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Shinobi- Ninja Archetype
#10
(06-22-2015, 05:27 PM)dairius_chi Wrote: I don't know how I feel about the Mudra Skill checks, since the DC scales with your level you basically always have a 30% chance of failure on a key class feature, lowered or increased depending on your Charisma modifier(someone with a -Cha race and dumping it to 7 could have as much as a 45% chance of failure). It seems fun and all but it's kind of a sad time for someone who keeps rolling low to waste actions, ki points, and basically become the GM's plaything for a few rounds.

Maybe having it be on a natural 1? I just don't think something this key to the class should have such an inherently high chance of failure, it's one thing to have Arcane Spell Failure... alright, you wore armor when you shouldn't have, there's a drawback, but a Shinobi who can't afford to keep a skill maxed out, or to have a high charisma, basically can't do the biggest thing about the archetype? It's just a bit off in my head.

--Fuma Shuriken: Just to clarify, a Huge Shuriken is a damage increase from 1d2 to 1d4... if it's meant to have a different or scaling damage die, it should probably be outlined. Since this is limited to one attack, having the Shuriken's damage die become 1d6/2 levels wouldn't be outrageous, and keeps in line with other Mudra damage scales. The potential additional Fire damage doesn't really mess this up, since it costs more Ki and most of the other Mudra have AoE or some additional effects.

--Ka/Rai/Hyton: Looks fine, the damage isn't anything to write home about but this class's damage is mostly from TWF Sneak Attacks anyways, the potential added status effects are nice enough to count, but not big enough to unbalance them.

--Suiton: At first glance looked fine, but then the additional bit at 15th level stuck out. I mean it's late down the line, and this requires three other Jutsu before you can take it (Fuma, Katon, Raiton) but it seemed odd that this one got some bonus down the line, when something with equal Prerequisites, Hyton, didn't.

That said, I like the idea of the elemental jutsu getting boosts later on, but they should all get them... so one doesn't greatly outshine the others later on. Also, I haven't played the source material, but perhaps you shouldn't require the chain of Katon-Raiton-beyond... the elemental blasts requiring Fuma even seems odd, all I can fathom is the game logic of 'they learned these in order', but if so then you may as well remove the illusion of freedom and make them set-in-stone features as opposed to pick-and-choose talents.

--Huton: The Magus(and Red Mage) have an Arcana that costs 1 Arcane Point(equivalent numbers to a Ki pool) that Hastes themselves alone, for Int(or Cha) mod rounds. This does cost 2 Ki and have a few more prerequisites, and takes a Standard action rather than Swift, but ends up with 10 more rounds. I'd consider the two roughly equal, but just in case the existence of the other ability changes your own outlook on this one I wanted to put it out there.

--Doton: Damage over time typically ends up with more than the burst, if it happens every round... now the damage here doesn't allow a save, and it's harder to escape due to difficult terrain, but perhaps the damage should gain their Wisdom mod or something. Just spit-balling.

--Ninja Tricks: When it comes to Archetypes replacing stuff like Deeds, which are gained at specific levels and aren't chosen, this approach would work... but since Ninja Tricks are basically like a set of talents outright denying access to ones from the original class is unheard of, I believe. Adding a set of new ones that ONLY this Archetype can choose from happens, rarely albeit, but I'd say either add them as options or force them to replace Ninja Tricks at levels 2, 6, 10, 14, and 18... or something.

Mudra checks: I did have it lower. On the cohort i made with this she actuall has to roll a 2 to fail it. I myself didnt have much of a problem with the Ninja skill points allocating outwise. But i can see what you mean. I;ll take out the Ki point loss most likely and consider the only big fail on 1.

Fuma:I get ya. I'll re do Fuma to make it a more magical shuriken than a actual one so its not useless.

Sution: I actually thought about dropping the extra thing. Yes i tend to start these things from the source and try to stay as close as possible and then deviate later. This is one of those that felt i needed to stay to its make, but instead of making special stuff for everything els i'll probably drop it. Unless you guys think itd benefit the class more to do so.

Ninja Tricks: I made thse after, because i felt that since i allow the mudra ninjustu to be a choice instead, it felt that it wasnt losing anything. except the limit break. But i kinda like that idea better,

I'll fix this sometime this week. Been very busy lately with the new expansion and schedule with my game was wacky this week. So ive neglected the forums lately.
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Messages In This Thread
Shinobi- Ninja Archetype - by NeloAngelo - 06-18-2015, 08:50 PM
RE: Shinobi- Ninja Archetype - by Luphey - 06-19-2015, 02:17 PM
RE: Shinobi- Ninja Archetype - by NeloAngelo - 06-19-2015, 04:25 PM
RE: Shinobi- Ninja Archetype - by Luphey - 06-19-2015, 04:42 PM
RE: Shinobi- Ninja Archetype - by NeloAngelo - 06-19-2015, 06:47 PM
RE: Shinobi- Ninja Archetype - by Luphey - 06-20-2015, 09:50 AM
RE: Shinobi- Ninja Archetype - by NeloAngelo - 06-20-2015, 04:25 PM
RE: Shinobi- Ninja Archetype - by NeloAngelo - 06-20-2015, 05:55 PM
RE: Shinobi- Ninja Archetype - by dairius_chi - 06-22-2015, 05:27 PM
RE: Shinobi- Ninja Archetype - by NeloAngelo - 06-24-2015, 02:08 PM
RE: Shinobi- Ninja Archetype - by Luphey - 06-24-2015, 04:26 PM
RE: Shinobi- Ninja Archetype - by NeloAngelo - 06-24-2015, 04:55 PM
RE: Shinobi- Ninja Archetype - by NeloAngelo - 08-21-2015, 07:21 AM

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