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Mulletmanalive
2010-02-11, 06:00 AM
Come on guys, i was really hoping for some help here...if it's too much to ask, could someone at least say so...?

Introduction:
Ok, to basically summarise, this is based on the fact that i run a game called Mecha Victoriana [Victorian Steampunk, low magic, no items] and I've worked to balance the entire system against the Trooper class, which is basically the fighter but with a more specific flavour [included below]. In general, every class was designed to be better than the trooper's potential in one area but less able to be good in other areas [given that a trooper has 21+ feats through it's development, it's not all that hard to spread your wings].

Trouble arose when i designed the Wuxia, a monk style class designed to be a potent combatant but really weak at range and specifically designed to mess with or protect spellcasters [who are much less a Swiss-army-knife in this game]. It seems like it could completely overshadow the Trooper or the Brute [the Barbarian comparable] in too many areas.

Thus, I ask your assistance, gentle reader, in helping me bring the Wuxia into line with the other two. I will post first a summary of the game rules changes and then the two classes in turn:

Rule Changes:
Hit Points: One of the most important changes is the hp system. The character's Con SCORE is added to their HP at level one.

A character has three wound thresholds with varying effects on them:
{table]Green|100-51%|Normal

Yellow|50-26%|Fatigued

Orange|25-11%|Exhausted

Red|10-0%|Disabled

Lethal|0- -10hp|Disabled and Dying[/table]

A character has a Massive damage threshold equal to their Con score. If this value is exceeded by the damage of an attack, the victim must make a Fort save against the damage or move to the top of the next lower threshold. Multiples of the massive damage score causes the character to slip multiple thresholds with a save reducing this by one slip.

HP can be recovered once after each encounter, the amount being based on the skill of your unit medic [it's mostly a military game].

Armour: Next up comes armour. For simplicity's sake, know that armour provides a Hardness equal to whatever it's bonus would have otherwise been. Some weapons are better than others at getting through it and most weapons deal more damage than is standard. For reference, standard Trooper armour is about 5-6 points and they're armed with 2d10 rifles.

Defence: You will notice the presence of defence progressions in the classes. These work mostly like armour would have, though they function only when the character is able to use his stat bonuses, so sniping, feints and backstabbing can be horrendous.

All defence is based on the Wisdom stat unless the character's class provides an ability

Dodge is actually worth the admission: it comes as part of a chain of three feats that grant cumulative +2 bonuses to defence by spending a Swift action each round.

The defence situation is the reason that most of the fighting classes in this game have Uncanny Dodge. The ability to retain defence against enemy bullets is pretty much the hallmark of a survivor.

Initiative: Initiative underwent some major changes. It is based on the Reflex save, armour check penalties apply and your speed can really alter your ability to fight:

If you have yet to act, you cannot make AoOs, though you may opt to spend a Full action to increase your Initiative by +10. Combat Reflexes and Combat Manoeuvres are both massively improved by this rule so don't bother trying to disuade me from it.

Saves: You may note that poor saves don't suck. Intentional.

Damage: Things you need to know:
There are Power Attack feats for both melee and ranged [Power Attack itself affects point blank shooting]
Bonus damage from weapons, sneak attack and whatnot DO NOT count towards Massive damage. They apply only after normal damage has penetrated the target's armour and DR.
One kind of damage exists that ignores this: Mangle damage. It applies only after damage has been dealt but counts for Massive damage.
Fire and so forth affect Hardness as with objects [Fire/Lightning double, Cold triple, Acid normal, Sonic ignores]
Attacks become pretty much lethal around 20 damage [most people's Massive + Armour].

[B]Subdual Damage: Subdual damage is counted up, a number of points equal to the higher of your level and Con bonus can be removed as a Full action and it has the following annoyances ever time you take some once you get over thresholds:
{table]Red|Sickened for one round
Orange|staggered for one round
Yellow|Stunned for one round[/table]
As normal, if it exceeds your total remaining hp, you fall unconscious. If your armour stops all the damage from an attack, you take 1 Subdual damage that ignores all kinds of DR. As you can imagine, getting pummelled can be a real disadvantage.

Iterative Attacks: These don't existe so much. At any time, you may take a -5 penalty to your BAB to make an additional attack that round as part of a Full attack action. You may not reduce your BAB below 0 in this way.

Two weapon fighting was replaced by a tree of feats that granted additional attacks at cheaper penalties [-2 for one, -6 for 2 and -10 for three, with additional feats to reduce these costs by 1 one each].

Action Transparency: You may trade Move actions for Swift actions. There are few implications to this because of the changed magic rules and lack of TOB so i've added in a bunch of extra things that use Swift actions.

Shifting: The classic 5ft step is replaced with the Shift. This costs a Swift action, moves a critter/mech their natural reach and can be done multiple times per round.

Mobility allows you to shift +5ft, making it a seriously good investment for a melee character.

Feats: I really like feats and there are loads of great ones in MV. As a result, feats are gained at each odd numbered level instead of the normal rate.

Multiclassing: When you level up, you begin training/learning for your next level so you have to choose what that will be. Additionally, you must choose which languages, if any, you intend to learn.

When you level, you may buy skill ranks in your class skills at normal cost or pay an additional point to buy access to a non-class skill that level [representing time wasted instead of just focusing on what you've been doing anyway].

Each Origin [what replaced races] has a specific group of skills that are always considered class skills.

In the next post, you will find Trooper, then Brute in the next, then Wuxia.

Mulletmanalive
2010-02-11, 06:01 AM
Trooper:

"Rack, Rise, Fire, Return, Repeat; Rack, Rise, Fire, Return, Repeat; Rack, Rise…"

"Hey rookie, we know already, shut up!"

Wilfrey suddenly felt very green indeed.

Troopers are soldiers and thus as common as muck in the MV setting. They are an adaptable and well trained combat specialist with a great deal of experience in the field. In general, a Trooper is a rifleman with various cross-training aspects, though many other possible builds exist including swordsmen and the like.

Hit Die: d10.
Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str) Hide (Dex), Knowledge [Tactics] (Int), Listen (Wis), Move Silently (Dex), Ride (Dex) Spot (Wis), Swim (Str),
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table=head]Level| BAB |Def |Fort |Ref |Will |Special
1| +1| +1| +2| +0| +0| Bonus feat
2| +2| +2| +3| +1| +1| Bonus feat, Lethal +1
3| +3| +3| +3| +1| +1| Uncanny Dodge, Veteran
4| +4| +4| +4| +2| +2| Bonus feat, Lethal +2
5| +5| +5| +4| +2| +2| Legend, Veteran
6| +6| +5| +5| +3| +3| Bonus feat, Lethal +3
7| +7| +6| +5| +3| +3| Veteran
8| +8| +7| +6| +4| +4| Bonus feat, Lethal +4
9| +9| +8| +6| +4| +4| Legend, Veteran
10| +10| +9| +7| +5| +5| Bonus feat, Lethal +5
11| +11| +10| +7| +5| +5| Veteran
12| +12| +10| +8| +6| +6| Bonus feat, Lethal +6
13| +13| +11| +8| +6| +6| Legend, Veteran
14| +14| +12| +9| +7| +7| Bonus feat, Lethal +7
15| +15| +13| +9| +7| +7| Veteran
16| +16| +14| +10| +8| +8| Bonus feat, Lethal +8
17| +17| +15| +10| +8| +8| Legend, Veteran
18| +18| +15| +11| +9| +9| Bonus feat, Lethal +9
19| +19| +16| +11| +9| +9| Veteran
20| +20| +18| +12| +10| +10| God of War, Lethal +10[/table]

Class Features:
Weapon and Armor Proficiency: A Trooper is proficient with all simple and martial weapons and with all conventional armour (heavy, medium, and light) and shields (including tower shields).

Bonus Feats: At 1st level, a Trooper gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The Trooper gains an additional bonus feat at 2nd level and every two Trooper levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as Trooper bonus feats. A Trooper must still meet all prerequisites for a bonus feat.

Lethal [Ex]: Beginning at 2nd levels, a trooper demonstrates how dangerous focused training in warfare can make a person. He adds half his class level, rounded down, to all damage rolls he makes. This is neither courier nor precision damage and is multiplied on a critical hit.

Uncanny Dodge [Ex]: At 3rd level, the trooper gains Uncanny Dodge, allowing him to retain his active bonus to defence even when unaware of the origin of the attack. This does not negate other things from Flatfooting so it they are actually hit by the sneak attack or whatever, they still take the consequences.

Veteran: At 3rd level and each odd numbered level thereafter, a Trooper gains 2 bonus skill points that may be spent as the player desires, counting all skills as Class Skills for these purposes.

Legend: At 5th level, a Trooper has gone beyond Elite status and has entered into the annals of history in some small way. Be it the swift foot of Patroclus or the survival against insane odds that marked the life of Jhou Yun, each Trooper develops their own legends. At 5th, 9th, 13th and 17th level, the Trooper may choose one of the following abilities. Unless explicitly stated, an ability may not be selected twice:
A Little Something: Being prepared is a good deal of the battle and Troopers who've lived this long are masters. During a mission, the Trooper may produce items as if he had passed a Favour check and used the Big Bag 'o' Guns feat at once. Once per Mission per Legend he possesses, he may produce an item of mundane equipment of his choice as a Free action [he may find it, steal it or have had it all along from a previous example of the above]. In the case of disposable items, he gains 1d4 items of this type.
Fast Healing: The Trooper has a reputation for diehard toughness and an ability to shake off blood-loss and pain that makes him seem insane. The trooper gains Fast Healing equal to the number of Legend abilities he possesses. Fast Healing functions only while the character is conscious and cannot raise him above a damage threshold.
Homespun Honour: People are willing to stand beside the Trooper; he has an uncanny knack for gathering those who have fled from combat to his side and forming a unit from them. Once per mission, though never in the first encounter, the Trooper may spend a Full action calling out to the surroundings. Roll a Diplomacy or Intimidate check. For every 5 rolled, the Troopers unit consists of one soldier, with a level equal to the number of Legends the Trooper possesses.
Mental Adaption: Some people have this weird knack for pulling skills out of their arse. This trooper relies on it to survive, so once per mission, he may select a single feat for which he has the prerequisites and count as having that feat for the rest of the mission. Unlike most, this Legend may be taken more than once, adding additional uses each time.
Skill Mastery: Some people just get used to being shot at. Choose a number of skills equal to one plus his Int bonus. These skills are now mastered and the Trooper may take 10 on checks with these skills even when under fire or distracted. This cannot be used on any of the X-craft skills [Spellcraft etc].
Surprise!: Some have a terrific knack for slipping away from danger and leaving behind a surprise. As a Full action, the Trooper may displace himself up to 30ft from his current position to another hiding place. He cannot be detected by anything short of tripping an alarm in this movement.
The Trooper may leave a decoy in his place to occupy your opponent's attention. If you have any explosives, you may rig them as part of the decoy so that they explode when the decoy is disturbed. The save against this is calculated as if you had thrown the object and the character disturbing the decoy cannot claim cover.
Once you have used this ability, it will not function again for 1d4 encounters [stories travel].
Swift: Veterans have a habit of closing distance with a worrying speed. The trooper gains a +10ft increase to his speed and increases his Natural Reach to 10ft, thereby allowing him to attack at greater range and to Shift 10ft as a single Swift action.
Trench Hero: Once per encounter per Legend he possesses, the Trooper my declare himself a Trench Hero. For the duration of the round, he is immune to ranged attacks that come from more than 60ft away, including barrage detonations. This ability applied to anyone the Trooper carries too.

God of War [Ex]: A 20th level Trooper is a near literal god of killers. Were a man to truly reach this level of proficiency, his name would be remembered forever; perhaps this is what happened with Achilles and Hector. A God of War gains the following benefits:
A Defence bonus [already factored into the table]
Once per round, may take 10 on a single attack roll.
When making a Full attack, may opt to add +5 to one of his attack rolls.
Cannot be Disarmed normally. Once per Encounter, after taking a hit but before damage is rolled, he may choose to negate the damage, becoming disarmed in the process. His weapon ends up 1d5 x 5ft away in a random direction.


Optional Legend:
The following is included as part of the practices that are actually present in the world of Mecha Victoriana, especially on the German side [the British military being more distrusting of scientists with ideas than any ethical reason]. Taking this Legend requires GM permission and comes with a surprisingly hefty fee in terms of healing:
Super Soldier Serum: +4 on all Physical Stats, permanently, but from this point on, all uses of the Heal skill on you, or Prayercraft or Knowledge [Religion] checks to cast healing spells on you suffer a -20 penalty because of your altered physiology.

Mulletmanalive
2010-02-11, 06:02 AM
Brute:

"One man did all this?"

"Yes Sir."

"What happened? A stray shell?"

"No, Sir, someone spilled Johnson's beer."

The Brute represents a soldier who loses himself in the screaming force of battle, like the Richard Sharpe of the books. Brutes are excellent soldiers, though their defence is slightly curbed compared to other combatants.

{table=head]Level |BAB |Defence |Fort |Ref |Will |Special
1| +1| +0| +2| +0| +0| Fast movement, illiteracy, Rage
2| +2| +1| +3| +1| +1| Uncanny dodge
3| +3| +2| +3| +1| +1| Smell the Shell +1
4| +4| +3| +4| +2| +2| Brutal 1/Encounter
5| +5| +3| +4| +2| +2| Improved uncanny dodge
6| +6| +4| +5| +3| +3| Smell the Shell +2
7| +7| +5| +5| +3| +3| Damage reduction 1/—
8| +8| +6| +6| +4| +4| Brutal 2/Encounter
9| +9| +6| +6| +4| +4| Smell the Shell +3
10| +10| +7| +7| +5| +5| Damage reduction 2/—
11| +11| +8| +7| +5| +5| Greater rage
12| +12| +9| +8| +6| +6| Brutal 3/Encounter , Smell the Shell +4
13| +13| +9| +8| +6| +6| Damage reduction 3/—
14| +14| +10| +9| +7| +7| Indomitable will
15| +15| +11| +9| +7| +7| Smell the Shell +5
16| +16| +12| +10| +8| +8| Brutal 4/Encounter, Damage reduction 4/—
17| +17| +12| +10| +8| +8| Tireless rage
18| +18| +13| +11| +9| +9| Smell the Shell +6
19| +19| +14| +11| +9| +9| Damage reduction 5/—
20| +20| +15| +12| +10| +10| Brutal 5/Encounter, Mighty rage[/table]

Hit Die: d12.
Class Skills: Balance [Dex], Climb [Str], Craft [Int], Intimidate [Cha], Jump [Str], Listen [Wis], Ride [Dex], Spot [Wis], Survival [Wis], and Swim [Str].
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
Weapon and Armour Proficiency: A Brute is proficient with all simple and martial weapons, light armour, medium armour, and shields.

Fast Movement (Ex): A Brute’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armour, light armour, or medium armour and not carrying a heavy load. Apply this bonus before modifying the Brute’s speed because of any load carried or armour worn.

Illiteracy: Brutes are the only characters who do not automatically know how to read and write. A Brute may spend 2 skill points to gain the ability to read and write all languages he is able to speak.

A Brute who gains a level in any other class automatically gains literacy. Any other character who gains a Brute level does not lose the literacy he or she already had.

Rage: Once per Encounter, a Brute may opt to enter a state of heightened emotional charge that increases his ability to fight up close; in short, he forcibly devolves down into a snarling, spitting animal without the people skills. In a state of Rage, the Brute's Strength and Constitution scores are both increased by +4 [granting +2 on melee attacks and damage, +2 on Climb, Jump and Swim, +2hp + 2 per level and a +2 bonus on Fortitude saves], a +2 bonus on Will saves and a -2 penalty to their active defence.

The Brute's Rage lasts for 5 rounds + his normal Constitution modifier and after it expires, the Brute loses all the benefits he had during the rage and becomes Fatigued [-1 on all checks and Defence]. The Brute remains fatigued for the remainder of the encounter and for the duration of the next. He may opt to Rage again while Fatigued, negating the penalties and gaining the normal benefits but when he comes down, he is instead Exhausted [-3 on all checks and Defence, Half speed]. Should the Brute gain either 8 hours rest or pass through an encounter in Fatigued condition, he recovers back to normal.

In a Rage, the Brute has no patience whatsoever. He cannot perform any action that requires concentration [threading a needle, reloading a gun; he'd just throw it or drop it and pull another], subtlety [hiding or moving silently; mostly due to the yelling and snarling] or any Feat or skill that involves Intelligence [including as a prerequisite, so nothing running off Combat Expertise].

Uncanny Dodge (Ex): At 2nd level, a Brute retains his Dexterity bonus to Def (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to Def if immobilized. If a Brute already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.

Smell the Shell (Ex): Starting at 3rd level, a Brute gains a +1 bonus on Reflex saves made to avoid the effects of explosions of all kinds, including Barrage attacks, grenades, traps and magical effects. These bonuses rise by +1 every three Brute levels thereafter (6th, 9th, 12th, 15th, and 18th level).

Brutal: Though unable to plan anything clever or subtle in combat, Brutes are surprisingly inventive and efficient combatants on an instantaneous level, to the point where their enemies cannot keep up with them or predict them to defend themselves properly.

Once per encounter, while Raging, a 4th level Brute may declare a single attack to be a Brutal one. A Brutal attack operates like a Combat Manoeuvre that functions automatically, with neither an Attack of Opportunity, nor an opposed check. The following are possible:
Aim: Odd as it might sound, you point the attack at exactly the right point on your target [adds Str bonus to damage or 1.5 x Str for two handed weapons], unlike most other options, this deals weapon damage.
Bullrush: You barge your shoulder or hilt into the target, pushing him 1d4 squares backwards and moving along with him. You still provoke AoOs from movement.
Disarm: Through sheer force, you bash your opponent's weapon out of their hands.
Downthrust: Basically Coup de Grace without worrying about the target being animate, you stab your blade through a prone target. This functions like a normal Coup de Grace [misses deal melee damage, hits deal critical damage and force a save to die rather than massive damage].
Grab: By hooking the weapon around your foe, you pull him into a grapple. The grapple begins automatically and you may make a followup of your choice, usually damage or pinning.
Sunder: The attack's damage is dealt straight to your opponent's weapon.
Trip: You sweep through the legs of your opponent or butt him in the chest, knocking him prone automatically.
The Brute gains one use of this ability per encounter for every four Brute levels that he possesses [8th, 12th, 16th and 20th levels].

Improved Uncanny Dodge (Ex): At 5th level and higher, a Brute can no longer be flanked. This defence denies a rogue the ability to sneak attack the Brute by flanking him, unless the attacker has at least four more rogue levels than the target has Brute levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Damage Reduction (Ex): At 7th level, a Brute gains Damage Reduction. Subtract 1 from the damage the Brute takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three Brute levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.

Greater Rage (Ex): At 11th level, a Brute’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to Def remains at –2.

Indomitable Will (Ex): While in a rage, a Brute of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

Tireless Rage (Ex): At 17th level and higher, a Brute no longer becomes fatigued at the end of his rage.

Mighty Rage (Ex): At 20th level, a Brute’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to Def remains at –2.

Mulletmanalive
2010-02-11, 06:25 AM
Wuxia:

I say old chap, don't you know the rules of fighting the Chinese?
Rule number one: Never pull a gun when within kicking range of a Chinese.

Rule number two: If you can see the white in the eye of a Chinese, chances are, you're in kicking range!

Rule number three: Never assume it'll take long to see the whites of the eyes of that Chinese!

Racism aside, one of the strongest military assets that the Chinese, Japanese and Koreans have in Mecha Victoriana are their martial artists. These individuals are trained from the age of five and up to master specific martial arts in order to better defend their monastery and the government that funds it. Prior to the expulsion of foreign interests from China, these people were persecuted by the government at foreign blackmailing while the Japanese oligarchy went to extraordinary lengths to remove all traces of Buddhist religion, including the sohei warrior monks.

In modern times, many Wuxia have been drafted into the military and the mech brigades, while others still have transplanted themselves to places such as Britain, Germany or America in search of a new life. In these circumstances, many have found that their extraordinary personal speed has allowed them to remain alive despite the number of guns in the underworlds of these places.

Presently, the Royal Society and the Establishment are both conducting intensive training programs to try and create cadres of Wuxia with the express purpose of protecting and disabling spell casters; indeed their specific martial techniques are highly useful around spell casters and some of their higher end abilities verge on magic themselves.

Note: Wuxia are not a 'Martial Adept' class in and of themselves but benefit greatly from the use of such abilities as it is a melee character first and foremost.

Abilities are named in Japanese simply because it's easier to say than Chinese and I'm better versed in it.

"-ton" in the names is a silly play on words. It means both gather and escape/release in spoken form and seemed to suit the Yin-Yang theme that each technique displays. Were it more formal, Kotonryuu would be more accurate.

Origin: Most Wuxia are either Farms or Townies as these are the two regions that tend to feed monastic orders with new recruits. Some are more heavily devout and are drawn form the Choir origin. Interestingly Dons of various races are becoming fairly common in this class as well.

Religion: The overwhelming majority of Wuxia are Buddhists, though a number of Daoist disciples exist who conform to very similar martial patterns. Those born and trained in England or America tend to come from whatever religion their family held, often Catholic or Protestant. Despite this, few Wuxia have the specific piety to hold a Religious feat.

Other classes: Wuxia are usually trained in order to defend allied spell casters [Priests in China, Arcanists under Society training] and to interfere with enemy ones. Their melee focus means that they are often forced to rely on Troopers for support, while Mech Jockeys find that they make excellent counter boarding troops. Spies tend to like Wuxia for their stealth and a reasonable number take the time to learn these techniques themselves.

{table=head]Level| BAB| Fort| Ref| Will| Def| Special
1| +1| +2| +2| +0| +1| Agile, Taijutsu, Gensoton (1)
2| +2| +3| +3| +1| +2| Hijutsu +1d6, Mokuton
3| +3| +3| +3| +1| +3| Katon, Uncanny Dodge
4| +4| +4| +4| +2| +4| Douton
5| +5| +4| +4| +2| +5| Kinton
6| +6| +5| +5| +3| +5| Hijutsu +2d6, Suiton
7| +7| +5| +5| +3| +6| Gensoton (2)
8| +8| +6| +6| +4| +7| Bonus Feat
9| +9| +6| +6| +4| +8| Mettle
10| +10| +7| +7| +5| +9| Bonus Feat
11| +11| +7| +7| +5| +10| Hijutsu +3d6
12| +12| +8| +8| +6| +10| Deep Stance [1 round]
13| +13| +8| +8| +6| +11| Gensoton (3)
14| +14| +9| +9| +7| +12| Bonus Feat
15| +15| +9| +9| +7| +13| Desperate Roll
16| +16| +10| +10| +8| +14| Hijutsu +4d6
17| +17| +10| +10| +8| +15| Deep Stance [2 rounds]
18| +18| +11| +11| +9| +15| Bonus Feat
19| +19| +11| +11| +9| +16| Gensoton (4)
20| +20| +12| +12| +10| +17| Banton[/table]

Hit Dice: d8
Class Skills: Balance [Dex], Bluff [Cha], Climb [Str], Concentration [Con], Diplomacy [Cha], Hide [Dex], Intimidate [Str/Cha], Jump [Str], Knowledge (Religion) , Listen [Wis], Move Silently [Dex], Spot [Wis], Swim [Str], Tumble [Dex].
Skill points at 1st Level: (4 + Int) x 4
Skill Points per Level: 4 + Int

Class Abilities:
Weapon and Armour Proficiencies: Wuxia are trained eclectically with many kinds of weapon. They are proficient with all Simple weapons along with Martial melee weapons.

The Wuxia must choose a number of melee or thrown weapons equal to ˝ his level + his Int modifier to declare Wuxia Weapons. He need not have proficiency with these weapons when he does so, gaining it if he does not. Only Wuxia weapons can be used within Gensoton moves so the majority of Wuxia choose Unarmed as one of these. Wuxia Weapon status counts as Weapon Focus for purposes of prerequisites.

Wuxia are lightly trained with armour and are proficient with Light Shields, Impermeables and Padded Jackets.

Agile [Ex]: As a Swift action, the Wuxia may add his Dexterity modifier to his defence. This is the same Swift action that triggers the use of Dodge feats and activates any such feats the Wuxia may have. This ability functions only when the Wuxia wears no armour or those mentioned in the proficiencies section and is subject to the stat limit for armour.

Gensoton (Elemental Styles) [Ex]: Wuxia have the ability to adopt fighting methods based on the five elements or phases of matter in the Chinese thought system. The basic granted ability of these styles is that the Wuxia gains additional Attacks of Opportunity each round equal to their Gensoton score and may make these AoOs even before they have acted in the turn. Additional fighting styles grant two abilities each; a strike and a stance.

Strikes are attack options that can be applied to either Standard Attack actions or to Full attack actions, made using Wuxia Weapons. Some grant bonuses to damage or the like. Some, such as Douton are Full actions in themselves.

Stances are static abilities that grant benefits. They are entered automatically as a result of using a given Strike or can be entered as an Immediate action. Stances last for only one round normally, but can be sustained from round to round by conscious effort if the Wuxia wishes. A higher level ability sustains these effects for longer. The Wuxia enters a stance in the process of making the strike so any static abilities apply to the strike's effects.

Gensoton function only when the Wuxia wears no armour or those mentioned in the proficiencies section.

Taijutsu (Body Techniques) [Ex]: Though not as damaging as weapons, Wuxia train extensively in body arts and unarmed combat, not as a preferred technique but a backup and basis for what comes later. Wuxia unarmed attacks deal 1d6 damage with normal armour penetration and count as either Natural or Manufactured weapons whenever it is more beneficial to do so. Due to an awareness of the supernatural, for instance, Wuxia are able to avoid damage from effects that are dangerous to those using unarmed strikes/natural weapons.

Hijutsu (Hidden/Secret Techniques) [Ex]: Hijutsu are effective mostly because they are unexpected. Wuxia only willingly use these abilities when they will make a difference as, if their techniques are dissected, defences can be found against them. Through a mix of twisting strikes, short jabs at seams in bone and nerve strikes, a 2nd level Wuxia deals +1d6 Mangle damage on a successful hit whenever they strike a Flatfooted or Flanked target with a melee attack.

This bonus increases further at 6th, 11th and 16th level.

Mokuton (Wood Style) [Ex]: The art of bending wood is a stance that Wuxia use when they need to remain in place but keep a target pinned down.

Strike: When using the wood strike, the Wuxia may count as being located in any square that he threatens for purposes of Flanking. If he scores a Critical hit on a target he flanks, they are knocked prone as a result.
Stance: As a free action, the Wuxia may declare a number of targets equal to his gensoton within his Threat range "entwined." Whenever an Entwined target attacks the Wuxia, he may make an attack of opportunity against his attacker. This may only be used to trip the target, but if it succeeds, the target loses their attack and is displaced to another square within the Wuxia's threatened range. Anyone occupying the target square is subject to a Trip attack at the same roll made to throw the first character.

Katon (Fire Style) [Ex]: The art of spreading fire is a style of offence that concentrates on the next point of disposition at all times.

Strike: The Flame stance is a Standard action only effect that knocks the Wuxia's target back if it connects. In addition to the normal strike, the target is pushed 5ft per point of his gensoton. If the target strikes something in flight, he takes 1d6 Falling damage per point of gensoton and falls prone; normally the character regains his footing as he lands.
Stance: Upon entering fire stance, the Wuxia may declare a number of targets equal to their gensoton as being "Aflame" as a free action. For purposes of threatening and striking these targets with attacks of opportunity, the Wuxia's Reach is considered to be 5ft longer per point of his gensoton. For example, a 7th level Wuxia has a gensoton of 2, hence can have 2 targets aflame at once and strikes at them as if he had a Reach of 15ft if they commit actions that provoke attacks of opportunity.

Uncanny Dodge [Ex]: A Wuxia has to have eyes in the back of his head in order to learn Katon and reactions to match. These come together to make a 3rd level Wuxia very difficult to shoot in the back. When Flatfooted, the Wuxia retains his active bonus to defence but is still considered Flatfooted for all other purposes [Precision Damage, etc].

Douton (Earth Style) [Ex]: The art of shattered earth is hard and brutal yet inexorable. Technically [almost ironically], Earth style is usually a 'soft' form, force being transmitted inside the target rather than against it. The most advanced form of earth style being Quivering Palm.

Strike: As a Full action, the Wuxia may make a single melee or thrown ranged attack. If this attack connects, it ignores DR/- and deals +1d6 additional damage per point of gensoton. This bonus damage applies before Hardness but is not multiplied on a Critical Hit.
Stance: The Earth Stance causes force to deflect like rolling stones. The Wuxia gains DR/Ballistic equal to twice their gensoton as long as they do not move other than to Shift in the round.

Kinton (Metal Style) [Ex]: The art of wavering steel is a technique that plays on the malleability and glimmering nature of metal. As the sword of a martial artist dances and weaves, forming mystifying and lethal patterns, so does the Wuxia's entire form.

Strike: When declaring attacks with the Kinton, the Wuxia may make an additional attack without penalty. This applies to both Standard and Full attacks. As with all Gensoton, it cannot be used as part of a charge.
Stance: While in metal stance, the Critical Threat range for melee and thrown weapons increases by the Wuxia's gensoton after all other modifiers to threat range are applied.

Suiton (Water Style) [Ex]: The art of flowing water is a style of movement that resembles crude tumbling but is practiced through what the ages have shown to be the most likely attack patterns.

Strike: When making a Water Strike, the Wuxia moves swiftly and penetrates the fabric of the target. He deals bonus damage on strike attacks equal to the number of squares moved prior to making the attack. In the case of a Full attack, this is limited to the distance Shifted but applies to all attacks made. Obviously, this is of limited benefit to a full attack unless you were already in Water stance.
Stance: While in the Water stance, the distance that a Wuxia can Shift is increased by 5ft per point of their gensoton. Thus, when first gained, the Wuxia can Shift 10ft while in Water stance, rising to 15th soon after. Squares shifted are counted like normal movement but do not provoke attacks of opportunity.

Bonus Feats: Once the core styles are learned, Wuxia go on to expand their martial training and make the style their own before returning to a common course with the final, ultimate technique. As a result, Wuxia gain a bonus feat from the following list at 8th, 10th, 14th and 18th level. They must meet any prerequisites of the feat that they select.

Clever Wrestling*, Close Quarters FightingCW, Dual FlurryMV, Earth's EmbraceCW, Eagle Claw AttackCW, Fists of Iron*, Flying KickCW, Freezing the LifebloodCW, Greater Dual FlurryMV, Improved Disarm, Improved Dual FlurryMV, Improved Trip, Leap to the Heavens PHB2, Pain TouchCW, Power AttackMV, Prone AttackCW, Roundabout KickCW, Snap KickTOB, Stunning Strike*, Telling BlowPHB2, Versatile Unarmed StrikePHB2, Water Splitting StonePHB2, Weakening TouchCW, Wind and Fire StyleSoS

Mettle [Ex]: The training of a Wuxia puts them through impossible punishment, such that by 9th level, they have almost impossible control of their muscles and mind. When a Wuxia of this level is subject to an effect that allows a Fortitude or Will save and has a reduced effect should the save be passed is instead ignored if the save is passed. This applies only to those parts of an effect that actually allow a save.

This includes Massive Damage effects, making the Wuxia incredibly resilient to otherwise lethal attack…with a little luck, anyway.

Deep Stance [Ex]: The key to using stances to greatest effect is to be able to combine completely disparate elements fluidly into one whole. To Wuxia of lesser skill than 12th level, this is nigh impossible. Upon gaining this feature, the stances that a Wuxia adopts do not cease in the end phase but instead last until the end of the next turn. For example, were a Wuxia to adopt Fire stance, it would last for the rest of that turn, then throughout the subsequent one, allowing him to combine the effect with Wood stance to great effect.

At 17th level, this ability improves again, allowing the stance to remain for two additional rounds after the round of activation. Thus, by the third round, the Wuxia could be under the effect of 3 concurrent stances [albeit briefly]. Water, Metal and Earth make the strongest offense, while Wood, Fire and Earth make for the strongest defence.

Desperate Roll [Ex]: Come 15th level, a Wuxia will have avoided death on innumerable occasions and come out laughing. Whenever the Wuxia is struck by an effect that would reduce him to below 0 hp, he may attempt a Reflex save with a DC equal to the damage dealt to negate the damage. If he succeeds on this save, he moves 5x1d6ft in a direction chosen by the effect's originator and falls prone and Dazed for one round. Note that Evasion has no effect on the secondary effects. This ability functions only when the Wuxia wears no armour or those mentioned in the proficiencies section.

Banton (Universal/Absolute Style) [Ex]: Attaining perfect balance between attack and defence, action and non-action, and all five of the elements is key to using the Absolute Style. The Banken is the perfect attack and the Bankō is the perfect defence.

Strike: The Banken is the ultimate attack; it creates situations wherein the enemy destroy their own will and ability to fight. Each target struck by the Banken suffers no damage, but must make a Will save, DC 30 + Wis, or have their first offensive action of their next turn directed at a target of the Wuxia's choice. The GM should make the save for PCs suffering this effect.
Stance: In the Bankō, a Wuxia is impossibly difficult to assail; blows, spells and hate all slipping by him because he refuses to oppose them. He gains a +20 bonus to his Psyche score, +10 to his saves and defence and a Spell Resistance of +20 [40 in D&D]. This stance is lost instantly if the Wuxia makes any action that deals damage to another character.

[I]My own opinion of this is that it's too strong compared to the other two [which i've yet to put up...]. Wierdly enough, i think it could cope alongside a TOB class in a low magic item situation.

Possible changes would be to scrap Uncanny Dodge in favour of Evasion [making them basically immune to grenades but vulnerable to bullets], I'm not sure if there's really any need for Mettle, though it's not nearly as powerful as it would be in 3.5 with my limited magic.

Given the increased feats rate in MV, the bonus feats could probably be scrapped in favour of say, a bonus on Jump/Balance/Tumble checks...

Hijutsu could be replaced with an idea i encountered in a Mongoose produce for the Finishing Move, which flatfoots you for the rest of the round but deals a bunch of extra damage.

I'm not entirely sure how powerful this class actually IS to be entirely honest

Unfortunately, i'm now pressed for time so the rest will have to wait a while...

DracoDei
2010-02-11, 09:04 AM
You are missing a column divider at level 10 of the Wuxia I think.

Mulletmanalive
2010-02-11, 10:52 AM
You are missing a column divider at level 10 of the Wuxia I think.

Thanks for that: fixed and Trooper posted.

EDIT: And now all three classes are there and I'd like to repose my original question; What will i need to do to the Wuxia to drag it kicking and screaming into line?

Presently, it has a major disadvantage in damage reduction unless it's stationary [Earth stance] and even then it's not great. Also lacks ranged ability, though that could be aleviated with a dip level and part of me wants to stop that but can't figure out how...

Mulletmanalive
2010-02-12, 06:15 PM
Please guys, I'm just looking for some simple opinions and balance thoughts...

I'm struggling to proceed here because there are other things that i need to sort out relating to this class [it's kind of essential to the fictionalised China in setting, which was a bit character-less in the first playtest, hence the new class...

so BUMP!

Mulletmanalive
2010-02-16, 08:02 AM
I'm gonna make one last impassioned plea for assistance on this one before letting it drop off into obscurity.

I was hoping that someone with a talent of rules bending could have a look at this for me.