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| mdag05-30-07, 07:36 PM | for this type of race (climbers and jumpers) that I call the "TreeTop Charger". For the race I thought of making this for see here (http://boards1.wizards.com/showthread.php?t=854491) Heres what I have so far: The small scouting party had seen nothing in the forest. Everything was black and there was no way to know what time it was. The silence was broken only by the footsteps of the orcs. Without warning one scout was pounded into the ground by a small, blurred shape that fell from above it. A cloud of dust and dried leaves lept into the air and the remaining scouts all turned quickly to see what had happened. Above the dead orc squatted a small, monkey-like person. It stood and spines extended from all over its almost-naked body. Before any of the orcs could get over this frightful event more of these creatures fell from the tree tops upon the remaining orcs. They never knew what hit them. TreeTop Charger Pre Requisites: 8 Ranks Climb 8 Ranks Jump Bab +4 Sneak Attack Hit Dice: d8 Skills: Balance, climb, jump, hide, move silently, and Tumble. Skill points per level: 4+int Bab: Full (as fighter) Saves: Good fortitude and Reflex, poor will. Class Abilities: Level --- Ability 1 --- Diving Charge, reduced fall (10') 2 --- Acrobatic Jumping 3 --- Off the Walls, reduced fall (20') 4 --- Improved Diving Charge 5 --- Reduced Fall (30') 6 --- Daredevil's Bravery 7 --- Greater Diving Charge, reduced fall (40') 8 ----- None ----- 9 --- Reduced Fall (50') 10 -- Death from Above Diving Charge At first level, after falling a minimum of 10', the TreeTop Charger can strike one foe within reach as they fall to the ground. They can only make one melee attack versus one foe. If they hit, they deal an automatic (x2) damage. This does not affect how much base damage they deal, it only multiplies the damage roll by two. The TTC takes standard damage for the fall, minus what they might have from class abilities. Once they land the TTC is flat-footed for 1 round. At level 4 this ability needs a minimum of a 20' fall to be effective. Upon reaching the ground they can make one melee attack versus one foe. If they hit, they deal an automatic triple (x3) damage. They take the appropriate damage but are not flat footed upon reaching the ground. At level 7 the TTC must fall a minimum of 30' to use this ability. When they reach the ground they can make one melee attack versus one foe and deal quadruple (x4) damage. The TTC can use this ability to deal the x2 damage after dropping 10' at any level. They can then choose to use the higher falls and higher damage multipliers when they gain them at higher levels. If they use the minimum fall to get the x2 damage and they have the level 4 ability, they are still not flat-footed when they land. Reduced Fall Starting at level one and every second level afterwards (3rd, 5th, 7th and 9th) the TTC can ignore damage from falls of a certain distance. Each second level the distance increases by 10 feet. The TTC does not gain the benefit of this ability if they are asleep, paralyzed, or helpless in any other way. Off the Walls At level 3, the TTC can use a very unique ability. After a 10' running start the TTC can run towards a solid surface of at least 10' in height and run 10' up the wall. They can then choose to jump and use the wall as a base or catch onto anything nearby and use the appropriate action in their situation. If they choose to jump outwards they must make a jump check. They take a -2 to their check due to the difficulty of the jump. They can then use their result to deternine how far out they jump. For every 5' they travel horizontally, they travel 5' vertically. This can be used with their Diving Charge ability or can help them out in a multitude of tricky situations. Daredevil's Bravery The TTC has become used to facing fears. At 6th level they get a +4 on all saves versus fear effects and versus intimidation. Death from Above! At level 10 the TTC has mastered attacking foes after falling from the sky. After falling towards the ground at an enemy they can strike a foe with one attack and deal the appropriate damage THEN bound towards another foe within 10' of the first target using the momentum from the first attack (and a successful jump check). This second attack is at a -2 penalty and deals one and a half times the damage (x1.5) damage to the second foe. Upon landing they take half the fall damage they usually would since they are landing on a foes head and then ricocheting into another foe. The TTC is still not flat-footed after using this ability. So ya, thats what I have. I made it to fit with the Tahismet race but I 'spose it could work with any race that can climb and jump and tumble and do all that. Any help and advice would be appreciated :D (yes, i changed quite a few of the abilities around) |
| mdag05-31-07, 10:11 PM | Kay, I changed alot but would really appreciate some help buffing out any rough spots. I'm open to advice as always :ayyyy!: |
| Krusk05-31-07, 11:00 PM | diving charge gets worse as it progresses. It probably shouldnt do that. my suggestion would be to say once you reach level 4, if you make a diving charge from 20 feet in the air, you deal x3 instead of the normal x2 for this ability and gain all the other stuff you said. once you reach level 7 ..... i would say take race off the prestige. your reduced fall, is actually just slow fall. Call it the same thing. Also in the text it says it increases by 5 ft every 2 levels, but in the chart it says 10. immune to fear seems a little random for the class. |
| mdag06-01-07, 06:31 PM | yaaaa, i forgot to put that rest for the diving charge description. At the highest level (not 10th) it deal x4 damage. your reduced fall, is actually just slow fall. Call it the same thing yes, they are very similar but the monk`s class description for the ability is different: your reduced fall, is actually just slow fall. Call it the same thing The monk needs a wall to be withing reach, the TTC doesn't. immune to fear seems a little random for the class. It does but think about the concept for the PrC. This person dives off heights of 20, 30, 40, and 50 feet. After doing that enough I think you`d be pretty calm in most situations. But IMMUNE is a little random. Maybe just a +4 versus fear and intimidation makes more sense. diving charge gets worse as it progresses. It probably shouldnt do that sorry, it may be my inferior brain but why is this ability getting worse? Is it the fact that you have to climb higher and higher (thus taking more and more time) or the fact that I hadn't finished the description? |
| Thief_of_Hope06-02-07, 02:18 AM | I think he's saying that it gets worse because, as it's worded now, you do have to fall from higher up in order to get any bonus damage, which means it's more difficult to set up for it. Perhaps you could make it so that the minimum falling distance stays the same (10'), but you'll only get the benefits of higher multipliers if you fall from the higher heights (20', 30')? That way, players get the choice of taking more time to set up for a bigger hit, or being able to get a smaller amount of extra damage in exchange for being able to do it sooner. I really like the concept of a prestige class built around dropping down on enemies from above. I'd love to play one of these guys. Very nice. |
| Krusk06-02-07, 12:51 PM | I think he's saying that it gets worse because, as it's worded now, you do have to fall from higher up in order to get any bonus damage, which means it's more difficult to set up for it. Perhaps you could make it so that the minimum falling distance stays the same (10'), but you'll only get the benefits of higher multipliers if you fall from the higher heights (20', 30')? That way, players get the choice of taking more time to set up for a bigger hit, or being able to get a smaller amount of extra damage in exchange for being able to do it sooner. Thank you for explaining it. this makes much more sense than what i said. |
| mdag06-03-07, 10:48 AM | ...the minimum falling distance stays the same (10'), but you'll only get the benefits of higher multipliers if you fall from the higher heights (20', 30')? That way, players get the choice of taking more time to set up for a bigger hit, or being able to get a smaller amount of extra damage in exchange for being able to do it sooner. Well they can do that. They can deal x2, x3, or x4 whenever they want depending on the height they fall from. I should probably say that they can still use the minimum height no matter what level they are. |
| Krusk06-03-07, 11:36 AM | you definatly should, because as written that is not how it works. |
| mdag06-03-07, 11:40 AM | I already changed it all. |