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DaTedinator
2008-09-26, 12:43 AM
JADE WARRIOR

The jade warrior takes a different approach to magic than most arcanists; rather than reciting chants and swallowing spiders, she subjects her body to rigorous exercises and practices intense katas that allow her the same access to the powers as her more Arcane cousins.

Alignment: Any
Hit Die: 1d6

Class Skills: Balance, Concentration, Craft, Escape Artist, Heal, Intimidate, Jump, Knowledge (Any, taken individually), Listen, Move Silently, Perform (Dance), Sense Motive, Sleight of Hand, Spellcraft, Tumble.
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier

{table="head"]Level|BAB|Fort|Ref|Will|Special |
Styles Known|
AC Bonus

1st|+0|+0|+1|+2|Magic Styles, Strong Attack, Defensive Buff|
1|
0

2nd|+1|+0|+1|+3|Defensive Kata|
1|
0

3rd|+2|+1|+2|+3|Fierce Attack, Evasion|
1|
0

4th|+3|+1|+2|+4|Basic Attack, Special Ability|
1|
1

5th|+3|+1|+3|+4|Special Option, Style Focus|
2|
1

6th|+4|+2|+3|+5|Extra Attack|
2|
1

7th|+5|+2|+3|+5|Utility Kata|
2|
1

8th|+6/+1|+2|+4|+6|Special Ability|
2|
2

9th|+6/+1|+3|+4|+6|Bonus Feat|
2|
2

10th|+7/+2|+3|+5|+7|Special Ability|
3|
2

11th|+8/+3|+3|+5|+7|Style Focus|
3|
2

12th|+9/+4|+4|+6|+8|Bonus Feat|
3|
3

13th|+9/+4|+4|+6|+8|Improved Evasion|
3|
3

14th|+10/+5|+4|+6|+9|Special Ability|
3|
3

15th|+11/+6/+1|+5|+7|+9|Bonus Feat|
4|
3

16th|+12/+7/+2|+5|+7|+10|Special Ability|
4|
4

17th|+12/+7/+2|+5|+8|+10|Style Focus|
4|
4

18th|+13/+8/+3|+6|+8|+11|Bonus Feat|
4|
4

19th|+14/+9/+4|+6|+8|+11|-|
5|
4

20th|+15/+10/+5|+6|+9|+12|Fast Style Change, Special Ability|
5|
5

[/table]

{table=head]Level|Basic Dice|Strong Dice|Fierce Dice
1st|-|1|-
2nd|-|1|-
3rd|-|1|2
4th|1|2|3
5th|2|2|4
6th|2|3|4
7th|2|3|5
8th|3|4|6
9th|3|4|6
10th|3|5|7
11th|4|5|8
12th|4|6|8
13th|4|6|9
14th|4|7|10
15th|5|7|10
16th|5|8|11
17th|5|8|12
18th|5|9|12
19th|6|9|13
20th|6|10|14[/table]

CLASS FEATURES

Weapon Proficiencies: A jade warrior is proficient with all simple weapons, and with three martial weapons of her choice. A jade warrior is not proficient with any type of armor or shield. Armor of any type interferes with a jade warrior’s magic styles, which can cause them to fail. She also gains the Improved Unarmed Strike feat at first level.

Magic Styles (Sp): A jade warrior learns a number of magical martial arts styles. A magic style takes a full-round action that doesn't provoke attacks of opportunity to enter, and a jade warrior may remain using a style for as long as she wishes. Each style consists of a set list of abilities, referred to as katas. You begin with access to the Strong Attack and Defensive Buff katas of your style, and gain access to more types at the levels listed. Each type of kata has a default action used to activate the ability.

{table="head"]Ability|Level Gained|Action To Use
Strong Attack|1st|Standard
Defensive Buff|1st|Continuous
Defensive Kata|2nd|Move
Fierce Attack|3rd|Full-Round
Basic Attack|4th|Move
Special Option|5th|n/a*
Extra Attack|6th|**
Utility Kata^|7th|Standard
Utility Buff^|7th|Continuous[/table]
*Modifies other abilities; takes no time itself.
**Extra attacks are always either basic, strong, or fierce, and use the same times and dice as the type they are.
^Some styles have a Utility Kata, others a Utility Buff; other than being continuous or use-activated, they're equivalent.

Defensive Katas last until the beginning of your next turn, unless indicated otherwise.

All attacks deal a set number of dice of damage, though the type of dice vary based on the individual abilities. The dice for each type of attack are given above.

In addition, each style has a key ability listed with it; not only does this ability usually feature prominently in the style's katas, but any kata that allows a saving throw has a DC of (10 + key ability modifier + 1/4 class level for a Basic ability, or + 1/2 class level for a Strong or Fierce ability).

Some styles are listed as Support Styles; these take only a move action to change to or out of, and all katas (including Cantrips, see below) are one step faster (i.e., full-round actions become standard actions, standard actions become move actions, and move actions become swift actions). While you may choose a Support Style for your first style, it's highly recommended you choose a standard style.

All styles also have a "Cantrip;" this is a special kata that takes a standard action to use, that can be used regardless of the current style being used.

Unlike ordinary spell-like abilities, a technique is subject to arcane spell failure chance. In addition, a jade warrior doesn’t provoke attacks of opportunity for using a technique requiring a level three levels lower than her class level (so Strong katas no longer provoke once your reach fourth level, Utility katas no longer provoke once you reach level 10, etc.). No technique ever lasts longer than one minute, even if its duration says otherwise.

Evasion (Ex): Starting at third level, if a jade warrior makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a jade warrior is wearing light armor or no armor. A helpless jade warrior does not gain the benefit of evasion.

AC Bonus (Ex): Due to intense defensive training, a jade warrior has an instinctual sixth sense warning her of danger; starting at fourth level, she gains an insight bonus to AC as indicated on the table

Special Ability: At fourth level and the other listed levels, a jade warrior gains a special ability from the following lists; she may choose an ability requiring her to be a lower level, but never a higher level. An ability may only be taken once, unless listed otherwise.

Abilities requiring 4th level:
Greater Unarmed Strike (Ex): You are treated as being one size larger for purposes of unarmed damage. You may take this special ability multiple times, its effects stack.

Uncanny Dodge (Ex): As the Barbarian class feature. If you already have it, or if you take it again, you instead gain Improved Uncanny Dodge.

Stunning Fist: You gain the Stunning Fist feat regardless of meeting its prerequisites, and treat your jade warrior class levels as monk levels for uses per day.

Fast Movement (Ex): You increase your land speed by 10'.

Abilities requiring 8th level:
Counter Magic (Sp): You may counter some spells, depending on the magic styles you're trained it. If you properly identify a spell being cast, and the spell has a descriptor that one of your styles counters, you may attempt to counter the spell as though you know that spell and have it ready to cast. It costs you an immediate action. It also costs a standard action on your next turn if you aren't in the proper style (so on your next turn, you get only a move action).

Improved Fast Movement (Ex): You increase your land speed by 10' and gain the Run feat. If you already had it, you may run up to 6x your land speed.

Favored Kata: Choose one kata from any style you know. You may swap that kata for the equivalent kata of any other style you use. You aren't forced to; you choose whether or not to when beginning to use a style.

Cantrip Focus: Choose one Cantrip from a style you know; this Cantrip takes only a move action to use, rather than a standard action.

Flurry of Blows: As the first level monk ability. If you take this ability again, you get rid of the penalty.

Abilities requiring 14th level:
Favored Support Style: Choose one support style you know. You may change to that style with a swift action instead of a move action. It still takes a move action to change out of it.

Greater Fast Movement (Ex): You increase all your movement speeds by 10', and get a +1 dodge bonus to your AC that lasts until the start of your next turn for every 30' you move on your turn.

Storm of Blows: Whenever you make a melee attack (this includes katas that require a melee attack roll, but not a melee touch attack roll) you may immediately make an unarmed attack against the same target at your full attack bonus.

More special abilities coming. Suggestions welcome!

Style Focus: At fifth level, and every six levels thereafter, a jade warrior chooses one magic style; she gains a +1 bonus on attack rolls with katas of that style, and increases all save DCs by 1. She can choose the same style multiple times, but never twice in a row.

Improved Evasion (Ex): Starting at 13th level, a jade warrior's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless jade warrior does not gain the benefit of improved evasion.

Fast Style Change: At 20th level, a jade warrior may change styles as a Standard action, or change support styles as a Swift action.


Magic Styles

Arcus (Key Ability: Wis)
Basic Attack: Lightning Strike: Deals d6s of electricity damage to one target within 30’; Reflex save negates.

Strong Attack: Lightning Bolt: Deals d6s of electricity damage in a 60’ line; Reflex save for half damage.

Fierce Attack: Thunderclap: Deals d4s of sonic damage in a 30’ cone and deafens for one minute; Fortitude save for half damage and to negate deafness.

Extra Attack (Strong): Hurricane Kick: Anyone in a 30’ line takes 2d6 bludgeoning damage, and must make a Reflex save or be knocked prone, blown back 10’, and take 1d6 more bludgeoning damage.

Special Option: Shock: By reducing the damage by two dice, the target must make a Fortitude saving throw or be stunned for one round, and nauseated for the round after that.

Defense Buff: Wind Dance: Add your Wisdom modifier to your AC as a Dodge bonus.

Defensive Kata: Cyclone Shield: You are immune to nonmagical ranged attacks, and gain 20% miss chance against magical ones.

Utility Buff: You are immune to deafness and wind effects, and gain +30 on Jump checks.

Cantrip: Gust: You may bull rush one target within reach using your Wisdom score instead of your Strength score, and you don’t have to move even if you push them more than 5’.

Counter Descriptor: Air.

Arm of Hell (Key Ability: Cha)
Basic Attack: Flamethrower: Deals d4s of fire damage in a 10’ cone; Reflex save for half damage.

Strong Attack: Searing Heat: Deals d6s of fire damage to one target within 60’; requires a ranged touch attack.

Fierce Attack: Ring of Fire: Deals d6s of fire damage in a 20’ spread; reflex save for half damage.

Extra Attack (Fierce): Sunburst: Deals d6s of fire damage in a 30’ cone and blinds for three rounds; Fortitude save for half damage and to negate blindness.

Special Option: Ignite: For every die you reduce the damage by, the target takes half the damage again for one round after the attack.

Defense Buff: Heat Distortion: Anybody attacking you has a miss chance equal to 5% per point of Charisma bonus.

Defensive Kata: Fire Shield: You gain fire and cold resistance equal to your Charisma score (note score, not bonus).

Utility Buff: Backdraft: Whenever you are missed with a melee attack or would be allowed an attack of opportunity, you may instead move your base land speed; however, you can never move adjacent or closer to whoever provoked the movement. Using this ability forgoes your attack of opportunity, but does not expend it.

Cantrip: Ember: By making a melee touch attack you deal d4s of Basic fire damage.

Counter Descriptor: Fire.

Canyon’s Grasp (Key Ability: Con)
Basic Attack: Jutting Earth: Deal d10s of bludgeoning damage by making a melee attack roll.

Strong Attack: Earthbolt: Deal d8s of bludgeoning damage in a 30’ line and knock all targets prone; Reflex save for half damage and to resist being knocked prone.

Fierce Attack: Earthquake: Deal d6s of bludgeoning damage in a 20’ spread and knock targets prone, and for that round the terrain is considered difficult for any opponents, but no allies (even if it is already difficult terrain, or you’re using Diamond in the Rough); Reflex save for half damage and to resist being knocked prone.

Extra Attack (Basic): Rock Bullet: Deal d8s of bludgeoning damage to one target within 60’ with a ranged attack roll; you may add your Strength instead of your Dexterity modifier to the attack roll if higher.

Special Option: Diamond in the Rough: You may freely deal either bludgeoning, piercing, or slashing damage with Canyon’s Grasp katas. In addition, whenever you use a kata, you may opt to have any squares affected be treated as difficult terrain.

Defense Buff: Stony Shield: You increase your natural armor bonus by your Constitution bonus (if any); a creature without a natural armor bonus is considered to have a natural armor bonus of +0.

Defensive Kata: You gain DR N/- where N equals half your class level.

Utility Kata: You may emulate the spell Wall of Stone, albeit it must at least originate within 60’, and it has half the thickness and you can not opt to double the area by halving the thickness. Your caster level equals half your class level.

Cantrip: Aftershock: You force any adjacent opponents to make a Reflex save or fall prone.

Counter Descriptor: Earth.

Chrysalis (Key Ability: Con)
Basic Attack: Fast Form: Deals d6s of slashing damage if you hit with a melee attack roll; you may move up to your land speed before making this attack. As long as you’re using Chrysalis style and this is the last kata used, your land speed is increased by 10’ (this takes effect as soon as you use the attack, so you can effectively more your land speed + 10’).

Strong Attack: Strong Form: Deals d8s of bludgeoning damage if you hit with a melee attack roll, and if they fail a Reflex save, knocks the target prone and 10’ away from you. As long as you’re using Chrysalis style and this is the last kata used, gain an enhancement bonus to your Natural Armor score equal to 1/3 your class level (round up).

Fierce Attack: Dragon Form: Deals d8s of any of either fire, cold, electricity or acid damage in a 60’ line; Reflex save for half damage. As long as you’re using Chrysalis style and this is the last kata used, gain fire, cold, electricity and acid resistance equal to your Constitution modifier plus 1/3 your class level (round up).

Extra Attack (Basic): Flying Form: Deals d6s of piercing and slashing damage if you hit with a melee attack roll. As long as you’re using Chrysalis style and this is the last kata used, you gain a fly speed equal to your land speed (max 30’) with average maneuverability and can hold nothing in your hands; anything you were holding either merges with your new form, or drops to the ground, your choice.

Special Option: Stable Transformation: By reducing the damage by two dice, you may keep retainable benefit of your previously used kata instead of using the benefit of the kata you’re using.

Defense Buff: Disturbing Transformation: As long as you’ve changed form in a round (i.e., used a Chrysalis form kata that you didn’t use on your last action, and used it without the Stable Transformation kata), all opponents take a penalty to attack rolls against you equal to your Charisma bonus (if any)

Defensive Kata: Mutable Innards: Any nauseating, sickening, blinding, or deafening effects end. As long as you’re using Chrysalis style and this is the last kata used, you are immune to precision damage (sneak attacks, critical hits, etc.), nonmagical disease, and stunning effects (any nonmagical disease you’re currently affected by dissipates).

Utility Kata: Adaptable Form: You immediately end any ongoing damage you’re taking (from a bleeding wound, from being immersed in a pool of acid, or even lava). As long as you’re using Chrysalis style and this is the last kata used, you are immune to the effects of any like damage.

Cantrip: Disturbing Visage: You may make an Intimidate check to demoralize an opponent with a +4 circumstance bonus; if you win, the target is shaken for five rounds instead of one round.

Counter Descriptor: Instead of a descriptor, this style counters spells of the Polymorph subschool.

Dark Curtain (Key Ability: Int) (Support Style)
Basic Kata: False Visage: You appear to be someone or something else, as per the Disguise Self spell, except that it only lasts until the end of your next turn (and thus, consecutive uses of the ability will keep up the illusion).

Strong Kata: Momentary Invisibility: You are invisible until the end of your current turn.

Fierce Kata: Image: You create an illusory image, as the Major Image spell.

Extra Kata (Fierce): Shadow Spell: You tap into energy from the Plane of Shadow to create a semi-real version of another style’s kata. You may mimic any non-support style’s Strong kata or Cantrip, albeit at 20% reality (and allowing a Will save for disbelief).

Special Option: Self-Doubt: By increasing the time to use a kata by one step (so to the times it would take for a standard style rather than a support style), you may force anyone who observes the illusion to make a Will save, or else believe that what they previously saw was the illusion, and what they see now is reality (so, for example, if you use this ability with Momentary Invisibility, they may believe you were an illusion that has now been dispelled).

Defense Buff: Illusory Duplicate: You create an illusory body double that is always easier to hit than yourself. Anybody who would hit you with an attack must make a Will save as though against a Fierce Kata, or miss, attacking your illusory self instead. They get a cumulative +1 bonus (maximum +5) on the save for every time they’ve failed the save in this combat.

Defensive Kata: Clad in Shadows: For this round, you are treated as being in lighting one step worse than the current lighting; if you’re in bright light, you’re treated as being in shadowy lighting, if in shadowy you’re treated as being in total darkness, and if in total darkness, you’re invisible (even to creatures with Darkvision).

Utility Buff: Illusion Sight: You add your Intelligence bonus to saves against Illusions, and whenever you make a save against an illusion you may take an immediate action to make an opposed caster level check (using your class level as your caster level) with the caster of the illusion to dispel the illusion.

Cantrip: Cape of Shadows: You gain 20% concealment until the start of your next turn.

Counter Descriptor: Light or Darkness.

Eyes of the Heavens (Key Ability: Wis) (Support Style)
COMING SOON

First Priority

Basic Attack:


Strong Attack:

Fierce Attack:

Extra Attack:

Special Option:

Defense Buff:

Defensive Kata:

Utility Kata:

Cantrip:

Counter Descriptor: Mind-affecting.

Heart of Ice (Key Ability: Int)
Basic Attack: Freezing Touch: Deals d8s of cold damage with a melee touch attack.

Strong Attack: Bonechill: Deals d4s of cold damage to one target within 30’.

Fierce Attack: Sleetstorm: Deals d6s of cold damage to all targets within a 10’ sphere centered within 60’; Fortitude save for half damage.

Extra Attack (Fierce): Daggerhail: Deals d6s of slashing damage in a 30’ Cone; Reflex save for half damage.

Special Option: Chill the Soul: You may opt to have any cold damage change to half cold damage, half negative energy damage.

Defense Buff: Frozen Armor: Add your Intelligence bonus (if any) to your AC as an armor bonus.

Defensive Kata: Concealing Fog: You gain total concealment against non-adjacent foes, but cannot see beyond ten feet.

Utility Kata: Speed skate: You may move up to twice your land speed without provoking an attack of opportunity, but it must be in a straight line.

Cantrip: Brittle Touch: You may reduce the hardness of one item you touch by your Intelligence modifier for one minute. If attempting to touch a piece of an opponent’s equipment, it requires a melee touch attack and provokes an attack of opportunity.

Counter Descriptor: Fire.

Leaf on the Wind (Key Ability: Wis) (Support Style)
Basic Kata: Breeze Step: For this round, you move without regard to any obstructions; difficult terrain, slippery floors, threatened squares or even square occupied by opponents. You provoke no attacks of opportunity for any movement.

Strong Kata: Gust Step: You move 5’ per class level on any surface as though it were standard floor; this includes walls, water, or even underwater. If you end your turn in a location you couldn’t normally stand, you are subject to whatever standard forces would end your position, such as gravity.

Fierce Kata: Hurricane Step: You move up to twice your speed, and provoke no attacks of opportunity; any opponent you move past (i.e., enter and exit a square adjacent to them) must make a Reflex save or be knocked prone and thrown up to half the total distance you moved in a direction of your choosing. If they collide with anything (or anyone) they and the object they hit take damage as though they’d fallen the distance that was left for them to move. If you throw someone at someone else, the target is allowed a Reflex save to avoid being hit.

Extra Kata (Strong): Void Step: You teleport to one square within 5’ per two class levels.

Special Option: Another Man’s Shoes: By increasing the time to use a kata by one step (so to the times it would take for a standard style rather than a support style), you may instead grant an adjacent ally the immediate use of the kata.

Defense Buff: Catch the Wind: You gain a +1 Dodge bonus to AC for every 10’ you move in a round, to a maximum of your class level.

Defensive Kata: Embrace the Wind: You gain DR n/-, where n is the AC bonus you get from Catch the Wind.

Utility Buff: Step of the Butterfly: You gain a Fly Speed equal to your land speed, with Average maneuverability, except you can hover.

Cantrip: You take a normal move action, but can walk on water as though it were solid ground. If you end your action standing on water, you better be able to swim.

Counter Descriptor: Instead of a descriptor, this style counters spells of the Teleportation subschool.

Waning Moon (Key Ability: Cha) (Support Style)
Basic Kata: Starsight: For the rest of the round, you have low-light vision, with four times the vision of a normal human, and darkvision of 120 feet.

Strong Kata: Spell Warding: If an opponent attempts to cast a spell before the beginning of your next turn, you may attempt to counterspell, as with the spell Dispel Magic (using your class level as your caster level). If you use both move actions in a round on this ability, you may attempt to counterspell up to three spells.

Fierce Kata: Moonbeam: Make a ranged touch attack. If you hit, you may target either the opponent or an item the opponent is carrying with a targeted Dispel Magic effect, using your class level as your caster level.

Extra Kata (Fierce): Waning Shield: You gain a bonus on all saves equal to your Charisma bonus (this stacks with abilities like the Hexblade or Paladin's bonuses). Every time you make a successful save, this bonus is reduced by 1, to a minimum of 0. On a successful save for a reduced effect (i.e., “Reflex Half” or “Fortitude Partial”), you may instead reduce the bonus by 2 to ignore even the reduced effect. Using this ability again resets the bonus.

Special Option: Phosphorescence: By increasing the time to use either Spell Warding or Moonbeam by one step (so to the times it would take for a standard style rather than a support style), the target of your counterspell or moonbeam must make a Will save or glow as though by Faerie Fire for a number of rounds equal to your Charisma modifier. Additional uses of this ability overlap, they do not stack.

Defense Buff: Spellshield: Whenever a spell fails to affect you in some way (either due to spell resistance, Evasion, your Waning Shield ability, or some other effect that completely blocks the spell for affecting you), you gain a deflection bonus to your armor class equal to your Charisma bonus, for a number of rounds equal to the level of the spell (0-level spells have no effect). Additional spells add to the duration, not the bonus.

Defensive Kata: Waxing Shield: You gain spell resistance equal to your class level plus 5 plus your Charisma bonus; if you already have spell resistance higher than this, your spell resistance increases by your Charisma modifier. This effect normally has a duration of one round, but any time it blocks a spell, your spell resistance increases by 1 and it lasts an additional round.

Utility Buff: Midnight Might: You add half your class level as a bonus to your caster level for any arcane spellcasting class. This ability cannot cause your caster level to exceed your ECL.

Cantrip: Starlight: A small star appears above your head, glowing as a Light spell cast by a caster of your character level.

Counter Descriptor: Any alignment.

Warchild (Key Ability: Int)
POSSIBLY BEING DITCHED

Basic Attack:

Strong Attack:

Fierce Attack:

Extra Attack:

Special Option:

Defense Buff:

Defensive Kata:

Utility Kata:

Cantrip:

Counter Descriptor: Force.


---

Added Waning Moon, changed it to a support style.

Defiant Element
2008-09-26, 11:14 PM
It seems decently balanced on cursory inspection, though you might consider playing around with the numbers a bit. By biggest qualm is probably thematic. I understand and like the idea of a Kata-based caster, and I get why some of the defensive Monk abilities would feature prominently in such a class, but I'm not sure I understand the logic behind a class that seems primarily caster-based having 4d4 Unarmed Strike Damage, for instance, or, rather, I can understand the concept, but it doesn't seem to fit the fluff as written.

I'm also not sure that I see the logic behind variable wait times between casts since it seems to imply that chance figures prominently in how often you can cast spells of x level.

Malicte
2008-09-27, 11:06 AM
My problem with this class is mostly how it seems to scale. At a low level, if you pick a bad force (In this case, read: not charisma) and you don't pick 2 very good schools, you've got some significant ground to make up on other classes. (Of course, with the right picks and a high charisma, it'd be terrifying)

At higher levels, the possibility of this character being able to throw around 72 spells at will is... well it's absolutely terrifying. Increased unarmed damage, 4 skill points a level, the force bonus, the improved countering ability, the bonus feat/abilities, AND 72 spells nearly at will seems overpowered.

My suggestion, though I think this kinda gets away from what you were looking for, is to scrap the katas/casting as is. Instead, I'd create 3 of them, one each for abjuration, transmutation, and one for illusion. These could have more than one spell per level in them, but make them similar to disciplines from the ToB swordsage, including refresh method, spells known, etc. That kinda tones down the broken bit.

EDIT: I forgot to ask, what sorts of feats would the katas qualify/not qualify for? The same as normal SLAs, or were you looking at something different? Just curiousity.

DaTedinator
2008-09-27, 11:35 AM
Defiant Element: Yeah, fluff is kind of lacking at the moment. The basic intent is that in order to get their body to the point where it can channel magic, they're going to be able to fight with it, too. I'll add more fluff along those lines, would that fix that problem?

Also, yeah, I totally hear you. The wait times are the Recharge Magic from Unearthed Arcana, but yeah, I think non-variable times would work better. What if instead of variable, I just went with the averages, rounded up? That would make it 4, 3, 2, 1, 0. Then maybe give some method of taking some sort of damage (HP, Ability, something else?) or something along those lines to cast again sooner. *Maybe.* Big maybe.

Malicte: Yeah, just right off the bat, Charisma was supposed to be *instead* of your Strength score. It's supposed to be good, but not *that* good. This is to make up for the fact that Intelligence helps with skills, Wisdom with Will saves, but Charisma, nothing. With that fix, is it better? Maybe not perfect, but better?

And as for the making up ground, I realized that, but was okay with it because that's how mages tend to work. Take Sorcerers, for instance. They can cast 4 useful spells in one day, and after that, nothing. Now these guys can cast as many as they want, but they're gonna be able to use two tops in a single fight, especially if I switch it to nonvariable wait times. To make up for this, they have a d6 HD, and unarmed attacks, which should let them be alright.

Yeah, I was strongly considering reworking the styles, closer to a Discipline/Mantle style. I wouldn't do just Abjuration, Transmutation and Illusion, though, these guys are supposed to be closer to a Sorcerer or perhaps a Warlock than a Bard or whatnot. I dunno. I'll tool around with some stuff, get it up sometime today or tonight.

And for the feats, I'm not sure, actually. I'd thought briefly about it, and what I'm thinking about doing is something like, they qualify as spells, and casting them with metamagic counts as casting a spell of that level. But I might do SLAs. What do you think?

Malicte
2008-09-27, 01:40 PM
Malicte: Yeah, just right off the bat, Charisma was supposed to be *instead* of your Strength score. It's supposed to be good, but not *that* good. This is to make up for the fact that Intelligence helps with skills, Wisdom with Will saves, but Charisma, nothing. With that fix, is it better? Maybe not perfect, but better?

And as for the making up ground, I realized that, but was okay with it because that's how mages tend to work. Take Sorcerers, for instance. They can cast 4 useful spells in one day, and after that, nothing. Now these guys can cast as many as they want, but they're gonna be able to use two tops in a single fight, especially if I switch it to nonvariable wait times. To make up for this, they have a d6 HD, and unarmed attacks, which should let them be alright.

Yeah, I was strongly considering reworking the styles, closer to a Discipline/Mantle style. I wouldn't do just Abjuration, Transmutation and Illusion, though, these guys are supposed to be closer to a Sorcerer or perhaps a Warlock than a Bard or whatnot. I dunno. I'll tool around with some stuff, get it up sometime today or tonight.

And for the feats, I'm not sure, actually. I'd thought briefly about it, and what I'm thinking about doing is something like, they qualify as spells, and casting them with metamagic counts as casting a spell of that level. But I might do SLAs. What do you think?

I can see your point on charisma, yeah.

As far as the feats things, what I would do is make them SLAs (no metamagic) and have ASF. Since it looks like you'll want to be unarmored most of the time anyways, the ASF shouldn't be a big deal, and this doesn't strike me as the type of class, fluff-wise, to use metamagic. The class seems more of a 'martial disciplines to unlock spellcasting' as opposed to 'spell research and knowledge to change them on the fly'. Your class though, so your call.

I'm still a little iffy about the amount of spells you have available. Because even though you won't be able to cast more than 1-2 of the 'I win' spells per fight, the point is that you don't need to. I dunno. It still scares me a little, because I know players who would take this class and destroy campaigns with it. I'm looking forward to your stuff tonight, though. I wasn't sure what kind of spells you were after, and I seem to recall the schools I suggested being the ones the ToB suggested for arcane swordsage, though I can't check since I'm AFB. Maybe Evocation as one? Though Enchantment and Necromancy would be a little weird to have. Hell, maybe even work up a version based on Warlocks instead of spells. That is, 'kata blast' or something, instead of eldritch blast. Use your styles to change it.

Looking forward to any changes! :smallsmile:

DaTedinator
2008-09-27, 10:12 PM
Okay! First revision. Thoughts?

EDIT: Also, I should mention that in writing this revision I had, more than a few thoughts about some *serious* changes. I'm not sure they're for the best, I'm waiting to here what you think of these changes. Just noting.

DaTedinator
2008-09-30, 12:31 AM
Both as a bump and as an example of what I was referring to by "*serious* changes" (I can multitask! :smallcool:), here's a sample of what the styles would become if I go with the changes (which is getting more likely):

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Arcus (Key Ability: Wis)
Basic Attack: Lightning Strike: Deals d6s of electricity damage to one target within 30’; Reflex save negates.

Strong Attack: Lightning Bolt: Deals d6s of electricity damage in a 60’ line; Reflex save for half damage.

Fierce Attack: Thunderclap: Deals d4s of sonic damage in a 30’ cone and deafens for one minute; Fortitude save for half damage and to negate deafness.

Extra Attack (Strong): Hurricane Kick: Anyone in a 30’ line takes 2d6 bludgeoning damage, and must make a Reflex save or be knocked prone, blown back 10’, and take 1d6 more bludgeoning damage.

Special Option: Shock: By reducing the damage by two dice, the target must make a Fortitude saving throw or be stunned for one round, and nauseated for the round after that.

Defense Buff: Wind Dance: Add your Wisdom modifier to your AC as a Dodge bonus.

Defensive Ability: Cyclone Shield: You are immune to nonmagical ranged attacks, and gain 20% miss chance against magical ones.

Utility Buff: You are immune to deafness and wind effects, and gain +30 on Jump checks.

Cantrip: Gust: You may bull rush one target within reach using your Wisdom score instead of your Strength score, and you don’t have to move even if you push them more than 5’.

Counter Descriptor: Air.

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I know not all of it makes sense now, but more would be changing than just the styles, and those changes would explain the parts that don't make sense.

DaTedinator
2008-10-01, 12:13 AM
Okay, went ahead with the new revision. Thoughts now?

Malicte
2008-10-01, 09:19 AM
This looks much better. I really like how you've made the class's abilities scale not only with level but with school, as well as the action cost on the different ability types. I think we've moved on from the terrifying magic everywhere sort of power level to something now I'd consider just slightly above warlock, which is about where I'd expect it to be. From that respect, it looks good.

One thing I've noticed is some ambiguous wording in places. Not really a bid deal. An example: Canyon's grasp fierce attack: Is there one reflex save for BOTH damage and knockdown, or is it two saves, one save for each?

Looking forward to the support styles.