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<blockquote data-quote="Tharkon" data-source="post: 5536834" data-attributes="member: 6674292"><p>D6 seems logical for a stealth class, both the Ninja and Rogue have a d6.</p><p></p><p>Skill points are usually even, compared to the Rogue you removed four class skills, so I would suggest 6, although this depends on the general idea of the class. Is it really as skillful as a rogue?</p><p></p><p></p><p></p><p>BAB and saves look logical.</p><p>Sneak Attack is identical to the Rogue's.</p><p></p><p>Not sure about the AC bonus, it is an unusual approach since enhancing a single skill has more effect on AC. However since it's only half I am not sure if it's that much more powerful than adding a secondary ability, as long as other abilities are still needed by other class features, so this may be comparable to the Ninja's AC bonus.</p><p></p><p>So we start with Ninja with an upgraded sudden strike, but without ki power (which so far just Iron Will) or trapfinding. Or a Rogue with an AC bonus but with reduced skill points and no trapfinding.</p><p></p><p>But then at 2nd level we get the Rogue's evasion as well as the Ninja's Ghost step.</p><p>At 3rd level we have Ambuscade, which is comparable to the Ninja's Acrobatics except that it's 1.5 times as strong, affects twice as many skills and advances twice as fast. So basically it's having Acrobatics 6 times.</p><p>Then comes uncanny dodge. The odd thing here is the lack of trap sense, normally accompanying uncanny dodge, there is also the Barbarian's Fast movement ability.</p><p></p><p>Score for the Ninja at level 3:</p><p>Gain Sneak Attack, Uncanny Dodge, Evasion, Fast Movement and 5x Acrobatics,</p><p>Lose Sudden Strike, Iron Will and Great Leap.</p><p>Score for the Rogue at level 3:</p><p>Gain Ghost Step, Fast Movement and 6x of Acrobatics.</p><p>Lose 2 skills, Trapfinding and Trapsense</p><p></p><p>Score for the Ninja at level 9:</p><p>Gain Sneak Attack, Uncanny Dodge, Evasion, 2x Fast Movement and 5x Acrobatics.</p><p>Lose Sudden Strike, Great Leap, Ghost Strike, Iron Will, Improved Poison Use, Ki Dodge and Trapfinding.</p><p>Score for the Rogue at level 9:</p><p>Gain Ghost Step, 2x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack</p><p>Lose 2 skills, Trapfinding and Trapsense</p><p></p><p>Score for the Ninja at level 12:</p><p>Gain Sneak Attack, Uncanny Dodge, 3x Fast Movement and 5x Acrobatics.</p><p>Lose Sudden Strike, Great Leap, Iron Will, Improved Poison Use, Ki Dodge and Trapfinding.</p><p>Score for the Rogue at level 12:</p><p>Gain Ghost Step, 3x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack, Ghost Strike, Ghost Rush</p><p>Lose 2 skills, Trapfinding and Trapsense, 1x Special Ability</p><p></p><p>Score for the Ninja at level 15:</p><p>Gain Sneak Attack, Uncanny Dodge, 3x Fast Movement and 5x Acrobatics, Improved Evasion, Perfect Landing</p><p> Lose Sudden Strike, Great Leap, Iron Will, Improved Poison Use, Ki Dodge, Ghost Mind and Trapfinding.</p><p>Score for the Rogue at level 15:</p><p> Gain Ghost Step, 3x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack, Ghost Strike, Ghost Rush, Perfect Landing</p><p> Lose 2 skills, Trapfinding and Trapsense, 1x Special Ability</p><p></p><p></p><p>Score for the Ninja at level 20:</p><p> Gain Sneak Attack, Uncanny Dodge, 5x Fast Movement and 5x Acrobatics, Improved Evasion, Perfect Landing, Hide in Plain Sight</p><p> Lose Sudden Strike, Great Leap, Iron Will, Improved Poison Use, Greater Ki Dodge, Ghost Mind, Ghost Sight, Ghost Walk and Trapfinding.</p><p> Score for the Rogue at level 20:</p><p> Gain Ghost Step, 5x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack, Ghost Strike, Ghost Rush, Perfect Landing, Hide in Plain Sight</p><p> Lose 2 skills, Trapfinding and Trapsense, 3 special abilities.</p><p></p><p>So it's clear to see that this class is more powerful by far than either of them.</p><p>The rogue is the most comparable.</p><p>Hide in Plain Sight sounds like it could be a special ability, we pick two of the Ghost abilities or Uncanny step as the other two and cross out Trap Finding against Spring Attack. Then the 2 lost skills cross out 2 of the acrobatics and trap sense could maybe cross out one or two fast movements.</p><p>We'd be left with 3x Fast Movement, 4x Acrobatics, Perfect Landing, Uncanny step and one of the Ghost abilities.</p><p></p><p>Perfect Landing is to powerful no matter what, especially with the incredibly high bonus on Jump and Tumble.</p><p></p><p>In an attempt to balance the class, here are some suggestions.</p><p>Replace Sneak Attack with Sudden Strike.</p><p>Reduce the Ambuscade ability in strength, diversity and/or advancement.</p><p>Reduce Fast movement in strength and/or advancement.</p><p>Remove Uncanny Dodge (mostly cause it just looks weird to see it without Trapsense).</p><p></p><p>Also consider the following:</p><p>Wouldn't an Ambuscade not just be a multiclass Rogue/Ninja?</p><p>Focus on what the character taking this class <em>is</em> first, and then think about what the character should be able to <em>do</em>.</p><p>In all cases a player should be torn between choosing to play a Rogue or an Ambuscade, which isn't the case here.</p></blockquote><p></p>
[QUOTE="Tharkon, post: 5536834, member: 6674292"] D6 seems logical for a stealth class, both the Ninja and Rogue have a d6. Skill points are usually even, compared to the Rogue you removed four class skills, so I would suggest 6, although this depends on the general idea of the class. Is it really as skillful as a rogue? BAB and saves look logical. Sneak Attack is identical to the Rogue's. Not sure about the AC bonus, it is an unusual approach since enhancing a single skill has more effect on AC. However since it's only half I am not sure if it's that much more powerful than adding a secondary ability, as long as other abilities are still needed by other class features, so this may be comparable to the Ninja's AC bonus. So we start with Ninja with an upgraded sudden strike, but without ki power (which so far just Iron Will) or trapfinding. Or a Rogue with an AC bonus but with reduced skill points and no trapfinding. But then at 2nd level we get the Rogue's evasion as well as the Ninja's Ghost step. At 3rd level we have Ambuscade, which is comparable to the Ninja's Acrobatics except that it's 1.5 times as strong, affects twice as many skills and advances twice as fast. So basically it's having Acrobatics 6 times. Then comes uncanny dodge. The odd thing here is the lack of trap sense, normally accompanying uncanny dodge, there is also the Barbarian's Fast movement ability. Score for the Ninja at level 3: Gain Sneak Attack, Uncanny Dodge, Evasion, Fast Movement and 5x Acrobatics, Lose Sudden Strike, Iron Will and Great Leap. Score for the Rogue at level 3: Gain Ghost Step, Fast Movement and 6x of Acrobatics. Lose 2 skills, Trapfinding and Trapsense Score for the Ninja at level 9: Gain Sneak Attack, Uncanny Dodge, Evasion, 2x Fast Movement and 5x Acrobatics. Lose Sudden Strike, Great Leap, Ghost Strike, Iron Will, Improved Poison Use, Ki Dodge and Trapfinding. Score for the Rogue at level 9: Gain Ghost Step, 2x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack Lose 2 skills, Trapfinding and Trapsense Score for the Ninja at level 12: Gain Sneak Attack, Uncanny Dodge, 3x Fast Movement and 5x Acrobatics. Lose Sudden Strike, Great Leap, Iron Will, Improved Poison Use, Ki Dodge and Trapfinding. Score for the Rogue at level 12: Gain Ghost Step, 3x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack, Ghost Strike, Ghost Rush Lose 2 skills, Trapfinding and Trapsense, 1x Special Ability Score for the Ninja at level 15: Gain Sneak Attack, Uncanny Dodge, 3x Fast Movement and 5x Acrobatics, Improved Evasion, Perfect Landing Lose Sudden Strike, Great Leap, Iron Will, Improved Poison Use, Ki Dodge, Ghost Mind and Trapfinding. Score for the Rogue at level 15: Gain Ghost Step, 3x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack, Ghost Strike, Ghost Rush, Perfect Landing Lose 2 skills, Trapfinding and Trapsense, 1x Special Ability Score for the Ninja at level 20: Gain Sneak Attack, Uncanny Dodge, 5x Fast Movement and 5x Acrobatics, Improved Evasion, Perfect Landing, Hide in Plain Sight Lose Sudden Strike, Great Leap, Iron Will, Improved Poison Use, Greater Ki Dodge, Ghost Mind, Ghost Sight, Ghost Walk and Trapfinding. Score for the Rogue at level 20: Gain Ghost Step, 5x Fast Movement, 6x Acrobatics, Uncanny Step and Spring Attack, Ghost Strike, Ghost Rush, Perfect Landing, Hide in Plain Sight Lose 2 skills, Trapfinding and Trapsense, 3 special abilities. So it's clear to see that this class is more powerful by far than either of them. The rogue is the most comparable. Hide in Plain Sight sounds like it could be a special ability, we pick two of the Ghost abilities or Uncanny step as the other two and cross out Trap Finding against Spring Attack. Then the 2 lost skills cross out 2 of the acrobatics and trap sense could maybe cross out one or two fast movements. We'd be left with 3x Fast Movement, 4x Acrobatics, Perfect Landing, Uncanny step and one of the Ghost abilities. Perfect Landing is to powerful no matter what, especially with the incredibly high bonus on Jump and Tumble. In an attempt to balance the class, here are some suggestions. Replace Sneak Attack with Sudden Strike. Reduce the Ambuscade ability in strength, diversity and/or advancement. Reduce Fast movement in strength and/or advancement. Remove Uncanny Dodge (mostly cause it just looks weird to see it without Trapsense). Also consider the following: Wouldn't an Ambuscade not just be a multiclass Rogue/Ninja? Focus on what the character taking this class [I]is[/I] first, and then think about what the character should be able to [I]do[/I]. In all cases a player should be torn between choosing to play a Rogue or an Ambuscade, which isn't the case here. [/QUOTE]
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