Post by starfall on Oct 11, 2010 23:58:22 GMT
I 'd like to see a small radius disabler, and I wanted to build a class based on abilities / feats / spells that already exist. There really isn’t a caster / melee combo that would work. I think the plusses are good, but the minuses are minimal and need adjusted.
Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the constitution of a front line fighter, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim.
Requirements
- To qualify for Ninja the character must have 12 levels of Rogue, 10 levels of Shadow Dancer, Weapon Focus: Wind Fire Wheel, and XX Spot, XX Hide, XX Set Trap, XX Move Silently, by 23.
Chose SD over Assassin due to feats required Chose WFW because nobody ever uses it, and it requires an additional feat. Could go Short Sword, Sai, Goad, Hand Axe, Dagger, or Sap.
Chose Set Trap because I think it would work as a DC modifier for abilities.
CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Listen, Move Silently, Open Lock, Search, Spot, Tumble. (Persuade?)
CLASS FEATURES:
On achieving Ninja status at level 22 or 23, the character is allowed to choose from the Rogue or SD bonus feat list.
At Ninja 45, an Immortal Ninja can find the Shadow Step ability, enabling them to teleport as a swift action to targets within small range.
At Ninja 50 Crippling Strike increases the critical threat ranges by 1 of any wind fire wheels if the Ninja is wearing no armor.
At Ninja 55, Crippling Strike increases the critical threat ranges by 1 of any wind fire wheels if the Ninja is wearing light or no armor. This effect does not stack.
At Ninja 60, a Ninja ignores Sneak Attack immunity with wind fire wheel against nearly all opponents.
Could go 2 routes for abilities: Bombs or Touch Attacks. For bombs, I would assume changing the greater smite effect. For Touch attacks, they could be just like Assassin or BG spells.
Bombs:
“Bombs” have a 2 minute recharge (like greater smite) and have a DC either be class based (Rogue + SD), ability based (str or dex), or Skill based (Set trap / X). I like set trap based because it’s underutilized. I like them as clicky instant effects to simulate the bomb effect, but casting could work. Could also set them up like HS potions that require gold / xp to craft, but I think they need a timer of some sort. I have them set as small radius.
Dirge Bomb (based of bard spell dirge)
- Now a single burst effect, all enemies in a small radius who fail their save suffer (CL / 4)% physical vulnerability.
Bestow Curse bomb:
- Lowers all of the target creature's ability scores by 2.
- Penalties increase by -2 per 5 CL above 15, reaching -12 at CL40.
- Inflicts a -1 AB penalty per 4 CL above 40.
- In addition, the target's spell resistance is lowered by (CL / 5) for 10 rounds.
Gembomb
- Sets a magical trap field at the target point which will explode in a small radius if an enemy enters, doing CLd4 positive damage (with a Reflex save for half). The explosion is loot-breaking.
- If the trap field remains set for at least one round, it receives +(Abjuration foci * 3) SP.
- Is only available with HG Enhanced.
Illusory Pit
- Sets a magical trap field at the target point which will trigger if an enemy enters, forcing all enemies in a small radius to make a Will save or be knocked down for 1d3+1 rounds.
- If the trap field remains set for at least one round, it receives +(Abjuration foci * 3) SP.
- Is only available with HG Enhanced.
Rainbow Pattern
- Sets a magical trap field at the target point which will trigger if an enemy enters, forcing all enemies in a small radius to make a Will save or be dazed and suffer a (30 + (CL / 2))% miss chance for 1 + (CL / 10) rounds.
- If the trap field remains set for at least one round, it receives +(Abjuration foci * 3) SP.
- Is only available with HG Enhanced.
Grease
- standard spell effects.
Touch Attacks:
Bestow Curse
- Lowers all of the target creature's ability scores by 2.
- Penalties increase by -2 per 5 CL above 15, reaching -12 at CL40.
- Inflicts a -1 AB penalty per 4 CL above 40.
- In addition, the target's spell resistance is lowered by (CL / 5) for 10 rounds. This effect ignores SR and has no saving throw.
Vampiric Touch
- The target creature takes 1d6 points of negative energy damage for every 2 caster levels. This damage is then applied to the caster's hit points as a temporary bonus.
Does (CL / 2)d6 damage, with no cap.
Shocking Grasp
- Does CLd4 electrical damage, boosted by Lore, with no cap. Requires a touch attack.
- Is only available with HG Enhanced.
Corrosive Grasp
- Does CLd4 acid damage, boosted by Lore, with no cap. Requires a touch attack.
- Is only available with HG Enhanced.
Ninjas move through the shadows, striking down the unwary and vanishing again with ease. Their rigorous preparation sharpens their minds and bodies, giving them supernatural abilities of stealth and making them phantoms in the eyes of many. Although ninjas in battle lack the constitution of a front line fighter, they excel at making combat occur on their terms-appearing and disappearing seemingly at a whim.
Requirements
- To qualify for Ninja the character must have 12 levels of Rogue, 10 levels of Shadow Dancer, Weapon Focus: Wind Fire Wheel, and XX Spot, XX Hide, XX Set Trap, XX Move Silently, by 23.
Chose SD over Assassin due to feats required Chose WFW because nobody ever uses it, and it requires an additional feat. Could go Short Sword, Sai, Goad, Hand Axe, Dagger, or Sap.
Chose Set Trap because I think it would work as a DC modifier for abilities.
CLASS SKILLS: Bluff, Concentration, Craft Weapon, Craft Armor, Craft Trap, Disable Trap, Hide, Listen, Move Silently, Open Lock, Search, Spot, Tumble. (Persuade?)
CLASS FEATURES:
On achieving Ninja status at level 22 or 23, the character is allowed to choose from the Rogue or SD bonus feat list.
At Ninja 45, an Immortal Ninja can find the Shadow Step ability, enabling them to teleport as a swift action to targets within small range.
At Ninja 50 Crippling Strike increases the critical threat ranges by 1 of any wind fire wheels if the Ninja is wearing no armor.
At Ninja 55, Crippling Strike increases the critical threat ranges by 1 of any wind fire wheels if the Ninja is wearing light or no armor. This effect does not stack.
At Ninja 60, a Ninja ignores Sneak Attack immunity with wind fire wheel against nearly all opponents.
Could go 2 routes for abilities: Bombs or Touch Attacks. For bombs, I would assume changing the greater smite effect. For Touch attacks, they could be just like Assassin or BG spells.
Bombs:
“Bombs” have a 2 minute recharge (like greater smite) and have a DC either be class based (Rogue + SD), ability based (str or dex), or Skill based (Set trap / X). I like set trap based because it’s underutilized. I like them as clicky instant effects to simulate the bomb effect, but casting could work. Could also set them up like HS potions that require gold / xp to craft, but I think they need a timer of some sort. I have them set as small radius.
Dirge Bomb (based of bard spell dirge)
- Now a single burst effect, all enemies in a small radius who fail their save suffer (CL / 4)% physical vulnerability.
Bestow Curse bomb:
- Lowers all of the target creature's ability scores by 2.
- Penalties increase by -2 per 5 CL above 15, reaching -12 at CL40.
- Inflicts a -1 AB penalty per 4 CL above 40.
- In addition, the target's spell resistance is lowered by (CL / 5) for 10 rounds.
Gembomb
- Sets a magical trap field at the target point which will explode in a small radius if an enemy enters, doing CLd4 positive damage (with a Reflex save for half). The explosion is loot-breaking.
- If the trap field remains set for at least one round, it receives +(Abjuration foci * 3) SP.
- Is only available with HG Enhanced.
Illusory Pit
- Sets a magical trap field at the target point which will trigger if an enemy enters, forcing all enemies in a small radius to make a Will save or be knocked down for 1d3+1 rounds.
- If the trap field remains set for at least one round, it receives +(Abjuration foci * 3) SP.
- Is only available with HG Enhanced.
Rainbow Pattern
- Sets a magical trap field at the target point which will trigger if an enemy enters, forcing all enemies in a small radius to make a Will save or be dazed and suffer a (30 + (CL / 2))% miss chance for 1 + (CL / 10) rounds.
- If the trap field remains set for at least one round, it receives +(Abjuration foci * 3) SP.
- Is only available with HG Enhanced.
Grease
- standard spell effects.
Touch Attacks:
Bestow Curse
- Lowers all of the target creature's ability scores by 2.
- Penalties increase by -2 per 5 CL above 15, reaching -12 at CL40.
- Inflicts a -1 AB penalty per 4 CL above 40.
- In addition, the target's spell resistance is lowered by (CL / 5) for 10 rounds. This effect ignores SR and has no saving throw.
Vampiric Touch
- The target creature takes 1d6 points of negative energy damage for every 2 caster levels. This damage is then applied to the caster's hit points as a temporary bonus.
Does (CL / 2)d6 damage, with no cap.
Shocking Grasp
- Does CLd4 electrical damage, boosted by Lore, with no cap. Requires a touch attack.
- Is only available with HG Enhanced.
Corrosive Grasp
- Does CLd4 acid damage, boosted by Lore, with no cap. Requires a touch attack.
- Is only available with HG Enhanced.