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Author Topic: Expert Class:Death Dancer  (Read 1545 times)
Medwyn
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« on: January 08, 2011, 08:23:26 PM »

Death Dancer
Exotic and wild, alluring and dangerous as her whirling blades, the Death Dancer is what personifies quickness and grace. Although her motions may appear random they are a graceful mix of lethality played out according to her own rhythm.

Requirements: Dex 13+,Acrobatics 4+, Mobility Basics, Whirling Strike Trick,  Parry Trick

BAB: Fast
Fort: Medium
Ref: Fast
Will: Slow
Def: Medium
Init: Fast
Lifestyle: Slow
Legend: Slow

Skills: 4+Int Mod per level
Vitality: 12+ Con mod per level

Class Skills: Acrobatics, Athletics, Bluff, Impress, Intimidate, Notice, Resolve, Tactics

1     Dance of Death I, Slashing Blades
2     Ever-Moving I
3     Fancy Feet
4     Improved Reach, Wuxia I
5     Dance of Death II
6     Improved Reactions
7     Ever-Moving II, Fancy Feet
8     Masterís Touch I, Wuxia II
9     Dance of Death III
10   A Thousand Cuts

Core Ability
Slashing Blades: You may add your Class Level to the number of times you may use Whirling Strike and Parry per combat.

Class Abilities
    DDance of Death I: At Level 1, you gain Charging Basics
    Dance of Death II: At Level 5 you gain Charging Mastery.
    Dance of Death III: At Level 9 you gain Charging Supremacy.
     Ever-Moving I: At Level 2 you gain Mobility Mastery and your maximum Acrobatics rank increases to your career level +5.
    Ever-Moving II: At Level 7 you gain Mobility Supremacy and your maximum Acrobatics rank increase to your career level +7.
    Fancy Feet I: At Level 3, when you charge, you may also distract 1 opponent as a free action at any point along your movement (in addition to your attacks). Further, you may charge 2 additional times per combat.
    Fancy Feet II: At Level 7, when you charge, you may distract 1 additional opponent (total of 2), as a free action at any point along your movement (in addition to your attacks. Further, you may charge an additional 2 times per combat (Total of 4).
    Improved Reach: At Level 4, you melee and unarmed Reach increases by 1.
    Wuxia I: At Level 4, your Jump results are no longer limited by your height and the distance you Jump increases by 50% (rounded up).
    Wuxia II: At Level 8, the distance you Jump increases by an additional 50% (total of 100%), and youíre considered to weigh only 1 lb when determining if a surface or object can support you.
   Improved Reactions: At Level 6 you gain a +5 bonus to your Initiative and you may Parry an additional 2 times per round.
   Masterís Touch I: At Level 8, you may add 2 tricks to each attack. You may also apply unarmed tricks to melee attacks and vice-versa.
   A Thousand Cuts: At Level 10, you gain Cleave Basics and Cleave Mastery. Further, once per combat you may take an additional action for a 10 rounds.
« Last Edit: January 08, 2011, 10:34:57 PM by Medwyn » Logged
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« Reply #1 on: January 08, 2011, 10:09:14 PM »

The name should be changed.

Dervishes are Sufi Muslim ascetics.
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Medwyn
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« Reply #2 on: January 08, 2011, 10:35:09 PM »

Name changed.
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« Reply #3 on: January 08, 2011, 11:18:14 PM »

If you include the Whirling Strike trick, you're really including Two Weapon Fighting as a hidden requirement.

Master's Touch applies some nice benefits, but seems out of place. Whirling Strike + Jagged Slash seems like it might be fun, but the character may not have Jagged Slash, or anything else relevant. Plus, I have a hard time seeing mixing unarmed and melee tricks for this character.
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Medwyn
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« Reply #4 on: January 08, 2011, 11:38:20 PM »

If you include the Whirling Strike trick, you're really including Two Weapon Fighting as a hidden requirement.

Master's Touch applies some nice benefits, but seems out of place. Whirling Strike + Jagged Slash seems like it might be fun, but the character may not have Jagged Slash, or anything else relevant. Plus, I have a hard time seeing mixing unarmed and melee tricks for this character.

You don't need to have Two Weapon Fighting to have Whirling Strike, you just need to hold 2 weapons. Two Weapon Fighting just makes it better.

Master's Touch allows you to combine 2 tricks, they don't have to be unarmed, but they can be. This ability is at the same level as the Edgemaster, and there is only so much you can squeeze into a class, so to get the most out of this you may need to spend a proficiency or feat to gain a Trick. To me that is not a big deal to use the whole class abilities.

What do you think would be a better fit if not Master's Touch?
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Jake
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« Reply #5 on: January 09, 2011, 01:05:51 AM »

The class gets a bunch of feats and they're all pre picked, I mean 7 feats. Many Expert Classes only get 2, the dead Eye gets 5 and that is plenty. You could also drop Master's Touch for Reach II.

I've been playing with something similar. Try putting Tempo at 1, 5, 9. I can't find it right now but the game breaker was something like "At level 10, once per adventure as a free action you gain the benefits of the Wire Fu campaign quality for a number of rounds equal to your class level. If this Campaign Quality is already active the threat range of your melee attacks increase by 4 when attacking opponents when above ground."
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« Reply #6 on: January 09, 2011, 01:12:28 AM »

Structurely, a) you've over priced the entry requirements, so you'll probably want to drop the whirling strike trick given your use of Parry boosts kinda requires the other, b) there's potentially a problem with granting Wuxia II which normally kicks in at level 16  -- a Martial Artist 8/Dervish 8 would have a dead level in terms of ability gain as there's no Wuxia III, a problem for an otherwise very likely build; replacing it with Superior Jumper II is an option, as is the combo of SJ I + rolling jump checks twice, and c) the game breaker feels "off"

Elsewise, there's nothing particularly wrong with it,  But I think there's room for improvement


Requirements: Dex 13+, Acrobatics 4+, Mobility Basics, Whirling Strike Trick

  1. Bright Blade, Misdirection
  2. A Thousand Cuts
  3. Dervish Dance
  4. Misdirection, Wuxia I
  5. Dervish Dance
  6. Master's Touch I
  7. A Thousand Cuts, Dervish Dance
  8. Leaps & Bounds, Misdirection
  9. Dervish Dance
10. A Thousand Cuts

Core Ability
     Bright Blade: You gain a trick:
     Bright Blade (Melee Attack trick): While attacking with two or more 1-handed melee weapons, when you inflict damage you inflict an equal amount of flash damage. You may use this trick a number of times equal to your Dervish class level.

Class Abilities
     Misdirection: At level 1, you gain the Misdirection Basics feat and a bonus skill point every level that must be spent on Acrobatics.
     At level 4, you gain the Misdirection Mastery feat.
     At level 8, you gain the Misdirection Supremacy feat.
     A Thousand Cuts:  At level 2, you are considered to have an additional number of melee combat feats equal to your Charisma modifier, and you gain the Fend trick.
     At level 7, you gain the Back At You! trick, the number of times it may be used is instead based on the number of melee combat feats you possess.
     At level 10, your Whirling Strike trick is no longer limited by the number of feats you possess or times per round it may be performed. Further, when attacking with two or more 1-handed melee weapons, your attacks gain the bleed and excrutiating qualities, as well as keen equal to your starting action dice.
     Dervish Dance: At level 3, 5, 7 & 9, you may either gain one Basic Combat feat or take one step on the Path of Travel.
     Wuxia I: At level 4, you gain the Martial Artist ability of this name.
     Master's Touch I: At level 6, you gain the Martial Artist ability of this name.
     Leaps & Bounds: At level 8, you gain the Superior Jumper I ability and may roll Jump checks twice, keeping the result you prefer.
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Medwyn
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« Reply #7 on: January 09, 2011, 01:47:35 AM »

Structurely, a) you've over priced the entry requirements, so you'll probably want to drop the whirling strike trick given your use of Parry boosts kinda requires the other, b) there's potentially a problem with granting Wuxia II which normally kicks in at level 16  -- a Martial Artist 8/Dervish 8 would have a dead level in terms of ability gain as there's no Wuxia III, a problem for an otherwise very likely build; replacing it with Superior Jumper II is an option, as is the combo of SJ I + rolling jump checks twice, and c) the game breaker feels "off"

Elsewise, there's nothing particularly wrong with it,  But I think there's room for improvement

Fair enough, you seem to be much wiser at this than I.

Where is the pricing for entry requirements for Expert Classes that you talk about?


With your rebuild you run into the same issue with Wuxia - Martial Artist 16/Dervish 4, might have to remove it and go with your Leaps & Bounds idea, and then put Improved Reach at Level 8.

Why do you use Charisma Modifer in thousand Cuts?

Also with the Back to You! trick, you need both your hands free, the class is built as a two weapon fighter type. Does that mean that you can drop your weapons as a free action to activate your Back to you Trick?
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Mister Andersen
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« Reply #8 on: January 09, 2011, 05:01:06 AM »

Quote from: Medwyn
Where is the pricing for entry requirements for Expert Classes that you talk about?

Expert Class requirements must come to 5 design points:
·   [1] Alignment
·   [1] Attribute 13+
·   [1] Base Attack Bonus 3+
·   [1] Interest x1
·   [1] Skill 4+ ranks
·   [1] Spells known (5)
·   [2] Attribute 15+
·   [2] Feat
·   [2] Interest x2
·   [2] Skill 6+ ranks
·   [2] Spells known (1/school)


Quote
With your rebuild you run into the same issue with Wuxia - Martial Artist 16/Dervish 4, might have to remove it and go with your Leaps & Bounds idea, and then put Improved Reach at Level 8.

True, though perhaps a less-likely build. In that case, Leaps & Bounds I would simply be Superior Jumper I + either a max Acrobatics level bump or calculating falling damage every 20 feet instead of every 10

Quote
Why do you use Charisma Modifer in thousand Cuts?

Because Charisma is about force of personality, and the blade techniques this class seems predicated on are as much about personal expression as they are physical dexterity in the old stories.

Quote
Also with the Back to You! trick, you need both your hands free, the class is built as a two weapon fighter type. Does that mean that you can drop your weapons as a free action to activate your Back to you Trick?

You won't always have your weapons, so this stops you being a one trick pony, plus it ties into the whole deadly dance/acrobatic technique in your fluff.
« Last Edit: January 09, 2011, 05:03:17 AM by Mister Andersen » Logged

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« Reply #9 on: January 09, 2011, 06:03:39 AM »

With your rebuild you run into the same issue with Wuxia - Martial Artist 16/Dervish 4, might have to remove it and go with your Leaps & Bounds idea, and then put Improved Reach at Level 8.

You could put the Leaps and Bounds at 4 and Wuxia I at 8, that way you wouldn't hit any legacy ability combo problems.
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« Reply #10 on: January 09, 2011, 02:43:24 PM »

I like what you've done but I also think it could use some tweaking. I think my approach would be to loose up the precise tactics used and focus on strengthening the core concept. Also, there is no way I would not use the Edgemaster's Blade Dance ability, based on the name alone. One change is that I think the character needs better access to maneuvers, which means more skills. You at least want Sense Motive.

Requirements: Dex 15+, Acrobatics 4+, Mobility Basics feat

1
2
3
4
5 Blade Dance I
6
7
8
9 Blade Dance II
10

Core Ability
Slashing Blades: You gain the Fencing Basics feat. Also, you are considered to have a number of additional Melee Combat feats equal to your Dex modifier (min 1).

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« Reply #11 on: January 09, 2011, 02:45:21 PM »

Quote
Why do you use Charisma Modifer in thousand Cuts?

Because Charisma is about force of personality, and the blade techniques this class seems predicated on are as much about personal expression as they are physical dexterity in the old stories.

I agree. In fact, if it were me, I would strongly consider using the level 3 and 7 slots for "increase the lower of your Dexterity and Charisma by 1."
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Medwyn
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« Reply #12 on: January 09, 2011, 03:21:23 PM »

Requirements: Dex 13+, Acrobatics 4+, Mobility Basics, Whirling Strike Trick

Class Skills: Acrobatics, Athletics, Bluff, Impress, Intimidate, Notice, Resolve, Sense Motive

  1. Bright Blade, Misdirection
  2. A Thousand Cuts
  3. Graceful
  4. Misdirection, Leaps & Bounds
  5. Blade Dance
  6. Master's Touch I
  7. A Thousand Cuts, Graceful
  8. Improved Reach, Misdirection
  9. Blade Dance
10. A Thousand Cuts

Graceful: At Level 3 and 7 the Lower of your Dexterity or Charisma increases by 1.
Leaps & Bounds: At level 4, you gain the Superior Jumper I ability and your maximum ranks in Acrobatics increases to your Career Level +5


« Last Edit: January 09, 2011, 03:26:02 PM by Medwyn » Logged
Medwyn
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« Reply #13 on: January 09, 2011, 03:40:49 PM »

<Snip>

Thanks Mister A
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