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| JudgeDeadd04-10-07, 10:23 PM | ACTION JACKSON The name is Bond. James Bond. The action jackson is a fighter whose modus operandi is simple: make the combat look as cool and awe-inspiring as possible. An action jackson's style of fighting is an incredible ensemble of quick maneouvers and jaw-dropping movements, which to the casual observer seem almost supernatural. Requirements To qualify to become an action jackson (AJk), a chracter must fulfill all the following criteria. Base attack bonus: +8 Skills: Balance 6, Jump 4, Tumble 12 Feats: Acrobatic, Agile Game Rule Information Action jacksons have the following game statistics. Base Attack Bonus: High (as an arcane archer) Hit Die: d10 Saves: Good Reflex and Fortitude/poor Will. Class Skills: The action jackson's class skills are: Balance (Dex). Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Ride (Dex), Sleight of Hand (Dex), Swim (S), Tumble (Dex) and Use Rope (Dex). Skill points at each level: 2 + Intelligence modifier. Class Features All of the following are class features of the action jackson prestige class. Weapons and Armor Proficiency: Action jacksons are proficient with all simple and martial weapons, all shields and all armor. 1. Bullet Time, Catchphrase, Clever Feinting 2. Bonus Feat, Evasion 3. Duplicate Feat 4. Fascinating Maneouvers 5. Bonus Feat 6. Improved Evasion, Jack Is Nimble 7. Master of Weaponry 8. Bonus Feat, Living Tornado 9. Dizzyingly Fast 10. Improved Living Tornado Bullet Time: The action jackson may temporarily haste his own movements; from his own perspective, everything seems slowed down for that duration. Once per week he may, at the beginning of his round, declare that he uses the bullet time ability (this is a free action). When he does it, he immediately gets two consecutive rounds rather than one. In the next turn of combat, he still gets a round like he normally would. At level 6 and every 5th level after that he receives an additional use of this ability per week. Catchphrase: Action jackson chooses for himself a catchphrase - a characteristic expression used to identify himself. Once he chooses one, he cannot change it. He can utter this catchphrase a number of times per day equal to his action jackson level. All opponents who hear the catchphrase and understand it must make a Will save (DC 15 + action jackson's level) or suffer a -2 morale penalty to attack rolls and saving throws for the duration of one hour. Those who failed their saving throw are immune to this action jackson's catchphrase for the rest of the day. This is a mind-affecting, language-dependent effect. Clever Feinting: An action jackson has the ability to skillfully deceive his enemies. He receives a +5 bonus to Bluff checks made when feinting in combat. This bonus rises by an additional +5 per every 4 action jackson levels he has. Bonus Feat: He constantly looks for new, flashy techniques to make his fighting even more impressive. At level 2 and every 3 levels thereafter, he may choose a bonus feat from the following list (assuming he meets the prerequisites): Deflect Arrows, Dodge, Greater Multiweapon Fighting, Greater Two-Weapon Fighting, Improved Multiweapon Fighting, Improved Precise Shot, Improved Two-Weapon Fighting, Manyshot, Mobility, Mounted Archery, Multiweapon Fighting, Precise Shot, Quick Draw, Rapid Shot, Ride-by Attack, Shot On The Run, Snatch Arrows, Spirited Charge, Spring Attack, Trample, Two-Weapon Fighting, Whirlwind Attack. Evasion: The action jackson, just like a rogue, can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if he is wearing light armor or no armor. A helpless action jackson does not gain the benefit of evasion. Duplicate Feat: The watchful action jackson can mimic his opponent's movements. Any time that a feat from the list in 'Bonus Feat' ability description is used against him, the action jackson may make a Wisdom check (DC 20). If it is succesful, the action jackson temporarily gains this feat for a duration of 3d6 rounds (as long as he meets the prerequisites.) He may not gain any feats from this particular opponent for the next 24 hours. The newly-acquired feat cannot be used to receive another feat/prestige class level etc. for which this feat is a prerequisite. This ability cannot be used to gain epic feats. Fascinating Maneouvers: Those who see an action jackson's amazing reflex and dexterity may be fascinated. He can use this ability as a free action while taking part in combat, a number of times per day equal to half of his action jackson level. To use Fascinating Maneouvers, action jackson designates one or more creatures in the range of 90 feet who are able to see him and pay attention to him. He can fascinate a maximum of 1 creature per two action jackson levels beyond 4th. All creatures affected must make a Will saving throw (DC 10 + action jackson's level + action jackson's Cha modifier). If the roll succeeds, the action jackson cannot attempt to fascinate this creature for another 24 hours. If the roll fails, the creature just stands there and watches the action jackson, taking no other actions (up to a maximum of 1 round per bard level). The action jackson may keep the creature fascinated as long as he is fighting - if he won't be fighting for at least a round, the effect immediately ends. While fascinated, a target takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat allows the creature a new saving throw. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting ability. Improved Evasion: The action jackson is even more quick and agile when evading attacks. This ability works like evasion, except that while the action jackson still takes no damage on a successful Reflex saving throw against attacks henceforth he takes only half damage on a failed save. Jack is Nimble: He is extremely dextrous. The action jackson gets a +2 bonus to Dexterity. Master of Weaponry: The action jackson doesn't have problems with using pretty much anything to fight. He becomes proficient with all weapons - including exotic and improvised ones. He can use even the weapons that he normally wouldn't have a chance to master, such as future firearms. He also receives a +5 bonus to Use Magic Device checks when trying to use a weapon. Living Tornado: He has the ability to turn himself into a living cyclone of destruction. The action jackson's movements become so incredibly swift that he becomes merely a blurred, out-of-focus shape. He can start to use this ability as a free action once per day at level 7th and one more time for every two action jackson levels beyond. While under the influence of this effect, the action jackson gains a +12 bonus to Dexterity and a +5 circumstance bonus to all attack and damage rolls. His walk and run speed is doubled. All attacks directed against him have a 20% miss chance (as if he had concealment). He can maintains this effect for a number of rounds equal to his Constition modifier (at least 1), but he can end it at any time before. After the effect ends, the action jackson is fatigued. Dizzyingly Fast: The action jackson can move faster than most people. His base land speed increases by 5 feet. Also, when he performs a full-round action and has the right to a 5-foot-step, he can move at a distance of 10 feet instead. Improved Living Tornado: From level 10 onwards, when using the Living Tornado, the action jackson may use a full attack as a standard action. In addition, after the effect ends, he has the right to a Fortitude saving throw (DC 30 + number of rounds that the Tornado lasted) to avoid being fatigued. Epic Action Jackson: The epic-level action jackson continues his Hit Die and skill point progressions. In addition, he can continues to receive bonus feats at 11th level and every three levels thereafter (14th, 17th, 21th, 24nd, etc). He can choose, in addition to his normal list, from the following epic feats: Blinding Speed, Distant Shot, Epic Dodge, Epic Speed, Exceptional Deflection, Improved Whirlwind Attack, Infinite Deflection, Instant Reload, Multiweapon Rend, Perfect Multiweapon Fighting, Perfect Two-Weapon Fighting, Reflect Arrows, Storm of Throws, Swarm of Arrows, Two-Weapon Rend. |
| JudgeDeadd04-13-07, 02:53 AM | Okay, I see this ain't getting no replies... |
| JudgeDeadd04-15-07, 06:39 AM | I changed him a bit, removing Disease Resistance and adding two Evasions and Jack Is Nimble in its place. |
| Aktariel04-15-07, 07:20 AM | Alright. Let me see. I like the concept. I personally wouldn't play one, but I know plenty of people who would. I have a few objections. The main one is, it feels.... preconstructed? Like, you took a kit that gave you a framework and some abilities that you could put in. Mostly, it feels... too scaling? Aha! It feels like an epic prestige class at sub-epic levels. You know the way they scale? "An additional use of this ability every X levels." And that works for epic because you can keep gaining levels with no end in sight. But that doesn't work so well for lower levels. As presented, I don't think it is over or underpowered [though perhaps slightly under; I don't have a game to test this in right now...]. I just... it rubs me wrong for some reason. Maybe because I'm such a big critic of X/uses per day where X is anything less than, oh, say... five? And even then only if it's a major combat ability such as the Dervish's Thousand Cuts. Smite 5/ day at 20th level is broken. As in weak broken. As in, someone's going to break you. Anyway. Your class lacks... some definitive flavor ability. For example. There is no other class that I have ever seen that does anything really similar to the Blood Butcher. It's got good abilities and they all have good flavor and make sense and all that. But this class... Let's look at it this way. A prestige class is supposed to give you something really good in exchange for something else pretty good that you normally might be able to do if you hadn't taken this class. A Rogue/Assassin can do things like Death Attack and Spellcasting that a normal Rogue couldn't, but the normal Rogue will have better Sneak Attack, slightly better skills, and some unique rogue abilities. Prestige classes add unique flavor and some nice juicy crunch. And I'm... just not feeling that. It's like Dervish+Chameleon+Rogue, but watered down and lacking some definitive cohesion. I'm not sure how to make it clearer than that. Apologies both for the rambling and the undue harshness. It's late. I'll give it another look in the morning and it might look better then. Cheers, Ak PS Kudos on the Blood Butcher, by the way. Great job. |
| Aktariel04-28-07, 08:52 AM | :bump: *makes obscure arcane gestures* It lives! Well, ok. It's not exactly thread necromancy, but it might be close. I just would like to see some other people give this a look. |
| Sorentia04-28-07, 10:21 AM | I like it, very much so. To me, PrC's are used to help a character fill out thier persona more, not to just add power. And this, this does that very well. The abilities it grants are useful and can be fun, it fills out a particular fighting style nicely, and lends itself to that cocky persona very well. |