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| Eightbitmage07-01-04, 12:37 PM | I based a class, not Prc, just a normal class, that runs from level 1-20, and is based off of Prince of persia from sands of time. Is it balanced? Aerobatic Swordsman Alignment: Any Hit die: d10 Skills: Balance, Climb, Craft, Escape artist, Jump, Listen, Perform, Swim, Tumble 2 + int skill points per level. Weapon and armor proficiency: Proficient with all simple weapons, Kukri, Short swords, Long swords, Rapiers, and Scimitars, with light armor but not with shields. BAB: good Reflex save: good BAB Fort Ref Will Abilities 1. +1 +0 +2 +0 Acrobatic 2. +2 +0 +3 +0 Vaulting trip 3. +3 +1 +3 +1 Improved initiative 4. +4 +1 +4 +1 Evasion 5. +5 +1 +4 +1 Uncanny dodge 6. +6/1 +2 +5 +2 Combat reflexes 7. +7/2 +2 +5 +2 Wall kick 8. +8/3 +2 +6 +2 Prone combat 9. +9/4 +3 +6 +3 Improved Uncanny dodge 10.+10/5 +3 +7 +3 Wall run. 11.+11/6/1 +3 +7 +3 Faultless tumble 12.+12/7/2 +4 +8 +4 Improved evasion 13.+13/8/3 +4 +8 +4 14.+14/9/4 +4 +9 +4 Acrobatic charge 15.+15/10/5 +5 +9 +5 Secrets of vaulting 16.+16/11/6/1 +5 +10 +5 Bonus feat 17.+17/12/7/2 +5 +10 +5 18.+18/13/8/3 +6 +11 +6 19.+19/14/9/4 +6 +11 +6 Bonus feat 20.+20/15/10/5 +6 +12 +6 Coup de grace At 1st level the aerobatic swordsman gains acrobatic as a bonus feat. Vaulting trip (Ex): At 2nd level an aerobatic swordsman gains the ability to tumble over his opponents and trip them in a single fluid motion. He must first make a tumble check of DC 20, or DC 25 for creatures one size category larger than he is If he fails he falls prone and provokes an attack of opportunity. If he succeeds he moves to the opposite side of the enemy and he may Make a trip attack that does not provoke an attack of opportunity with a bonus equal to his tumble check divided by 5 (This bonus does not stack with the bonus from improved trip). Regardless of the success of the trip, he may then make a full attack, starting with his highest base attack bonus, on the opponent he used the Vaulting trip on. Any character in the square behind the target must make a reflex save DC 15 to move 5 feet, or be knocked prone. May not use vaulting trip while prone. At 3rd level the aerobatic swordsman gains Improved imitative as a bonus feat. At 4th level the aerobatic swordsman gains Evasion. At 5th level the aerobatic swordsman gains Uncanny dodge. At 6th level the aerobatic swordsman gains Combat reflexes as a bonus feat. Wall kick (Ex): At 7th level the aerobatic swordsman learns to jump from walls to attack his enemies. If he is near a wall and succeeds on a jump check DC 25, he may attack as though charging even if he does not move, or if he hasn’t moved in a straight line toward his enemy. He gains all the benefits and penalties of charging. He may also make two attacks off of this charge, the first at his highest attack bonus, the second off his highest attack bonus –5. If he fails the jump check he falls prone. Prone combat (Ex): At 8th level the aerobatic swordsman can fight from a prone state as easily as a standing state. He does not take –4 vs. melee attacks and does not take –4 on his own melee attacks while prone. He may get up as a free action if he hits on an attack and succeeds on a tumble check DC 15. He does not gain this benefit if he full attacks while prone. At 9th level the aerobatic swordsman gains Improved uncanny dodge. Wall run (Ex): At 10th level the aerobatic swordsman gains the ability to run up or along walls. He may add 40 to the vertical or 10 to the horizontal portion of a jump check, but not both. He may only use this if the jump is made near a wall. Faultless tumble (Ex): At 11th level he has learned to tumble well even in dangerous situations. He may take 10 on his tumble check at any time, even if under pressure. Acrobatic charge (Ex): At 14th level the aerobatic Swordsman gains the ability to charge in situations where others cannot. He may charge over difficult terrain that normally slows movement. This enables him to run down steep stains, leap down from a balcony, or to tumble over table to get to his charge target. Secrets of vaulting (Su): At 15th level the aerobatic swordsman has gained a supernatural ability to tumble better and higher than most ever manage. Act as though the Aerobatic swordsman were one size larger for vaulting trip attempts, both allowing him to trip larger enemies, and gaining a +4 size modifier on trip attempts. He also gains +5 to trip attempts while using Vaulting trip. (An Aerobatic swordsman larger than medium does not gain the benefits of secrets of vaulting.) Bonus feat: At 16th and 19th level an aerobatic swordsman receives a bonus feat, not limited in any way. Coup de grace (Ex): At 20th level the Vaulting trip has become a deadly art. The aerobatic swordsman can use this on a victim of his vaulting trip instead of a full attack. He must have succeeded on the trip attempt. He performs a single attack at his highest base attack –10. If he hits the target must succeed on a fortitude save (DC 10 + damage dealt) or die. This does not work on creatures immune to critical hits. |
| rogue_lettuce07-01-04, 01:52 PM | A) Should have been posted in the Classes board, in PHB forum. That's >HERE< (http://boards.wizards.com/forumdisplay.php?s=&forumid=17) B) Take a look at my Hong Kong Action Movie Monk to see how I handled running on walls, spinning on bars for extra leverage when jumping, etc.... It's >HERE< (http://boards.wizards.com/showthread.php?s=&threadid=230828&) Thanks!:) |