Talk:Regional Traveler (3.5e Class)
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Well, its getting closer to where I want it to be. Not quite yet. Parry is working well though. AC or Damage should help get the punch up and hits down. Shout is working ok. Can't keep my class skills full though. Maybe too many? Havent tested natural crit yet... Oh well. Work in progress.--Jay Freedman 11:48, 30 July 2009 (MDT)
- Why not make the trade-off of AC, instead of 1:1, 1:1d6? So for every -1 you lose from parry, you add +1d6 Sneak Attack damage to all attacks that round. So (by the text, +2 every 4 levels after first) you get (level/AC bonus) 1/1, 5/3, 9/5 13/7, 17/9 at each level. Thus, at 5th level you could get up to 3d6 SA, at level 9 5d6, at level 13 7d6, and at level 17 9d6 Sneak Attack damage. I think that would give the class the much-needed boost it requires.
- An alternative option would be to give the class 2d6 skirmish for every -3 they take to the penalty, so at level 3 they could gain +2d6 skirmish, at level 13 up to +4d6 skirmish by lowering their AC to 1, and by level 9 up to +6d6 Skirmish damage by completely trading out their AC bonus --Ghostwheel 14:11, 30 July 2009 (MDT)
- Very sexy idea. It does need something, don't it. Hum. Ok, lets try a bab bonus to damage. ok, but ya can't multiply it. uh huh. Awesome. Oh and you must trade all AC bonuses. No picky picky. Ok. Ooo. How about some cantrips too. Yes, spells are always random fun. Level 1? no... Sweet. (tweek tweek) Thanks for the feedback Ghostwheel. Peace! --Jay Freedman 20:46, 31 July 2009 (MDT)
- As it is now, the class promotes getting out of it with the change to adding BAB to damage; people will go RT 4 / X 16 and just gain their BAB to damage automatically every round. I think my earlier suggestion of getting damage dice based on how much you sacrifice might be better, since it scales up. Also, you might want to fix the table to conform to what your text says. --Ghostwheel 22:56, 31 July 2009 (MDT)
- Of course. Totally overlooked that. Good call. --Jay Freedman 21:59, 1 August 2009 (MDT)