DungeonmasterCal
First Post
Nifft said:@ DungeonmasterCal: http://boards1.wizards.com/showthread.php?t=771597
... but it looks like they're only up to level 4? Huh.
Cheers, -- N
Thanks!
Nifft said:@ DungeonmasterCal: http://boards1.wizards.com/showthread.php?t=771597
... but it looks like they're only up to level 4? Huh.
Cheers, -- N
Looks neat. I like how you tied in the normal shadow dancer's class abilities with Shadow Hand maneuvers & stances. The only thing I dislike is the limited use of a shadow sidekick. It doesn't jibe (to me) with how stances usually operate & the benefits they give. What about instead making a new Shadow Hand maneuver that can summon a shadow for a number of rounds in an encounter?Nifft said:Added a Shadow Dancer who does all the good stuff that a Shadow Dancer should do, but powered by Martial Adept stuff instead of random wonky mechanics.
Please take a look and gimmie feedback!
Thanks, -- N
saucercrab said:The only thing I dislike is the limited use of a shadow sidekick. It doesn't jibe (to me) with how stances usually operate & the benefits they give.
saucercrab said:About learning new stances when advancing in the PrC (& this applies to all the PrCs you've built), can they learn any, or are they limited to the schools each focuses on?
ZOMG!Nifft said:[Diamond Duelist]
Maneuvers: At each odd level (and 10th), the diamond duelist learns one new maneuver chosen from the Diamond Mind or Iron Heart schools.
You're quite welcome.Nifft said:Thanks saucercrab!
Expending a readied maneuver is a cost.Let me try to defend it... please do rebut!
1/ There has to be a cost. The regular Shadowdancer pays in XP when her shadow companion is destroyed; I don't like that mechanic.
No argument here. (Just a general dislike for the existing mechanic. )2/ There are a lot of Shadow Hand maneuvers which do special things when you flank, and here's a special flank buddy! So I nerf it a bit by making you unable to use your flank stances with your free flank buddy. You still get full benefit from Shadow Blade, though, and you will have at least +3d6 Sneak Attack dice (from this class alone). So it's not a total nerf.
The martial shadowdancer's Summon Shadow stance can be broken by something that doesn't directly affect the character, i.e. the shadow being destroyed. The higher level the character gets, the more likely & easier that his shadow will get axed, ending the stance.3/ Look at what the Deepstone Sentinel or Jade Phoenix Mage do with stances... I'm using a similar mechanic here. It may not be the best thing in the world, but it's reasonable, and consistent with what's come before.
The maneuvers must be picked from certain schools, but the sentences for stances don't say that. If it's inherent that the stance must be from certain schools, then additional readied maneuvers must also be from certain schools. (Existing PrCs state stances must be from select schools, but not additional readied maneuvers.)Each PrC has a "Maneuvers" section which lists which schools you are allowed to choose new stances & maneuvers from.
Shadow Dancer, for example, can only choose from Shadow Hand. That's why she gets so many goodies.
That's fine, I just thought "murder adept" sounded cool & would fit that PrC.As to names, I like 'em plain. Please feel free to change the names & flavor for your campaign -- I've left the flavor mostly empty for exactly that reason -- but for the purpose of this document, I want it to be blindingly obvious that the Martial Assassin is a martial adept who replaces the Assassin prestige class.
Which reminds me, I should really call the Shadow Dancer the "Martial Shadowdancer".
jasin said:ZOMG!
Mang, this gives me flashbacks to Hong's martial artist back when I started 3E! Is it just right or simply too good? I so want it too be just right, but that might just be wishful thinking because I want to play it. It might be simply too good, but then, it might just seem like that to me because it's exactly what I want to play, so of course it seems better than anything else to me.
saucercrab said:Expending a readied maneuver is a cost.
No argument here. (Just a general dislike for the existing mechanic. )
saucercrab said:The martial shadowdancer's Summon Shadow stance can be broken by something that doesn't directly affect the character, i.e. the shadow being destroyed. The higher level the character gets, the more likely & easier that his shadow will get axed, ending the stance.
I don't see any other stances that a character can get forced out of for conditions not having to do with him. He can kick the stance back up if the shadow dies, but it just seems wonky for a stance to end like that.
Fixed. Thanks!saucercrab said:The maneuvers must be picked from certain schools, but the sentences for stances don't say that.
jasin said:Good stuff, Nifft.
jasin said:A couple of suggestions: the diamond duelist's riposte feels wrong to me in that it gives you an AoO against the enemy fighter when you use moment of perfect mind to resist the enemy wizard's hold person. It's like the Cleave AoO thing. I'd limit it to the opponent whose attack you're countering.
jasin said:It doesn't say, but I'd have the shadowdancers shadow always appear in an adjacent square. Not so much "summon shadow" as "animate your shadow". Not that big a difference, really, I just think it's cooler that way.
jasin said:Also, do you think the shadowdancer could get the shadow ealier? It's something of a signature ability for the regular shadowdancer, it's a pity this one gets it at 10th. Perhaps saying that if it's killed it cannot reform for 24 hours or something like that?