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The Unseen Sisters
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<blockquote data-quote="Sound of Azure" data-source="post: 2928375" data-attributes="member: 40749"><p><strong>...a spoonful of sugar?</strong></p><p></p><p>Thanks for the response!</p><p></p><p>Yeah, "Death before Dishonour is really cliche". Perhaps, "Death before dishonour to your charge"? or perhaps the Order...? As for a sneak attacking class than can be honourable? Ninja, anyone? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p>That being said, this is exactly why I wanted to define both the Oath and the Code properly.</p><p></p><p>Will do some more thinking on both...</p><p></p><p>Meanwhile, on the mechanics side I can see what you mean, and one of my concerns was that I gave too much compared to the costs (especially if you have an easy-going "client"). And, as the restrictions from Code and Oath aren't defined exactly, they're not restricting enough yet.</p><p></p><p>As it stands, the class has:</p><p><strong>A good (great?) hit die: d10.</strong> They are supposed to withstand the attacks they are blocking with their bodies. Could go to d8, but I'd prefer to retain this.</p><p></p><p><strong>Diehard:</strong> I'd rather keep this one, for the reason above.</p><p></p><p><strong>Divine Health: </strong> Thinking about it, they don't really need defence against disease (thye don't really have a reason to have it). Consider Divine Health gone. </p><p></p><p><strong>Divine Body:</strong> Poison/drug immunity would be useful, especially from poisoned arrows and the like. </p><p></p><p><strong>Mettle:</strong> This is supposed to allow the Sister to survive things like disintegrate on behalf of her charge (the character is at least 18th level by this point). I think this makes sense, and not out of place for an 18th level PC focused on tenacity and defence.</p><p></p><p><strong>Divine Grace:</strong> I put divine grace in because they are essentially a divinely protected Knightly order- a very secretive one. I based it on the example of many classes in the Book of Exalted Deeds (which may be overpowered, too). But, it can go if necessary... as the class also has strong defences in other ways.</p><p></p><p><strong>Saving Throws: </strong> The class relies on agility to block and deflect attacks: Reflex. Their training also emphasises toughness, so I thought Fortitude made sense. I didn't want 3 good saves, so I didn't include Will as well.</p><p></p><p><strong>Unarmed Strike and Ki Strike: </strong> Well, that's probably me just being greedy. Initially, the original concept didn't have this, nor did the first version of the class. I got thinking that a group that emphasised looking like a normal person, and not a threat would learn to fight unarmed as well. Plus it's kind of cool! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p>Going back to the original idea, I can see them gaining bonuses to sleight of hand (to hide objects, not for stealing) and bluffing to appear harmless.</p><p>Perhaps they could still gain the Improved Unarmed Strike feat to reflect their skill, but without the monk strike (good for a surprise sneak attack, but not much else). Of course, the class would then not require the feat to enter the class. I'd suggest dodge as a substitute.</p><p></p><p><strong>Sneak Attack/Skills: </strong> I thought that with the impressive defences the class gets, the class skills needed to be far more specialised than a traditional rogue, so I went with the average skill point amount. Similarly, I slowed the sneak attack progression to approximately half the ordinary rate. I'll leave both as is for now. </p><p>Their style perhaps lends itself more to a ninja-style "sudden strike" mechanic, rather than the more opportunistic sneak attack. This might also be a better option.</p><p></p><p>Deflect Attack/Deflect arrows: These don't actually add to the class's own defense, rather that of her charge. It's also the main purpose of the class: that of a defender.</p><p></p><p>Defensive Strike: this gets progressively more powerful, and is certainly strong on a character with combat reflexes. If other changes are not enough to reduce the overall power level, this ability could be restricted to once per round.</p><p></p><p>Monk AC bonus: Ninja envy, maybe. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Seriously, however, the Sisters are assumed to have undergone training at dodging blows while not appearing a threat. I'm not averse to slowing the progression (as the monk only advances to +4). The progression is based on the devoted defender class, originally in sword and fist. Keep in mind this is a defensive class, and will often be diverting some of this bonus to her charge.</p><p></p><p>Harm's Way: This is basically the defining ability of the class, together with deflect attack/ deflect arrows. Since it is basically the whole point to the class, it ought to remain. Perhaps once per round at most, though (a swift action? or is that immediate?).</p><p></p><p></p><p>Naturally, I'd still like to have a cool class by the end of the adjustments. I guess the aim is for a bodyguard that relies on her wits, isn't what she seems, and is inspirational and heroic in her edication.</p><p></p><p>Happy brewing! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Sound of Azure, post: 2928375, member: 40749"] [b]...a spoonful of sugar?[/b] Thanks for the response! Yeah, "Death before Dishonour is really cliche". Perhaps, "Death before dishonour to your charge"? or perhaps the Order...? As for a sneak attacking class than can be honourable? Ninja, anyone? :) That being said, this is exactly why I wanted to define both the Oath and the Code properly. Will do some more thinking on both... Meanwhile, on the mechanics side I can see what you mean, and one of my concerns was that I gave too much compared to the costs (especially if you have an easy-going "client"). And, as the restrictions from Code and Oath aren't defined exactly, they're not restricting enough yet. As it stands, the class has: [B]A good (great?) hit die: d10.[/B] They are supposed to withstand the attacks they are blocking with their bodies. Could go to d8, but I'd prefer to retain this. [B]Diehard:[/B] I'd rather keep this one, for the reason above. [B]Divine Health: [/B] Thinking about it, they don't really need defence against disease (thye don't really have a reason to have it). Consider Divine Health gone. [B]Divine Body:[/B] Poison/drug immunity would be useful, especially from poisoned arrows and the like. [B]Mettle:[/B] This is supposed to allow the Sister to survive things like disintegrate on behalf of her charge (the character is at least 18th level by this point). I think this makes sense, and not out of place for an 18th level PC focused on tenacity and defence. [B]Divine Grace:[/B] I put divine grace in because they are essentially a divinely protected Knightly order- a very secretive one. I based it on the example of many classes in the Book of Exalted Deeds (which may be overpowered, too). But, it can go if necessary... as the class also has strong defences in other ways. [B]Saving Throws: [/B] The class relies on agility to block and deflect attacks: Reflex. Their training also emphasises toughness, so I thought Fortitude made sense. I didn't want 3 good saves, so I didn't include Will as well. [B]Unarmed Strike and Ki Strike: [/B] Well, that's probably me just being greedy. Initially, the original concept didn't have this, nor did the first version of the class. I got thinking that a group that emphasised looking like a normal person, and not a threat would learn to fight unarmed as well. Plus it's kind of cool! ;) Going back to the original idea, I can see them gaining bonuses to sleight of hand (to hide objects, not for stealing) and bluffing to appear harmless. Perhaps they could still gain the Improved Unarmed Strike feat to reflect their skill, but without the monk strike (good for a surprise sneak attack, but not much else). Of course, the class would then not require the feat to enter the class. I'd suggest dodge as a substitute. [B]Sneak Attack/Skills: [/B] I thought that with the impressive defences the class gets, the class skills needed to be far more specialised than a traditional rogue, so I went with the average skill point amount. Similarly, I slowed the sneak attack progression to approximately half the ordinary rate. I'll leave both as is for now. Their style perhaps lends itself more to a ninja-style "sudden strike" mechanic, rather than the more opportunistic sneak attack. This might also be a better option. Deflect Attack/Deflect arrows: These don't actually add to the class's own defense, rather that of her charge. It's also the main purpose of the class: that of a defender. Defensive Strike: this gets progressively more powerful, and is certainly strong on a character with combat reflexes. If other changes are not enough to reduce the overall power level, this ability could be restricted to once per round. Monk AC bonus: Ninja envy, maybe. ;) Seriously, however, the Sisters are assumed to have undergone training at dodging blows while not appearing a threat. I'm not averse to slowing the progression (as the monk only advances to +4). The progression is based on the devoted defender class, originally in sword and fist. Keep in mind this is a defensive class, and will often be diverting some of this bonus to her charge. Harm's Way: This is basically the defining ability of the class, together with deflect attack/ deflect arrows. Since it is basically the whole point to the class, it ought to remain. Perhaps once per round at most, though (a swift action? or is that immediate?). Naturally, I'd still like to have a cool class by the end of the adjustments. I guess the aim is for a bodyguard that relies on her wits, isn't what she seems, and is inspirational and heroic in her edication. Happy brewing! :D [/QUOTE]
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