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<blockquote data-quote="Corsair420" data-source="post: 5538502" data-attributes="member: 6675375"><p>Wow ok, a lot to comment on. i'll just start from the top since my last comment.</p><p></p><p>[MENTION=6674292]Tharkon[/MENTION], thank you for explaining the differences between extraordinary and the like, thats one that has confused me for awhile.</p><p></p><p>When I first posted perfect landing the DC was the distance fallen, if you missed it then you took damage normally and fell prone, I wasn't thinking about having any modifiers to it at all, and the reason I used distance fallen is because I had a super fast thrikreen build with a base +85 to his jump before rolling a d20. In my group for skill checks if you roll a nat 20 you get +10 to the roll and a nat 1 gives you -10 to a roll so theres no automatic successes or failures for skill checks, meaning even on my worst roll I still got a 75 on my jump check. So having the DC set at whatever the distance is allowed me to jump from much higher heights and actually have a chance at failing the rolls. and I had planned on changing it but I do like you idea of having a set DC and subtracting damage for getting so many points over the dc.</p><p></p><p>The Bladedancer as was said earlier is a prestige class from oriental adventures, the reason I used it was also for that thrikreen character mentioned above, he was a very convoluted class and the rules were bent to accomodate him because my DM loved the idea, his BASE land speed was 180 feet a round at level 12. Thrikreen base 40 + 1 level of barbarian (50ft) + 1 level of cleric with the celerity domain(60ft plus it allows access to blade dancer later) + 3 levels of scout (70ft) + 3 levels of Dervish(75ft) + the Quick trait which increases speed by 10 feet at the cost of 1 HP per level for the rest of the character life(85ft) + the Dash feat which gives a +5 to move speed. now this is where it really gets broken, because if taken as written the first level of blade dancer doubles you movement speed, and since my speed has been granted through classes and class abilities not magic, my base speed is technically 90, so doubling that puts it at 180 feet per round. Plus it gets acrobatics +10 and leap of the clouds at level 1. </p><p></p><p>Wielding 3 scimitars with my stats gave me 6 attacks per round at very small negatives after feats, and with a high tumble a high jump and spring attack this thing was a killing machine, just to see what he could do I put him in an arena in my DMs world, he was able to solo a Bulette, a Drider, a Pyrohydra, a Truly Horrid Umber hulk, and a Satyr, not all at once but in single combat, the scimitars were both Keen and Returning no other bonuses.</p><p></p><p>For sneak attack vs sudden strike, I did learn the difference yesterday and I did agree and changed it to sudden strike.</p><p></p><p>For the speed boost, given the rest of his abilities lowering it to 5 feet will do well without diminishing to much what I envisioned him with so I will lower it to 5ft. I don't remember who's fast movement ability I was reading but they don't lose it when wearing light armor and thats who I used I think it was barbarian.</p><p></p><p>For uses per day, I need to actually look at the way the ki pool works for the ninja but that is a definite possibility, I like having some powers use more points because Ghost Rush alone is really powerful despite giving it the weakness or not denying the enemy their dex bonus if they can see ethereal creatures, and it would force people to pay more attention instead of wantonly using the abilities.</p><p></p><p>Having a pool of abilities to choose from is also a definite possibility given how many there are, and since all of them are rather useful it would be hard to pick between them all.</p><p></p><p>[MENTION=6674931]Jimlock[/MENTION]: This was going to be a class I introduced to my group for anyone to use, myself including, my DM LOVES dex based NPCs to the extent that in the 7 years i've known him i've NEVER seen a strength based NPC and only a few spellcasting ones.</p><p></p><p>[MENTION=13966]Arkhandus[/MENTION]: I realize now you can't really do this with DND but it was supposed to implied that you jumped voluntariily, it was, in my mind, an escape measure. you have guards chasing you so you leap off the edge of a castle wall(usually at least 40 ft) land on your feet and continue running off into the darkness(or wherever you might be). if you slip off, are thrown or pushed off the edge you wouldn't be prepared to use the ability since it's a rather "OH S***!" moment.</p><p></p><p>[MENTION=28855]domino[/MENTION]: I chose non-good because this character , in my mind, is more of an acrobatic assassin then anything else, sneaking into a castle or keep to kill the king, or a lord or what have you is almost decidedly not good... but after thinking about it, I think you may have a point, and it should probably be any non-lawful not any non-good</p></blockquote><p></p>
[QUOTE="Corsair420, post: 5538502, member: 6675375"] Wow ok, a lot to comment on. i'll just start from the top since my last comment. [MENTION=6674292]Tharkon[/MENTION], thank you for explaining the differences between extraordinary and the like, thats one that has confused me for awhile. When I first posted perfect landing the DC was the distance fallen, if you missed it then you took damage normally and fell prone, I wasn't thinking about having any modifiers to it at all, and the reason I used distance fallen is because I had a super fast thrikreen build with a base +85 to his jump before rolling a d20. In my group for skill checks if you roll a nat 20 you get +10 to the roll and a nat 1 gives you -10 to a roll so theres no automatic successes or failures for skill checks, meaning even on my worst roll I still got a 75 on my jump check. So having the DC set at whatever the distance is allowed me to jump from much higher heights and actually have a chance at failing the rolls. and I had planned on changing it but I do like you idea of having a set DC and subtracting damage for getting so many points over the dc. The Bladedancer as was said earlier is a prestige class from oriental adventures, the reason I used it was also for that thrikreen character mentioned above, he was a very convoluted class and the rules were bent to accomodate him because my DM loved the idea, his BASE land speed was 180 feet a round at level 12. Thrikreen base 40 + 1 level of barbarian (50ft) + 1 level of cleric with the celerity domain(60ft plus it allows access to blade dancer later) + 3 levels of scout (70ft) + 3 levels of Dervish(75ft) + the Quick trait which increases speed by 10 feet at the cost of 1 HP per level for the rest of the character life(85ft) + the Dash feat which gives a +5 to move speed. now this is where it really gets broken, because if taken as written the first level of blade dancer doubles you movement speed, and since my speed has been granted through classes and class abilities not magic, my base speed is technically 90, so doubling that puts it at 180 feet per round. Plus it gets acrobatics +10 and leap of the clouds at level 1. Wielding 3 scimitars with my stats gave me 6 attacks per round at very small negatives after feats, and with a high tumble a high jump and spring attack this thing was a killing machine, just to see what he could do I put him in an arena in my DMs world, he was able to solo a Bulette, a Drider, a Pyrohydra, a Truly Horrid Umber hulk, and a Satyr, not all at once but in single combat, the scimitars were both Keen and Returning no other bonuses. For sneak attack vs sudden strike, I did learn the difference yesterday and I did agree and changed it to sudden strike. For the speed boost, given the rest of his abilities lowering it to 5 feet will do well without diminishing to much what I envisioned him with so I will lower it to 5ft. I don't remember who's fast movement ability I was reading but they don't lose it when wearing light armor and thats who I used I think it was barbarian. For uses per day, I need to actually look at the way the ki pool works for the ninja but that is a definite possibility, I like having some powers use more points because Ghost Rush alone is really powerful despite giving it the weakness or not denying the enemy their dex bonus if they can see ethereal creatures, and it would force people to pay more attention instead of wantonly using the abilities. Having a pool of abilities to choose from is also a definite possibility given how many there are, and since all of them are rather useful it would be hard to pick between them all. [MENTION=6674931]Jimlock[/MENTION]: This was going to be a class I introduced to my group for anyone to use, myself including, my DM LOVES dex based NPCs to the extent that in the 7 years i've known him i've NEVER seen a strength based NPC and only a few spellcasting ones. [MENTION=13966]Arkhandus[/MENTION]: I realize now you can't really do this with DND but it was supposed to implied that you jumped voluntariily, it was, in my mind, an escape measure. you have guards chasing you so you leap off the edge of a castle wall(usually at least 40 ft) land on your feet and continue running off into the darkness(or wherever you might be). if you slip off, are thrown or pushed off the edge you wouldn't be prepared to use the ability since it's a rather "OH S***!" moment. [MENTION=28855]domino[/MENTION]: I chose non-good because this character , in my mind, is more of an acrobatic assassin then anything else, sneaking into a castle or keep to kill the king, or a lord or what have you is almost decidedly not good... but after thinking about it, I think you may have a point, and it should probably be any non-lawful not any non-good [/QUOTE]
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