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<blockquote data-quote="B4cchus" data-source="post: 3808737" data-attributes="member: 35026"><p>Making progress!</p><p></p><p>here are some new comments:</p><p></p><p>Overall: you refer to the DB "being drunk" in several abilities. Either clearify what this entails or you could refer to the Bottoms up ability (so that these abilities last as long as bottoms up lasts).</p><p></p><p>Bottoms up: i meant to ask what type are the bonusses (e.g. circumstance, alchemical, etc.?) See <a href="http://www.d20srd.org/srd/theBasics.htm#modifierTypes" target="_blank">http://www.d20srd.org/srd/theBasics.htm#modifierTypes</a></p><p></p><p>Improvised weapon: change the term "attack power" to "attack rolls".</p><p></p><p>Drinken dance: copy the mechanics form the dodge feat (During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. </p><p></p><p>A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. )</p><p></p><p>Numb: how long does it last?</p><p></p><p>Bathing elephant: maybe this works better as a ranged touch attack or area attack (granting a ref save like you mentioned, no attack required) I don't see a studded leather protecting anyone against it..</p><p></p><p>Belch: i don't like the secondary effect. I think it is good enough without this. Otherwise i suggest stunned as a secondary effect and missing the save by 5 or more as the trigger (instead of half).</p><p></p><p>AC +x: does this stack with the monk ac bonus? If so, please mention this.</p><p></p><p>Staggering target: I don't like the mechanic. It is unclear and to cumbersome. I suggest the following: While being flanked, the first attack from the flanking opponent who is designated as the DB's dodge opponent autamaticly misses the DB and may hit the other flanking opponent. The opponent making the attack rolls an attack roll against the other flanking opponent AC instead. If he hits, he damages the other opponent.</p><p></p><p>Healing booze: i don't like it flavour wise but it seems fine otherwise.</p><p></p><p>Pass out: What kind of action is involved? does the DB fall on the ground (is thus is prone)? 2d8 sounds rather steep.</p><p></p><p>Improved numb: what is the effect? how long does it last?</p><p></p><p>Improved bottoms up: with a +4/-4 this ability isn't all that great (the max bonus is still limited to the penalty to your mental stats). It only saves a little time. I suggest a +4 bonus and only a -2 penalty.</p><p></p><p>Projectile vomit: how do you keep record of the number of drinks the db has in his body? all drinks he drank today? the last hour? this encounter? Also, stipulate that this effects any bonus from things like bottoms up. I suggest a REF save for half damage. Also, rearrange your wording. Right now it suggests you get a 15'cone for each drink, not 1d10.</p><p>What are the effects of 'vomiting'? i suggest you use 'sickened for X rounds' instead.</p><p></p><p>On balancing: I feel that this PrC is overpowered. It gets goodies at each level and two on most levels. Further, each ability is also quite good. It doesn't have any dead levels or 'filler' abilities (like the rogue's trap sense).</p><p>I think there are two ways of fixing this: remove some abilities or power down a good deal of the abilites. </p><p></p><p>Compare it to the dwarven defender PrC, it has some surpising similarities (DR, uncanny dodge, compare defensive stance to bottoms up) The dwarven defender is a lot harder to get in to and lacks a great deal of power compared to the DB.</p><p></p><p>Also, do any monk abilites increase with levels of the PrC? (unarmed damage, flurry, etc)? If not, the flurry of blows prereq. seems pointless.</p></blockquote><p></p>
[QUOTE="B4cchus, post: 3808737, member: 35026"] Making progress! here are some new comments: Overall: you refer to the DB "being drunk" in several abilities. Either clearify what this entails or you could refer to the Bottoms up ability (so that these abilities last as long as bottoms up lasts). Bottoms up: i meant to ask what type are the bonusses (e.g. circumstance, alchemical, etc.?) See [url]http://www.d20srd.org/srd/theBasics.htm#modifierTypes[/url] Improvised weapon: change the term "attack power" to "attack rolls". Drinken dance: copy the mechanics form the dodge feat (During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. ) Numb: how long does it last? Bathing elephant: maybe this works better as a ranged touch attack or area attack (granting a ref save like you mentioned, no attack required) I don't see a studded leather protecting anyone against it.. Belch: i don't like the secondary effect. I think it is good enough without this. Otherwise i suggest stunned as a secondary effect and missing the save by 5 or more as the trigger (instead of half). AC +x: does this stack with the monk ac bonus? If so, please mention this. Staggering target: I don't like the mechanic. It is unclear and to cumbersome. I suggest the following: While being flanked, the first attack from the flanking opponent who is designated as the DB's dodge opponent autamaticly misses the DB and may hit the other flanking opponent. The opponent making the attack rolls an attack roll against the other flanking opponent AC instead. If he hits, he damages the other opponent. Healing booze: i don't like it flavour wise but it seems fine otherwise. Pass out: What kind of action is involved? does the DB fall on the ground (is thus is prone)? 2d8 sounds rather steep. Improved numb: what is the effect? how long does it last? Improved bottoms up: with a +4/-4 this ability isn't all that great (the max bonus is still limited to the penalty to your mental stats). It only saves a little time. I suggest a +4 bonus and only a -2 penalty. Projectile vomit: how do you keep record of the number of drinks the db has in his body? all drinks he drank today? the last hour? this encounter? Also, stipulate that this effects any bonus from things like bottoms up. I suggest a REF save for half damage. Also, rearrange your wording. Right now it suggests you get a 15'cone for each drink, not 1d10. What are the effects of 'vomiting'? i suggest you use 'sickened for X rounds' instead. On balancing: I feel that this PrC is overpowered. It gets goodies at each level and two on most levels. Further, each ability is also quite good. It doesn't have any dead levels or 'filler' abilities (like the rogue's trap sense). I think there are two ways of fixing this: remove some abilities or power down a good deal of the abilites. Compare it to the dwarven defender PrC, it has some surpising similarities (DR, uncanny dodge, compare defensive stance to bottoms up) The dwarven defender is a lot harder to get in to and lacks a great deal of power compared to the DB. Also, do any monk abilites increase with levels of the PrC? (unarmed damage, flurry, etc)? If not, the flurry of blows prereq. seems pointless. [/QUOTE]
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