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Old 04-03-2011, 07:48 AM   Top  -  End  -  #1
Veklim
Barbarian in the Playground
 
Join Date: Mar 2011
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Default [3.5 Base] Bruce Lee goes D&D PEACH!

OK, this is version 2.0 of The Open Palm. I've not touched this for ages but it's been pestering me to finish it, so I've given in to the voices and thrown another go at the pesky critter. It's meant to be able to stay unarmed and unarmoured all the way to 20th and stay vaguely effective. I'm hoping for Tier 3 here, but I really need opinions! I think I want more Kata for the list and at some point I will be writing a bonus feat list with a little more flavour. However, the potential for ACFs are great, since new fighting styles are easy enough to create, and the Way of the Open Palm could easily be replaced with a different philosophy, changing the entire outlook and capability of the class, especially with an accompanying adapted Kata list. I like modular ACFs, they make life easier!

Without further ado, I give you the Open Palm (picture pending):

Changelog:
Spoiler


The Fluff!
Spoiler


Game Rule Information
Open Palms have the following game statistics.

Abilities: Due to his teachings of flexibility and speed the Open Palm values Dexterity above Strength, deriving many of it's combat bonuses from Dexterity and learning brute force is not the only means to an end. However, the nature of his inner strength and the faith he has in himself means Charisma at least equally important, since it is used for many of the Open Palm's special strikes and perhaps more importantly his Perform (Kata) skill, which is integral to the class.

Alignment: Any non-evil
Hit Hie: D8

THE OPEN PALM
LevelBABFortRefWillSpecialDan BonusUnarmed Damage
1st
+0
+2
+2
+2
Improved Unarmed Strike, Like The Willow, Kata
+1
1D4
2nd
+1
+3
+3
+3
Way Of The Open Palm 1st Dan, Trained Responses
+1
1D4
3rd
+2
+3
+3
+3
Evasion, Contemplation
+1
1D4
4th
+3
+4
+4
+4
Bonus Feat, Slow Fall 20ft
+1
1D6
5th
+3
+4
+4
+4
Mettle, Lessons Learned
+2
1D6
6th
+4
+5
+5
+5
Way of the Open Palm 2nd Dan
+2
1D6
7th
+5
+5
+5
+5
Fighting Style (1), Slow Fall 40ft
+2
1D6
8th
+6/+1
+6
+6
+6
Bonus Feat, Unarmed Strike (Augmented)
+2
1D6
9th
+6/+1
+6
+6
+6
Fighting Style (2), Homeostasis
+3
1D8
10th
+7/+2
+7
+7
+7
Way of the Open Palm 3rd Dan
+3
1D8
11th
+8/+3
+7
+7
+7
Fighting Style (3), Slow Fall 60ft
+3
1D8
12th
+9/+4
+8
+8
+8
Bonus Feat, Improved Evasion
+3
1D8
13th
+9/+4
+8
+8
+8
Fighting Style (4), Diamond Soul
+4
1D8
14th
+10/+5
+9
+9
+9
Way of the Open Palm 4th Dan
+4
1D10
15th
+11/+6/+1
+9
+9
+9
Fighting Style (5), Slow Fall 80ft
+4
1D10
16th
+12/+7/+2
+10
+10
+10
Bonus Feat, Unarmed Strike (Adamantine)
+4
1D10
17th
+12/+7/+2
+10
+10
+10
Fighting Style (6), Timeless Body
+5
1D10
18th
+13/+8/+3
+11
+11
+11
Way of the Open Palm 5th Dan
+5
1D10
19th
+14/+9/+4
+11
+11
+11
Fighting Style (7), Slow Fall any distance
+5
2D6
20th
+15/+10/+5
+12
+12
+12
Bonus Feat, Master Sensei
+5
2D6


Class Skils:Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Heal*, Hide, Jump, Knowledge (Anatomy, History, Military & Religion), Listen, Move Silently, Perform, Profession, Sense Motive, Sleight of Hand*, Spot, Swim, Tumble
*5 or more ranks in this skill confers a +2 synergy bonus to Perform (Kata) checks.
Skill points at 1st level:4x(6+Int)
Skill points at each additional level:6+Int

A note on Perform (Kata)
Spoiler


Dan Bonus (Ex): The core bonus for the Open Palm class. The Open Palm receives this number as a bonus to AC and may add his Charisma modifier as a class bonus to his AC as long as he remains unarmoured. In addition, he receives double this number as a bonus to all attacks and damage made whilst unarmed.

Unarmed Strike (Ex):At 1st level the Open Palm gains the Improved Unarmed Strike feat, except he now deals damage as per the Open Palm table (this is for medium sized creatures, adjust accordingly for smaller or larger Open Palms). The Open Palm's unarmed attacks are always treated as two handed weapons for the purposes of disarming, sundering and tripping.
Additionally, starting at 8th level all unarmed attacks made by the Open Palm are considered magical for the purposes of defeating damage reduction.
At 16th level the Open Palm's unarmed strikes are considered adamantine for purposes of defeating damage reduction and bypassing hardness.

Like The Willow (Ex):The Open Palm has learnt through rigorous training and experience that strength is not important if you learn how to use your enemies against themselves. As long as he wears no armour the Open Palm gains the weapon finesse feat for free. He may also choose to use his Dex or his Str modifier (whichever is higher) for any opposed Str based checks like disarming or tripping.

Kata (Ex/Sp):Through repetitive movements and refined by years of practice, the Open Palm learns how to manipulate the chi in most living things including himself through atemi strikes, physical manipulation and even the supernatural force of his personality.
The Open Palm starts play knowing 1 kata (as long as he meets the skill requirement), and learns an additional 1 from the list at every level of Open Palm. At 3rd level, and every odd numbered level thereafter, you may choose to swap a Kata you know for another one on the list which you qualify for. Kata may be used a number of times per encounter equal to half your ranks (rounded down) in Perform (Kata) + Charisma bonus. To begin with, only 1 kata may be used in any one round of combat, but this number increases over time (see Way of The Open Palm). The Open Palm must have sufficient ranks in Perform (Kata) to access each ability. These kata are free actions which are taken as part of another action unless stated otherwise.
The spell-like Kata are taken individually and have a caster level equal to half your Open Palm level. Spell-like Kata require a standard action but do not provoke attacks of opportunity. All the abilities here which require saves have DCs as follows:
(DC=10+half class level+Cha)
Spoiler


Way of the Open Palm (Ex): As long as the Open Palm is unarmed, wearing no armour and carrying no more than a medium load he gains the following at the levels listed;
Spoiler


Trained Responses (Su): The Open Palm has such conviction in his training that his muscle memory moves him beyond normal limits. From 2nd level onwards, as part of any attack action (except attacks of opportunity) the Open Palm may take a -2 penalty to hit and damage rolls for that round and gain an extra attack at his full base attack bonus. At 9th level you may opt to take a -4 penalty to hit and damage instead, and gain 2 extra attacks at your full base attack bonus. At 15th level these penalties are halved (-1 for 1 extra attack, -2 for 2 extra attacks)
This ability counts as Flurry of Blows for the purposes of qualifying for feat and class requirements.

Evasion: At 3rd level the Open Palm gains evasion. At 12th level he gains Improved Evasion.

Contemplation: At 3rd level the Open Palm has started to understand the lessons of his seemingly menial training regimes. Choose a number of Open Palm class skills equal to your Intelligence modifier. You gain your Dan bonus as a bonus to those skills.

Bonus Feat: At 4th level, and every 4 levels thereafter (up to 20th), the Open Palm may choose a fighter bonus feat. He may substitute his Wisdom score in favour of Charisma regarding feat requirements, but must otherwise meet all the requirements for these feats.

Slow Fall (Ex): As per the Monk ability of the same name.

Mettle: At 5th level the Open Palm gains mettle.

Lessons Learned: At 5th level, the Open Palm discovers a hidden truth of the world and their existence within it. Choose one school of magic, you gain your Dan bonus as a bonus to all saves made against spells of that school.

Fighting Style (Ex): Beginning at 7th level, the Open Palm starts to focus upon one particular style from the list below. Choose one style, you gain that style's benefits at the indicated levels. Every style grants a bonus feat at first level which is at the core of it's teachings, if you already have the feat you may choose any feat which you qualify for and gain that instead.
Spoiler


Homeostasis (Ex):
At level 9 the Open Palm has started unlocking the preternatural potential of his body's inherant capabilities. You gain immunity to all non-magical poisons and diseases. Additionally, you may go twice as long as normal without food, water or air before saves need be made.

Diamond Soul:
At level 13 the Open Palm gains Diamond Soul as per the Monk ability of the same name.

Timeless Body:
At level 17 the Open Palm gains Timeless Body as per the Monk ability of the same name.

Master Sensei (Ex/Su): At 20th level the Open Palm has truly mastered himself, and therefore holds great power indeed. He is forevermore treated as an Outsider instead of his previous type (usually humanoid), but may still be raised or resurrected as if he were of his original type (as long as this was initially possible). If he chose Twisting Snake style, he may become ethereal (or rematerialise) at will as a move action. This is a supernatural effect.
He gains Fast Healing 5 and no longer has a maximum age, as his body now continuously renews itself. If he chose Iron Body style, he gains Fast Healing 10 instead.
Additionally, he may now make an additional attack at his full base attack bonus with his Trained Responses ability (making 3 extra attacks), and all penalties for doing so are negated. If he chose Thousand Strikes style, he gains an additional attack at his full base attack bonus whenever he uses Double Strike or Rapid Attack (Making 3 extra attacks and 6 extra attacks total, respectively).
__________________
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My homebrews Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC

Looking for a good old-fashioned PEACHing? Check us out here and look no more!

Last edited by Veklim : 06-23-2012 at 10:56 AM. Reason: major rehaul edit!
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Old 04-03-2011, 07:49 AM   Top  -  End  -  #2
Goonthegoof
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Join Date: Dec 2009
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Default Re: [3.5 Base Class] The Open Palm

I like it. Bit too complicated though.
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Old 04-03-2011, 12:17 PM   Top  -  End  -  #3
Veklim
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Join Date: Mar 2011
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Arse end of nowhere, UK
Gender: Male
Default Re: [3.5 Base Class] The Open Palm

OK, I need to work on some more stuff for the Kata. Also needs an appropriate capstone, but is still early days yet. Suggestions/critiques?
__________________
All I ask is a tall ship, and a star to sail her by.

My homebrews Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC

Looking for a good old-fashioned PEACHing? Check us out here and look no more!

Last edited by Veklim : 04-09-2011 at 05:03 PM.
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Old 04-09-2011, 05:25 PM   Top  -  End  -  #4
Veklim
Barbarian in the Playground
 
Join Date: Mar 2011
Location: 
Arse end of nowhere, UK
Gender: Male
Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

OK guys, REALLY REALLY need a clue as to the capstone. This is pure prototype, and I know how cliched it is to make a monk fix or the like, but I'm new and I figured I'd get it out of my system!
Besides, I want a useable class designed to use their hands in a purely martial manner and they seem to be very hard to come by.
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All I ask is a tall ship, and a star to sail her by.

My homebrews Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC

Looking for a good old-fashioned PEACHing? Check us out here and look no more!
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Old 04-10-2011, 10:13 PM   Top  -  End  -  #5
Realms of Chaos
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Join Date: Apr 2007
Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

I know that this is just a prototype but this does not look like a "fixed" monk by any stretch of the imagination. In fact, it looks far far weaker than the normal monk at the current time.

1. This open palm has weaker saving throws than the monk (though this guy gets mettle, which really helps, losing improved evasion is a big deal and kind of offsets this bonus unless this is just being used as a 5 level dip, in which case it works).
2. The open palm has weaker unarmed damage than the monk but is still reliant upon unarmed damage to win fights.
3. The AC bonus of this class is far lower than that of an average monk (which adds its full Wis bonus to its AC).
4. This class doesn't actually do anything with its hands that would lessen its reliance on magical items in any way (it still needs them to fly, gain normal immunities, have a chance of hitting opponents, increase AC so you won't die, and so forth).
5. The mechanics of kata, while interesting, bite into the open palm's limited supply of skill points (especially if you want those synergy bonuses). Furthermore, the two strike abilities seem inferior to a monk's stunning fist (which a monk can use 1/level/day and totally shuts down a creature for a round) while the disarming ability and throwing ability fail against creatures with natural weapons and against larger creatures (the types of enemies that players will likely be facing at high levels).
6. This class gains flurry of blows incredibly late, the penalty never decreases as it does with the monk class, and it only applies to unarmed strikes (meaning that you can't use enchanted monk weapons to possibly hit something).
7. Unlike the monk, who at least gains some choice in the matter of bonus feats, all open fists are going to end up exactly the same as each other, making encounters against them rather predictable and taking away most power for a player to personalize their character.
8. I see a couple dead levels for this class (6 counting levels where only your AC bonus or unarmed damage go up), more than is probably healthy for it to have (and again unlike the monk, which doesn't have any dead levels).

Instead of altering and adding to the monk class to make it more playable as most monk fixes do, this class gives the impression of a monk that has had things taken away from it until it was focused before being given the kata ability to try to make up for it.
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Last edited by Realms of Chaos : 04-10-2011 at 10:15 PM.
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Old 04-10-2011, 11:55 PM   Top  -  End  -  #6
arguskos
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Join Date: Jul 2008
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

Quote:
Originally Posted by Realms of Chaos View Post
I know that this is just a prototype but this does not look like a "fixed" monk by any stretch of the imagination. In fact, it looks far far weaker than the normal monk at the current time.
Absolutely agreed, Realms.

While a nice idea for the kata, I'm not seeing anything that makes me want to take this over, say, Monk.

I think that if you want to make a gear-independent martialist, you need to do the following things:

1. You need to solve the damage equation. Either get a weapon from your class (Soulknife tried and failed to do this) or do the unarmed thing (Monk tried and failed this one), but you have to have consistent, effective, scaling bonus damage. I used Flowing Strike on my monk to do this (gains a bonus to attacks/damage in that round equal to monk level after moving 10 ft or more). The Scout uses Skirmish. Rogues use Sneak Attack. The Open Palm... stands there.

2. You need to solve the mobility equation. Things in this game can fly, climb walls, and teleport. You need to, sans gear, compete with those things.

3. You need to solve the ability score and bonuses equations. Other people are getting magical and miscellaneous bonuses to their stats and ability scores. You need to as well.

4. Finally, and most critically, you need to have some OPTIONS. Other classes have options. You need options too, but you also need to do everything else listed above at the same time while not sacrificing your options or your other stuff.

If this looks like a really difficult list of things to do, you're right. It is. The Open Palm doesn't solve ANY of these problems, much less multiples.

If you want to make a gear-less class (a noble goal, I wish you the best of luck), you need to solve these issues.
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Old 04-11-2011, 05:45 AM   Top  -  End  -  #7
Veklim
Barbarian in the Playground
 
Join Date: Mar 2011
Location: 
Arse end of nowhere, UK
Gender: Male
Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

Quote:
Originally Posted by Realms of Chaos View Post
1. This open palm has weaker saving throws than the monk (though this guy gets mettle, which really helps, losing improved evasion is a big deal and kind of offsets this bonus unless this is just being used as a 5 level dip, in which case it works).
I don't like the whole perfect save progression on monks, especially over all 3 saves. What I've done with mettle is part of the counter-balance for the average progression, and I'm considering adding improved evasion later anyhow (is there an improved mettle btw?). The other part of that balance is with 'Trained Responses', which essentially pumps one of the saves to a similar (if not higher) level than a good save. Reflex will already be high, on account of Dex being vital, so it's a choice between fort and will really.
Quote:
Originally Posted by Realms of Chaos View Post
2. The open palm has weaker unarmed damage than the monk but is still reliant upon unarmed damage to win fights.
The idea of unarmed damage surpassing that of a greatsword is preposterous imho. Anything above a D10 is over-egging, but I agree they need more damage output to become truly effective. Perhaps a +2/Dan bonus to attack and damage rolls helps level this out?
Quote:
Originally Posted by Realms of Chaos View Post
3. The AC bonus of this class is far lower than that of an average monk (which adds its full Wis bonus to its AC).
Ooops, accidental omission. Now reads Cha bonus added to Dex for AC as well as stated bonus on table.
Quote:
Originally Posted by Realms of Chaos View Post
4. This class doesn't actually do anything with its hands that would lessen its reliance on magical items in any way (it still needs them to fly, gain normal immunities, have a chance of hitting opponents, increase AC so you won't die, and so forth).
This is where I need feedback, SERIOUSLY considering making Kata obtainable at every odd level (covers the dead levels and gives more options). Main reason for this would be to open up the possibility of using spells (or at least strikes which emulate spells) at certain Kata levels.
Quote:
Originally Posted by Realms of Chaos View Post
5. The mechanics of kata, while interesting, bite into the open palm's limited supply of skill points (especially if you want those synergy bonuses). Furthermore, the two strike abilities seem inferior to a monk's stunning fist (which a monk can use 1/level/day and totally shuts down a creature for a round) while the disarming ability and throwing ability fail against creatures with natural weapons and against larger creatures (the types of enemies that players will likely be facing at high levels).
Perhaps the skills should be at 6+int... Probably adding stunning fist and removing sensory strike (make it a spell-like kata to choose from a list) anyway. 'Flying Fist' and 'The River Flows' may be better suited as feats perhaps?
Quote:
Originally Posted by Realms of Chaos View Post
6. This class gains flurry of blows incredibly late, the penalty never decreases as it does with the monk class, and it only applies to unarmed strikes (meaning that you can't use enchanted monk weapons to possibly hit something).
I don't want these guys to use weapons, the whole point is that they shun them for preference with their hands. The spell-like Kata should deal with this at least a little though. Flurry was a last minute thing if truth be told, it does need changing, moving or being made an option instead of predetermined. As to which, I'm not sure!
Quote:
Originally Posted by Realms of Chaos View Post
7. Unlike the monk, who at least gains some choice in the matter of bonus feats, all open fists are going to end up exactly the same as each other, making encounters against them rather predictable and taking away most power for a player to personalize their character.
This is an issue, yes. Precisely the reason I need to move on from prototype to full affair. I want to give a set bonus and a choice at each Dan, but I'm not sure how or which would work in the best interests of game balance.
Quote:
Originally Posted by Realms of Chaos View Post
8. I see a couple dead levels for this class (6 counting levels where only your AC bonus or unarmed damage go up), more than is probably healthy for it to have (and again unlike the monk, which doesn't have any dead levels).
Some of these levels gain a Kata ability actually, but they're not listed on the table for ease of reference at this stage. As I said above though, new Kata will likely be gained at every odd level once the critical rebuild occurs.
Quote:
Originally Posted by Realms of Chaos View Post
Instead of altering and adding to the monk class to make it more playable as most monk fixes do, this class gives the impression of a monk that has had things taken away from it until it was focused before being given the kata ability to try to make up for it.
I have stripped back monk a fair bit, yes. Kata isn't 'tacked on' though, or at least it shouldn't be once I'm done. The kata is there to try and add a fully fluid choice of several different combat techniques and abilities inaccessable to other classes. I do need a little inspiration for these though. Spells with the [mind affecting] descriptor may be useful for striking kata and many transmutations would make sense for defensive kata, but a short list needs to be put together.

Thankyou for the comments btw, I really want to try and make something worthwhile here, but it's a tricky task!
__________________
All I ask is a tall ship, and a star to sail her by.

My homebrews Sagacious Defender of the Forge, The Open Palm, Sacred Scourge, The Bastion
Co-Developer of the Mutant Powers Project:
World Warper
Telekineticist and ACFs, Feats, Shadow Hand PrC

Looking for a good old-fashioned PEACHing? Check us out here and look no more!

Last edited by Veklim : 04-11-2011 at 05:51 AM.
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Old 04-11-2011, 09:31 AM   Top  -  End  -  #8
Realms of Chaos
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AssassinGuy
 
Join Date: Apr 2007
Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

Quote:
Originally Posted by Veklim View Post
I don't like the whole perfect save progression on monks, especially over all 3 saves. What I've done with mettle is part of the counter-balance for the average progression, and I'm considering adding improved evasion later anyhow (is there an improved mettle btw?). The other part of that balance is with 'Trained Responses', which essentially pumps one of the saves to a similar (if not higher) level than a good save. Reflex will already be high, on account of Dex being vital, so it's a choice between fort and will really.
The 3 good saving throws on a monk have always made perfect sense to me. Good fortitude because they work to perfect their body, good reflexes as they have to dodge blows against them, and good will as they seek to perfect their mind as well (such as through meditation). When you put them down as all average saving throws, you are making a statement that they aren't all that good at any one area.

Even with trained responses, powering down the monk is a very unorthodox method (about as unorthodox as average saving throws in general) as it is already viewed as being too weak.

Quote:
Originally Posted by Veklim View Post
The idea of unarmed damage surpassing that of a greatsword is preposterous imho. Anything above a D10 is over-egging, but I agree they need more damage output to become truly effective. Perhaps a +2/Dan bonus to attack and damage rolls helps level this out?
I hate to break this to you but if you add that +2/Dan bonus, you'd still be doing more damage than a greatsword. It's very difficult to participate meaningfully as a melee character when you can never do more than 1d10+10+Str damage. I know that there's a kata ability that lets you do more damage by throwing foes but it fails against enemies two size categories or larger than yourself.

Quote:
Originally Posted by Veklim View Post
Ooops, accidental omission. Now reads Cha bonus added to Dex for AC as well as stated bonus on table.
Very well

Quote:
Originally Posted by Veklim View Post
This is where I need feedback, SERIOUSLY considering making Kata obtainable at every odd level (covers the dead levels and gives more options). Main reason for this would be to open up the possibility of using spells (or at least strikes which emulate spells) at certain Kata levels.

Perhaps the skills should be at 6+int... Probably adding stunning fist and removing sensory strike (make it a spell-like kata to choose from a list) anyway. 'Flying Fist' and 'The River Flows' may be better suited as feats perhaps?
To start with the obvious question, have you considered using the Tome of Battle here? I'm not telling you to use devoted spirit or desert wind (the supernatural disciplines) but a couple of disciplines like setting sun sound like they'd fit right in with this ability.

Also, are you certain that Kata is a perform skill? Is it reasonable for someone to stand on the side of a road performing kata and get paid donations or to be asked to perform their kata at a social function? Right now, it looks like you are using perform in the sense of Perform (my job properly) rather than the traditional sense of perform in DnD. Perhaps get rid of this skill.

The 1/day/level line probably needs to be replaced as it means that your kata are pretty useless until you can at least meet the power of a monk's stunning fist and it makes your only real source of power go really quickly (consider that a bard has spells to fall back on when out of bardic music, for example, and that a single use of bardic music can last through an encounter).

Quote:
Originally Posted by Veklim View Post
I don't want these guys to use weapons, the whole point is that they shun them for preference with their hands. The spell-like Kata should deal with this at least a little though. Flurry was a last minute thing if truth be told, it does need changing, moving or being made an option instead of predetermined. As to which, I'm not sure!
If you don't want a class to use weapons and you fail to properly compensate them for not using weapons and put them in battle where they have to use their "weapons" to survive and contribute, there is something of a problem.

Quote:
Originally Posted by Veklim View Post
This is an issue, yes. Precisely the reason I need to move on from prototype to full affair. I want to give a set bonus and a choice at each Dan, but I'm not sure how or which would work in the best interests of game balance.
To borrow from an over-used but effective trope, why not utilize fighting styles (or different schools of combat), gaining benefits at each odd level starting at level 7 or something.


Quote:
Originally Posted by Veklim View Post
Some of these levels gain a Kata ability actually, but they're not listed on the table for ease of reference at this stage. As I said above though, new Kata will likely be gained at every odd level once the critical rebuild occurs.
I was counting the levels where new kata were gained (still 6 deadish levels) but I'm glad to hear that this is being taken care of.

Quote:
Originally Posted by Veklim View Post
I have stripped back monk a fair bit, yes. Kata isn't 'tacked on' though, or at least it shouldn't be once I'm done. The kata is there to try and add a fully fluid choice of several different combat techniques and abilities inaccessable to other classes. I do need a little inspiration for these though. Spells with the [mind affecting] descriptor may be useful for striking kata and many transmutations would make sense for defensive kata, but a short list needs to be put together.
So far, many of your kata abilities are either a bit situational or are somewhat inferior to other means of fighting that others already possess. While adding magical katas to the mix might help this class gain a bit of versatility, the abilities would hardly qualify as otherwise "inaccessable" unless you are ready to create your own magic system from scratch.

The problem here so far seems to be that you are trying to make a somewhat realistic martial artist. Unfortunately, all forms of martial arts that we have developed (that I'm aware of, at least) were created with the intention of being used against humans. While having unarmed strikes more powerful than a greatsword may sound ridiculous, so does the idea of a martial artist taking on a giant, dragon, beholder, titan, leviathan, or roc and managing to win. At the end of the day, though, that's the type of thing that any DnD class is going to be called on to do.

This was my attempt to make a martial artist class that uses no weaponry and no magic items (indeed, it can't have any items on its person at all). The first thing that you might note is that the class, while not a spellcaster, practically has magic spilling out of its ears. This is because we have consistently proven time and time again that magic>everything else combined. Creating a self-sufficient character will likely require more magic than you would suspect at first glance.
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Old 04-12-2011, 10:34 AM   Top  -  End  -  #9
Veklim
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

OK then, first things first.

I like the idea of using combat styles, it was my logical first step in v.2 for OP anyway but I'm glad someone else said it first, I don't seem so cheesy now
So, the way I see it, these would fit into one of 3 categories. Essentially each category is tied to one of the 3 saves. There should be one for strength of body, which would be power attack, cleave, imp. sunder and the like, one for speed of body, which would likely be dodge, mobility, spring attack, and one for mental endurance, which would cause slightly more trouble for my addled mind to sort out on the fly.
Thing is I don't wanna just give them more feats, that's not the answer. So we look again at special abilities and the like....this will take me a little time!

Next thing is the spell-like Kata. I'm NOT using ToB if at all possible, nobody in my group uses it and most of them would like to avoid maneuvers like the plague. Combat takes long enough as it is (large group!).

I'll remove/change the kata uses/day thing as long as I can come up with another way of limiting them at least a little. The perform bit however, I really think should stay. There are plenty of martial arts performance troupes about the place, look some up and watch what they do. Acrobatics, choreographed combat (that is literally what a kata is), feats of seemingly super-human strength or stamina,... the list goes on and it's all applicable as a money-making performance. In fact it makes the most sense for them as a way of life outside of combat anyhow, they are charisma based characters after all.

I'm thinking of using the Dan level to control a lot of the abilities variable effects. It's a 0-5 value range which is kinda useful, and saves on otherwise abstract or arbitrary values. More coming once I've planned and thought on this...
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Old 04-12-2011, 12:04 PM   Top  -  End  -  #10
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

Why not include another column to your class (like the AC bonus) and give this class a "Dan Bonus" that increases over time (+1 at 1st level and +1 every 4 levels afterwards, perhaps)?

You could add your Dan bonus to unarmed attack and damage rolls, add twice your Dan bonus to AC (capping out at Charisma mod +10 instead of +6), put in an ability at 2nd level to let you add twice your Dan bonus to all opposed checks against opponents other than skill checks (helping you grapple, trip, disarm, and so forth), and so forth.

Edit: If I understand properly, you need something of a no-muss, no-fuss class that flows nicely without introducing a ton of additional options that slow down combat due to your large group.

Just letting you know from the start, if I understand correctly, it seems unlikely that this class is going to be "optimal". Most classes that are considered optimal (tier 3 or higher) have a good deal of decision-making that goes into them each day or even each round, allowing them to adapt to various situations. I'll be glad to look at whatever you produce and provide suggestions if needed but this is going to be a very different sort of fix from the norm.

Incidentally, what do you think of customization gained while growing in level (such as selecting technique abilities from a menu while leveling up)?
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Old 04-12-2011, 02:14 PM   Top  -  End  -  #11
Veklim
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

Quote:
If I understand properly, you need something of a no-muss, no-fuss class that flows nicely without introducing a ton of additional options that slow down combat due to your large group.
I'd like it to flow in a metaphorical sense, but for the sakes of combat I still have a cuople of mage players who take forever with their turns! What I don't want is a clunking monster from hell which takes forever to do anything.

I'm avoiding ToB because none of my players have got it or used it before and most don't even know of it in the first place. I only heard about it when I first started reading and posting here and I've never seen it. Add to that the problem of trying to re-mould everything I've created in the game world to take into account a bunch of new stuff, plus some of the players guaranteed won't get it at first...too much fuss for me just now, I got a family and a job Anyone who wishes to take my finished (if that ever happens!) class and adulterate it with ToB mechanics is more than welcome!

Quote:
Incidentally, what do you think of customization gained while growing in level (such as selecting technique abilities from a menu while leveling up)?
I think that's probably the best way forward, shall delve into that in a moment... The kata also needs a new and comprehensive list, including stunning fist at early level. It may include some customisation but it definitely needs more of everything. Perform Kata needs more of a direct mechanical effect on some abilities too, not just to be used as a benchmark for attaining the abilities. Have made it 6+int skills though, point taken!

Quote:
Why not include another column to your class (like the AC bonus) and give this class a "Dan Bonus" that increases over time (+1 at 1st level and +1 every 4 levels afterwards, perhaps).
V. (There's already a Dan progression, just not in a seperate column)

You could add your Dan bonus to unarmed attack and damage rolls, add twice your Dan bonus to AC (capping out at Charisma mod +10 instead of +6), put in an ability at 2nd level to let you add twice your Dan bonus to all opposed checks against opponents other than skill checks (helping you grapple, trip, disarm, and so forth), and so forth.
I REALLY like that actually. Makes a lot of what I'm trying to acheive converge into a single streamlined concept, and if it all runs off one sequence then it cuts down on a hell of a lot of superfluous fuss and wording.

Let's really run with this a moment then (please stop me if I'm running towards imminent death and/or stupidity!). Would it make sense to make this Dan bonus add to saves as well do you reckon? It would solve your current niggle about my average save progression and it would remove the need for trained responses. Perhaps also use Dan to limit the spell level for spell-like kata...

On a completely different part of this subject (sorry, my thoughts are rarely linear and my posts suffer for it) I'm slightly worried I'm just adding feats for the sake of it with the first 2 Dans atm. All 4 of those feats are perfect for bonus, should they instead be in a list where you can choose 1 feat at each Dan? Perhaps you get a feat at 4th, a special ability and Dan increase at 6th, a feat at 8th, a special ability and Dan increase at 10th, etc, etc. I'd need a feat and ability list and that would add customisation a plenty, as long as enough ideas find their way to my head.
Odd levels are there to deal with extra kata abilities and evasion/mettle, other stuff of that ilk.

I think I'll tackle the unarmed damage question once a bit of the above is sorted into coherant tablature!
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Old 04-12-2011, 06:27 PM   Top  -  End  -  #12
Realms of Chaos
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

Not quite sure if I captured your idea but are we kind of looking at something like this right now?

THE OPEN PALM
LevelBABFortRefWillSpecialDan BonusUnarmed Damage
1st
+0
+1
+1
+1
AC Bonus, Improved Unarmed Strike, Like The Willow, Kata
+1
1d4
2nd
+1
+1
+1
+1
Dan Ability, Trained Responses
+1
1d4
3rd
+2
+2
+2
+2
Evasion
+1
1d4
4th
+3
+2
+2
+2
Bonus Feat
+1
1d6
5th
+3
+3
+3
+3
Mettle
+2
1d6
6th
+4
+3
+3
+3
Dan Ability
+2
1d6
7th
+5
+3
+3
+3
Fighting Style
+2
1d6
8th
+6/+1
+4
+4
+4
Bonus Feat, Unarmed Strike (Augmented)
+2
1d6
9th
+6/+1
+4
+4
+4
Fighting Style
+3
1d6
10th
+7/+2
+5
+5
+5
Dan Ability
+3
1d6
11th
+8/+3
+5
+5
+5
Fighting Style
+3
1d6
12th
+9/+4
+6
+6
+6
Bonus Feat
+3
1d8
13th
+9/+4
+6
+6
+6
Fighting Style
+4
1d8
14th
+10/+5
+6
+6
+6
Dan Ability
+4
1d8
15th
+11/+6/+1
+7
+7
+7
Fighting Style
+4
1d8
16th
+12/+7/+2
+7
+7
+7
Bonus Feat, Unarmed Strike (Adamantine)
+4
1d8
17th
+12/+7/+2
+8
+8
+8
Fighting Style
+5
1d8
18th
+13/+8/+3
+8
+8
+8
Dan Ability
+5
1d8
19th
+14/+9/+4
+9
+9
+9
Perfected Style
+5
1d8
20th
+15/+10/+5
+9
+9
+9
Bonus Feat, Master Sensei
+5
1d10

I couldn't tell if you wanted to keep the specific levels of dan in place alongside dan bonuses or if you wanted to turn the current abilities gained for increasing your dan into a list of selectable options (akin to a rogue's special abilities) or something but if it was the former, pretend that 2nd, 6th, 10th, 14th, and 18th levels have Special Ability + Xth Dan.

Also, if you're considering adding your Dan bonus to all saves anyways, you may wish to consider just giving this class all good saving throws (unless your idea is to give this class better than all good saving throws). Alternately, perhaps change trained responses so that it grants you dan bonus instead of your Cha bonus and let you switch which saving throw is used as a swift (?) action.

I can understand the hesitation of adding an entirely new magic system that is completely alien to you into any campaign, let alone a campaign with a large party. Even so, there is one small concept from the Tome of Battle that may deserve some careful consideration. Namely, the idea of gaining abilities per encounter rather than per day.

While giving this class a supply of kata each day allows a player to make tactical choices and "go nova" when needed, giving uses per encounter would allow players to worry less about future encounters (and waste extra time either fighting without their wondrous powers or arguing with themselves about whether it is worth using their wondrous powers) and takes away the nightmarish scenario of ending up in a battle without any uses of your central class feature. There are many ways that structure of how kata/encounter could work (Dan bonus + 1/2 class level per enounter, Dan bonus + Cha bonus per encounter, BAB + cha bonus per encounter, and so forth) and you could keep the 1/round limitation if you still feel that it is necessary.
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Old 04-13-2011, 02:08 AM   Top  -  End  -  #13
Veklim
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

That's pretty much it yes, couple of tweaks to do before the values start getting filled in but it's pretty close.

Shall start on the rebuild after work this afternoon!
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Old 04-13-2011, 06:06 AM   Top  -  End  -  #14
Veklim
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Or, 'How to use your hands')

Right...the fighting styles have 7 abilities including the perfected style, as per that table there (which is about right, I'll redo the top one once I'm sure what's going in there). The styles need to be different enough from each other to give a feeling of choice without actually differing too greatly in usability so...

Thousand Strikes style.
Spoiler

Iron Body style.
Spoiler


Thoughts?

More in a bit....
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Old 06-12-2012, 09:29 AM   Top  -  End  -  #15
Veklim
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Default [3.5 Base] Bruce Lee goes D&D PEACH!

OK, Open Palm v.2.0 up and running, a mere year or so later than originally planned....
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Old 06-13-2012, 04:50 PM   Top  -  End  -  #16
Veklim
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Default Re: [3.5 Base] Bruce Lee goes D&D PEACH!

So nobody has anything at all to say...?!
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Old 06-22-2012, 10:39 AM   Top  -  End  -  #17
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Critical Rebuild)

Well hi there, guess I'll be the first in a long time to PEACH this class.

Quote:
1st Dan: The Open Palm may make a disarm, sunder or trip attack as a move action once per round. You may use 2 Kata/round.
2nd Dan: Whenever the Open Palm is subject to a size modifier or special size modifier for an opposed check (such as grapples, bull rushes, trips, etc) he is treated as one size category larger if doing so is beneficial to him. You may use 3 Kata/round.
3rd Dan: The Open Palm may take a 5' step between each attack he makes so long as his total movement in that turn doesn't exceed double his base speed. You may use 4 Kata/round.
4th Dan: Whenever the Open Palm is subject to a size modifier or special size modifier for an opposed check (such as grapples, bull rushes, trips, etc) he is now treated as two size categories larger if doing so is beneficial to him. You may use 5 Kata/round.
5th Dan: The Open Palm becomes immune to death attacks and petrification, and is treated as being permanently under the Freedom of Movement spell. You may use 6 Kata/round.
I feel that 6 Kata/round is a bit much, also because Kata has charges based per encounter and most Kata last longer then 1 round. From a player point of view, I can understand that it could become a bit much to be able to fire 6 abilities in 1 round. Personally I would change it to a increase to 2/round at 3rd Dan and 3/round at 5th Dan.

Quote:
3. Rapid Attack II. When using rapid attack, you gain a +2 dodge bonus to AC against the opponent you are attacking. This bonus lasts until the beginning of your next round.
This seems a bit weak for a level 11 feature, why not make it 20% concealment or strengthen it up a bit (to +4 or something)?
For the Fighting Style 7 you could pick +50% concealment then for example.
Just my personal opinion though.

Quote:
Iron Fists I. Your unarmed attacks deal 2 dice of damage instead of one e.g. a 9th level Open Palm would deal 2D6 unarmed damage instead of 1D6. (This does not stack with the Fists of Iron feat).
On level 18, you get 2d6, which is already 2 die....How does that work, since it clearly says 2 instead of 1. Maybe change it into "Double" or add a static die.

Quote:
Master Sensei (Ex/Su):
He gains Regeneration 5 and no longer has a maximum age, as his body now continuously renews itself. If he chose Iron Body style, he gains Regeneration 10 instead.
Regeneration....and immunity for non-lethal.....o dear. Is it like normal regen? If not, it is like a immortal tank. I hit you...nothing happens. Imo, it seems a bit of a overkill combination for this sort of class. At least, my dm went ape**** when a player asked for a Troll-blooded warforged juggernaut. Might depend on the dm though. :P

Quote:
Spell-like Kata (Sp)
Just a small note here, maybe change full level for casterlevel to half lvl.
Just to keep in line with other "hybrids" and such. And seeing there are a fair amount of buffs and none are blasting spells, this shouldn't be a too big of a nerf.

Hope I helped a bit with this ^^

Way
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Old 06-23-2012, 09:20 AM   Top  -  End  -  #18
Veklim
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Default Re: [3.5 Base Class] PEACH, The Open Palm (Critical Rebuild)

Quote:
Originally Posted by WaylanderX View Post
Well hi there, guess I'll be the first in a long time to PEACH this class.
Long indeed, 1 prototype and 2 models down the line and I've been starting to think it's been pointless! Thankyou very much for the PEACH, you've highlighted a few good points.


Quote:
I feel that 6 Kata/round is a bit much, also because Kata has charges based per encounter and most Kata last longer then 1 round. From a player point of view, I can understand that it could become a bit much to be able to fire 6 abilities in 1 round. Personally I would change it to a increase to 2/round at 3rd Dan and 3/round at 5th Dan.
Hadn't paid it much thought, originally the kata/round limit applied to an 'effective kata level' which applied to the SpL-Kata. Needless to say that was silly, so v.1 kept the cost the same, but they only count as 1 of your kata/round now. I think I just forgot to re-address the uses/round as a result. Left it topping out at 4/round, mainly because I've deliberately given them a minor-nova option using action economies. This is part of my endeavour to make them kit-light/free throughout their progression!

Quote:
This seems a bit weak for a level 11 feature, why not make it 20% concealment or strengthen it up a bit (to +4 or something)?
For the Fighting Style 7 you could pick +50% concealment then for example.
Just my personal opinion though.
Looking back on it, I agree actually. 20/50% concealment it is!

Quote:
On level 18, you get 2d6, which is already 2 die....How does that work, since it clearly says 2 instead of 1. Maybe change it into "Double" or add a static die.
Good catch, fixed. Now reads 'double dice', which is a reasonable compensation for limited flurry and a relatively static fighting style.

Quote:
Regeneration....and immunity for non-lethal.....o dear. Is it like normal regen? If not, it is like a immortal tank. I hit you...nothing happens. Imo, it seems a bit of a overkill combination for this sort of class. At least, my dm went ape**** when a player asked for a Troll-blooded warforged juggernaut. Might depend on the dm though. :P
Oooops.... Should have been Fast Healing (now fixed), I ALWAYS get that wrong when I'm writing stuff up.

Quote:
Just a small note here, maybe change full level for casterlevel to half lvl.
Just to keep in line with other "hybrids" and such. And seeing there are a fair amount of buffs and none are blasting spells, this shouldn't be a too big of a nerf.
Changed, but as a result have made changes to their caster level checks for the Dispel range in SpL-Kata. They now make a Perform (Kata) check with a -10 penalty instead of a caster level check (no penalty for Greater Dispel). Think that's OK on the balance front? I want it to be an effective option for them, not an incidental '1 in 4'.

Quote:
Hope I helped a bit with this ^^

Way
You did indeed, at least you didn't take one look, say 'Argh!' and run for the hills (the general reaction from my players, who are wary of my 'brew since they got on the wrong side of my Sagacious Defenders!). Even better you gave feedback! I am happy
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