Perfect Landing treated like a vertical jump? Is it treated as having a running start? These are important for determining the Jump check DCs, if you bother to check the Jump skill's description/tables.Corsair420 said:Improved Evasion: Improved evasion works like evasion except that even on a failed reflex save the Ambuscade takes only half damage from spells and effects that allow a reflex save for half damage. A successful save still lets the Ambuscade take no damage.
Perfect Landing: When the Ambuscade needs to make a quick escape, he doesn't always have time to take the stairs. Perfect landing allows the Ambuscade to leap from higher heights and take no damage from the fall. The ambuscade makes a jump check vs the distance he falls, if he succeeds he takes no damage, on a failed save damage is taken normally and the Ambuscade falls prone
Hide in Plain sight: At 16th level an Ambuscade is able to use to his hide skill even while being observed
You can highlight text in a forum post when typing it or editing it, and choose the button that says "Wrap CODE tags around selected text." Or....Corsair420 said:Sorry about the weird format, notepad didn't translate well to the forum.
As you can see, hes not finished yet, i'm having issues trying to think of what abilities to give him to finish off the last few levels, i'm open to changing abilities or adding or removing some should the need arise.
I also made a prestige class I call the Shock Archer, its a ranger or fighter build focusing on using a bow to inflict more damage using lightning, if yall are interesting I can post him.
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I think that's part of the problem. You're giving abilities as if this guy had levels in three different prestige classes at the same time, plus letting him still have the base class abilities as well.As for the special abilities i tried to place them where they would normally be obtained if you had taken any of the numerous prestige classes listed above with the exception of spring attack and leap of the clouds, (i think) your gaining them in the same place as if you had taken levels in dervish or blade dancer or weightless foot
I didn't look perfectly well at the ability. I originally thought it could be used for any fall, but it requires a voluntary jump similar to the standard DC 15 check to reduce a fall by 10 ft. It should clarify if this standard check can still be used. Maybe the skill can be changed so that the Ambuscade can choose to voluntarily increase the DC to further decrease the fall but failure to make the check results in no distance subtracted.Perfect Landing is going to be changed, I just haven't figured out what i'm going to change it to, Originally in my mind it was usable a number of times per day plus wisdom mod, and it worked like feather fall but it was activated 5 feet above the ground so the class could reach the ground faster
I am currently working on a blade dancing character, was going with Dervish but could you point me to the source of the Bladedancer class, it sounds familiar but just couldn't find it when I looked for it.For ambuscade, when i originally was thinking up this class it was not limited to just the rogue or the ninja, when I was making him I was looking at the Rogue, the Ninja, the Dervish, the Bladedancer and the Weightless foot, to scale its power somewhere between a prestige class and a normal class. Ambuscade only scales up to +18 where as the blade dancer, gets its acrobatics up to +30 in much fewer levels, to compensate i applied it to more of the main skills used by the class.
You missed the biggest difference, sneak attack can be used whenever you flank your target. If you just want to ambush then go with sudden strike.I didn't see much difference between sneak attack and sudden strike other then SS can't be used to deal nonlethal damage, I could have missed something but I wanted this character to be an ambush character(hence the name Ambuscade) so i went with sneak attack.
The Monk loses it in any armor, and it's an enhancement bonus. The reason it's reduced is more because you can't have all rolemodel's class feature's to full extend at the same time. The Dervish only gets a little bonus and might be a better rolemodel in this case.The fast movement scales every 4 levels, while most classes only get it once or twice, most the classes that get it regularly like the monk actually get more speed over the long run, the other classes are generally prestige classes that dont have enough levels to scale it as far as it would go.
I just noticed that every SRD class with Uncanny Dodge, even a Barbarian has trap sense. Yet Barbarian's don't really have that much to do with traps at all.uncanny dodge does not strictly apply to traps so not having trap sense shouldn't have anythign to do with having the skill or not. When i was thinking this guy up in my head, he was an assassin(obviously) and i pictured him sneaking into a kings throne room and killing him with all the guards right there, and he would have to fight atleast some of them to get out. you really can't have improved uncanny dodge without uncanny dodge, so i put it in there, the whole idea is that hes effective when fighting bigger groups, and can't be flanked so as to keep the AC bonus
I forgot to mention that in your class the abilities have separate use counts, which makes it more powerful than the Ninja's system in which using one removes a use of all other abilities. Consider copying the Ninja's ki power system, including the Will bonus if desired (it encourages characters not to overuse their abilities)And then with the ac bonus depending on where you put your points it should scale close to what it would be if you had a bonus from wisdom, but with my build it makes you pick between more AC from a higher dexterity, or more uses per day of your abilities, from a higher wisdom
Monk's Fast Movement is Extraordinary.As others said, the Fast Movement should be an enhancement bonus, and the ability should be supernatural. No human should be able to move at an 80-foot speed, for example, without developing supernatural speed.
I aggree, essentially make a rogue but with different abilities to choose from, and with sudden strike in place of sneak attack to give room for some other abilities.I would suggest making some of the class features into options, and giving it one special ability from among those options at 2nd-level or 6th-level, and every fourth additional level (such as 10th, 14th, and 18th). Then just make sure that they get one or two fewer of those options than what you currently have them receiving. That might be enough to balance out the class.
As for bonuses there is this to consider:I don't want to lower how much Ambuscade grants, but your right about it needed to be specified as a competence bonus, I honestly don't understand all about the competence/super natural/special ability/etc differences so i need to look those up
Nah, no initial jump required, he has it set so that you can sorta treat the fall like a jump if you pass the check, so as to mitigate the falling damage. I like your idea though; maybe just have Perfect Landing reduce effective falling distance for damage purposes by an additional 10 feet per, say, 5 points of your result above the normal Jump check DC of 15. Considering how high of a Jump bonus the class gets anyway, that should suffice. And of course have it allow them to make the Jump check for that purpose even if they didn't jump first.I didn't look perfectly well at the ability. I originally thought it could be used for any fall, but it requires a voluntary jump similar to the standard DC 15 check to reduce a fall by 10 ft. It should clarify if this standard check can still be used. Maybe the skill can be changed so that the Ambuscade can choose to voluntarily increase the DC to further decrease the fall but failure to make the check results in no distance subtracted.
Blade Dancer is a prestige class found in Oriental Adventures for 3E D&D; I don't think it was ever updated to 3.5, and I can't remember if it was errata'd or not to fix a typo or two (like requiring lawful alignment even though it was supposed to be a prestige class for multiclassed wu jen/fighters or the like). Blade Dancer is basically a warrior-type who needs a bit of arcane spellcasting at first, but doesn't advance it; instead they get the ability to enchant their weapon occasionally with some special abilities and stuff. They also get awesome Acrobatics (skill bonuses to balancing, jumping, tumbling, etc.), a lot of Fast Movement (like a monk but compressed into 10 levels), Acrobatic Attack like the Duelist PrC, and some minor aerial capabilities. It's basically the Oriental Adventures version of a Duelist.Tharkon said:I am currently working on a blade dancing character, was going with Dervish but could you point me to the source of the Bladedancer class, it sounds familiar but just couldn't find it when I looked for it.
Yeah, it should be Sudden Strike. And the Ambuscade's Fast Movement should probably be reduced to a 5-foot bonus at each increment, especially given that Corsair has said that he won't be reducing the Ambuscade ability's bonus.Tharkon said:You missed the biggest difference, sneak attack can be used whenever you flank your target. If you just want to ambush then go with sudden strike.
The Monk loses it in any armor, and it's an enhancement bonus. The reason it's reduced is more because you can't have all rolemodel's class feature's to full extend at the same time. The Dervish only gets a little bonus and might be a better rolemodel in this case.
I just noticed that every SRD class with Uncanny Dodge, even a Barbarian has trap sense. Yet Barbarian's don't really have that much to do with traps at all.
That's a fluke with the 3.5 monk. And they make heavy use of ki, which is only treated as extraordinary in some cases and supernatural or spell-like in others. It's wierd. The monk's Fast Movement was ORIGINALLY supernatural at 9th-level onward in 3.0 rules (the point at which it doubled their base speed). The stupid rewrite of everything in 3.5 resulted in that line being dropped and the 3.5 designers forgetting or something.Tharkon said:I forgot to mention that in your class the abilities have separate use counts, which makes it more powerful than the Ninja's system in which using one removes a use of all other abilities. Consider copying the Ninja's ki power system, including the Will bonus if desired (it encourages characters not to overuse their abilities)
Monk's Fast Movement is Extraordinary.

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Rulebook featuring "high magic" options, including a host of new spells.