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View Full Version : The Viz-Jaq'taar (Diablo II Assassin) [3.5 Prestige Class] (PEACH)



DragoonWraith
2010-05-03, 07:52 PM
This is based on Diablo II's Assassin class, focusing primarily on the Shadow Disciplines and Traps trees, allowing the maneuver progression to handle the Martial Arts tree. In reality, one D&D class probably shouldn't have all three trees, so it probably needs to lose something - it might just have too much going for it right now.

It's designed to be entered with this Monk class (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1), which is all kinds of excellent. However, it's notable that this is a 10 level PrC which assumes at least 7 levels in a class that has neither maneuvers nor psionics (though it does fully advance Initiator Level and have a small number of Power Points), which means you're probably not going to have much in the way of maneuvers known and probably no Powers Known. At best, you'll have a level of Swordsage for 5 maneuvers known and 1 readied, but it's quite possible to enter this class with nothing more than a Martial Study and Martial Stance feat, which is somewhat rough. Just keep that in mind, please, when PEACHing. It's entirely possible that this PrC is still giving too much, but please consider what the complete character would have at each level.

http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Viz-Jaqtaar.png
"I am a hunter of Evil, part of an ancient Order sworn to hunt down corrupted Sorcerers." --Natalya, Viz-Jaq'taar

The Viz-Jaq'taar are an ancient order originally founded by the Vizjerei Sorcerer Clan to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Order, but they are widely feared and respected by all who employ the magic arts.

Becoming one of the Viz-Jaq'taar
The Viz-Jaq'taar are each prior masters of stealth and infiltration, as well as masters of their own bodies, highly skilled in martial arts. The Order teaches them to bring their skills to bear on evil arcanists everywhere, and to police the mage clans to prevent the corruption of the mortal world by the forces of Hell.

Prerequisites
Alignment
Any
The Viz-Jaq'taar, as an organization, require Lawful-Goodness. They're a group of highly disciplined assassins whose sole purpose is to prevent the fiendish corruption of mages. If including the organization in your setting and requiring membership for access to this prestige class, a Lawful Good alignment - or some way of reasonably faking it long enough to receive training - might make sense. In games where this is just another Prestige Class, however, there is no need for an Alignment restriction.
Class Features
Amethyst Heart (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1),
Discipline Aptitude (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1).
For those playing without SUPR Monk, alternate requirements would be:
Unarmed Strike damage progression (not merely Improved Unarmed Strike),
3 Shadow Hand maneuvers, including at least one Stance,
the Psionic Fist feat.
Feats
Ascetic Sage (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1),
Mage Slayer.
The alternative to Ascetic Sage is to simply homebrew a similar feat that allows Monk levels to stack with Swordsage levels for the purpose of Initiator Level.
Skills
Disable Device 4 ranks or Open Lock 4 ranks,
Hide 10 ranks,
Knowledge (Arcana) 4 ranks or Spellcraft 4 ranks,
Move Silently 10 ranks.
Special
Must not have any ability to use any form of spellcasting aside from Racial Spell-like Abilities.

Class Features of the Viz-Jaq'taar
The following are all class features of the Viz-Jaq'taar.

Hit Dice
d8.

Skills
Class Skills
The class skills for the Viz-Jaq'taar (as well as the key ability modifier for each) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Int), Open Lock (Dex), Profession (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Tumble (Dex).

Skill Points per Level
6 + Int.

Table 1: The Viz-Jaq'taar
{table=head]Level | BAB | Fort | Ref | Will | Special | Power Points | Traps | M. Known | M. Readied | Stances
1st | +0 | +0 | +2 | +2 | Ascetic Assassin, Counterspelling | 3 | 0 | +1 | +1 | +0
2nd | +1 | +0 | +3 | +3 | Wake of Fire | 6 | 1 | +0 | +0 | +1
3rd | +2 | +1 | +3 | +3 | Cloak of Shadows | 9 | 1 | +1 | +0 | +0
4th | +3 | +1 | +4 | +4 | Charged Bolt Sentry | 14 | 2 | +0 | +0 | +0
5th | +3 | +1 | +4 | +4 | Mind Blast | 20 | 2 | +1 | +0 | +0
6th | +4 | +2 | +5 | +5 | Wake of Inferno | 28 | 3 | +0 | +0 | +0
7th | +5 | +2 | +5 | +5 | Fade | 37 | 3 | +1 | +1 | +0
8th | +6 | +2 | +6 | +6 | Lightning Sentry | 47 | 4 | +0 | +0 | +0
9th | +6 | +3 | +6 | +6 | Shadow Master | 58 | 4 | +1 | +0 | +0
10th | +7 | +3 | +7 | +7 | Death Sentry | 70 | 5 | +0 | +1 | +1[/table]
Armor and Weapon Proficiencies
Viz-Jaq'taar gain no armor or weapon proficiencies.

Power Points per Day
A Viz-Jaq'taar does not gain any innate ability to manifest Psionic powers, but she does have a Power Point pool which she uses for her various abilities. Her daily allotment of Power Points per day is given in Table 1: The Viz-Jaq'taar.

In addition, she receives bonus Power Points per day if she has a high Wisdom score. Any Power Points the Viz-Jaq'taar has from another class or from knowing Sleeping Goddess Maneuvers are pooled together and are usable to Manifest Powers from the other classes or to Augment her Sleeping Goddess Maneuvers. Bonus Power Points for having a high ability score can be gained only for her highest Psionic class.

A Viz-Jaq'taar must get a good night's rest in order to regain her Power Points.

A Viz-Jaq'taar's Manifester Level for the purpose of using her class features is the sum of her Monk levels and her class level. She may never expend a number of Power Points greater than her Manifester Level in a single action unless she has the Overchannel feat, or has the Wild Surge class feature. The feat may be used with her class features, but Wild Surge only functions on Powers manifested by her Wilder class.

Maneuvers Known
At 1st level and each odd level thereafter, the Viz-Jaq'taar may learn a single maneuver from the Diamond Mind, Shadow Hand, or Sleeping Goddess disciplines.

Maneuvers Readied
At 1st, 7th, and 10th level, the Viz-Jaq'taar can ready another Maneuver each time she readies Maneuvers.

Martial Stances
At 2nd and 10th level, the Viz-Jaq'taar may learn a Stance from the Diamond Mind, Shadow Hand, and Sleeping Goddess disciplines.

Ascetic Assassin (Ex)
The Viz-Jaq'taar counts her class levels as levels of Swordsage for the purpose of her Ascetic Sage feat, and her Discipline Aptitude feature applies to her Initiator Level for all of her Viz-Jaq'taar maneuvers.

Counterspelling (Ps)
The Viz-Jaq'taar excels at stalking spellcasters, and so needs to be able to handle their spells. The tenets of the Order strictly forbid the Mage Slayers from gaining any magic of their own, to eliminate the possibility of corruption, and instead they hone their minds and bodies to the task. Whenever she recognizes a spell being cast through use of her Spellcraft skill, she may, as an Immediate Action, expend a number of Power Points equal to the cost of a Power the same level as the spell to counterspell it as if she had used a Dispel effect. Her caster level for the opposed check is her manifester level + 5, adn she has no cap on this check.

The Viz-Jaq'taar may also replace her Intelligence modifier with her Wisdom modifier on Spellcraft checks, if doing so would be beneficial to her.

Traps (Ps)
Beginning at 2nd level, the Viz-Jaq'taar gains access to her signature weaponry - magical sentinels known simply as Traps. Each Trap is part astral construct, part arcane router. The Order of Mage Slayers has a unique technique whereby the Viz-Jaq'taar can create these constructs with innate arcane ability, despite having none of their own. It is through the use of these Traps that they bring their own magic to bear against their targets. She may use a number of Traps per encounter equal to half her class level, as listed in Table 1: The Viz-Jaq'taar.

Each Trap may placed in any square within 60 ft. of the Viz-Jaq'taar as a Swift action so long as she is Psionically Focused, and lasts long enough to make as many automated attacks as listed in each Trap's description. Any active Traps will fall apart if the Viz-Jaq'taar expends or otherwise loses her Psionic Focus.

Traps are Psionically connected to the Viz-Jaq'taar, and know who her friends and who her foes are; Traps will only attack foes. They will automatically attack the nearest foe to their own location, and will do so as rapidly as possible until they run out of attacks, at which point they disintegrate.


Viz-Jaq'taar Trap Stats
Size/Type: Diminutive (http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreatu resInCombat) Construct (http://www.d20srd.org/srd/typesSubtypes.htm#constructType)
Hit Dice: 1d10 (5.5) hp per Power Point spent on the Trap
Initiative: - (Traps always activate on the Viz-Jaq'taar's turn)
Move Speed: 0 (Traps are fixed in space and cannot move or be moved. The point they are fixed to need not be on the ground.)
Armor Class: 24 (+0 Dex, +4 Natural Armor, +4 Size, +6 Deflection), touch 20, flat-footed 24)
Base Attack/Grapple: -/- (Traps neither make attack rolls nor can grapple)
Attack: None (Traps use Spell-like Abilities to attack)
Space/Reach: 1ft / 0 ft
Special Attacks: Spell-like Ability (varies)
Special Qualities: Blindsight (http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense) (range equals range of Spell-like Ability), Construct Traits, Hidden, Protected, Psionic Connection, Transdimensional
Saves: Exactly the same as the Viz-Jaq'taar's.
Abilities: Str -, Dex -, Con -, Int -, Wis 11, Cha 10
Skills: -
Feats: Mage Slayer, Scult Spell-like Ability, Transdimensional Spell-like Ability
Blindsight (Ex)
A Traps awareness of its surroundings relies on neither sight nor sound, but on fields of Arcana that exist everywhere that magic functions. They have no sense of areas within Antimagic Fields or Dead Magic Zones. The range of their Blindsight equals the range of their Spell-like Ability.

Hidden (Ex)
The location of a Trap is difficult to discern. Watching it attack makes it clear which square it resides in, but finding it within that square is still difficult, as it is camouflaged , makes no sound, and is shielded from magic so that attempts to view it magically always fail.

To find a Trap requires either a Search or a Spot check once the square where it can be found has been determined (which is a DC 10 Spot check for anyone who witnesses it attack). The DC for the Search check is equal to 15 + half the Power Points spent on the Trap. The DC on the Spot check is 15 + the Power Points spent on the Trap. Magic effects that reveal objects fail to work on Traps; it cannot be seen with True Seeing or similar effects, nor can Locate Object or similar effects yield its position more accurately that the square in which it resides.

Only those who have found a Trap may attack it in any way (see Protected).

Protected (Ex)
Traps are not effected by anything that affects an area, even if they are within that area. Only effects directed at them specifically can effect them. Directing an attack at a Trap specifically requires finding it (see Hidden) - under no circumstances can one who cannot see the trap damage or directly inhibit it in any way.

Psionic Connection (Su)
Traps remain connected to the Viz-Jaq'taar who placed them through her Psionic Focus. So long as she remains focused, the Trap is aware of every thing she is aware of, including which targets are friends and which are foes.

Traps always activate on the Viz-Jaq'taar's turn; she may dictate when during her turn each attacks, though she cannot direct the attack, only when it occurs. If she decides to Ready an action to do something, she may delay any or all of her Traps to delay with her, and activate when her Readied Action does.

The Viz-Jaq'taar is not aware of everything the Trap is, however. She only knows when it attacks, and the direction it attacked. If she cannot see or otherwise become aware of the target, she can only guess why it attacked in that direction.

Sculpt Spell-like Ability
The Spell-like Abilities of Traps automatically exclude targets the Viz-Jaq'taar considers friendly.

Spell-like Ability (Sp)
Every Trap has a Spell-like Ability that it uses. The effects vary from Trap to Trap, as described below, but they generally share the following features:
Traps cost Power Points to create, and additional Power Points may be spent to Augment the Trap as described in its Augmentation section. Every Trap receives a +1 to its save DC and an additional attack before disintegrating for every 2 extra Power Points spent on it, though Augmentation usually offers more benefits than just these.
Traps automatically target the closest viable target to itself, unless the Trap's description specifically indicates otherwise.
Traps apply their Scult Spell-like Ability feat to avoid hitting friendly targets, defined as those targets the Viz-Jaq'taar herself considers allies. The Viz-Jaq'taar may choose if Traps treat enemies she is unaware of as friends or enemies at the beginning of her turn (before any Traps attack for the round) as a Free Action. Traps will also apply their Transdimensional Spell-like Ability feat to ensure hitting enemy creatures residing in neighboring planes.
The save DC of the Traps' Spell-like Abilities is 15 + the Viz-Jaq'taar's Wisdom modifier at the time of the Trap's creation + half the number of Power Points spent on the Trap (rounded up). The increase in save DC for greater Power Point expenditures is listed in the description of each Trap under Augmentation; this listing is redundant and does not mean that the DC increases by 1 twice, it is merely provided for convenience.

Transdimensional (Ex)
Traps exist in all neighboring Transitive Planes as well as the Plane they are placed in (for the Material Plane, this means they are also in in the Astral, Ethereal, and Shadow Planes), and their sensory perceptions extend into these planes as well.

Transdimensional Spell-like Ability
The Spell-like Abilities of Traps affect those in all neighboring Transitive Planes as well as the Plane the Trap was initially placed in.

Wake of Fire (Ps)
This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes.
Power Point Cost: 5 Power Points
Attacks: 5/trap
Attack Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped Burst
Duration: Instantaneous
Saving Throw: Reflex halves
Spell Resistance: Yes
Deals 5d6 Fire damage to all within the area. The DC of any Concentration checks caused by this damage is raised by 2.


Augmentation
For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1, the Trap attacks once more before disintegrating, and the DC of Concentration checks the Trap causes is increased by 1.

Charged Bolt Sentry (Ps)
This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.
Power Point Cost: 7 Power Points
Attacks: 4/trap
Attack Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped Burst
Duration: 1 round
Saving Throw: Reflex negates
Spell Resistance: Yes
Those within the area take a -1 penalty to Caster Level or similar (Manifester Level, Meldshaper Level, Binder Level, etc - except Initiator Level, which is specifically excluded) for 1 round.


Augmentation
For every 2 extra Power Points spent on this Trap, the Reflex save DC increases by 1 and the Trap may make one additional attack before disintegrating.

Wake of Inferno (Ps)
This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target.
Power Point Cost: 7 Power Points
Attacks: 6/trap
Attack Time: 1 round
Range: 60 ft.
Area: Line-shaped Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
If, on the Viz-Jaq'taar's turn, there is a target in range, Wake of Inferno will spew a line of fire at the target, dealing 7d6 fire damage in a 60 ft. line in the direction of the nearest target (Reflex save halves). It will continue to launch this flame for the remainder of the round, moving it as necessary to constantly have it aimed at the target nearest to it. Any enemy creature who is within the line at the beginning of their turn takes 7d6 fire damage (again, if they'd already taken damage on the Viz-Jaq'taar's turn) (Reflex save halves). Any creature who takes fire damage from the Wake of Inferno is treated as undergoing continual damage equal to the total damage taken, and may be required to make Concentration checks as a result. The DCs of these Concentration checks is also 2 higher than they would otherwise be for the damage dealt. Every round spent spewing said flames counts as an attack for the Wake of Inferno.


Augmentation
For every additional Power Point spent, the DC of any Concentration checks this Trap causes increases by 3. For every two extra Power Points, the Reflex save DC increases by 1 and the Trap may attack one additional time before disintegrating.

Lightning Sentry (Ps)
The Lightning Sentry is an odd Trap - it does not make attacks on the Viz-Jaq'taar's turn, and has no use for the Standard Action it receives on her turn each round. Instead, it uses its Spell-like Ability to make attacks of opportunity.
Power Point Cost: 9 Power Points
Attacks: 5/trap
Attack Time: 1 attack of opportunity
Range: 120 ft.
Area: Line-shaped Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
The Lightning Sentry will attack any time an enemy within range provokes an attack of opportunity through any action other than movement. When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 9d6 Electricity damage (Reflex halves), which may trigger Concentration checks for the provoking enemy.


Augmentation
For every additional Power Point spent on the Lightning Sentry, it deals an additional 1d6 Electricity damage. For every 2 extra Power Points, the Reflex save DC is increased by 1 and the Trap may attack one additional time before disintegrating. For every 3 additional Power Points, the Trap may make an additional attack of opportunity each round.

Death Sentry (Ps)
This fearsome Trap has the ability to use an enemy's fallen minions against him.
Power Point Cost: 15 Power Points
Attacks: 3/trap
Attack Time: 1 standard action
Range: 240 ft.
Area: 20 ft. radius Burst
Duration: 1 round
Saving Throw: Reflex halves
Spell Resistance: Yes
The Death Sentry detonates the intact corpse of any foe who has already fallen this encounter, dealing (2d20+35)% of that foe's maximum HP before death in damage to all enemies in the area (Reflex halves). Half of the damage is fire damage, and the other half is piercing weapon damage. The corpse is now effectively useless for any effects which require a corpse, including this Spell-like Ability.

Unlike most Traps, the Viz-Jaq'taar has some say over which corpse the Death Sentry targets - each turn, she may direct any and all Death Sentries she has spawned to either target the corpse in range with the most enemies around it, or which had the highest HP in life. She may not make different choices for different Death Sentries, however, if she has more than one.


Augmentation
For each extra Power Point, the damage dealt by the Trap is increased by 5% of the target corpse's maximum HP before death. For every 2 addtional Power Points spent on this trap, the Reflex save DC increases by 1, and the Death Sentry may attack one additional time before disintegrating.

Cloak of Shadows (Ps)
A 3rd level Viz-Jaq'taar can, as a Swift Action, expend her Psionic Focus and 5 Power Points to cause everyone within 240 ft., including the Viz-Jaq'taar, to lose most sensory perception. For all targets in the area, anything non-adjacent to them has Total Concealment for one round. This ability directly targets creatures' sensory abilities, not simply their minds, and therefore is not Mind-Affecting, and the darkness every one sees and feels is not illusory, so True Seeing and the like provide no help against it. It also does not restrict itself merely to sight, but to all forms of sensory perception. At the same time, however, anyone outside of the range of the attack is completely unaffected, and can see those within as normal. Pierce Magical Concealment and similar non-spell effects provide immunity to this effect.


Augmentation
For every 2 extra Power Points the Viz-Jaq'taar spends on this ability, it lasts one round longer. The Viz-Jaq'taar cannot use the ability again while it is still on-going, even on a different group of targets, even if she has regained her Psionic Focus.
By spending an additional 3 Power Points, the Viz-Jaq'taar is not affected by the Cloak of Shadows.
By spending an additional 5 Power Points, the Viz-Jaq'taar is treated as if having True Sight for the duration of the Cloak of Shadows.

Mind Blast (Ps)
At 5th level, the Viz-Jaq'taar gains the ability to lash out at foes with her mind. By expending 10 Power Points, as a Standard Action, the Viz-Jaq'taar may deal 5d10 damage to enemies in a 20 ft. Burst centered within 60 ft. of her. Anyone who takes damage from both this effect and from any other effect during the Viz-Jaq'taar's turn, is stunned for the rest of the round.

She may expend her Psionic Focus as a part of this ability. If she does so, all those within the area must make a Will save with a DC of 10 + the Viz-Jaq'taar's Wisdom modifier, or become Confused.

The Viz-Jaq'taar has studied long in how to disrupt a mage's minions. Though these effects are [Mind-Affecting], the Viz-Jaq'taar's special training for those thralls favored by sorcerers allows her to affect Constructs and the Undead with this ability, even if they are mindless, as she has learned to co-opt even the simplest of magical programming. She also trains to best the protections of the mages themselves, and so can penetrate the effects of Mind Blank with the damage and stunning (though not the confusion).

Fade (Ex)
A Viz-Jaq'taar protects her body and mind with her own Psionic energies. At 7th level, the Viz-Jaq'taar is constantly under the effects of Freedom of Movement and Mind Blank effects. Furthermore, all Contingencies and similar effects simply do not notice her presence, and she cannot trigger them, either directly or indirectly.

Shadow Master (Su)
At 9th level, as a Standard Action, the Viz-Jaq'taar may expend her Psionic Focus and 19 Power Points to make one of her mirror images from her Ten-Mirrored Steps (http://docs.google.com/Doc?docid=0AYdLcxsM7Nx0ZGc2NzhibjNfNzJnNWpkZDJ2cA&hl=en&pli=1) feature into a Shadow Master.

This Shadow is a 40% real version of herself, and it may use her Unarmed Strike, Flurry of Blows, Fast Movement, Dance of the Sun and Moon, Between the Raindrops, Diamond Soul, and Mind Blast features. It does not gain any benefit from any of the Viz-Jaq'taar's equipment other than any Armor bonus to AC that the Viz-Jaq'taar may have and its attacks are treated as having an enhancement bonus equivalent to that of the items the Viz-Jaq'taar uses with her Way of Iron class feature (it does not gain any special abilities these may have, merely an enhancement bonus equal to the cost of those abilities); this enhancement bonus is capped at +5. It does not get advantage of any feats that the Viz-Jaq'taar has aside from Mage Slayer, and Pierce Magical Protection and Pierce Magical Concealment if she has them. It can create Traps, but these Traps are only Figments and cannot cause any real effects; they are only for confusing or frightening the enemy.

Anyone who interacts with the Shadow or its figmentary traps gains a DC 20 Will save to recognize it as false, and if successful only takes 40% damage from its attacks, and automatically makes any saving throws that the Shadow provokes.

The Viz-Jaq'taar cannot control the Shadow in any way, beyond indicating who is friend and who is foe. The Shadow is intelligent, however, and can recognize and take advantage of tactical situations and can prioritize foes based on apparent threat level and apparent ease of neutralization.

Image Credits
Image adapted from Assassin on the Move (http://jerrre.deviantart.com/art/Assassin-on-the-Move-93137733) by Jerrre (http://jerrre.deviantart.com/).

Primal Fury
2010-05-03, 08:35 PM
Are you sure you don't want to make this class a bit more... accessible? Those are some very strict requirements for entering the class.

Oh! And kudos on the Diablo Assassin class. First time I've seen one on these boards.

DragoonWraith
2010-05-03, 08:44 PM
Are you sure you don't want to make this class a bit more... accessible? Those are some very strict requirements for entering the class.
To be honest, it's tailored towards using that Monk homebrew pretty heavily. The Skills are pretty rough too. This is intentional but I don't know if it's a good idea. I was mostly going for the ambience of the class from the game.


Oh! And kudos on the Diablo Assassin class. First time I've seen one on these boards.
A friend of mine did one as a base class (http://www.giantitp.com/forums/showthread.php?t=119997) a while ago. It's pretty sweet, check it out!

PId6
2010-05-04, 02:23 AM
Looks very nice! I especially love how you implemented the traps. A few things though:


As you've said yourself, the class does look a bit loaded. The traps alone are almost enough for a PrC, and bonus feats + maneuvers on top of that seems way too much. I feel like it should be focusing on either traps or maneuvers, rather than having good progressions in both.
I think the stats of the class should be a bit lower as well. At least lower the HD to d8 rather than d10 so that all of its stats (HD, saves, skills, bab) are the same as the Swordsage's. And the class is powerful/focused enough that I feel like some of its stats should be lower than that of the entry classes, like reducing skill points to 4 rather than 6 (precedent: assassin having less skill points than rogue due to focusing on combat more than utility; the same seems true of this class).
Bonus feats should probably be removed. They're usually used to fill out dead-ish levels, and this class has enough that it really doesn't need them, however thematic they may be.
Also as mentioned, those are some very strict requirements. The only real entry is monk 6/swordsage 1, without much room for anything else. On the other hand, the monk gains Discipline Aptitude so late and that just makes too much sense not to require. I'd at least change the Shadow Blade requirement to Mage Slayer (if you get rid of the bonus feats). You'd probably want to take Shadow Blade anyway, but there's no real need to mandate it and Mage Slayer is more thematically appropriate anyway. (Also, without gaining a feat at 7th level, you can't get Shadow Blade on a monk 6/swordsage 1 without getting creative with the build.)
Lawful Good?
I think you meant to say "effective Monk level" for determining manifester level, considering the PP costs of the traps and the levels that you get them.
Counterspelling seems too good. (I don't think that sentence has ever been uttered by anyone else before.) The ability to completely lock down a mage without error repeatedly at almost no cost in actions is a bit much. I'd at least require it as an immediate action while expending focus so you can't do it repeatedly too easily, and you can choose not to expend focus but are subjected to a CL vs ML check to determine if it succeeds.
The traps are very well designed, but certain parts that were carried over from D2 makes less sense in D&D. Being innately aware of enemies without any sort of sensory perception is just weird; they should probably have some sort of blindsense/sight instead rather than having such constant divination up.
Being able to hit Ethereal targets is also pretty strange; they don't use Force effects, so how do they hit Ethereal enemies? It just doesn't make much sense flavor-wise to me, nor do I see the mechanical need.
There should be a way to disable traps, since they're pretty much nigh-indestructible with their AC/DR/immunities. I would say that a DC 20 + 2xclass level Disable Device check should be able to disable a trap.
The per-encounter limitations of the traps seem unnecessary and a bit strange. First of all, traps falling apart at the end of encounters don't really make that much sense to me. How do they know that all enemies are defeated rather than simply hovering out of their reach? I'd replace that with lasting a minute or something which makes a bit more sense to me.
And the limit on how many you can make per encounter also seems unnecessary, since they're so costly already that you'd rarely want to anyway, and the times that you do I don't see why you shouldn't be allowed to nova (just like for regular psionic classes). The traps are so expensive that you'd rarely be able to use them too often per day. I think removing the per encounter restriction if perfectly fine, since it'll rarely come into play and isn't necessary.
Do the traps avoid allies? How do they tell ally from enemy? And how do a trap like Death Sentry explode a corpse and not deal damage to allies in the area? Again, this is something carried over from D2 that doesn't really make sense within the context of D&D.
Wake of Fire: Augmenting doesn't increase the DC. Was that intentional?
Charged Bolt Sentry: I'm not sure how this works mechanically. Does it randomly damage an enemy within the 60 ft cone after targeting them? It seems a bit overtly complex, and should have to make an attack roll or allow a save.
Wake of Inferno: What constitutes an "attack" by the WoI? Each jet of 7d6 damage? Also, the damage seems a bit low compared to the other traps. Why isn't there a way to augment the damage?
Lightning Sentry: This is a very powerful trap. Maybe it should start with only one AoO per round, though I'm not sure. Am I reading it right or does it only attack on AoOs? If an enemy doesn't move or cast, does it simply not attack? If it attacks and makes AoOs, then it should probably only start with one AoO per round.
Death Sentry: I don't see how it avoids targeting allies' corpses, but otherwise it looks fine (and awesome).
Mind Blast: The DCs are really low. I think you should calculate the save DC for this by treating it as a power of level X, and adding your Wis modifier. You might also want to allow an augment option to increase damage and save DC or it'll become useless really fast.
Fade: I feel like this is too good. Constant FoM and Mind Blank are pretty high level effects, and this is probably better than Shadow Master. I'd switch the levels when you gain those abilities.
Maneuvers: This probably tips the class over the edge as far as number of class features go. I wouldn't cut it entire though. You could maybe lower the number of maneuvers gained and reduce it to just Shadow Hand; that would probably be weak enough to keep alongside everything else. Also, where can I find Sleeping Goddess?


You might also want to consider upping it to a 12 or 13 level PrC to fully incorporate everything you want without bloating (however weird it may feel to have a 13 level PrC). Hope that helps!

SlyGuyMcFly
2010-05-04, 08:48 AM
To be honest, it's tailored towards using that Monk homebrew pretty heavily. The Skills are pretty rough too. This is intentional but I don't know if it's a good idea. I was mostly going for the ambience of the class from the game.

At the very least give it an alternative set of entry reqs for peeps that like the class but don't use that particular Monk homebrew. Maybe something that encourages a Psywar/Swordsage multiclass? Off the top of my head... Psionic Weapon feat, a few Shadow Hand maneuvers (or Shadow Blade) and a bunch of skill ranks?

I agree with most of what PId6 said, especially the alignment req for entry. I'd go with any non-Evil or perhaps Lawful, to allow for a greater spread of character types.

As for the bloating issue... maybe make the traps and various other skills part of a 'at levels X, Y, and Z select a new skill from this list' type class feature. Give the more potent ones a prereq or three and the bloating should be history.

DragoonWraith
2010-05-04, 10:37 AM
Looks very nice! I especially love how you implemented the traps. A few things though
Appreciate the thoroughness!


As you've said yourself, the class does look a bit loaded. The traps alone are almost enough for a PrC, and bonus feats + maneuvers on top of that seems way too much. I feel like it should be focusing on either traps or maneuvers, rather than having good progressions in both.
Probably.


[LIST] I think the stats of the class should be a bit lower as well. At least lower the HD to d8 rather than d10 so that all of its stats (HD, saves, skills, bab) are the same as the Swordsage's. And the class is powerful/focused enough that I feel like some of its stats should be lower than that of the entry classes, like reducing skill points to 4 rather than 6 (precedent: assassin having less skill points than rogue due to focusing on combat more than utility; the same seems true of this class).
Heh, the Monk has d10, and the Swordsage has 6+Int.

Mostly, I feel like the class needs a ton of skills to do what it does, without anything in the way of Int synergy. This is frustrating. Hide, Move Silently, and Spellcraft are obvious, and that could easily be 3/4 of her skillpoints per level. Tumble and such are also desirable. I dunno.


[LIST] Bonus feats should probably be removed. They're usually used to fill out dead-ish levels, and this class has enough that it really doesn't need them, however thematic they may be.
Pierce Magical Concealment synergizes very well with Cloak of Shadows, which was intentional. I don't know, it seems like a Feat Tax to do it differently. Maybe change the pre-reqs... but that adds Blind-Fight as a pre-req, which is meh.


[LIST] Also as mentioned, those are some very strict requirements. The only real entry is monk 6/swordsage 1, without much room for anything else. On the other hand, the monk gains Discipline Aptitude so late and that just makes too much sense not to require. I'd at least change the Shadow Blade requirement to Mage Slayer (if you get rid of the bonus feats). You'd probably want to take Shadow Blade anyway, but there's no real need to mandate it and Mage Slayer is more thematically appropriate anyway. (Also, without gaining a feat at 7th level, you can't get Shadow Blade on a monk 6/swordsage 1 without getting creative with the build.)
Heh, my planned entry was Monk 8 with a bunch of Martial Study/Martial Stance feats. The maneuvers seem much less over-the-top in that entry, but you're right, that probably makes no sense and no one will enter that way...


[LIST] Lawful Good?
Seems an accurate description of the Viz-Jaq'taar in the game. Maybe Lawful Neutral, but they're entire purpose is anti-Hell, which aligns them pretty strongly with Good.


[LIST] I think you meant to say "effective Monk level" for determining manifester level, considering the PP costs of the traps and the levels that you get them.
I said Monk levels + Viz-Jaq'taar levels, actually. Effective Monk Level would have it advance at either Monk + 1/2 VJt, or Monk + 3/2 VJt, depending on the wording, and neither is intended.


[LIST] Counterspelling seems too good. (I don't think that sentence has ever been uttered by anyone else before.) The ability to completely lock down a mage without error repeatedly at almost no cost in actions is a bit much. I'd at least require it as an immediate action while expending focus so you can't do it repeatedly too easily, and you can choose not to expend focus but are subjected to a CL vs ML check to determine if it succeeds.
You can shut someone down once per round, sometimes twice but that hurts you in a lot of ways. I dunno, I felt like a Mage Slayer needs this crap just to compete. This class is largely inspired by a thread not so long ago that was "what would a non-caster need to kill a level 20 Wizard who knew he was coming" and a lot of the class features are based on that.

That said... now that I think about it, that's a hideous balance point. Sigh.


[LIST] The traps are very well designed, but certain parts that were carried over from D2 makes less sense in D&D. Being innately aware of enemies without any sort of sensory perception is just weird; they should probably have some sort of blindsense/sight instead rather than having such constant divination up.
I kind of like that. It's supposed to counter the fact that casters have so many different kinds of "No" that to attempt to individually counter them all would be ridiculous. I dunno about this one.


[LIST] Being able to hit Ethereal targets is also pretty strange; they don't use Force effects, so how do they hit Ethereal enemies? It just doesn't make much sense flavor-wise to me, nor do I see the mechanical need.
Transdimensional Spell is a +1 Metamagic; assume their SLAs have it, that's how they do it.

As for a mechanical need - again, casters have too many "No" buttons.


[LIST] There should be a way to disable traps, since they're pretty much nigh-indestructible with their AC/DR/immunities. I would say that a DC 20 + 2xclass level Disable Device check should be able to disable a trap.
That's a very good idea. I went a little too far with D2's making them untargettable.


[LIST] The per-encounter limitations of the traps seem unnecessary and a bit strange. First of all, traps falling apart at the end of encounters don't really make that much sense to me. How do they know that all enemies are defeated rather than simply hovering out of their reach? I'd replace that with lasting a minute or something which makes a bit more sense to me.
How do your maneuvers know when to recover automatically? How do you know when to stop taking turns by initiative? I dunno, this was purely mechanistic...


[LIST] And the limit on how many you can make per encounter also seems unnecessary, since they're so costly already that you'd rarely want to anyway, and the times that you do I don't see why you shouldn't be allowed to nova (just like for regular psionic classes). The traps are so expensive that you'd rarely be able to use them too often per day. I think removing the per encounter restriction if perfectly fine, since it'll rarely come into play and isn't necessary.
Hmm... I'd rather the per-encounter limitation be more significant, and their individual costs less so. Suggestions on that? Just lowering Power Point costs?


[LIST] Do the traps avoid allies? How do they tell ally from enemy? And how do a trap like Death Sentry explode a corpse and not deal damage to allies in the area? Again, this is something carried over from D2 that doesn't really make sense within the context of D&D.
Sculpt Spell is the obvious answer.... I dunno, they seem like they'd be almost unusable otherwise, too likely to cause friendly fire.


[LIST] Wake of Fire: Augmenting doesn't increase the DC. Was that intentional?
Not... particularly. I wrote it first. I dunno, should it?


[LIST] Charged Bolt Sentry: I'm not sure how this works mechanically. Does it randomly damage an enemy within the 60 ft cone after targeting them? It seems a bit overtly complex, and should have to make an attack roll or allow a save.
Save probably makes more sense.

The way I imagined it was this:
Determine direction of nearest enemy, and the area of a 60 ft. Cone in the direction of that enemy.
Number each of the enemies in the area, 1-X.
Roll 1dX 6 times to determine who is struck for 1d20 damage each time.
I don't DM, so I don't know how annoying that would be to do in combat, but it doesn't seem that tricky...


[LIST] Wake of Inferno: What constitutes an "attack" by the WoI? Each jet of 7d6 damage? Also, the damage seems a bit low compared to the other traps. Why isn't there a way to augment the damage?
1 round in which it attacks; I'll clarify that.

The damage is low because at least one target's going to take it twice. You can't augment it because I forgot about that. But its primary purpose is forcing Concentration checks, not damage.


[LIST] Lightning Sentry: This is a very powerful trap. Maybe it should start with only one AoO per round, though I'm not sure. Am I reading it right or does it only attack on AoOs? If an enemy doesn't move or cast, does it simply not attack? If it attacks and makes AoOs, then it should probably only start with one AoO per round.
It only makes AoOs. It starts with 2 because otherwise a caster could just move to draw the AoO, and then cast without risk of ruining the spell. Thoughts?


[LIST] Death Sentry: I don't see how it avoids targeting allies' corpses, but otherwise it looks fine (and awesome).
Woot! Sculpt Spell?


[LIST] Mind Blast: The DCs are really low. I think you should calculate the save DC for this by treating it as a power of level X, and adding your Wis modifier. You might also want to allow an augment option to increase damage and save DC or it'll become useless really fast.
The secondary DC is intentionally very low; I don't want it to actually succeed that often (it didn't in D2, either), but if you blast a group of mooks you should have a reasonable chance of getting one or two of them.


[LIST] Fade: I feel like this is too good. Constant FoM and Mind Blank are pretty high level effects, and this is probably better than Shadow Master. I'd switch the levels when you gain those abilities.
You're right; I was thinking the character would be a higher level than they actually are when they hit this level. Then again, FoM and MB are pretty much just the price of entry to even be relevant at 15+...


[LIST] Maneuvers: This probably tips the class over the edge as far as number of class features go. I wouldn't cut it entire though. You could maybe lower the number of maneuvers gained and reduce it to just Shadow Hand; that would probably be weak enough to keep alongside everything else. Also, where can I find Sleeping Goddess?
Sleeping Goddess (http://www.giantitp.com/forums/showthread.php?t=98409). It's awesome. Yeah, I considered doing that myself but wanted feedback first.

[QUOTE=PId6;8427581]You might also want to consider upping it to a 12 or 13 level PrC to fully incorporate everything you want without bloating (however weird it may feel to have a 13 level PrC). Hope that helps!
Meh, that doesn't bother me at all. Thanks!


At the very least give it an alternative set of entry reqs for peeps that like the class but don't use that particular Monk homebrew. Maybe something that encourages a Psywar/Swordsage multiclass? Off the top of my head... Psionic Weapon feat, a few Shadow Hand maneuvers (or Shadow Blade) and a bunch of skill ranks?
I'll consider it.


I agree with most of what PId6 said, especially the alignment req for entry. I'd go with any non-Evil or perhaps Lawful, to allow for a greater spread of character types.
Hmm, yeah, probably.


As for the bloating issue... maybe make the traps and various other skills part of a 'at levels X, Y, and Z select a new skill from this list' type class feature. Give the more potent ones a prereq or three and the bloating should be history.
Hmm, that's not bad. Hmm...

PId6
2010-05-05, 11:14 AM
Mostly, I feel like the class needs a ton of skills to do what it does, without anything in the way of Int synergy. This is frustrating. Hide, Move Silently, and Spellcraft are obvious, and that could easily be 3/4 of her skillpoints per level. Tumble and such are also desirable. I dunno.
That is true, there are so many skills that it's hard to max the skills you need even as a human rogue with good Int. That's at least something PF/4e got right. I guess 6+Int is probably fine.


Pierce Magical Concealment synergizes very well with Cloak of Shadows, which was intentional. I don't know, it seems like a Feat Tax to do it differently. Maybe change the pre-reqs... but that adds Blind-Fight as a pre-req, which is meh.
It is a bit of a feat tax, but they are feats that aren't absolutely necessary, and the class does give too much already that a bunch of bonus feats seems just too good.


Heh, my planned entry was Monk 8 with a bunch of Martial Study/Martial Stance feats. The maneuvers seem much less over-the-top in that entry, but you're right, that probably makes no sense and no one will enter that way...
Ah, I had assumed the expected entry was Monk 6/SS 1. That would explain some of the things I wasn't sure about.


Seems an accurate description of the Viz-Jaq'taar in the game. Maybe Lawful Neutral, but they're entire purpose is anti-Hell, which aligns them pretty strongly with Good.
In my opinion, a class should only have a truly restrictive alignment if there's a really good reason they cannot be something else. A paladin, for better or worse, must be LG because he's supposed to be a champion of good and he would fall otherwise (though even then, I don't see why there can't be NG or CG paladins [without requiring Paladin of Freedom], but I digress). Yes, the Viz-Jaq'taar is probably mostly LG, but there's no true restriction on why its individual members must be of that alignment. At best, a non-Evil/non-Chaotic restriction is justified, but I'd suggesting going with just non-Evil or even none at all, since even though assassins are most likely of some alignment, that doesn't mean you should restrict character concepts too much by requiring LG.

I normally get rid of alignment restrictions entirely from all classes and just say play it if you can explain it.


I said Monk levels + Viz-Jaq'taar levels, actually. Effective Monk Level would have it advance at either Monk + 1/2 VJt, or Monk + 3/2 VJt, depending on the wording, and neither is intended.
I was thinking more of Monk + martial adept + VJt, since I thought the intended entry was Monk 6/Swordsage 1. With that entry, all the traps would cost 1 more than your manifester level at the level that you get them unless Swordsage counted towards ML.


You can shut someone down once per round, sometimes twice but that hurts you in a lot of ways. I dunno, I felt like a Mage Slayer needs this crap just to compete. This class is largely inspired by a thread not so long ago that was "what would a non-caster need to kill a level 20 Wizard who knew he was coming" and a lot of the class features are based on that.

That said... now that I think about it, that's a hideous balance point. Sigh.
That depends I guess on whether you're aiming for the class to actually defeat spellcasters in the theoretical sense and the optimization level of the game.

If we're going by the power level of TO wizards, you can't really fight them period unless you have similarly-leveled spells of your own. In such a case, this type of ability doesn't actually do anything, since they have layers of Contingencies and they're shapechanged into Dire Turtles and eat you alive on the guaranteed surprise round anyway.

Against the practically optimized Batman-esque wizard, this ability is quite strong but the wizard still likely has outs (Quicken Spell, Contingency) but it puts you on relatively more even ground, which is probably the level you were going for.

Against any wizards less optimized than that or optimized for a different capacity (blasting, etc) to whom something like Mage Slayer is a significant threat, or any non-super-optimized sorcerers or T3 casters, this ability becomes just an I Win ability that totally overpowers them in absolute action denial and becomes unfairly overpowered, pretty much forcing casters to try to get to Batman-level to compete.

I don't think it's really worthwhile to build towards beating TO wizards or even batman, since anything that lets you do that would force the power level of the class beyond what's playable in a normal (T3) party and only balanced in very highly optimized ones.


I kind of like that. It's supposed to counter the fact that casters have so many different kinds of "No" that to attempt to individually counter them all would be ridiculous. I dunno about this one.
Again, it depends on what you're going for. Yes, a spellcaster can turn Ethereal or take Darkstalker or cast Superior Invisibility and become undetectable to the traps if they rely on Blindsense. On the other hand, he can also cast Energy Resistance and be nearly immune to them anyway. It depends on how far you're willing to stretch verisimilitude to accommodate theoretical casters, since in the vast majority of games, something like this won't make a difference.


Transdimensional Spell is a +1 Metamagic; assume their SLAs have it, that's how they do it.

As for a mechanical need - again, casters have too many "No" buttons.
Ethereal Jaunt is a 7th level spell, and a relatively situational one at that. Energy Resistance is a 2nd level one. Honestly, trying to shut down all the "No" buttons just seem more trouble than it's worth, and just stretches verisimilitude, when in 90% of games it's not going to make a difference.


How do your maneuvers know when to recover automatically? How do you know when to stop taking turns by initiative? I dunno, this was purely mechanistic...
Initiative and maneuvers I see as you yourself deciding to relax your combat stance or go into a default position for maneuvers. It's a conscious decision on the character's part. I just don't see traps as having much of a mind of their own, so they aren't intelligent enough to decide for themselves that the combat is over. It's a minor point though, so not that important either way.


Hmm... I'd rather the per-encounter limitation be more significant, and their individual costs less so. Suggestions on that? Just lowering Power Point costs?
I'd suggest reducing their effects and costs proportionally so that they don't cost your maximum PP when you learn them. That way, you always have to make decisions about how much you're augmenting them when you use them compared to how many traps you have left this encounter, as opposed to just making one very expensive trap per encounter since you can't afford to make more.


Sculpt Spell is the obvious answer.... I dunno, they seem like they'd be almost unusable otherwise, too likely to cause friendly fire.
Yeah, this is probably a case where verisimilitude must be sacrificed to mechanical need.


Not... particularly. I wrote it first. I dunno, should it?
I'd say so, so that they won't eventually become auto-saved by enemies and be completely useless against Evasion monsters.


The way I imagined it was this:
Determine direction of nearest enemy, and the area of a 60 ft. Cone in the direction of that enemy.
Number each of the enemies in the area, 1-X.
Roll 1dX 6 times to determine who is struck for 1d20 damage each time.
I don't DM, so I don't know how annoying that would be to do in combat, but it doesn't seem that tricky...
I guess it's not that bad, though that is an awful lot of die rolling each round. You could make it a bit clearer in the text of how it works. What you wrote here works fine.


1 round in which it attacks; I'll clarify that.

The damage is low because at least one target's going to take it twice. You can't augment it because I forgot about that. But its primary purpose is forcing Concentration checks, not damage.
Ah, so it fires at a foe in its round and the foe takes damage again on its turn if it's still in the stream of fire. Got it. This could use a bit of clarification as well.


It only makes AoOs. It starts with 2 because otherwise a caster could just move to draw the AoO, and then cast without risk of ruining the spell. Thoughts?
They can just move through two threatened squares in that case, take two AoOs, and then cast a spell, so it doesn't make a difference there. And not attacking the enemy standing there full attacking you is a little limiting. One attack on its turn + one AoO before augmentation seems better.


Woot! Sculpt Spell?
I guess. I find it hard to see how an unintelligent machine can tell between friend and foe, but this is another case where mechanical need > realism.


The secondary DC is intentionally very low; I don't want it to actually succeed that often (it didn't in D2, either), but if you blast a group of mooks you should have a reasonable chance of getting one or two of them.
That quickly falls down to 5% and stays there though, so that reasonable chance becomes pretty low pretty fast. You should make it scale with level or augmentation, and so long as it starts relatively low, it should always have a decent chance to affect enemies without the chance being particularly high.


You're right; I was thinking the character would be a higher level than they actually are when they hit this level. Then again, FoM and MB are pretty much just the price of entry to even be relevant at 15+...
FoM, yes, but Mind Blank is not necessarily needed. Still more powerful than Shadow Master though.

DragoonWraith
2010-05-05, 12:28 PM
That is true, there are so many skills that it's hard to max the skills you need even as a human rogue with good Int. That's at least something PF/4e got right. I guess 6+Int is probably fine.
Agreed on the PF thing (don't know enough about 4e to say). That said, this isn't a Pathfinder class, so... it should probably be balanced in line with 3.5 as it actually is, not how I think it should be (in my head, Wizards are just about the only class that deserves 2+Int skills, for example)


It is a bit of a feat tax, but they are feats that aren't absolutely necessary, and the class does give too much already that a bunch of bonus feats seems just too good.
Pierce Magical Concealment's pretty close to necessary. And the Blind-Fight pre-req is obnoxious.


Ah, I had assumed the expected entry was Monk 6/SS 1. That would explain some of the things I wasn't sure about.
That entry makes an awful lot more sense and I have to balance the class around the assumption that it will actually be entered that way. Hmm.

What if, instead of innate maneuver progression, I have Ascetic Assassin work with Shadow Hand and Sleeping Goddess IL, and then give a few Martial Study/Martial Stance feats? It's a little awkward, but it's closer to how I envisioned the class.


In my opinion, a class should only have a truly restrictive alignment if there's a really good reason they cannot be something else. A paladin, for better or worse, must be LG because he's supposed to be a champion of good and he would fall otherwise (though even then, I don't see why there can't be NG or CG paladins [without requiring Paladin of Freedom], but I digress). Yes, the Viz-Jaq'taar is probably mostly LG, but there's no true restriction on why its individual members must be of that alignment. At best, a non-Evil/non-Chaotic restriction is justified, but I'd suggesting going with just non-Evil or even none at all, since even though assassins are most likely of some alignment, that doesn't mean you should restrict character concepts too much by requiring LG.
Yeeeaaah... I agree.


I normally get rid of alignment restrictions entirely from all classes and just say play it if you can explain it.
Right, part of it is... I expect DMs to do that if someone wants to play this class that way. It's a purely fluff-based restriction, so if you refluff it (which people should) it should go away. But then... some people resist refluffing...


I was thinking more of Monk + martial adept + VJt, since I thought the intended entry was Monk 6/Swordsage 1. With that entry, all the traps would cost 1 more than your manifester level at the level that you get them unless Swordsage counted towards ML.
Which actually seems to be a good thing because it actually adds a downside to dipping Swordsage before taking this class...


That depends I guess on whether you're aiming for the class to actually defeat spellcasters in the theoretical sense and the optimization level of the game.

If we're going by the power level of TO wizards, you can't really fight them period unless you have similarly-leveled spells of your own. In such a case, this type of ability doesn't actually do anything, since they have layers of Contingencies and they're shapechanged into Dire Turtles and eat you alive on the guaranteed surprise round anyway.

Against the practically optimized Batman-esque wizard, this ability is quite strong but the wizard still likely has outs (Quicken Spell, Contingency) but it puts you on relatively more even ground, which is probably the level you were going for.
Quicken Spell is why the "expend Psionic Focus to make a Counterspell attempt" line was put in there, and Fade also specifically negates Contingency. That was intentional.


Against any wizards less optimized than that or optimized for a different capacity (blasting, etc) to whom something like Mage Slayer is a significant threat, or any non-super-optimized sorcerers or T3 casters, this ability becomes just an I Win ability that totally overpowers them in absolute action denial and becomes unfairly overpowered, pretty much forcing casters to try to get to Batman-level to compete.

I don't think it's really worthwhile to build towards beating TO wizards or even batman, since anything that lets you do that would force the power level of the class beyond what's playable in a normal (T3) party and only balanced in very highly optimized ones.
But doesn't make this any less true. I'll think about it. The traps seem to provide enough spell disruption to drop the effect, I think.


Again, it depends on what you're going for. Yes, a spellcaster can turn Ethereal or take Darkstalker or cast Superior Invisibility and become undetectable to the traps if they rely on Blindsense. On the other hand, he can also cast Energy Resistance and be nearly immune to them anyway. It depends on how far you're willing to stretch verisimilitude to accommodate theoretical casters, since in the vast majority of games, something like this won't make a difference.

Ethereal Jaunt is a 7th level spell, and a relatively situational one at that. Energy Resistance is a 2nd level one. Honestly, trying to shut down all the "No" buttons just seem more trouble than it's worth, and just stretches verisimilitude, when in 90% of games it's not going to make a difference.
The other reason I did it is because I don't really want to stat the Traps at all. I kind of want them to just work. You know, the old D&D paradigm of "if it has stats, you can kill it."


Initiative and maneuvers I see as you yourself deciding to relax your combat stance or go into a default position for maneuvers. It's a conscious decision on the character's part. I just don't see traps as having much of a mind of their own, so they aren't intelligent enough to decide for themselves that the combat is over. It's a minor point though, so not that important either way.
The Traps are Psionically connected to the Assassin. I believe I said that... and that's why they die if you lose Psionic Focus. Anyway, that's both the answer to this and the deciding between friend and foe thing.


I'd suggest reducing their effects and costs proportionally so that they don't cost your maximum PP when you learn them. That way, you always have to make decisions about how much you're augmenting them when you use them compared to how many traps you have left this encounter, as opposed to just making one very expensive trap per encounter since you can't afford to make more.
How should Charged Bolt and Lightning Sentry be reduced? I mean, they deal 1d20 and 1d100 damage respectively; I could probably use 1d8/1d12 for CBS but dropping from 1d100 to 1d20 is a huge reduction in damage and I like the highly random damage (taken, as it is, from D2), so I don't really want to introduce multiple dice (as they'll make a bell curve and therefore tend to strongly favor average values over extremes)...


Yeah, this is probably a case where verisimilitude must be sacrificed to mechanical need.
Heh, finally, one!


I'd say so, so that they won't eventually become auto-saved by enemies and be completely useless against Evasion monsters.
K, fair enough.


I guess it's not that bad, though that is an awful lot of die rolling each round. You could make it a bit clearer in the text of how it works. What you wrote here works fine.
I like the image of it. The other major issue is weird 1dX's in an actual tabletop setting... but lots of people have calculators with RNGs on them, so...


Ah, so it fires at a foe in its round and the foe takes damage again on its turn if it's still in the stream of fire. Got it. This could use a bit of clarification as well.
K, will work on it.


They can just move through two threatened squares in that case, take two AoOs, and then cast a spell, so it doesn't make a difference there. And not attacking the enemy standing there full attacking you is a little limiting. One attack on its turn + one AoO before augmentation seems better.
No, they can't do that. You cannot provoke multiple AoOs for the same action - if you provoke by moving, you don't provoke again by continuing to move. Unless the caster somehow has two move actions, which isn't impossible, but meh.


I guess. I find it hard to see how an unintelligent machine can tell between friend and foe, but this is another case where mechanical need > realism.
Again, Psionic connection with the Assassin.


That quickly falls down to 5% and stays there though, so that reasonable chance becomes pretty low pretty fast. You should make it scale with level or augmentation, and so long as it starts relatively low, it should always have a decent chance to affect enemies without the chance being particularly high.
5% is fine, seriously. It's primarily about stunning (I managed to retain the WoF/Mind Blast synergy, which makes me very happy), not the Confusion. If you hit 4 dudes with enough Will save to fail only on a 1, you still have a 20% chance of getting at least one of them. That's not awful, since it's mostly a bonus on top of the intention of stunning.


FoM, yes, but Mind Blank is not necessarily needed. Still more powerful than Shadow Master though.
As you noted, the anti-Contingency bit is needed. Also, Mind Blank is protection from Scry'n'Die. That seems... important.

Doc Roc
2010-05-05, 02:00 PM
We do have a revised skill system that goes with Monk, but... that's probably too much. It's pretty slick though, if you want to take a look, I'll PM you, D-W. It would resolve some of the problems, and supporting it in addition to the normal skill system is trivial (intentionally so).

imperialspectre
2010-05-05, 02:26 PM
First off, it's really good to see people using Penny Dreadful 3.5 work as a building block for further homebrew. It really is an honor, even though I didn't actually write any part of our 3.5 Monk replacement. :smallsmile:

Second, I do have a few suggestions in terms of balancing and design. At the top, I should say that I understand and respect the argument that the power gain from a PrC should be proportionate to what you have to do to get into it; i.e., if you're a 10th-level beatstick you're going to need a pretty impressive PrC for your last 10 levels to be anything but hell. However, please remember that the Monk class in question isn't exactly weak, and a Monk/Swordsage multiclass entry is one of the stronger possible Monk builds anyway.

So, let's look at the features:

Maneuvers:

While I'm not terribly familiar with the Sleeping Goddess discipline, I'd say in general that the maneuver progression is fine. You need decent progression when you're starting as late as 8th or 9th level.

Counterspelling:

I would recommend limiting this to 1/round by making it either immediate action or free-with-psi-focus. I would suggest the immediate action alternative, because I'm not a fan of things that don't have action costs.

Bonus feats: I would suggest eliminating these. Bonus feats are generally something you use as filler, as someone else pointed out. Additionally, the Mage Slayer line (after Mage Slayer, at least) is not written very well, and a lot of players and GMs dislike it for that reason.

Traps: High amounts of randomness in damage are a terrible idea in D&D, because it makes it impossible to predict for purposes of balancing. I would never support a die size higher than d20, and d20 is really pushing it. Get rid of the d100 for Charged Bolt in favor of a few d10s.

Additionally, have you considered the effect that the traps have on people who aren't casters? Many casters can react to the traps with some level of efficiency. That is not the case for the vast majority of non-casters, who will just take DPR and be unable to counter it. I'm not immediately certain of how to resolve this issue, but something should be done to fix it. Perhaps you should replace their invisibility (a magical property) with requiring a successful Spot or Search check to detect them (a mundane property that many casters don't have).

A Word on DCs: Fixed DCs are generally a bad thing. The formula for a DC is 10 + 1/2 character level or CR + ability mod. Learn it, love it, use it.

Fade: I know you want to make a caster-killer, but this is probably too good. In particular, I would split the reverse scrying into a different ability (perhaps to replace Mind Blast, which isn't terribly interesting and is basically worded screwily to avoid being typed with descriptors that legitimately should apply to it). Additionally, instead of simply negating all contingencies, I would suggest forcing a CL check versus your ML, perhaps at a penalty, for the contingency to activate.

In summary: One of the things we learned when we began producing content is that D&D generally shouldn't have "hard counters" in the RTS sense - a unit that makes another unit helpless and destroys it. Countering imbalance via imbalance does not generally improve the game. Instead, if you're going to allow Tier 1 and Tier 2 classes in your game, you should provide people access to a few reliable defenses (which you do very well) and ways to attack their enemies' main defenses. The Fade ability and the borderline invulnerability of many of the traps aren't methods of attack, they're hard counters to common caster defenses. I would respectfully suggest that you nerf or rewrite them in order to make them threats instead of death warrants.

Doc Roc
2010-05-05, 02:43 PM
That said, working traps! That look fun!

imperialspectre
2010-05-05, 03:56 PM
Yeah. The idea of traps that are actually interesting and useful as PC tools is definitely good, and the implementation is far better than most of what I've seen before.

Doc Roc
2010-05-05, 05:36 PM
And there's really no getting around the need to have a mindblank-like effect in high level play, so that's sort of an unfortunate wash.

DragoonWraith
2010-05-05, 07:43 PM
We do have a revised skill system that goes with Monk, but... that's probably too much. It's pretty slick though, if you want to take a look, I'll PM you, D-W. It would resolve some of the problems, and supporting it in addition to the normal skill system is trivial (intentionally so).
I'd love to look at it. My PM box is very close to full, so if it's all the same to you, I'd prefer it in e-mail form (my username at gmail.com) - but if it isn't all the same to you, feel free to PM it to me. I do have some room and that sounds very worth it.


First off, it's really good to see people using Penny Dreadful 3.5 work as a building block for further homebrew. It really is an honor, even though I didn't actually write any part of our 3.5 Monk replacement. :smallsmile:
Hey, it was a great piece! Seriously, I was statting up a Monk for a game, and was banging my head against a wall trying to make it work. In the end, I kind of tossed my hands up and said "damn it, this thing just won't do what I want it to. I want flurry, and I want some stealthiness, but I also want maneuverability and stuff... what I'd really like is shadow pounce, like the Teflammar Shadowlord or whatever it is" and somebody linked to yours saying "dude, this has that. Like, seriously, all of it." and I was just amazed. It fit the character perfectly.


Second, I do have a few suggestions in terms of balancing and design. At the top, I should say that I understand and respect the argument that the power gain from a PrC should be proportionate to what you have to do to get into it; i.e., if you're a 10th-level beatstick you're going to need a pretty impressive PrC for your last 10 levels to be anything but hell. However, please remember that the Monk class in question isn't exactly weak, and a Monk/Swordsage multiclass entry is one of the stronger possible Monk builds anyway.
Agreed, agreed, and agreed. And thank you, very much, I appreciate it.

I should say, that this class (like a few others I've done), was started with an idea of what it should play like, but no certainty on what the mechanics should be. So I seriously just started writing - "Well, psionic/martialist, so power points and a maneuver progression", "OK, anti-mage, that means... counterspelling, nobody counterspells, but let's make it do that." and then "so the traps are iconic, how can I use those?" and "I remember that thread about killing casters, you'd need some ways to handle invisibility, ethereality, incorporeality, miss chances, contingencies, argh, so much stuff - OK, Fade can handle some of that, Mage Slayer-line handles some more of it, that seems good". It just kind of builded line by line like that, and I have to admit I didn't do much in the way of going back and saying "OK, what's the total picture" at the end of it - it was getting late and there were a lot of things I needed others' opinions on anyway. So! Do not be afraid to tell me there's stuff wrong - I know that. Sorting out what can stay, what should stay, what can't stay - that's where I need help. So, thank you for that.


Maneuvers:

While I'm not terribly familiar with the Sleeping Goddess discipline, I'd say in general that the maneuver progression is fine. You need decent progression when you're starting as late as 8th or 9th level.
The_Demented_One does excellent stuff, and I've used Sleeping Goddess without too many troubles. That said, PId6 had a good point - if you dip Swordsage, you're talking about having a decent cadre of maneuvers already, and since your Initiator Level's plenty high, you can catch up pretty quickly. So I'm not sure about that.


Counterspelling:

I would recommend limiting this to 1/round by making it either immediate action or free-with-psi-focus. I would suggest the immediate action alternative, because I'm not a fan of things that don't have action costs.
So, you don't think the ability to auto-counterspell just by paying the cost is overpowered? I feel like the class is going to be very Power Point starved, so it might work out, but in review this was one feature I'd been pretty sure I'd nix entirely.


Bonus feats: I would suggest eliminating these. Bonus feats are generally something you use as filler, as someone else pointed out. Additionally, the Mage Slayer line (after Mage Slayer, at least) is not written very well, and a lot of players and GMs dislike it for that reason.
What's the issue with those feats? I'm not familiar with that; they seem pretty good to me. Anyway, this seems to be the general consensus, soooo... Mage Slayer is probably going to become a pre-req, and these are going to be removed. K.


Traps: High amounts of randomness in damage are a terrible idea in D&D, because it makes it impossible to predict for purposes of balancing. I would never support a die size higher than d20, and d20 is really pushing it. Get rid of the d100 for Charged Bolt in favor of a few d10s.
Blame the source material for that; lightning effects in Diablo II always had 1 as the minimum damage (excepting the Sorceress's Charged Bolt, but not, IIRC, the Assassin's Charged Bolt Sentry, despite their similarity). That said... yeah, you're right.


Additionally, have you considered the effect that the traps have on people who aren't casters? Many casters can react to the traps with some level of efficiency. That is not the case for the vast majority of non-casters, who will just take DPR and be unable to counter it. I'm not immediately certain of how to resolve this issue, but something should be done to fix it. Perhaps you should replace their invisibility (a magical property) with requiring a successful Spot or Search check to detect them (a mundane property that many casters don't have).
OK, I definitely like forcing Spot/Search checks instead of magic. That is awesome.

So, here I'd want some help: in Diablo II, Wake of Fire and Death Sentry are pretty key Assassin utility skills - Wake of Fire because it synergizes with Mind Blast to stun an area of enemies, Death Sentry because it provides some ability to get through large hordes quickly (since it deals damage based on the monster's life, killing a few enemies and dropping a Death Sentry would quickly clear away the mooks, allowing the Assassin do what she does best - drop the boss-ish dude). Wake of Inferno is just bugged, it doesn't work. Lightning Sentry can be a very efficient killing skill all by itself, if one puts a lot of points into it, but this class isn't really supposed to be emulating the Trapsin.

With that background, what I want is for the Traps to be primarily utility - throw off casters by forcing Concentration checks. Maybe lower the damage, but do things like add multipliers to the DC of the Concentration checks? In other words, people with high HP should be able to pretty safely ignore the Traps, since it shouldn't really end up with that much DPR - while casters are very hampered by their presence. Suggestions on achieving that effect?


A Word on DCs: Fixed DCs are generally a bad thing. The formula for a DC is 10 + 1/2 character level or CR + ability mod. Learn it, love it, use it.
I actually didn't do this for a reason - I felt as if the Monk you guys offered had little/no synergy with any mental stat, so picking one seemed odd - and my thought of a character with high, say, Wis, for 6-10 levels of Monk where he's not really seeing much benefit from it - that seemed bad to me. Also, Psionic DCs are typically set by the number of Power Points spent, which is why you don't see the 1/2 char level (or class level, which could also work in this case, since 10 = 1/2 20) - it wouldn't be a Psionic class if that wasn't how that worked. I missed the increasing DCs on several of the abilities, which was an oversight, though.


Fade: I know you want to make a caster-killer, but this is probably too good. In particular, I would split the reverse scrying into a different ability (perhaps to replace Mind Blast, which isn't terribly interesting and is basically worded screwily to avoid being typed with descriptors that legitimately should apply to it). Additionally, instead of simply negating all contingencies, I would suggest forcing a CL check versus your ML, perhaps at a penalty, for the contingency to activate.
Honestly... I'm not really sure why I wrote the reverse Scrying thing. I think I'll just remove that. My concern with the Contingency thing is that CL is massively easier to pump than ML. It just is. And accounting for that by adding a big penalty basically means it auto-succeeds anyway against those who haven't pumped their CL. So... I dunno, that was the thinking. Not sure it's right, but that was the idea.

As for Mind Blast - yes, it should probably be [Mind-Affecting] but that makes it useless, so it's not. However, the skill is really key to the D2 Assassin, and one I definitely want to retain. In particular, the synergy between Mind Blast and Wake of Fire is one I consider very important (Mind Blast stuns creatures if they get hit shortly after Mind Blast - Wake of Fire covers a large area with minor fire damage, that despite being pointless in terms of damage, does trigger the stun). So advice on that would be nice.


In summary: One of the things we learned when we began producing content is that D&D generally shouldn't have "hard counters" in the RTS sense - a unit that makes another unit helpless and destroys it. Countering imbalance via imbalance does not generally improve the game. Instead, if you're going to allow Tier 1 and Tier 2 classes in your game, you should provide people access to a few reliable defenses (which you do very well) and ways to attack their enemies' main defenses. The Fade ability and the borderline invulnerability of many of the traps aren't methods of attack, they're hard counters to common caster defenses. I would respectfully suggest that you nerf or rewrite them in order to make them threats instead of death warrants.
Mm, that's good advice. And in reality - despite the fluff - she's not really intended to be a hard-counter. I think it was mostly that I've read so much about how utterly impossible it is to combat a high-level full-caster, that I felt the need to stack the deck in her favor quite a bit just to make things even.


That said, working traps! That look fun!
Yeah. The idea of traps that are actually interesting and useful as PC tools is definitely good, and the implementation is far better than most of what I've seen before.
Heh, unfortunately I cannot take too much credit for those - the Diablo II Assassin had traps very similar to these. This is literally a translation of those into D&D rules.

That said, the thing Blizzard really got right was eliminating the concept of setting up traps in advance. That is impossible for player characters 90% of the time. These traps can be deployed mid-battle, and start acting right away. But because they mindlessly attack the nearest enemy, there's a ton of strategy on Trap placement. And I think that translates very well into D&D.


And there's really no getting around the need to have a mindblank-like effect in high level play, so that's sort of an unfortunate wash.
Erm. Not entirely sure what this was in response to or what I'm supposed to take from it. Do you mean that Fade should have permanent Mind Blank?

Doc Roc
2010-05-05, 09:05 PM
Given that fade comes online at ~14th, I think just an fom + mindblank effect is probably simpler, and more elegant, than the reverse scry.

DragoonWraith
2010-05-05, 09:18 PM
Agreed, but what about the anti-contingency measures? I consider those of some import, though I might be misguided about that.

Contingency is one that I've always felt suffers more than any other from the sort of perfect hindsight that TO offers. I've never actually played a Wizard of a high enough level to actually use Contingency - how effective do they actually end up being?

Doc Roc
2010-05-05, 10:25 PM
Agreed, but what about the anti-contingency measures? I consider those of some import, though I might be misguided about that.

Contingency is one that I've always felt suffers more than any other from the sort of perfect hindsight that TO offers. I've never actually played a Wizard of a high enough level to actually use Contingency - how effective do they actually end up being?

I've seen a number of very high-powered arena games won by contingency. In the case of contingency, I find it's more useful and interesting to provide an unnatural or unexpected line of attack. It really is dependent on how carefully you are forced to word your contingencies, which is a GM thang.

PId6
2010-05-05, 11:47 PM
When I use it, I almost always just contingency with the trigger stated somehow to the effect of "When I say 'Zoom,' Dimension Door," or "When I say 'Activate: Forcefield,' Resilient Sphere." Hence why I'm not sure how much the supposed contingency immunity is worth, since triggering it off of saying something is one of the broadest and most useful ways to say "No" and skirts nicely the assassin's protection against it. On the other hand, it does negate contingencies that would protect the caster even if he doesn't see the attack coming, so there's that.

DragoonWraith
2010-05-06, 10:01 AM
Yeah, I was primarily concerned with "If I'm attacked by someone I don't see coming, teleport away so I can scry and figure out whether or not it was a real threat" - which is totally viable and the wizard has the resources to make it not that inefficient.

Anyway, kind of half-updated - heading in the right direction?

Doc Roc
2010-05-07, 11:57 AM
Tomorrow, I will fluff-strip, OGLize, and rewrite mageslayer for you.

DragoonWraith
2010-05-08, 08:38 PM
OK, updated. The Traps have been toned down somewhat though probably not enough to achieve the effect I want, but I want some feedback on their new form before tweaking them further. Counterspelling and Fade each got nerfed, and the bonus feats were removed. Also, alternate requirements were added, and the alignment requirement was removed but a note added about the organization.

Bitter Iocus
2010-05-26, 02:29 PM
This creates in me small floating hearts. Which are then extruded and flutter off.

DragoonWraith
2010-05-26, 02:32 PM
I'm glad you like it.

I really would like some more feedback on this class. I've created Homebrews since this one, but it stays in my signature cuz I really want to make it a great class, and I feel like it's currently sitting in limbo...