Phantom
Posted: Thu Nov 16, 2017 1:57 pm
A few of us have recently discussed the Phantom class in another thread and I was told I could post my thoughts, ideas, and inspirations, on how this class could be improved.
Now improved does not always mean that it is more powerful, but more synergistic with the way the rest of the classes work within the confines of NWN2.
In a nutshell the Phantom is a modified version of Kaedrin’s Ninja, which is based off the ninja found in the 3.5 edition of complete adventurer.
The complete adventurer ninja is a rogue variant that sacrifices some rogue elements for others. The implementation Kaedrin has done is pretty faithful to the original material. However, many of the abilities the original has are based on mechanics that are either not found within the game engine, or are not that well implemented.
For instance, the Acrobatics ability grants a skill bonus to climb, jump, and tumble. The NWN2 version only has tumble. Add in that this skill bonus does not affect your dodge AC bonus and that you were planning to take 30 tumble anyways, it’s an ability that was no effect outside of a RP’d tumble check.
The ninja class sacrifices things such as skill points to gain these abilities, which as you can see have little relevance in NWN2.
I don’t propose to make the class closer to the original ninja. It’s not a great class outside of a pnp environment, and the standard rogue more than fills any variant you might want in the game.
My goals for the proposed changes to this class are as follows;
1. Primarily a rogue variant in the same way as sorcerer is to wizard
2. Is on the same power level as the rogue
3. Has similar multiclass capability to the rogue and monk.
Base Features
Hit die : d6
Base Attack Bonus progression : Medium
Saving throws :
High = Reflex
low = Fortitude, Will
Proficiencies :
Weapons: Simple, Rogue, Monk
Armour: None.
Skill Points : ( 8 + Int modifier ) ×4 at 1st Character level.
Class Skills : Appraise, Bluff, Craft (alchemy, trap, weapon), Diplomacy, Disguise, Disable Device, Hide, Intimidate, Listen, Lore: Local, Lore: Arcana , Lore: Local, Move Silently, Open Lock, Parry, Search, Sense Motive, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.
Class Progression
Level Features Gained
1 Ki Power, Unarmoured AC Bonus (As Monk), Improved Unarmed Strike
2 Sneak Attack +1d6, Evasion
3 Ghost Strike, Poison Use
4 Uncanny Dodge
5 Sneak Attack +2d6
6 Ghost Step (Invisible)
7 Hide in the Shadows
8 Sneak Attack +3d6, Improved Uncanny Dodge
9 Ki Dodge
10 Improved Evasion
11 Sneak Attack +4d6
12 Ghost Step (Ethereal)
13 Slippery Mind
14 Sneak Attack +5d6
15 Deflect Arrows
16 Ghost Sight
17 Sneak Attack +6d6
18 Greater Ki Dodge
19
20 Sneak Attack +7d6, Ki Step
21
22 Bonus Epic Feat
23 Sneak Attack +8d6
24
25 Bonus Epic Feat
26 Sneak Attack +9d6
27
28 Bonus Epic Feat
29 Sneak Attack +10d6
30
Vs Rogue
Gain
Monk Weapons (thematic)
Improved Unarmed Strike (thematic)
Ki Powers (Dodge, Sight, etc)
Unarmoured AC bonus
Lose
Light Armour
Trapfinding (rogue specialty)
Trap Sense
1/3 Sneak Attack progression
Some rogue bonus feat customisation, most notably no crippling strike (rogue specialty)
Other thoughts and ideas
(the pnp version) Ki Power should be ½ CL + Wis modifier – no idea which this should use without testing. I would imagine that due to the combat heavy nature of the game and multiclass viability it should stay at 1 per level.
Ghost step duration should be 2 round + wisdom modifier (min 2) (encourages wisdom use)
Poisons could do with looking at as the DCs for most are not great. This is not just an issue for this class (assassin, blackguard, etc). It would be also cool to make your own poisons from exotic animal/plants.
Moving ghost strike early makes this class more appealing to martial characters and prevents taking minimum levels for some combat target breaking (invisible).
Ghost strike should probably allow the attacker to bypass basic DR/immunities (maybe level based like the monk fist?) due to the class not getting the ability to bypass sneak immunity.
I think this class is very much like the rogue but with its own unique aspects (see Wizard vs. Sorcerer). I could see some characters choosing this over the rogue for its abilities but others may favour the increased sneak attack power or feat choices the rogue offers. I’ve tried to spread the abilities like the rogue and monk, giving core class things early on and saving some of the tastier abilities till much later. All of its main abilities are pre 21, just like the other base classes.
I've left the skills at 8 because this class wants Wis over Int and will end up with less than the rogue that way, but is just as hungry for the points.
Thoughts and comments?
Now improved does not always mean that it is more powerful, but more synergistic with the way the rest of the classes work within the confines of NWN2.
In a nutshell the Phantom is a modified version of Kaedrin’s Ninja, which is based off the ninja found in the 3.5 edition of complete adventurer.
The complete adventurer ninja is a rogue variant that sacrifices some rogue elements for others. The implementation Kaedrin has done is pretty faithful to the original material. However, many of the abilities the original has are based on mechanics that are either not found within the game engine, or are not that well implemented.
For instance, the Acrobatics ability grants a skill bonus to climb, jump, and tumble. The NWN2 version only has tumble. Add in that this skill bonus does not affect your dodge AC bonus and that you were planning to take 30 tumble anyways, it’s an ability that was no effect outside of a RP’d tumble check.
The ninja class sacrifices things such as skill points to gain these abilities, which as you can see have little relevance in NWN2.
I don’t propose to make the class closer to the original ninja. It’s not a great class outside of a pnp environment, and the standard rogue more than fills any variant you might want in the game.
My goals for the proposed changes to this class are as follows;
1. Primarily a rogue variant in the same way as sorcerer is to wizard
2. Is on the same power level as the rogue
3. Has similar multiclass capability to the rogue and monk.
Base Features
Hit die : d6
Base Attack Bonus progression : Medium
Saving throws :
High = Reflex
low = Fortitude, Will
Proficiencies :
Weapons: Simple, Rogue, Monk
Armour: None.
Skill Points : ( 8 + Int modifier ) ×4 at 1st Character level.
Class Skills : Appraise, Bluff, Craft (alchemy, trap, weapon), Diplomacy, Disguise, Disable Device, Hide, Intimidate, Listen, Lore: Local, Lore: Arcana , Lore: Local, Move Silently, Open Lock, Parry, Search, Sense Motive, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.
Class Progression
Level Features Gained
1 Ki Power, Unarmoured AC Bonus (As Monk), Improved Unarmed Strike
2 Sneak Attack +1d6, Evasion
3 Ghost Strike, Poison Use
4 Uncanny Dodge
5 Sneak Attack +2d6
6 Ghost Step (Invisible)
7 Hide in the Shadows
8 Sneak Attack +3d6, Improved Uncanny Dodge
9 Ki Dodge
10 Improved Evasion
11 Sneak Attack +4d6
12 Ghost Step (Ethereal)
13 Slippery Mind
14 Sneak Attack +5d6
15 Deflect Arrows
16 Ghost Sight
17 Sneak Attack +6d6
18 Greater Ki Dodge
19
20 Sneak Attack +7d6, Ki Step
21
22 Bonus Epic Feat
23 Sneak Attack +8d6
24
25 Bonus Epic Feat
26 Sneak Attack +9d6
27
28 Bonus Epic Feat
29 Sneak Attack +10d6
30
Vs Rogue
Gain
Monk Weapons (thematic)
Improved Unarmed Strike (thematic)
Ki Powers (Dodge, Sight, etc)
Unarmoured AC bonus
Lose
Light Armour
Trapfinding (rogue specialty)
Trap Sense
1/3 Sneak Attack progression
Some rogue bonus feat customisation, most notably no crippling strike (rogue specialty)
Other thoughts and ideas
(the pnp version) Ki Power should be ½ CL + Wis modifier – no idea which this should use without testing. I would imagine that due to the combat heavy nature of the game and multiclass viability it should stay at 1 per level.
Ghost step duration should be 2 round + wisdom modifier (min 2) (encourages wisdom use)
Poisons could do with looking at as the DCs for most are not great. This is not just an issue for this class (assassin, blackguard, etc). It would be also cool to make your own poisons from exotic animal/plants.
Moving ghost strike early makes this class more appealing to martial characters and prevents taking minimum levels for some combat target breaking (invisible).
Ghost strike should probably allow the attacker to bypass basic DR/immunities (maybe level based like the monk fist?) due to the class not getting the ability to bypass sneak immunity.
I think this class is very much like the rogue but with its own unique aspects (see Wizard vs. Sorcerer). I could see some characters choosing this over the rogue for its abilities but others may favour the increased sneak attack power or feat choices the rogue offers. I’ve tried to spread the abilities like the rogue and monk, giving core class things early on and saving some of the tastier abilities till much later. All of its main abilities are pre 21, just like the other base classes.
I've left the skills at 8 because this class wants Wis over Int and will end up with less than the rogue that way, but is just as hungry for the points.
Thoughts and comments?