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  1. - Top - End - #31
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by TravelLog View Post
    Is the consesus that I should make each of the paths fully scaling, with only one fully available at a time and perhaps varying degrees of one or two others, changeable at some defined interval?
    That sounds like an excellent idea. It gives the player an opportunity to make a significant decision that changes his character's capabilities, which is great fun.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    In that case, my first order of business will be to fix everything not related to the Ways, at which point I will rebuild the Way System from there.

    Does anyone know the word limit to posts? As in, can I spoiler the current version of class and add in the new one?

    Edit: Alright. I've begun reworking many of the abilities based on suggestions (especially those of jiriku and YouLostMe). Here are the changed abilities so far. I'm contemplating the 6+Int skill points, but can't figure out an appropriate mechanism for nerfs to other abilities to justify it. Perhaps an ACF of some kind? Suggestions?

    Please give me opinions on the following changes (for example, Way of the Insightful Earth has been heavily altered, as has the 18th level ability of Way of the Piercing Wind). Read carefully. "Skills of the Way" is new, incidentally.

    Skills of the Way (Ex):
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    A Kensei is a man of battle, but he is also a man of wisdom and ability. At 5th level, by spending 5 minutes in meditation, a Kensei may sacrificing any amount of his BAB (using his highest modifier, iterative attack bonuses do not count for this purpose) to gain an equal number of temporary ranks in any one skill for a number of minutes up to equal to four times his Wisdom modifier (the Kensei can decide how long he wishes the exchange to last within this time frame. Once a time limit is chosen, it cannot be extended or reduced). During this time, his BAB is lowered by the requisite amount and cannot be recovered by any means.


    Way of the Insightful Earth (Ex):
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    At 2nd level, you have come to understand the ways of your enemies. You do not waste your time and effort in a futile examination of all that surrounds you. Instead, you simply center yourself and look outward, gathering in an understanding of all that surrounds you, and all that your enemies might wish to do.

    When this ability is first gained, it grants the Kensei of the Five Rings the ability to move unhindered, regardless of terrain. This does not apply to terrain requiring Climb or Swim checks nor any terrain or terrain features that have been magically manipulated and may not be used while wearing heavy armor. For each additional Way known to the Kensei, new benefits are earned.

    At 6th level, in addition to the above benefits, the Kensei gains the ability to hinder the movement of his opponents. Any opponent moving into a square the Kensei threatens must treat the terrain as difficult, doubling their movement cost. Furthermore, the Kensei is free to take an additional 5’ step each round. Likewise, allies in any square the Kensei would normally threaten benefit from his ability to move unhindered, as Flawless Stride, the Scout ability.

    At 10th level, the Kensei of the Five Rings may attempt to negate one attack against them per round by making an opposing attack roll to block the attack with his main-hand weapon. If the attempt successfully negates the attack, the Kensei may make an attack of opportunity against the foe with his off-hand weapon. This does not count as one of the Kensei’s allotted attacks of opportunity per round.

    At 14th level, the Kensei attempt to initiate a grapple against any enemy in contact with the ground as long as they are within a circle with a radius of 20’ from the Kensei as a standard action. If successful, the enemy is treated as if the Kensei were grappling them, the only difference being they are being grappled by the earth. The Kensei and opponent both treat the grapple as if it were normal, meaning the Kensei must maintain the grapple and the enemy may attempt to break the grapple as normal. The sole exception is that all size modifiers and penalties are ignored. Furthermore, allies attempting to attack the target may treat the target as flanked.

    At 18th level, the Kensei gains Blindsight out to 60’ and may attempt to negate two attacks per round. Furthermore, the Kensei gains the ability to move through the earth, as Earth Glide, as a swift action once per 10 rounds, moving a distance during that time up to two-thirds his land speed. If he spends thirty seconds in meditation, he may increase the Blindsight an additional 5’ per point of Wisdom modifier, lasting for a number of rounds equal to his wisdom modifier, at which point, the ability returns to normal. Meditation requires a full-round action with no swift or immediate actions allowed. If he's interrupted, he must start over, and if he takes damage, he must make a DC 20 Concentration check, to avoid losing his meditative state.



    Way of the Ever-shifting Waves (Ex):
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    At 6th level, a Kensei of the Five Rings has gained an understanding of flexibility in battle, in improvising and adapting to the techniques of one’s enemy. The Kensei can now assess his opponents in a heartbeat, and change his strategy accordingly.

    When this ability is first gained, it grants the Kensei of the Five Rings the ability to make a Sense Motive check against an opponent as a full round action, opposed by a Bluff check made by the opponent, adding their HD to their total ranks in Bluff. If the check succeeds, the Kensei gains a +2 bonus to attack and damage rolls against that enemy, and an additional +1 for every 5 by which they beat the check (minimum +2). For each additional Way known to the Kensei, new benefits are earned.

    At 10th level, in addition to the above benefits, the Kensei gains the ability to analyze the opponent further. If the Sense Motive check succeeds, the Kensei gains the knowledge of one of the opponent’s special abilities or special attacks. If it succeeds by 5 or more, the Kensei gains knowledge of one each of the opponents, spell-like/extraordinary/supernatural abilities, and one feat possessed by the opponent. If the check succeeds by 10 or more, the Kensei may learn all of the information about any one of the above categories (i.e. all SLAs, all feats, etc.). If the check succeeds by 15 or more, they gain information about all of the creature’s feats, abilities, etc. This ability may only be used during combat, on an enemy that the Kensei has successfully struck with a martial maneuver.

    At 14th level, the Kensei gains the ability to react with incredible accuracy to an opponent’s attacks. Once per round, the Kensei may make an opposing attack roll against an opponent as an immediate action when that opponent initiates an attack on the Kensei or on one of the Kensei’s allies within 10’. If the roll succeeds, the Kensei may make a single attack against that foe with each of his weapons.

    At 18th level, the Kensei can so fully understand their opponents that they may spend a full round of analysis to gain a form of limited precognition about their opponent. After spending the full round of analysis, the Kensei gains the effects of Foresight as the spell, lasting for a number of rounds equal to double his Wisdom modifier.



    Way of the Piercing Wind (Ex):
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    As a Kensei gains greater understanding of the various Ways, he also gains an understanding of himself and the way in which he perceives battle. From this understanding, he gains greater strength and ability in combat, allowing him to bypass the natural Ways and harness their power in unique combinations.

    When this ability is first gained, it allows the Kensei of the Five Rings to channel his personal affinity to his weapons and the Way into a devastating strike against his opponents. By spending a standard action in meditation, the Kensei may then use a standard action the next round to initiate a full-attack against an opponent. This attack ignores all forms of damage reduction and immunities that would prevent the Kensei’s blade from striking and dealing damage to the opponent, and prevents the target from healing itself or regenerating for 1d8 rounds. Any immunities unrelated to these will be unaffected (for example, a Kensei’s will always be able to deal damage to Incorporeal foes with this ability, but any extra damage that might result from the Icy Burst ability would not occur if the foe had Cold Immunity, since he can still deal some form of damage).

    At 18th level, the Kensei is able to make his strikes so powerful as to sever the air itself. By meditating as above, the Kensei can center himself and charge his blade with all the force of the Wind. When he attacks the next round, his blades are able to instantly disintegrate any object they come into contact with by severing the atomic bonds binding them together. Rather than fall to pieces, the object is for all purposes annihilated, dispersed to nothing more than invisible specks of dust. This effects constructs, walls of force, undead, and all other non-living matter. The target is entitled to a Fortitude save with a DC equal to 16 plus the Kensei’s Wisdom modifier. If the save succeeds, they instead take 5d6 points of damage.




    Way of the Boundless Void (Ex):
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    The Void is infinite and endless. So too is battle and so too is life. What seems a beginning is actually an end, and what appears an end is truly a beginning. At 18th level, the Kensei has slowly come to gain a hint of insight into this endless cycle.

    This ability allows the Kensei to do things which are normally not possible. The Kensei may, by first using any one of the abilities granted him by the four previous Ways on an opponent, bind his life force to that of an opponent. This technique requires a full round action to initiate, and once initiated, cannot be left unfinished, even if the Kensei so desires. When the technique is initiated, the foe is entitled to make either a Bluff or Sense motive check opposed by a Sense Motive check from the Kensei. If the opposed check succeeds, then the enemy is simply unable to act for a number of rounds equal to 1/4th the Kensei’s Wisdom modifier, rounded down. If the check fails, the Kensei and the affected enemy, along with all other creatures with 10’, are transported to a pavilion amidst an endless field of white and black flowers. If they so desire, they may speak with one another for up to one full minute. However, no one is capable of any action other than speaking (mundanely, no spells or any other sonic abilities may be initiated), except one. The Kensei, and only the Kensei, may ritually stab himself with both blades. This technique is instantly fatal to both the Kensei and the opponent. However, thanks to his mastery of the Void, the Kensei’s weapons, containing his soul, are returned to the Material Plane and the Kensei’s allies, and may be used as a template for the Kensei’s eventual revivification. However, due to the immense spiritual drain required to use this ability, should the Kensei be revived, he will have suffered the loss of a single level, which cannot be restored by any means short of direct divine intervention (the deity themselves must do so of their own initiative, it cannot be the result of a wish, limited wish, miracle or any other such ability which requests divine aid).
    Last edited by TravelLog; 2011-10-17 at 07:55 PM.
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  3. - Top - End - #33
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    I'm still skimming, but one note for reference: Musashi's style trained and trains with two long blades (unless it's inexpedient to do so). The long blade/short blade combo is far older.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by TravelLog View Post

    Skills of the Way (Ex):
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    A Kensei is a man of battle, but he is also a man of wisdom and ability. At 4th level, by spending 5 minutes in meditation, a Kensei may sacrificing any amount of his BAB (using his highest modifier, iterative attack bonuses do not count for this purpose) to gain a number of temporary ranks in any one skill for a number of minutes up to equal to four times his Wisdom modifier (the Kensei can decide how long he wishes the exchange to last within this time frame. Once a time limit is chosen, it cannot be extended or reduced). During this time, his BAB is lowered by the requisite amount and cannot be recovered by any means.
    "A number" is vague. I believe you meant to say "The same as the penalty to your BAB", in which case, this is a valid ability. I would put it in at level 5 and move Improved TWF to level 6.

    Way of the Insightful Earth (Ex):
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    At 2nd level, you have come to understand the ways of your enemies. You do not waste your time and effort in a futile examination of all that surrounds you. Instead, you simply center yourself and look outward, gathering in an understanding of all that surrounds you, and all that your enemies might wish to do.

    When this ability is first gained, it grants the Kensei of the Five Rings the ability to move unhindered, regardless of terrain. This does not apply to terrain requiring Climb or Swim checks nor any terrain or terrain features that have been magically manipulated and may not be used while wearing heavy armor. For each additional Way known to the Kensei, new benefits are earned.

    At 6th level, in addition to the above benefits, the Kensei gains the ability to hinder the movement of his opponents. Any opponent moving into a square the Kensei threatens must treat the terrain as difficult, doubling their movement cost. Furthermore, the Kensei is free to take an additional 5’ step in order to move towards that enemy. Likewise, allies in any square the Kensei would normally threaten benefit from his ability to move unhindered, as Flawless Stride, the Scout ability.

    At 10th level, the Kensei of the Five Rings may attempt to negate one attack against them per round by making an opposing attack roll. If the attempt successfully negates the attack, the Kensei may make an attack of opportunity against the foe. This does not count as one of the Kensei’s allotted attacks of opportunity per round.

    At 14th level, the Kensei attempt to initiate a grapple against any enemy in contact with the ground as long as they are within a circle with a radius of 20’ from the Kensei as a standard action. If successful, the enemy is treated as if the Kensei were grappling them, the only difference being they are being grappled by the earth. The Kensei and opponent both treat the grapple as if it were normal, meaning the Kensei must maintain the grapple and the enemy may attempt to break the grapple as normal. Furthermore, allies attempting to attack the target may treat the target as flanked.

    At 18th level, the Kensei gains Blindsight out to 60’ and may attempt to negate two attacks per round. Furthermore, the Kensei gains the ability to move through the earth, as Earth Glide, as a swift action once per 10 rounds, moving a distance during that time up to two-thirds his land speed. If he spends thirty seconds in meditation, he may increase the Blindsight an additional 5’ per point of Wisdom modifier, lasting for a number of rounds equal to his wisdom modifier, at which point, the ability returns to normal.
    6th level ability should limit him to one additional 5' step per turn.

    10th. Flavorwise, I would suggest you make it clear that he is blocking the attack with his primary hand and making the AoO with his off-hand. This also limits the kensei's options with this ability slightly, as he cannot spontaneously choose which weapon (and DR or weapon abilities) to use whenever he wants on that AoO, based on the creature he parried.

    14th. So the kensei still does not threaten any creatures, he is still denied his Dexterity bonus to his AC, and he can't pin the creature or deal damage to it with his grapple? That all seems very fair. One question: Does the kensei still get his Size modifier to his grapple checks? I would suggest you just ignore size bonuses and penalties for this.

    18th- Just for clarification's sake, you should say "Meditation requires a full-round action with no swift or immediate actions allowed. If he's interrupted, he must start over, and if he takes damage, he must make a Concentration check, DC whatever Travel decides it is, to avoid losing his meditative state"

    Way of the Ever-shifting Waves (Ex):
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    At 6th level, a Kensei of the Five Rings has gained an understanding of flexibility in battle, in improvising and adapting to the techniques of one’s enemy. The Kensei can now assess his opponents in a heartbeat, and change his strategy accordingly.

    When this ability is first gained, it grants the Kensei of the Five Rings the ability to make a Sense Motive check against an opponent as a full round action. If the check succeeds, the Kensei gains a +2 bonus to attack and damage rolls against that enemy, and an additional +1 for every 5 by which they beat the check (minimum +2). For each additional Way known to the Kensei, new benefits are earned.

    At 10th level, in addition to the above benefits, the Kensei gains the ability to analyze the opponent further. If the Sense Motive check succeeds, the Kensei gains the knowledge of one of the opponent’s special abilities or special attacks. If it succeeds by 5 or more, the Kensei gains knowledge of one each of the opponents, spell-like/extraordinary/supernatural abilities, and one feat possessed by the opponent. If the check succeeds by 10 or more, the Kensei may learn all of the information about any one of the above categories (i.e. all SLAs, all feats, etc.). If the check succeeds by 15 or more, they gain information about all of the creature’s feats, abilities, etc. This ability may only be used during combat, on an enemy that the Kensei has successfully struck with a martial maneuver.

    At 14th level, the Kensei gains the ability to react with incredible accuracy to an opponent’s attacks. Once per round, the Kensei may make an opposing attack roll against an opponent as an immediate action when that opponent initiates an attack on the Kensei or on one of the Kensei’s allies within 10’. If the roll succeeds, the Kensei may make a single attack against that foe with each of his weapons.

    At 18th level, the Kensei can so fully understand their opponents that they may spend a full round of analysis to gain a form of limited precognition about their opponent. After spending the full round of analysis, the Kensei gains the effects of Foresight as the spell, lasting for a number of rounds equal to double his Wisdom modifier.
    The Sense Motive check does not have a DC. You don't make it an opposed roll or anything. I say, the Sense Motive check, opposed by a Bluff check that the target adds its HD to. (that brings it closer to the Knowledge skill's DC)

    Way of the Piercing Wind (Ex):
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    As a Kensei gains greater understanding of the various Ways, he also gains an understanding of himself and the way in which he perceives battle. From this understanding, he gains greater strength and ability in combat, allowing him to bypass the natural Ways and harness their power in unique combinations.

    When this ability is first gained, it allows the Kensei of the Five Rings to channel his personal affinity to his weapons and the Way into a devastating strike against his opponents. By spending a standard action in meditation, the Kensei may then use a standard action the next round to initiate a full-attack against an opponent. This attack ignores all forms of damage reduction and immunities that would prevent the Kensei’s blade from striking and dealing damage to the opponent, and prevents the target from healing itself or regenerating for 1d8 rounds. Any immunities unrelated to these will be unaffected (for example, a Kensei’s will always be able to deal damage to Incorporeal foes with this ability, but any extra damage that might result from the Icy Burst ability would not occur if the foe had Cold Immunity, since he can still deal some form of damage).

    At 18th level, the Kensei is able to make his strikes so powerful as to sever the air itself. By meditating as above, the Kensei can center himself and charge his blade with all the force of the Wind. When he attacks the next round, his blades are able to instantly disintegrate any object they come into contact with by severing the atomic bonds binding them together. Rather than fall to pieces, the object is for all purposes annihilated, dispersed to nothing more than invisible specks of dust. This effects constructs, walls of force, undead, and all other non-living matter. Opposing creatures are entitled to a save using their AC against the Kensei’s ranks in Sense Motive. All objects are entitled to a Fortitude save. If the save succeeds, they instead take 5d6 points of damage.
    Whoa whoa whoa, "opposing creatures"? When I gave you that ability, I meant for it to only work on objects, force objects, constructs and undead! You can't use the power of the wind to shatter a living person, fluff wise that doesn't make any sense, and it's overpowered meta-wise.

    If by "opposing creatures" you meant undead and constructs only, they can just make the Fortitude save (which needs a DC, I would say 16+your Wisdom modifier)

    Way of the Boundless Void (Ex):
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    The Void is infinite and endless. So too is battle and so too is life. What seems a beginning is actually an end, and what appears an end is truly a beginning. At 18th level, the Kensei has slowly come to gain a hint of insight into this endless cycle.

    This ability allows the Kensei to do things which are normally not possible. The Kensei may, by first using any one of the abilities granted him by the four previous Ways on an opponent, bind his life force to that of an opponent. This technique requires a full round action to initiate, and once initiated, cannot be left unfinished, even if the Kensei so desires. When the technique is initiated, the foe is entitled to make either a Bluff or Sense motive check opposed by a Sense Motive check from the Kensei. If the opposed check succeeds, then the enemy is simply unable to act for a number of rounds equal to 1/4th the Kensei’s Wisdom modifier, rounded down. If the check fails, the Kensei and the affected enemy, along with all other creatures with 10’, are transported to a pavilion amidst an endless field of white and black flowers. If they so desire, they may speak with one another for up to one full minute. However, no one is capable of any action other than speaking (mundanely, no spells or any other sonic abilities may be initiated), except one. The Kensei, and only the Kensei, may ritually stab himself with both blades. This technique is instantly fatal to both the Kensei and the opponent. However, thanks to his mastery of the Void, the Kensei’s weapons, containing his soul, are returned to the Material Plane and the Kensei’s allies, and may be used as a template for the Kensei’s eventual revivification. However, due to the immense spiritual drain required to use this ability, should the Kensei be revived, he will have suffered the loss of a single level, which cannot be restored by any means short of direct divine intervention (the deity themselves must do so of their own initiative, it cannot be the result of a wish, limited wish, miracle or any other such ability which requests divine aid).
    Exactly the same, but it drains a level. Pretty good.

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    @Neoseraphi, the changes have been implemented and will be shortly added to the class as a whole before I see about altering the Way system. As a side note, there is another change to Way of the Boundless Void.

    If the opposed check succeeds, then the enemy is simply unable to act for a number of rounds equal to 1/4th the Kensei’s Wisdom modifier, rounded down. If the check fails, the Kensei and the affected enemy, along with all other creatures with 10’, are transported to a pavilion amidst an endless field of white and black flowers.
    Also, any ideas about 6+Int skill points and ways it could be implemented as an ACF or by nerfing other abilities?
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by TravelLog View Post


    Also, any ideas about 6+Int skill points and ways it could be implemented as an ACF or by nerfing other abilities?
    No, I don't really appreciate the value of 2 extra skill points per level, mostly because I play high Int characters.

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Way of the Ever-shifting Waves has also been adjusted to provide greater synergy with martial maneuvers, and no longer allows for a full-attack. It is either a single attack with each weapon or the use of a martial maneuver. Furthermore, the analysis ability can only be used on an opponent the Kensei has attacked with a martial maneuver.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    This is really, really cool. I've trained in a little bit of Kendo, mostly through Aikido, but I never got into anything of Musashi's style or teachings. This is very, very interesting. It's just the slightest bit front-loaded, and as it is I don't see anything that provides for the ability to move/full attack, which most TWF classes should have access to IMHO. I could just be oblivious, but still.

    Also, there's another class already called Kensei. Some variant fighter, I believe. I truly believe this deserves the name more than its predecessor, but if you care that much, well, now you now.

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by Wyntonian View Post
    This is really, really cool. I've trained in a little bit of Kendo, mostly through Aikido, but I never got into anything of Musashi's style or teachings. This is very, very interesting. It's just the slightest bit front-loaded, and as it is I don't see anything that provides for the ability to move/full attack, which most TWF classes should have access to IMHO. I could just be oblivious, but still.

    Also, there's another class already called Kensei. Some variant fighter, I believe. I truly believe this deserves the name more than its predecessor, but if you care that much, well, now you now.

    Overall: Applause. That is all.
    Thank you! However, you actually can full attack after moving. Read Way of Flickering Flame, you get swift action movement, which can be treated as a Charge, and...you get Pounce.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Skills of the Way (Ex): I would suggest you make it a competence bonus to limit stacking. Bonus stacking is the bane of party balance.

    Way of the Insightful Earth (Ex): I would suggest you extend the immunity to difficulty terrain to apply against terrain that has been magically manipulated, as the ability to get out of a variety of control spells is useful and flavorful.

    The ability to share it with allies needs some explanation. I'm picturing the Fellowship of the Ring, unable to proceed at Mount Karadhras. Then, the kensai draws his sword! Suddenly, the fellowship can press forward despite the hip-deep snow and unsteady footing. Seems a little odd. However, I'm all for the ability to aid your party, if you can make it consistent.

    For the riposte, I like the "block with the right, strike with the left" dynamic.

    The 5-round charge-up for the blindsight meditation makes it useless in combat, but its duration is too short to be of much use outside of combat. A different mechanic might be appropriate. For example, the kensai might spend only a full-round action meditating, and then be obligated to spend a swift action each round to maintain focus. Alternately, perhaps it takes a standard action of meditation to activate, and the kensai's focus is so intense that he loses his Dex bonus against all attacks while in this state of extreme concentration. The idea is to replace the "long charge-up" drawback with a "incurs a penalty" drawback.


    Way of the Ever-shifting Waves (Ex): With the 18th level ability, if you have to invest a full-round action in activating it, you could easily increase the duration to last the entire encounter or increase the effect to encompass all opponents.

    Way of the Piercing Wind (Ex): As written, the opponent cannot self-heal, but can receive healing from others. Is this intentional?

    Way of the Boundless Void: Two thumbs up!
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by jiriku View Post
    Skills of the Way (Ex): I would suggest you make it a competence bonus to limit stacking. Bonus stacking is the bane of party balance.
    Done and done.

    Way of the Insightful Earth (Ex): I would suggest you extend the immunity to difficulty terrain to apply against terrain that has been magically manipulated, as the ability to get out of a variety of control spells is useful and flavorful.

    Added ability to move through magically manipulated terrain to the 10th level.

    The ability to share it with allies needs some explanation. I'm picturing the Fellowship of the Ring, unable to proceed at Mount Karadhras. Then, the kensai draws his sword! Suddenly, the fellowship can press forward despite the hip-deep snow and unsteady footing. Seems a little odd. However, I'm all for the ability to aid your party, if you can make it consistent.
    Rationalized this as the Kensei being able to share his understanding of the Way to a minor degree.

    For the riposte, I like the "block with the right, strike with the left" dynamic.

    The 5-round charge-up for the blindsight meditation makes it useless in combat, but its duration is too short to be of much use outside of combat. A different mechanic might be appropriate. For example, the kensai might spend only a full-round action meditating, and then be obligated to spend a swift action each round to maintain focus. Alternately, perhaps it takes a standard action of meditation to activate, and the kensai's focus is so intense that he loses his Dex bonus against all attacks while in this state of extreme concentration. The idea is to replace the "long charge-up" drawback with a "incurs a penalty" drawback.
    Altered to a full round action costing a swift action each round to maintain.

    Way of the Ever-shifting Waves (Ex): With the 18th level ability, if you have to invest a full-round action in activating it, you could easily increase the duration to last the entire encounter or increase the effect to encompass all opponents.
    Made it so that the Kensei can spend a full round to get it for the entire encounter or instead use a standard action to get it for a number of rounds equal to his Wisdom modifier.

    Way of the Piercing Wind (Ex): As written, the opponent cannot self-heal, but can receive healing from others. Is this intentional?
    It was to some degree. As in, I didn't want it that way, but I was unsure if preventing healing of any kind would make sense or make the ability overpowered. Perhaps I could make it so that the damage dealt by this ability cannot be healed or regenerated by any means, leaving it open for other healing during that time?

    Way of the Boundless Void: Two thumbs up!
    Changes have been implemented, comments in bold above.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Bravo! Impressive Travel! What more way to bring out a TWF class than to make it based on the master of TWF himself.

    In terms of PEACHing, I'm afraid I can't add much to what the others have so comprehensively put down. But I do have to echo the sentiment of power levels. This one is certainly above any ToB class. Which is something if you really want it to be of the same level. But for me, I like it!

    Okay, some other points.

    Way of the Insightful Earth: I like the overall feel of this; overcoming terrain, making it hard for your enemies and stuff. A kinda OC thing on my part though on the 10th level ability. From what I remember, Musashi's fighting was described as usually using the short sword to parry or block, then strike with his long sword. And on the 14th level ability, hmm, well, I just seem to have a problem with the fluff text there, but otherwise, I think it's cool.

    Skills of the Way: So this has no limit in use, right?

    Way of the Boundless Void: SWEET!

    On a general view of the Ways, they are cool and fluffy, although some points overlap, like insightful earth 10 and ever-shifting waves 14, thus giving you a potential to do lots of attacks per round. Other than that, I don't agree to some comments about having a separate path for each way. I mean, you wouldn't be called a Kensei of the Five Rings if you only knew one.

    As a whole, well done, this one! Good job! I would really like to use this in a game soon!

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by GuyFawkes View Post
    Bravo! Impressive Travel! What more way to bring out a TWF class than to make it based on the master of TWF himself.

    In terms of PEACHing, I'm afraid I can't add much to what the others have so comprehensively put down. But I do have to echo the sentiment of power levels. This one is certainly above any ToB class. Which is something if you really want it to be of the same level. But for me, I like it!

    Okay, some other points.

    Way of the Insightful Earth: I like the overall feel of this; overcoming terrain, making it hard for your enemies and stuff. A kinda OC thing on my part though on the 10th level ability. From what I remember, Musashi's fighting was described as usually using the short sword to parry or block, then strike with his long sword. And on the 14th level ability, hmm, well, I just seem to have a problem with the fluff text there, but otherwise, I think it's cool.

    Skills of the Way: So this has no limit in use, right?

    Way of the Boundless Void: SWEET!

    On a general view of the Ways, they are cool and fluffy, although some points overlap, like insightful earth 10 and ever-shifting waves 14, thus giving you a potential to do lots of attacks per round. Other than that, I don't agree to some comments about having a separate path for each way. I mean, you wouldn't be called a Kensei of the Five Rings if you only knew one.

    As a whole, well done, this one! Good job! I would really like to use this in a game soon!
    Skills of the Way does indeed have no limit. And thanks for all your comments. I'm inclined to agree about power; I'm quite satisfied with it's current strength. What I am inclined to do is in addition to the current version create a weaker Tier 3 version more on par with TOB by separating the paths (which I dislike, but understand the reasoning of). That way, there will be both a Tier 2 Kensei for more high-powered games where a martial character can keep up better with casters, as well as a baseline Tier 3 version.

    I'll see about refluffing Way of the Insightful Earth more appropriately later tonight when I'm free.

    And feel free to use it, that's about as excellent a compliment a homebrewer can get!
    Last edited by TravelLog; 2011-10-18 at 10:57 AM.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    this looks comically cool, i must say
    one thing for clarification: the way moves, are they limited in uses per day or round or what have you?
    or linked to a stance of some sort?
    because otherwise it seems like at 18th level you'd be able to intercept 3 melee attacks, and return damage, before you even get hit, which seems like...a lot
    i've gotta agree with "youvelostme" in that the way of the void is kinda overkill, and especially means that in the "final" battle of a campaign, or really any immensley powerful antagonist, the rest of the party is only there to look pretty
    the only suggestion i have is:
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    maybe move the enemy into this field for 1d6 to1d8 or so rounds, have a timestop effect for everything else to preserve the atmosphere. maybe add some ability penalties to the enemy to stop yourself from getting swamped by tougher guys, make the whole area difficult terrain for your enemies, zone of truth, etc.
    generally make it transport the enemy to a cinematic field, level the playing field somewhat, and let you have a kickass duel, without a) losing a level for the priveledge and b) making the rest of the party utterly redundant
    but thats just my take, and im not exactly experienced
    Last edited by zegram 33; 2011-10-30 at 08:01 PM.

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Zegram's idea is pretty good, converting the void ability into a sort of fancy timestop/battlefield rearranger. If you're attached to the ability in its current form, you could even offer an ACF in the style of his suggestion, allowing the player to choose which one he wants.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Just out of curiosity, how do you think it would affect balance to remove the whole ToB aspect in the interest of intra-melee balance? I feel like the class could still kinda stand up on its own, but I'd like your thoughts. As, you know. The person who made it.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by Wyntonian View Post
    Just out of curiosity, how do you think it would affect balance to remove the whole ToB aspect in the interest of intra-melee balance? I feel like the class could still kinda stand up on its own, but I'd like your thoughts. As, you know. The person who made it.
    That's an interesting question. I suppose my best answer would be this: the Kensei would, I believe, continue to function, and function quite well. However, while still powerful, I believe the Kensei would lose a great deal in versatility. This is because the martial disciplines give him a wide variety of abilities which his Ways, while extremely effective, cannot match in terms of breadth.

    To be honest though, as this class has yet to be playtested, all I can do is conjecture. The Kensei would certainly be far weaker at lower levels when he has less access to the Ways.

    Quote Originally Posted by jiriku View Post
    Zegram's idea is pretty good, converting the void ability into a sort of fancy timestop/battlefield rearranger. If you're attached to the ability in its current form, you could even offer an ACF in the style of his suggestion, allowing the player to choose which one he wants.
    I may do just that!
    Last edited by TravelLog; 2011-10-19 at 03:01 PM.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by TravelLog View Post
    Thatd an interesting question. I suppose my best answer would be this: the Kensei would, I believe, continue to function, and function quite well. However, while still powerful, I believe the Kensei would lose a great deal in versatility. This is because the martial disciplines give him a wide variety of abilities which his Ways, while extremely effective, cannot match in terms of breadth.

    To be honest though, as this class has yet to be playtested, all I can do is conjecture. The Kensei would certainly be far weaker at lower levels when he has less access to the Ways.



    I may do just that!
    I plan on using the class as one of my BBEG's in a high power gestalt campaign. Once the class is more "finished" (general consent is reached about power level) I don't want to test an obsolete class.

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by Elfstone View Post
    I plan on using the class as one of my BBEG's in a high power gestalt campaign. Once the class is more "finished" (general consent is reached about power level) I don't want to test an obsolete class.
    I'm planning on two versions. This version is largely finished (I just have to make the ACF for the Way of the Boundless Void, which I will do later today), subject to a few minor changes. This is, obviously, the higher tier version.

    Sometime in the next week when I have time I will set about making a Tier 3 version, using the suggestion of more limited path access. The paths will be fully scaling, but only one or two will be fully usable and the second/third (depending on how many are fully scaling) will have only partial access. Along with this, some more minor class features will be added.

    Regardless, I am honored that you will be making use of the class, and I would love any playtest data you might be able to provide. Be sure to send me the character sheet and such!
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Way of the Boundless Void ACF has been posted.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by TravelLog View Post
    I'm planning on two versions. This version is largely finished (I just have to make the ACF for the Way of the Boundless Void, which I will do later today), subject to a few minor changes. This is, obviously, the higher tier version.

    Sometime in the next week when I have time I will set about making a Tier 3 version, using the suggestion of more limited path access. The paths will be fully scaling, but only one or two will be fully usable and the second/third (depending on how many are fully scaling) will have only partial access. Along with this, some more minor class features will be added.

    Regardless, I am honored that you will be making use of the class, and I would love any playtest data you might be able to provide. Be sure to send me the character sheet and such!
    No problem. I will certainly do so. If you have a Myth-Weavers(where the game is) account that you use often, I can keep you in the loop and ask your opinion on synergies for the class as I build the NPC.
    GitP accounts have tiny inboxes, to hard for me to keep everything I need without filling up fast. Alternatively, Email works as well. If you want to be involved. If not I'll just send a link to the sheet and a copy of the info about the NPC.

    I will be refluffing some of the ToB material to better fit my homebrew world, but the abilities will stay the same.

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Any further thoughts on this version before I get to work in the Tier 3?
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Another though for a variant: Would taking away their free TWF feats through Niten Ichi Ryu and replacing them with the monks unarmed strike progression be somewhat halfway balanced?
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by Wyntonian View Post
    Another though for a variant: Would taking away their free TWF feats through Niten Ichi Ryu and replacing them with the monks unarmed strike progression be somewhat halfway balanced?
    I feel like the two simply don't equate. The class's strength is the Ways rather than TWF (which helps, but isn't the main power). Furthermore, since the class is meant to use weapons, giving them an unarmed progression doesn't really make sense.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    I agree, but I also realized that many of the mechanics, namely the ways, could make for an interesting unarmed combatant.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by Wyntonian View Post
    I agree, but I also realized that many of the mechanics, namely the ways, could make for an interesting unarmed combatant.
    Well, that much is certainly true.
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    I don't see the issue here. The kensei is already proficient with his unarmed strikes. (They're simple weapons) So he just needs to burn a feat on Improved Unarmed Strike. A Medium kensei will deal 1d3 damage with it. And before you say "Oh no, I want it to deal 1d6, or 1d8, or 2d10!" it's not that big a deal.

    With maneuvers, you're going to be dealing a fistful of d6 anyway. So is the extra 7.5 or so damage really worth asking TravelLog to go back and code it all together, and go against his intended fluff?? If you really want to deal more damage, you could just take the Superior Unarmed Strike feat.
    Last edited by NeoSeraphi; 2011-10-30 at 08:46 PM.

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    I was going over this class because of, you know, our playtest, and I realized you don't have any abilities that are based off of the kensei's Constitution score. I find that to be a little strange, given the fluff of the samurai. Did you have a reason for this?

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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Quote Originally Posted by NeoSeraphi View Post
    I was going over this class because of, you know, our playtest, and I realized you don't have any abilities that are based off of the kensei's Constitution score. I find that to be a little strange, given the fluff of the samurai. Did you have a reason for this?
    Sort of. When I was creating the class, my thought was that while physicality is important, the true ability of any samurai or Kensei comes from their experience, their insight, and their mindset. Not all samurai were giant, stalwart brutes.

    What you're saying makes sense of course. I don't know, call it a flavor decision I guess?
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    Default Re: [3.5 Base, TOB] Kensei of the Five Rings: PEACH!

    Well, here's a suggestion, maybe you'll like it:

    Resilience of the Way (Ex): Starting at 9th level, a kensei receives energy resistance for each Way path he has unlocked. If he has access to abilities from the Way of the Earth (you would update these to be the full names, of course), he gets resistance to acid, if he has access to the Way of the Wind, he gets resist electricity, if he has access to the Way of the Waves, he gets resist cold, if he has access the way of the Flame, he gets resist fire, if he has access to the way of the void, he gets resist force.

    The kensei's resilience comes from his natural physical condition, as well as his stamina's connection to the Way. The amount of energy resistance he receives is equal to 5*his Constitution modifier (minimum 5). If this would give him 55 or higher energy resistance, he instead gains energy immunity.

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