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<blockquote data-quote="Arkhandus" data-source="post: 5538093" data-attributes="member: 13966"><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>The Barbarian's UD/IUD/TS are an odd addition....it's supposed to represent good instincts or something, yet they don't have any of the other things commonly possessed by classes with those abilities........high Reflex, Disable Device/Trapfinding/Search, Sense Motive, or the like......</p><p></p><p>KEEP IN MIND, CORSAIR, that a high movement speed AUTOMATICALLY grants you +4 on Jump checks per 10 feet of speed above 30 feet whenever you get a running start (which really just means whenever you move at least 20 feet before jumping). Monks may be awesome runners and jumpers, but they don't get Sudden Strike or Sneak Attack, and they don't have any ability like your Ambuscade (nor the Acrobatics of a Blade Dancer), so their awesome jumping capabilities are still fairly limited.</p><p></p><p></p><p>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.</p><p></p><p>I sorta agree with the comment on using the Ninja's ki pool, but with the caveat that it may or may not give the class more uses per day than what it's currently capable of; I'll have to re-check. And some of the class features may be worth 2 ki pool uses each time, perhaps.</p><p></p><p>Side-note: The ninja's Blur and Displacement abilities (I forget the names right now) are stupid. Almost never even half as useful as their Ghost Step invisibility, as there's very little that bypasses invisibility but not blur/displacement. Only See Invisibility, as far as I can recall. Given the tradeoffs, I would've liked to see the Ninja have a longer duration for their blur/displacement abilities whenever they bothered to waste a ki point on 'em.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 5538093, member: 13966"] 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. 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. 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. The Barbarian's UD/IUD/TS are an odd addition....it's supposed to represent good instincts or something, yet they don't have any of the other things commonly possessed by classes with those abilities........high Reflex, Disable Device/Trapfinding/Search, Sense Motive, or the like...... KEEP IN MIND, CORSAIR, that a high movement speed AUTOMATICALLY grants you +4 on Jump checks per 10 feet of speed above 30 feet whenever you get a running start (which really just means whenever you move at least 20 feet before jumping). Monks may be awesome runners and jumpers, but they don't get Sudden Strike or Sneak Attack, and they don't have any ability like your Ambuscade (nor the Acrobatics of a Blade Dancer), so their awesome jumping capabilities are still fairly limited. 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. I sorta agree with the comment on using the Ninja's ki pool, but with the caveat that it may or may not give the class more uses per day than what it's currently capable of; I'll have to re-check. And some of the class features may be worth 2 ki pool uses each time, perhaps. Side-note: The ninja's Blur and Displacement abilities (I forget the names right now) are stupid. Almost never even half as useful as their Ghost Step invisibility, as there's very little that bypasses invisibility but not blur/displacement. Only See Invisibility, as far as I can recall. Given the tradeoffs, I would've liked to see the Ninja have a longer duration for their blur/displacement abilities whenever they bothered to waste a ki point on 'em. [/QUOTE]
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