| Felgoroth |
Alright, I've been kind of thinking about this ever since I decided that the friendly epic level Bard NPC in my game is going to juggle short swords so I've been working on this today. For some reason I can't think of 3rd, 6th, or 8th level abilities so if you have any ideas that might fit, let me know. Before you go any further though, keep in mind that Peform (juggle) isn't really listed and that a character can (or at least used to be able to) juggle using Sleight of Hand, the common DC to juggle 2-3 normal items would be a 10.
Requirements: To qualify to become a Juggler, a character must fulfill all the following criteria.
Skills: Sleight of Hand or Perform (juggle) 10 ranks
Feats: Quick Draw, Two-Weapon Fighting, Weapon Finesse.
Saves: Good Reflex, meh Fortitude and Will
BAB: I'm thinking full but I'm not sure
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Intimidate, Perception, Perform, Sleight of Hand, and Stealth. (I'm not really sure about Climb or Craft I just thought they might be nice additions, let me know if they don't belong or if I need to add anything else). Skill Ranks at Each Level: I can't decide between 4+int or 6+int.
Weapon and Armor Proficiency: Jugglers gain no proficiency with any weapons or armor.
1: Juggling
2: Deflect Arrows
3:
4: Improved Juggling
5: Juggling Master, Throw Anything
6:
7: Snatch Arrows
8:
9: Greater Juggling
10: Juggling Storm
Juggling: At 1st level a Juggler turns his trade into more than just a performance art. By makeing a Perform (juggle) or Sleight of Hand check DC 15, a Juggler may juggle 2 light weapons and fight normally. It is a move equivalent action to start juggling but it can be maintained each round as a free action. When a character has 5 levels of Juggler they may start juggling as a swift action. *A Bard/Juggler may start his bardic music with the same action that starts his juggling.
Deflect Arrows: At 2nd level a Juggler gains the benefit of the Deflect Arrows feat even if he does not meet the prerequisites. The Juggler does not need a free hand to use this feat.
Improved Juggling: At 4th level a Juggler learns to juggle additional weapons. By increasing the DC of a Perform (juggle) or Sleight of Hand check, made to juggle weapons, by 5 a Juggler may juggle a third light weapon. When Juggling 3 light weapons a juggler may make an additional attack during a full-attack action at his highest base attack bonus -2.
Juggling Master: At 5th level a Juggler learns to perform in stressful conditions. A Juggler may take 10 on any Perform (juggle) or Sleight of Hand check made to juggle, even in stressful conditions.
Throw Anything: At 5th level a Juggler gains the benefit of the Throw Anything feat even if he does not meet the prerequisites.
Snatch Arrows: At 7th level a Juggler gains the benefit of the Snatch Arrows feat even if he does not meet the prerequisites. A Juggler does not need a free hand to use this feat, although if he is juggling he must throw the weapon back or if the weapon thrown is a light weapon, the Juggler may choose to make a Perform (juggle) or Sleight of Hand check (with a DC appropriate for the number of items juggled) to begin juggling the weapon caught in addition to the objects he is currently juggling.
Greater Juggling: At 9th level a Juggler learns to juggle even greater amounts of weapons. By increasing the DC of a Perform (juggle) or Sleight of Hand check, made to juggle weapons, by 10 a Juggler may juggle 4 light weapons. When Juggling 4 light weapons a juggler may make 2 additional attacks during a full-attack action at his highest base attack bonus -2.
Juggling Storm: At 10th 1/day a Juggler may use blade barrier, as the spell, using his levels in the Juggler class for his caster level. The blade barrier must be the "ringed wall of whirling blades" and must be centered on the Juggler.
| SmiloDan RPG Superstar 2012 Top 32 |
Looks good. Maybe make the Juggle DC be 10 + 5 per weapon; the juggler suffers a cumulative -2 penalty on attack rolls for each additional weapon beyond the first; he uses his highest base attack bonus for these attacks. Maybe this can be improved later to a -1 penalty for each additional weapon.
Maybe add an ability where he can increase the reach of his juggled weapons by 5 or 10 feet.
| Felgoroth |
Looks good. Maybe make the Juggle DC be 10 + 5 per weapon; the juggler suffers a cumulative -2 penalty on attack rolls for each additional weapon beyond the first; he uses his highest base attack bonus for these attacks. Maybe this can be improved later to a -1 penalty for each additional weapon.
Maybe add an ability where he can increase the reach of his juggled weapons by 5 or 10 feet.
I had thought about something similar to the text I bolded but it gets kind of crazy. A character with a full BAB and all the Two-Weapon Fighting feats with the build I have now can get off 9 attacks as a full round action, granted you have to enchant 4 weapons and the highest damage from a light weapon is 1d6, but you're still going to deal quite a bit of damage with 9 attacks.
I may change some things so that at 1st level you can juggle 2 weapons and move around normally but you can juggle additional weapons for X number of rounds with a Perform (juggle) or Sleight of Hand check DC 15+5 for each additional weapon. Then when you reach 4th level you can juggle 3 weapons and move around normally and be able to juggle more weapons with the skill check (only I'll still have the DC be 15+5 for each additional weapon) and so on from there.
Alexander Kilcoyne
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and the highest damage from a light weapon is 1d6
Beware Saw-Toothed Sabre jugglers.
As for the dead levels, implementing Quick Draw somewhere so that the Juggler can throw weapons at his BAB would be a nice addition, as well as being almost essential to the entire juggling process (otherwise you have the Juggler adding weapons to his juggle by spending half his action drawing them as a move action; no way is he pulling out a sword conventionally while maintaining a Juggle).
Putting the quick draw at level 3 is ideal; before that point he is only juggling two weapons and therefore doesn't really need it.
Edit: Definitely restrict the amount of weapons in the air based on level, not a skill check. The reasons for this are many, but they should be fairly obvious.
Perform (Juggling) is based off charisma but it should blatantly utilise Dexterity; or perhaps ditch Perform (Juggling) and let sleight of hand cover the whole process?
| Felgoroth |
Beware Saw-Toothed Sabre jugglers.As for the dead levels, implementing Quick Draw somewhere so that the Juggler can throw weapons at his BAB would be a nice addition, as well as being almost essential to the entire juggling process (otherwise you have the Juggler adding weapons to his juggle by spending half his action drawing them as a move action; no way is he pulling out a sword conventionally while maintaining a Juggle).
Putting the quick draw at level 3 is ideal; before that point he is only juggling two weapons and therefore doesn't really need it.
Edit: Definitely restrict the amount of weapons in the air based on level, not a skill check. The reasons for this are many, but they should be fairly obvious.
Perform (Juggling) is based off charisma but it should blatantly utilise Dexterity; or perhaps ditch Perform (Juggling) and let sleight of hand cover the whole process?
O, I haven't seen the Saw-Toothed Sabre yet, what's its damage? It is an exotic weapon though right?
As for Quick Draw, it's a prerequisite for the class so jugglers that throw things will already have it :P
The level idea is a good 1, I may even do half the level, juggling 12 swords just seems like way too many (that's ruffly 19 attacks), although 7 is a lot too. I think 7 swords gives you 14 attacks if you have a full BAB and all the TWFing feats. I think as far as juggling more than 4 swords goes I'm going to do it like this: for a number of rounds per day equal to half a Jugglers level in the Juggler class, the Juggler may juggle a number of light weapons equal to half his Juggler level. (I think I need to say juggle a few more times to really make it stick in peoples minds). Honestly that still seems like too many rounds for me, maybe I can say once he attacks he has to make a skill check or he drops all but 4 of his weapons?
I'm honestly thinking about giving them Dazzling Display and Shatter Defenses for free, I mean honestly who isn't going to be somewhat intimidated/awed by someone juggling swords and attacking with them and then continuing to juggle? I suppose I could also get rid of Weapon Finesse and make Dazzling Display (and Weapon Focus: any light weapon) requirements for the class, and then allow the character to use Dazzling Display as a standard action at a certain level, then a move action, and then I could possibly change the 10th level ability to allow them to use Dazzling Display as a swift action (which would be kind of ridiculous).
The big reason I did Perform (juggle) was for Bards, with Versatile Performance I'd probably make one of the skills they can substitute Sleight of Hand anyway (at least that's how I'd house rule it). I'm assuming most other classes won't use the Perform route but honestly if they do I don't think they're going to get much better than a dex based juggler. That's just me though, if you want to use the class by all means restrict it to Sleight of Hand, I understand the concern I just don't think it's as big a deal.
cartmanbeck
RPG Superstar 2014 Top 16
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Can the Juggler move around normally as he juggles? I think that's a bit excessive, and maybe you could fill those level 3 and 8 slots with something based on that. I'm thinking:
Append to Juggling at 1st level: The juggler can move up to half his standard move speed during a round when he is juggling, and may only make a single attack during a round when he is moving, as normal.
3rd level:
Improved Juggling Movement: The Juggler may move his full move speed during a round when he is juggling, and may only make a single attack during that round.
8th level:
Master Juggling Movement: The Juggler may move his full move speed during a round when he is juggling, and after moving he may make a full attack with his juggled weapons, taking a -5 penalty to each attack. At 10th level, this penalty decreases to -2 for each attack.
The level 6 slot could be something like this:
Juggle-casting: At 6th level, the Juggler can cast spells requiring the use of his hands without penalty. With a successful Perform(Juggle) or Sleight of Hand check, the Juggler may use a single hand to continue juggling his weapons for the rest of the round, so that he may cast a spell that he knows (or use a wand or staff, which he may either add to his juggled weapons after casting from it if he has the ability to juggle more weapons, or may drop after its use). Casting a spell while juggling is a full-round action that provokes attacks of opportunity as normal. Magic scrolls cannot be used in this way as they require the juggler to focus his concentration on reading the scroll. At the end of his round, the Juggler must resume using both hands to juggle his weapons, or must immediately cease his juggling, dropping all but one weapon on the ground around him.
| Felgoroth |
Can the Juggler move around normally as he juggles? I think that's a bit excessive, and maybe you could fill those level 3 and 8 slots with something based on that. I'm thinking:
Append to Juggling at 1st level: The juggler can move up to half his standard move speed during a round when he is juggling, and may only make a single attack during a round when he is moving, as normal.
3rd level:
Improved Juggling Movement: The Juggler may move his full move speed during a round when he is juggling, and may only make a single attack during that round.
8th level:
Master Juggling Movement: The Juggler may move his full move speed during a round when he is juggling, and after moving he may make a full attack with his juggled weapons, taking a -5 penalty to each attack. At 10th level, this penalty decreases to -2 for each attack.The level 6 slot could be something like this:
Juggle-casting: At 6th level, the Juggler can cast spells requiring the use of his hands without penalty. With a successful Perform(Juggle) or Sleight of Hand check, the Juggler may use a single hand to continue juggling his weapons for the rest of the round, so that he may cast a spell that he knows (or use a wand or staff, which he may either add to his juggled weapons after casting from it if he has the ability to juggle more weapons, or may drop after its use). Casting a spell while juggling is a full-round action that provokes attacks of opportunity as normal. Magic scrolls cannot be used in this way as they require the juggler to focus his concentration on reading the scroll. At the end of his round, the Juggler must resume using both hands to juggle his weapons, or must immediately cease his juggling, dropping all but one weapon on the ground around him.
I had originally thought they could just move their full base speed but now that you mention it, that is kind of ridiculous to start with. As far as the standard goes I understand it but it kind of takes away the purpose of juggling until you're able to make a full-attack. I think I'll probably steal your Juggle-casting idea if you don't mind (I forgot that's kind of necessary for a Bard/Juggler) and then go with something like this:
Juggle: At 1st level a Juggler turns his trade into more than just a performance art. By making a Perform (juggle) or Sleight of Hand check DC 15, a Juggler may juggle 2 light weapons. While juggling a Juggler may only move half his base speed. It is a move equivalent action to start juggling but it can be maintained each round as a free action. Upon reaching 5 levels of Juggler he may start juggling as a swift action and move his full speed while juggling. *A Bard/Juggler may start his bardic music with the same action that starts his juggling.
Intense Juggling: At 3rd level a Juggler learns to juggle more objects than he would normally be allowed. By making a Perform (juggle) or Sleight of Hand check DC 15+5 for each weapon after the 1st, a Juggler may increase the number of light weapons juggled equal to one half his Juggler level for a number of rounds equal to half of his Juggler level (I hope that makes sense). Whenever a Juggler attacks while using this ability he takes a -5 penalty on all attack rolls made that round, this penalty replaces the normal Two-Weapon Fighting penalty. A Juggler must make a Perform (juggle) or Sleight of Hand check after he attacks to continue juggling all of the weapons, if he fails his check after attacking he drops all the weapons but the normal amount he would be able to juggle.
Ok, from there I'm going to change the name of Juggling Master to Skillful Juggler (you'll see why in a second), move Greater Juggling to 8th level and add this ability.
Juggling Master: Upon reaching 9th level a Juggler becomes even more adept at juggling large amounts of weapons. While using Intense Juggling a Juggler only takes a -2 penalty on all his attack rolls, this replaces replaces the normal Two-Weapon Fighting penalty (I don't really think I needed to add that but I thought I would just to be clear).
EDIT: So I just realized you meant only being able to make 1 attack during a round when you move (like normal). Sorry about that, I just thought that would be kind of obvious because no one can attack more than once as the move unless they're a Dervish or have some feats but ya...
EDIT 2: So now that I read over that, I realize a person with 10 levels of Juggler can juggle up to 9 weapons while they use Intense Juggling (granted they can only do it for 5 rounds). That's a lot of attacks plus people with the full Two-Weapon Fighting tree get even more... I'm thinking about getting rid of the Improved and Greater Juggling and possibly just making Intense Juggling into a medium between those abilities. Any thoughts on that?
| Felgoroth |
Ok, I think if I do this for Intense Juggling it may work out better and not unbalance the game I'm not sure though.
Intense Juggling: At 3rd level a Juggler learns to juggle more objects than he would normally be allowed. By making a Perform (juggle) or Sleight of Hand check DC 15+5 for each weapon after the 1st, a Juggler may increase the number of light weapons juggled equal to one half his Juggler level for a number of rounds equal to half of his Juggler level (I hope that makes sense). Whenever a Juggler attacks while using this ability he takes a -5 penalty on all attack rolls made that round, this penalty replaces the normal Two-Weapon Fighting penalty. After attacking in this way a Juggler drops all his weapons except the normal amount he can juggle.
Beyond this I think I may get rid of Greater Juggling. This limits the maximum number of attacks to 14. That honestly still seems like to much to be able to do it 5 rounds per day. Some help would be greatly appreciated.
EDIT: I suppose I could add something like "while using Intense Juggling a Juggler is unable to make iterative attacks." That would make the maximum number of attacks 9 which is still more attacks than someone with a full BAB (and all 3 TWF feats) gets.