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Base Class i'm building
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<blockquote data-quote="Arkhandus" data-source="post: 5536935" data-attributes="member: 13966"><p>Keep in mind that prestige classes tend to be balanced to some extent by the prerequisites they have and the opportunity cost of taking those prereqs and taking levels in those classes instead of advancing in a base class for its own particular upper-level benefits and flexibility. A base class shouldn't necessarily be on-par with a munchkinized combo of prestige class level-dips and such. If you're not giving up something (taking a bunch of prereqs and shoehorning your character into a particular role for awhile), then you shouldn't be gaining the extra advantages of a prestige class. So don't try to balance a base class against an optimized combo of prestige classes.</p><p></p><p>Outlaw, Brigand, Vagabond, Trickster, Rebel, or Malcontent might work for a name, depending on the flavor and focus of the class. The class features need to specify whether they're extraordinary, supernatural, or spell-like, in many cases, since some of them are obviously magical and others not so obviously.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>ALSO, you still need to list the class' proficiencies.</p><p></p><p></p><p>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).</p><p></p><p></p><p>You misspelled danger, as I highlighted above.</p><p></p><p></p><p>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 <u>total </u>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>Ghost Rush needs clarification on how it works with the move restrictions of a normal charge (i.e. how far off-course can the character move in a Ghost Rush? Do they still have to end the charge in the same spot that a direct, normal charge would have required? etc.). Also should specify that sudden strike also works with Ghost Rush, not just sneak attack.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>Hide in Plain Sight should probably be gained at 20th-level, and it should clearly be supernatural. Maybe throw in Skill Mastery at 16th-level to fill that "gap" but have it limited to choosing skills from the Ambuscade feature's list of skills.</p><p></p><p></p><p>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....</p><p>[code]You can just put (CODE) at the start of the text and (/CODE) at the</p><p>end of the text (but using square brackets intead of parentheses), to preserve</p><p>some formatting when copying over from a text-file. It's not perfect, but it</p><p>does preserve some formatting.[/code]</p><p></p><p>NOW, as for the overall analysis........</p><p></p><p>It's definitely too-strong of a class as it stands right now, at least relative to any official mostly- or fully-nonspellcaster or nonmanifester class.</p><p></p><p>It gets roughly 6 to 15 feats worth of special abilities beyond what a standard rogue does, depending on how good or poor its proficiencies are, and depending on how much you value Hide in Plain Sight, Ghost Step, Ghost Rush, the Spring Attack without prereqs bonus feat, and just how high their Dexterity is before the AC Bonus 50% increase. And this is AFTER factoring in the skill point reduction, Ambuscade bonus reduction, and added Skill Mastery that I suggested above. Now, if you do replace Sneak Attack with Sudden Strike (since Sneak Attack normally applies whenever you flank an opponent, not just when they're denied Dex to AC), then the class is somewhat more reasonable.</p><p></p><p>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.</p><p></p><p>Of course, we can't really be sure how closely it will balance out with a Rogue except through playtesting or normal use in play. But it's definitely too strong if you leave it as-is without any of the changes that I or others have suggested.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5536935, member: 13966"] Keep in mind that prestige classes tend to be balanced to some extent by the prerequisites they have and the opportunity cost of taking those prereqs and taking levels in those classes instead of advancing in a base class for its own particular upper-level benefits and flexibility. A base class shouldn't necessarily be on-par with a munchkinized combo of prestige class level-dips and such. If you're not giving up something (taking a bunch of prereqs and shoehorning your character into a particular role for awhile), then you shouldn't be gaining the extra advantages of a prestige class. So don't try to balance a base class against an optimized combo of prestige classes. Outlaw, Brigand, Vagabond, Trickster, Rebel, or Malcontent might work for a name, depending on the flavor and focus of the class. The class features need to specify whether they're extraordinary, supernatural, or spell-like, in many cases, since some of them are obviously magical and others not so obviously. 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. 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. ALSO, you still need to list the class' proficiencies. 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). You misspelled danger, as I highlighted above. 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 [U]total [/U]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. 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. 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. Ghost Rush needs clarification on how it works with the move restrictions of a normal charge (i.e. how far off-course can the character move in a Ghost Rush? Do they still have to end the charge in the same spot that a direct, normal charge would have required? etc.). Also should specify that sudden strike also works with Ghost Rush, not just sneak attack. 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. 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. Hide in Plain Sight should probably be gained at 20th-level, and it should clearly be supernatural. Maybe throw in Skill Mastery at 16th-level to fill that "gap" but have it limited to choosing skills from the Ambuscade feature's list of skills. 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.... [code]You can just put (CODE) at the start of the text and (/CODE) at the end of the text (but using square brackets intead of parentheses), to preserve some formatting when copying over from a text-file. It's not perfect, but it does preserve some formatting.[/code] NOW, as for the overall analysis........ It's definitely too-strong of a class as it stands right now, at least relative to any official mostly- or fully-nonspellcaster or nonmanifester class. It gets roughly 6 to 15 feats worth of special abilities beyond what a standard rogue does, depending on how good or poor its proficiencies are, and depending on how much you value Hide in Plain Sight, Ghost Step, Ghost Rush, the Spring Attack without prereqs bonus feat, and just how high their Dexterity is before the AC Bonus 50% increase. And this is AFTER factoring in the skill point reduction, Ambuscade bonus reduction, and added Skill Mastery that I suggested above. Now, if you do replace Sneak Attack with Sudden Strike (since Sneak Attack normally applies whenever you flank an opponent, not just when they're denied Dex to AC), then the class is somewhat more reasonable. 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. Of course, we can't really be sure how closely it will balance out with a Rogue except through playtesting or normal use in play. But it's definitely too strong if you leave it as-is without any of the changes that I or others have suggested. [/QUOTE]
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