A request for another avenue for HiPS

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Bad Omens
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Re: A request for another avenue for HiPS

Unread post by Bad Omens »

Face wrote:
Bad Omens wrote:
Face wrote:

SD 3 levels simply opens up hips to every one and his mom giving hips on rogue level 10 or 13 doesnt.
Again, my argument is more from a RP standpoint. If every rogue can HiPs, than what is the point of Prestige Classes for sneaks? If you give every rogue that ability, you water down RP.

If you want to speak mechanically, you should take into consideration the two feats, Dodge and Mobility which must be taken to acquire Shadow Dancer but would generally be useless to a Rogue ordinarily. If you are saying Rogues would still need those feats, then that gives you a bit more credence. I still think it's a bad idea doing things for mechanics sake, without respecting the unique nature of classes. Where would the power grab end at that point?
SD 3 is what couses that...its SD that gives hips to every one and his mom and its not only rogues its a simple 3 level dip so wizards and weapon masters can pick it up , granting rogues the ability to pick hips at level 10 or 13 wont change that.
So...from a rp stand point i say every rogue that trains for it aka level 10 or 13 or 16 can pick up hips.
And agen saying oh noes every rogue can get hips now is moot as long as you can dip 3 levels of SD for it
Ok, so then why not go Rogue 27 and SD 3, taking the necessary feats, Dodge and Mobility, to attain the SD supernatural ability? If your Rogue is so inclined to take to the shadows and hide, why wouldn't that fit his RP? This just doesn't make sense....

The only thing I can think, is that it frees things up for more multiclass powerbuilds by not having to take an extra class counting against the 4 classes max, or 3 levels by 30 rule. You still need 19 Dex, a decent amount skills set in Hide and Move Silent, 2 arbitrary feats in Dodge and Mobility to obtain Shadow Dancer. By eliminating all of these obstacles, it sounds much easier to make that Fighter/Weapon Master/Rogue build with HiPs, or god forbid even worse Rogue 10 Fighter 8 Weapon Master 7 Frenzied Berserker 5 with HiPs which is basically a complete hack of the system :!:
Mallore
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Re: A request for another avenue for HiPS

Unread post by Mallore »

Deathgrowl wrote:
Mallore wrote:I do not see how another hips class would break the game or hurt. I think it be nice to have a more thieving flavor 10 level prc. I am kinda tired of feeling boxed into one of two build styles on this iconic class. We have a bunch of ways to be wizards and casters, a number of ways to be divine priests, or holy, unlimited ways to be all sorts of stuff. It feels rather limiting however to be a Theif =)
Another hips class in and of itself won't really hurt as long as hips comes late in the class, in order to not get another hips-dip class. But again, if Assassin has its name changed to something move vaguely rogue-like, I don't really see the need for another PRC. I don't mind one, but I have no idea what it can even bring to the table that shadowdancer and assassin doesn't already.
Even a name change, the class is still a murder class. ((by the way when character building it still says Evil Only even though you can select it though)) I am looking for a more theiving class, or really just another way to build. As the choices are only those two and pretty set pattern. I feel role play is pretty restricted, as your either a murder (assissan no matter how you name it) the class is murder skills. Or an SD. and SD lacks synergy and has poor to no lore or flavor to it here on our server or in fr. yes mask has SD levels but not in 2e, only in 3rd did that happen.


Mallore wrote:In the end, would more content hurt? I do not think so. There is no crazy teir 1 build going to come out of this, no crazy omg it will rule the server if we gave rogues hips. I do respect the idea you believe that HiPS is Super Natural ability and maybe thats a reason for rogues not to get this ability, but however if we are going to use that reason then we should consider PrC and ability options of faerun rogues that we do not have. Thus increasing the fun =)
There could definitely be crazy tier1 builds coming out of it if we gave rogue10 or rogue13 the ability to pick HiPS. More content doesn't hurt though, you're right.

But I literally cannot think of anything that is missing from assassin or shadowdancer that would be more "roguey" as you say. Do you have any particular PRCs in mind? Or something homebrewed? What sort of abilities are you looking for in a rogue style PRC with hips?

I do, Neither of those classes strike me as Cat Burglar or a Master Spy.

Take this for example. It is not about stab in the face like assissan, and is actual real Faerun lore unlike Shadow Dancer. It also synergies with the rogue and other rogue like classes. its a prc about getting in an our of places.. not the best example for here.. but one that could work to host a number of other issues to follow.

but this is an example of actual faerun lore and sneaks that is not core book stuff.

Hidden: show
Faerûnian Prestige Class : Telflammar Shadowlord

The Shadowmasters of Telflamm are one of Faerûn's most notorious thieves' guilds, a secret society every bit as grasping and ruthless as the Night Masks of Westgate or the Shadow Thieves of Amn. Under their subtle and cloaked rule, Thesk's port city of Telflamm is a prime center of trade in both legal and illicit goods.

The Shadowmasters are made up of burglars, murderers, and thugs with a variety of talents, including assassins, experts, fighters, rogues, shadowdancers, and warriors. A small number of clerics devoted to Mask belong to the guild, as do some arcane spellcasters whose greed outweighs their scruples. Above all these criminals stand the Telflammar shadowlords, the secret captains of iniquity who demand unquestioned obedience from their numerous minions. Characters of other classes may hold important positions in the guild, but the shadowlords call the shots.
Requirements

To qualify to become a Telflammar Shadowlord, a character must fulfill all the following criteria:

Race: The character must possess the shadow-walker template, which is conferred by a special rite consecrated to Mask (see Chapter 6: Monsters of the East - Unapproachable East). Members in good standing of the Shadowmasters guild can arrange for the rite of transformation by gifting 2,000 gp to Mask's temple in Telflamm; others must give at least 10,000 gp and perform a service of some kind for the clerics of Mask. A character who is not a shadow-walker can still qualify for the Telflammar shadowlord prestige class, but he must meet the spellcasting requirement.
Alignment: Any non-good
Skills: Hide 10 ranks, Move Silently 10 ranks
Feats: Blind-fight, Dodge, Mobility, Spring Attack,
Spellcasting: If the character is not a shadow-walker, he must either possess the ability to shadow jump (as the shadowdancer prestige class ability) or be able to cast dimension door as a spell or spell-like ability.
Special: Sneak attack damage +2d6.
Special: The character must qualify to select regional feats from Thesk (the region is his home region, or he has 2 ranks in Knowledge [local - Thesk]).

Class Skills

The Telflammar shadowlord's class skills are Appraise, Balance, Bluff, Climb, Craft, Disguise, Escape Artist, Hide, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sleight of Hand, Spot, Tumble, Use Magic Device, and Use Rope.

Skill Points at Each Level: 4 + Int modifier.
Class Features

All the following are Class Features of the Telflammar shadowlord prestige class.

Weapon and Armor Proficiency: Telflammar shadowlords gain no proficiency in any weapon or armor.

Spells Per Day/Spells Known: At each Telflammar shadowlord level, the character gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to the table below and must choose his spells from the Telflammar shadowlord spell list, below. The shadowlord's caster level is equal to his Telflammar shadowlord level. To cast a spell, the shadowlord must have an Intelligence score of at least 10 + the spell's level. Telflammar shadowlord bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the shadowlord's Intelligence modifier. When the shadowlord gets 0 spells of a given level, such as 0 1st-level spells, at 1st level, the shadowlord gets only bonus spells. The shadowlord prepares and casts spells just as a wizard does.

Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, the shadowlord gains a superior form of darkvision with a 60-foot range. He can see through any form of normal or magical darkness without hindrance.

Shadow Jump (Su): A Telflammar shadowlord can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. The shadowlord can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment. If the Telflammar shadowlord already has shadow jump from another class (because he did not meet the spellcasting prerequisite, for example), this ability confers no additional benefit.

Shadow Blur (Su): At 2nd level, a Telflammar shadowlord gains an unusual defense - anytime he is not in daylight or the illuminated radius of a light source, the shadows cloak his every movement, conferring the benefits of a blur spell. The shadowlord can choose to activate or end this effect as a free-action.

Shadow Walk (Sp): Once per day starting at 3rd level, a Telflammar shadowlord may use shadow walk as a caster whose level is equal to his shadowlord class level. If he previously possessed the ability to use shadow walk as a spell-like ability, he gains a second daily use of that power.

Shadow Pounce (Ex): At 4th level, a Telflammar shadowlord learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowlord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.

Shadow Discorporation (Su): At 5th level, a Telflammar shadowlord learns how to use his mastery of shadows to cheat death. If the shadowlord is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. The shadowlord attempts a Reflex save (DC 5 + damage dealt); if successful, he simply break apart into dozens of flitting shadows and vanishes, along with anything be is holding or carrying. At the next sunset, the shadowlord reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, the shadowlord simply does not exist he can do nothing, nor can any of his enemies do anything to him.

Death Attack (Ex): At 6th level, a Telflammar shadowlord gains the ability to make a death attack as the assassin ability. If the shadowlord has levels in the assassin prestige class, he may add his assassin and Telflammnar shadowlord class levels together to calculate the save DC of his death attack.
Telflammar Shadowlord Hit Die: d6
CL BAB Fort Ref Will Special Spells per Day
1st +0 +0 +2 +0 Shadowsight, shadow jump 0 - -
2nd +1 +0 +3 +0 Shadow blur 1 - -
3rd +2 +1 +3 +1 Shadow walk 1 0 -
4th +3 +1 +4 +1 Shadow pounce 2 1 -
5th +3 +1 +4 +1 Shadow discorporation 2 1 0
6th +4 +2 +5 +2 Death attack 2 2 1
Spell List

Telflammar shadowlords choose their spells from the following list.

1st level - blindness deafness, chill touch, darkness, darkvision, invisibility, knock, levitate, shadow mask, shadow spray.
2nd level - air walk, blacklight, displacement, haste, improved invisibility, nondetection, vampiric touch.
3rd level - confusion, darkbolt, detect scrying, dimension door, mass invisibility, mislead.

Page 15 of Song and Silence (which has a lot of Rogue PRCs and archytpes)

1st Cover identity, required ranks, sneak attack +1d6
2ndRequired ranks, undetectable alignment
3rdQuick change, required ranks, Uncanny dodge (Dex bonus to AC)
4th+1Cover identity, required ranks, sneak attack +2d6
5th+1Required ranks, slippery mind, spot scrying
6t required ranks, uncanny dodge
7th+2Cover identity, required ranks, Sneak attack +3d6
8thDeep cover, hear subharmonics, required ranks
9thDetection damper, reactive body language, required ranks
10thMind blank,


This prc is all about being a spy and disguises. Its full bab to with decent saves so you can pull off a james bond. Look at some of the fun teck it has. Spot Scrying, mindblank and undetectable alignment. this stuff is amazing for role play and is not covered by SD or Assisssan, further it is pretty fun rp concept because you go into such deep cover you are another person.

Im a pretty big fan of this prc. I think the rp is just fabulous for our server. anyways..

there are other things Like Shadow-Walkers. this is when a ritual to mask replaces some of your life force with shadow essense..

Mechanically it be nice to open chests with out breaking stealth.. because a master theif should be able to.. they are a master theif. Stage Magicians can do it, so why not a person of extraordinary skill in a world of magic?

Mechanically it be nice to have rogue tools and rogue items be it black oil for blades and padded shoe upgrades to bandoleers to lighten weight.

really the list of things goes on and I really like to see it enhanced and brought forward.

I do believe a third route to hips would great just for more fun, and I do agree I dont want to see it be a dip class. Heck seeing a requirement on SD if you take it having to go X levels would be great to end all this dipping stuff. But really, another prc with hips wont break the game, and opening it to rogues as a bonus feat may make a teir 1 build? We are not sure at all on that and im pretty sure it wont happen.. so we can make it at 13 and there is no way it will top the best builds in the game =)

there are so many options we can do. be it adding it to rogue, or making a new prc with it. or heck how about a new prc just in general for fun. I hope to see wider build options for Rogues that do not cause a loss of rogue flavor as Chad pointed out. I hope to see more Theif abilities and PRC and not "assassin"
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Sun Wukong
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Re: A request for another avenue for HiPS

Unread post by Sun Wukong »

Valefort wrote:Simian the concealement feats requirements were dropped to 27 DEX.
Oh, it is a nice change.

So... if you would get HiPS on top, you would get it at level 23 the soonest? (By building to get Self-Concealment ASAP.)
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Valefort
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Re: A request for another avenue for HiPS

Unread post by Valefort »

Hmm the other requirements are still there : Hide 30, Tumble 30 so 27 at earliest I'm afraid.
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Sun Wukong
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Re: A request for another avenue for HiPS

Unread post by Sun Wukong »

Oh drat, there goes my dreams of seeing the server burn... :cry:

And yeah, forgot those other requirements entirely because the dex requirement did dominate. Kind of like how str did it with Epic Rage, which also requries BAB of 25.
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Mallore
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Re: A request for another avenue for HiPS

Unread post by Mallore »

With all that was said the conversation basicly turned this is what you can do with this these two prcs which where once again the cookie cutter no differnece no change and theme less towards the goal.

As such could we acquire a third hips prc ((considering QC choice is to never give it as a rouge ex ability....). This prc should be rogue/theif centric thus skill bunny, infiltration, get in get out flavors. Unlike murder flavors of assissan or the trash synergy of ad (also filled with dull) also it's abilities and self buffs break stealth.


It would be nice to see it mask centrist.

We have elf centric and dwarf
We have religion ones for bane, lanthander, and more.
So why not?

This isn't about needs. This is about wants. Because there is a ton we don't need beyond the core classes. We simpley want. :)
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Marathados
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Re: A request for another avenue for HiPS

Unread post by Marathados »

To quote myself from the other rouge :D-thread:
Marathados wrote:Alright, as there seems to be quite the desire for some alternative rogue builds and the module is updating for me right now, how about the Nightsong Infiltrator (As it is easier not to quote the "Complete Adventurer Guide", here is the summary from Kaedrin´s PRC pack):

Nightsong Infiltrator

PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below. This class has 10 levels.

An expert at breaking into "secure" areas, a nightsong infiltrator is the perfect thief and the perfect spy. Whether she is there to steal gold, information, jewels, or secrets, an infiltrator is trained to do her job quickly and efficiently. She practices extensively with locks and traps, focusing on doing her job under pressure and in unfavorable conditions.

Rogues most frequently and most easily become nightsong infiltrators. Bards, urban rangers, and intelligent fighters can make good members of the class as well. Rarer, but possible, are spellcasting nightsong infiltrators who use spells to get in and out of place. When working as part of a team, a nightsong infiltrator works best as the advance scout and point person, while the other team members take care of the threats that she is unable to deal with (guards, mostly).

Requirements:

Feats: Alertness, Evasion
Skills: Disable Device 10 Ranks, Open Lock 5 Ranks, Search 5 Ranks.

Class Features:

Hit Die: d6
Base Attack Bonus: Medium.
High Saves: Reflex.
Weapon Proficiencies: None.
Armor Proficiencies: None.
Skill Points: 8 + Int modifier.
Class Skills: Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Search, Sleight of Hand, Spot, and Tumble.

Class Abilities:

Level 1: Teamwork Trap Sense +1, Trapfinding
Level 2: Skill Focus (Tumbling), Teamwork Infiltration +2
Level 3: Adrenaline Boost 1/day, Trackless Step (self)
Level 4: Teamwork Sneak Attack 1d6, Teamwork Trap Sense +2
Level 5: Defensive Roll, Adrenaline Boost 2/day
Level 6: Improved Evasion, Skill Focus (Disable Device), Skill Focus (Open Locks), Skill Focus (Search)
Level 7: Teamwork Trap Sense +3, Trackless Step (allies)
Level 8: Teamwork Infiltration +4, Teamwork Sneak Attack 2d6
Level 9: Adrenaline Boost 3/day
Level 10: Hide in plain sight, Teamwork Trap Sense +4

Teamwork Trap Sense +1: The nightsong infiltrator grants herself and her allies (within 30 feet) a +1 bonus on Reflex saves made to avoid traps. This ability improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level.

Trapfinding: Nightsong infiltrators can now use the Disable Device skill to overcome traps with a DC of 20 or more as a Rogue.

Teamwork Infiltration +2: The nightsong infiltrator grants herself and her allies (within 30 feet) a +2 competence bonus the following skills: Disable Device, Hide, Move Silently, Open Lock, Search, and Tumble. This bonus improves to +4 at 8th level.

Adrenaline Boost: You can exhort your allies to discover a reservoir of energy they didn't think they had. Once per day, as a standard action, you can grant temporary hit points equal to your nightsong infiltrator level to all of your allies within 30 feet (but not to yourself). If the ally's current hit point total is no more than half his full normal hit points, the number of temporary hit points granted to that character is doubled. The temporary hit points last for up to 1 minute per nightsong infiltrator level. At 5th level you can use this ability twice per day and three times per day at 9th level.

Teamwork Sneak Attack: The nightsong infiltrator grants herself and her allies (within 30 feet) a 1d6 sneak attack bonus when flanking an opponent or any time the target would be denied its Dexterity bonus. This bonus increases to 2d6 at 8th level.

Trackless Step (allies): The nightsong infiltrator can grant the trackless step ability to her allies. This benefit lasts for 24 hours.
Sounds like a decent prc option with some focus on teamplay and requiring some real investment to get HIPS.
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chad878262
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Re: A request for another avenue for HiPS

Unread post by chad878262 »

During my testing yesterday morning I found that my R22/IB5/NWN3 did quite well using Hide in the Shadows with zero timer (obtained at R21). While it is obviously not as nice as having HiPS early on due to starting with a 2 second freeze when using it, for more 'pure' rogues it is absolutely a viable option that should fit the RP, since in a city with alleyways and walls everywhere it could be used to great success. I updated the Custom Changes entry for Rogue with a full explanation of the mechanics here: viewtopic.php?f=7&t=49041

This is not to say that there can't or won't be any other Rogue PRC's introduced. It is only to say that based on my testing a 'pure' Rogue can be viable on the server now. It would take a little more planning and using the environment, but it is possible to do so. At least for my testing I actually found it a lot of fun to try using different environments/placeables when I got mobbed by more enemies than I anticipated.
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Mallore
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Re: A request for another avenue for HiPS

Unread post by Mallore »

chad878262 wrote:During my testing yesterday morning I found that my R22/IB5/NWN3 did quite well using Hide in the Shadows with zero timer (obtained at R21). While it is obviously not as nice as having HiPS early on due to starting with a 2 second freeze when using it, for more 'pure' rogues it is absolutely a viable option that should fit the RP, since in a city with alleyways and walls everywhere it could be used to great success. I updated the Custom Changes entry for Rogue with a full explanation of the mechanics here: viewtopic.php?f=7&t=49041

This is not to say that there can't or won't be any other Rogue PRC's introduced. It is only to say that based on my testing a 'pure' Rogue can be viable on the server now. It would take a little more planning and using the environment, but it is possible to do so. At least for my testing I actually found it a lot of fun to try using different environments/placeables when I got mobbed by more enemies than I anticipated.

I've clocked nearly 60 hours into this ability and found errors. Viability is a question here still.

As such my solution to fix some of these include letting it trigger off fellow players or party members.

Fix the hips bug. It also triggers on hide in shadows and get you mauled.


Up the range to 12 feet for detecting terrain. Rubber banding and lag can cause misculations. Not very often but enough to warrant consideration of extending the check a bit.
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