Is 10' step unbalancing?

drunkmoogle

First Post
Is a 10' step unbalancing as a class feature? Seems innocuous enough to me, but I've heard some distant cries of "cheese" from my subconcious.

I think I've heard 10' step tossed around some forums before. Sorry if this is a repeat.
 

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It might have been discussed, but I must have missed it, and I cant search the boards (need to fix that). Personally I feel that a 10' step as a class ability would be too unbalancing to the system. It breaks reach, as well as the "moving through" rules. This would open up a lot of abuse.
 


For a while we used step = reach imc, but I discarded it- it makes a huge difference in combat. Big bad guys can get into great cleave position very easily and still full attack. They can almost always keep on their enemies or force them to provoke AoOs in retreating.

It's not too powerful, but I would make it like the 10th level power of a 10-level prc.
 

Something called a Mobility Master, perhaps? Hmmm....I'd start work on one, but I don't even use PrCs in my campaign, so it would sort of be...well, extra work for 'nothing'. And I'm not very good at making classes, anyway.
 

According to Oriental Adventures expanded rules on the Tumble skill you can move a 10' step counting as a 5' step for all purposes if you pass a DC 40 Tumble skill check. Not impossible for some characters but still really difficult.
 

Well, this is an ability I want to give to a PrC at a low-mid level (1-6), and aiming for "mobility master" in style. Fighter's BaB, Bard's saves, and a once/day feature slightly weaker in power to a barbarian's rage gained at 4th, with additional uses every second thereafter. Some other abilities, as well, but this is the potatoes that gives the great flavor to the meat (bad analogy... but I'm hungry :().

Requirements: Dodge tree, as well as ranks in some dextrous skills (topped at 8).

I just fear the power of a 10' step with WWA; surprised that wasn't discussed. Maybe that combo isn't too broken or whatever (and to answer the ensuing questions: No, you may not 5' step in the middle of a WWA to threaten more squares).

The current wording of the ability allows the class to 10' step through an opponent's square to the other side.

Not posting it because it isn't really mine, but given to me to edit and un-brokenfy. If I get permission, I'll post it.
 

I have two classes in Librum Equitis volume 1 (Print) / Librum Equitis Compiled (PDF) with that ability.

One is based on being a highly mobile fencing sort of character, the other requires that the character be size Large or greater and was designed for making a Large and In Charge kind of NPCharacter devastating.

Yes, I feel it is strong, but in the right class, it only received a FEW scathing coments in reviews. :)
 

Okie, got permission. Based (and named off of) some popular ninja game. I changed a few of the terms to protect the innocents.

Elemental Ninja

Prerequisites:

Weapon Proficiency: Katana (Bastard Sword)

Feats: Dodge, Mobility, Spring Attack

Skills: Balance 4, Climb 4, Jump 6, Hide 6, and Move Silently 6

Alignment Restriction: Any Non-Lawful

Class Abilities:
Hit Die: d6

Weapon and Armor Proficiency: Elemental Ninjas gain proficiency with Shurikens.
Skill Points per level: 4 + Int. Modifier

Class Skills: Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex), Use Rope (Dex)

Code:
Level	Base Attack	Fortitude	Reflex	Will	                        Special
1	+ 1	+ 0	+ 2	+ 0	Improved Unarmed Strike, Rapid Shot (Shuriken Only),10’ Step
2	+ 2	+ 0	+ 3	+ 0	Wall Run I
3	+ 3	+ 1	+ 3	+ 1	Gale Striking Blade
4	+ 4	+ 1	+ 4	+ 1	Jitsu 1/ Day
5	+ 5	+ 1	+ 4	+ 1	Wall Run II
6	+ 6	+ 2	+ 5	+ 2	Jitsu 2/ Day
7	+ 7	+ 2	+ 5	+ 2	15’ Step
8	+ 8	+ 2	+ 6	+ 2	Jitsu 3/ Day
9	+ 9	+ 3	+ 6	+ 3	Evade Attack
10	+ 10	+ 3	+ 7	+ 3	Jitsu 4/ Day

Rapid Shot: The Elemental Ninja may use the feat of the same name with shurikens only. If the character already has this feat then no additional benefit is gained.

Improved Unarmed Strike: The Elemental Ninja gains this as a bonus feat.

10’ Step (Ex): Once a round, the Elemental Ninja may move in any direction up to ten feet without provoking an attack of opportunity. The Elemental Ninja must have an clear path to move through, though he can move through a creature’s occupied square if there is an empty square on the other side. This ability replaces the Elemental Ninja’s five-foot step. The Elemental Ninja may 10’ Step as part of any move.

Wall Run (Ex): With a successful balance check (DC = 10 + 1 per five feet traveled), a Elemental Ninja can move in a single direction along a wall’s surface as part of his move action. Unlike normal climbing, the Elemental Ninja retains his Dexterity bonus to AC while moving along a wall in this manner. If the Elemental Ninja ends his movement on a wall, he must make an additional climb check to hang onto the wall as a free action. Use the consequences for Climbing on failed checks.

Gale Striking Blade (Ex): Having mastered the art of the hit-and-run, the Elemental Ninja may now perform a full attack action (melee attacks only) and move up to his speed. This movement provokes Attacks of Opportunities as normal for Spring Attack, but the Elemental Ninja may tumble and 10’ Step as part of his movement.

Jitsu (Sp): As a Elemental Ninja masters his art he gains mastery over the elements. Upon reaching 4th level a Elemental Ninja chooses 1 jitsu from the following list, this is a spell like ability usable 1 /day. At every other level after 4th a Elemental Ninja gains an additional use of the jitsu as well as a second known jitsu as indicated on the table. Activating a Jitsu is a Standard Action unless otherwise noted. The Elemental Ninja may only have one jitsu active at a time, though he may dismiss a jitsu as a free action.

Jitsu of Fire: The Elemental Ninja can draw upon energies from the elemental plane of fire. His katana and shurikens are sheathed in flame and now have the flaming burst property. Furthermore, the Elemental Ninja gains Fire Resistance 10. This effect lasts for one round per class level.

Jitsu of Wind: A Elemental Ninja can use wind to increase his land speed by 10. In addition to this bonus (an Enhancement bonus) he gains a +5 Competence bonus on all Dexterity based skill checks, as well as Climb and Jump. This ability lasts one round per class level

Jitsu of Water: Mastering water enables the Elemental Ninja to move upon the surface of water, breathe freely underwater, move and see at his normal rate while submerged and take 10 on all swim checks. Upon activation of this ability, the Elemental Ninja is affected by the Freedom of Movement spell. The water walking/water breathing effects last for ten minutes per Elemental Ninja level, and the Freedom of Movement lasts for one round per class level.

Jitsu of Lightning: Harnessing the power of lightning, a Elemental Ninja calls a lightning bolt to his katana, which then swirls around his body granting damage reduction 5/- and dealing 1d4 electrical damage to any who attack the Elemental Ninja. Any melee attack the Elemental Ninja makes does an additional 1d4 point of electricity damage on a successful hit. This ability stays in effect for one round class level.

Jitsu of Earth: Channeling the force of earth into his katana, the Elemental Ninja may sacrifice Hit Points to add a bonus to that weapon’s attack and damage rolls. For every 4 hit points sacrificed upon activation of this ability, his katana gains an additional +1 enhancement bonus (which stacks with any other enhancement bonus the katana may have), to a maximum of 20 HP spent. When using this ability, the Elemental Ninja’s weapon deals bludgeoning damage in addition to its normal damage type. This effect only lasts one round per class level.

Jitsu of Ice: A Elemental Ninja that masters ice can focus artic energies into his katana. In addition to becoming an activated Frost weapon, the katana has a 50% chance of slowing the target. The slow effect will last for 1d4 rounds. This enhancement lasts for one round per class level.

Improved Wall Run (Ex): A more experienced Elemental Ninja can change the direction of his wall run after moving a minimum of 10 feet. An additional direction change can be made but requires a Balance check with a +5 DC. The initial change does not require the check.

15’ Step (Ex): The Elemental Ninja may now make a 15’ step.

Evade Attack (Ex): After being attacked in melee, the Elemental Ninja may attempt a Reflex save (DC = opponent’s BAB). If this succeeds the Elemental Ninja can instantaneously move behind the foe avoiding the attack. The Elemental Ninja can then make an attack that denies his target their Dex bonus to AC. This attack counts against the Elemental Ninja’s allotted attacks of opportunity for the round. The Elemental Ninja may use this ability up to two times a day.

Personally, I don't like the way wall run and evade attack operate, but can't do anything about it without his help. Criticize, review, or don't.

+1 Action point if you name the game.
 
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I dunno... this guy looks pretty tough to me. Especially since you can get in after level four (1 or 2 rogue levels and 2 or 3 fighter levels, human).

That 10' step makes a huge difference if you know how to use it. Trust me- I'm a mean, tpk-seeking dm, and I decided it was too much for the monsters to have. Too easy to escape, too easy to evade full attacks, too easy to avoid flanking (ie sneak attack), too easy to always land full attacks while denying enemies the ability to get one more than half the time.

As a 1st-level ability for a prc that you can enter after 4th level, I call it way too good. Throw in a 15' step, and it gets incredibly bad- remember, this is the full movement of a seriously armored gnome or halfling!
 

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