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Old 06-26-2011, 09:35 AM   Top  -  End  -  #1
Chambers
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Default Kuji-Kiri Discipline (CV Ninja as martial discipline)

Kuji-Kiri
The Nine Symbolic Cuts

"Ninja? Bah! Old peasants tales, nothing more."

The Temple of the Nine Swords was not the only place where martial disciplines were taught. There have been other schools and teachers that practice different styles and different methods of spreading their tradition. Lesser known schools may be part of a local cultural heritage or be a fighting technique that simply never gained serious recognition. The art of Kuji-Kiri is none of those, as the knowledge of it's technique's was considered illegal in the country of it's origin. Developed for the sole purpose of silent assassination, the users of this fighting method were killed wherever the government found them. The discipline went underground and silently removed itself from the eyes of the world, while the government claimed that the fighters were dead, that the shadow warriors died centuries ago.

The ninja wouldn't have it any other way.

Forced to practice their forbidden art in secrecy and silence, the followers of the nine symbolic cuts that is Kuji-Kiri kept out of public awareness, though they did not stop their killing. The government continues to deny the existence of the ninja and the ninja continue to creep through the night, delivering silent death.

The Kuji-Kiri discipline's associated skill is Sleight of Hand, as the practioners seek to master the hand movements that allow them to break the bonds of natural world. The associated weapons of the Kuji-Kiri discipline are the hand crossbow, blow gun, kama, kukri, nunchaku, sai, short bow, short sword, shuriken, and siangham. Many of the associated weapons are exotic weapons and when a martial adept initiates a Kuji-Kiri maneuver with an exotic weapon for which he does not have the Exotic Wepaon Proficiency feat, he does not take the -4 penalty for non-proficiency. This only applies when using a Kuji-Kiri exotic weapon with a Kuji-Kiri maneuver.

As the Kuji-Kiri discipline was not taught at the Temple of the Nine Swords it is rare to encounter martial adepts outside the shadow tradition that are even aware of the discipline. Only Swordsages can start with Kuji-Kiri as one of their disciplines known. Swordsages must give up one of their known discplines in order to gain access to Kuji-Kiri. A swordsage that starts with the Kuji-Kiri discipline gains Sleight of Hand as a Swordsage class skill.

Other martial adepts, including Swordsages that did not start with knowledge of the Kuji-Kiri discipline, must be taught the secrets of the discpline by a follower of Kuji-Kiri. The teacher must have knowledge of 5th level Kuji-Kiri maneuvers and the training requires a month to complete. Afterwards the martial adept may learn Kuji-Kiri maneuvers normally, including replacing known maneuvers with different maneuvers.
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Last edited by Chambers : 06-26-2011 at 09:37 AM.
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Old 06-26-2011, 09:36 AM   Top  -  End  -  #2
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Maneuver List

1st Level
Silencing Tactic (Boost) Next attack silences target.
Ki Dodge (Counter) 50% miss chance against one attack.
Light as a Feather (Stance) Climb faster and jump higher.
Sudden Strike (Strike) Deal +2d6 damage +1/initiator level.

2nd Level
Deadly Dose (Boost) Apply poison as swift action.
Ghost Step (Counter) Avoid attack, turn invisible until start of your turn.
Stunning Blow (Strike) Deal +2d6 damage, attack stuns creature.

3rd Level
Ghost Hand Feint (Boost) Use Sleight of Hand to feint in combat.
Ghost Sight (Stance) See invisible/ethereal creatures, ignore concealment.
Hypnotic Gestures (Counter) Confuse one attacker.
Pain Touch (Strike) Strength damage, attack nauseates creature.

4th Level
Call the Shadows (Boost) Hide in Plain Sight for 1 round.
Greater Ki Dodge (Counter) Avoid attack, turn ethereal until start of your turn.
Improved Sudden Strike (Strike) Deal +6d6 damage +1/initiator level.

5th Level
Ghost Touch (Boost) Attack ethereal creatures normally.
Empty Hand (Counter) Deflect arrows and other projectiles.
Speed of Darkness (Stance) Bonus to speed, fast stealth.
Crippling Fear (Strike) +4d6 damage, Attack causes creature to cower.

6th Level
Knife in the Back (Strike) Deal +10d6 damage, creature flat-footed for 1 round.
Reflected Shadows (Counter) Avoid attack, create shadow duplicates.
Vanish (Boost) Turn ethereal until end of your turn.

7th Level
Greater Ghost Step (Boost) Gain superior invisibility.
Easy Target (Counter) Attack foe with quick strike.
Fade Into Shadows (Strike) Deal +12d6 damage, move your speed and hide in plain sight.

8th Level
No Mind (Counter) Defeat scrying attempts.
Ghost Walk (Stance) Become ethereal, move faster.
Cut the Heart Strings (Strike) Deal +14d6 damage, attack deals Constitution damage.

9th Level
Burst of Shadows (Counter) Avoid attack, discorporate and create shadow duplicates that attack.
Final Lesson (Strike) Deal +20d6 damage, creature must save versus death.
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Old 06-26-2011, 09:37 AM   Top  -  End  -  #3
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Stances
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Strikes
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Counters
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Boosts
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Last edited by Chambers : 06-26-2011 at 04:54 PM.
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Old 06-26-2011, 09:45 AM   Top  -  End  -  #4
Shadow Lord
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Isn't normal that there is only one Ninth level maneuver?
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Old 06-26-2011, 09:53 AM   Top  -  End  -  #5
Chambers
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Yep. Don't see why there couldn't be more than one though.
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Old 06-26-2011, 10:37 AM   Top  -  End  -  #6
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

I really like the idea of doing this, nice work!

Light as a Feather stance is a bit strong, perhaps the bonus to tumble et al should only be 1/initiator level?
Silencing tactics is also quite strong I thought, as it's very easy to get insane skill modifiers.
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Old 06-26-2011, 12:21 PM   Top  -  End  -  #7
Chambers
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Quote:
Originally Posted by Mayhem View Post
I really like the idea of doing this, nice work!

Light as a Feather stance is a bit strong, perhaps the bonus to tumble et al should only be 1/initiator level?
Silencing tactics is also quite strong I thought, as it's very easy to get insane skill modifiers.
I'll add a fort save to negate the silence.

The movement skill bonuses aren't really a balance issue as a simple fly spell provides better mobility.
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Old 06-26-2011, 12:26 PM   Top  -  End  -  #8
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Age of Warriors precedent recommends a charge of 1,000 XPs for adding a discipline at a later time above the normal count for a class (and even then I THINK it has to be listed as associated with that class).
Any particular reason you bucked the first?
I really have no idea about the second... we (meaning the AoW team, which you would be welcome to join) may need to clarify that.

Sorting the maneuvers by type is... a good experiment, it will be interesting to see if people like it (I will reserve my own opinions at this time so as not to bias the results).
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Last edited by DracoDei : 06-26-2011 at 12:28 PM.
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Old 06-26-2011, 12:27 PM   Top  -  End  -  #9
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Ghost Walk seems a little strong for something usable once per encounter. Maybe cut the duration or force concentration checks?
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Old 06-26-2011, 12:44 PM   Top  -  End  -  #10
Chambers
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

I dropped the XP cost because I think its unnecessary. Casters don't pay xp to learn spells, why should warriors pay xp to learn a discipline? Also, saw no reason to prevent warblades or crusaders from learning it.

Ghost walk is a stance, so not sure what you mean.
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Old 06-26-2011, 01:57 PM   Top  -  End  -  #11
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

crap, misread that one.

but yeah, i see your point. I should probably test it before i criticize.
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Old 06-26-2011, 02:05 PM   Top  -  End  -  #12
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Quote:
Originally Posted by Chambers View Post
I dropped the XP cost because I think its unnecessary. Casters don't pay xp to learn spells, why should warriors pay xp to learn a discipline?
Well, clerics get their whole list (may count against me...), sorcerers support my point, they have to spend a FEAT to exceed their spells known (a feat that rapidly goes stale), and wizards have to pay GPs and can fail their Spellcraft checks (trivial problems at higher levels, not so much at lower levels, but 1,000 XPs get less and less valuable at higher levels.).
Quote:
Originally Posted by Chambers View Post
Also, saw no reason to prevent warblades or crusaders from learning it.
Well, since you are basically giving it away for free (minus some fluff that I suspect many GMs will ignore, especially in backstory when designing higher level characters...)
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Old 06-26-2011, 03:15 PM   Top  -  End  -  #13
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

I guess my main reason was that gaining it later is something that has to be worked out with the DM anyway, so i'd leave any mechanical requirements up to them. And as you said, 1000xp isn't much when you get to higher levels, so why have it there in the first place? At lower levels when it matters its just putting the warrior even farther behind the casters on the power curve, which is something to be avoided.

Edit:

Also, as to why I grouped the maneuvers into their different categories instead of listing them by level, I decided that having two listings by level was redundant. There's already a list of the maneuvers by level in the second post. Arranging them by classification provides another way of searching and finding the maneuvers. I know that I've been frustrated sometimes when I want to find just the boosts, or just the counters, and it strains my eyes scanning everything to find it.

So there's two methods of presenting the maneuvers - by level and by classification.
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Last edited by Chambers : 06-26-2011 at 08:33 PM.
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Old 06-27-2011, 05:46 AM   Top  -  End  -  #14
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

The reason why we require a discipline be associated with a class is so that we don't inadvertently allow martial initiates to learn disciplines that clearly goes against their flavor. If we were to allow people to learn any of the NEW discipline with so little restriction, why restrict what they can learn from the original schools then? That's why we require associations. Having said that, I don't think we managed to establish what every discipline association is. A general rule of thumb is that if the fluff of the discipline feels interchangeable with an existing one or is close enough to an existing one, it is associated. So, Crusaders can learn White Raven, but also it's counterpart Scarlet Bravura. (Although, to be honest, I'm beginning to think that we could just drop the rule and put in it's place a "at GM's discretion" clause)

As for 1000 xp, I felt it was a simple solution. You're right, at high levels it makes very little difference, but it's a point of concession there. Initially, we toyed with the idea of spending a feat. But we felt that was too expensive.

However, giving it away free also means that every new character will start off with not the pre-selected 3-6, but all 20+ disciplines that have been archived. This action is as much for the GM to have less of a headache, as it is to make sure that if a player REALLY wants to learn it, he has to make spend a token cost. It also represents an attempt to unify the narrative and mechanical aspects of people requiring extra dedication to learn something new. (But not so much that you take a new class)

Plus, there is already a precedent for this in the "Quintessential Monk Guide", where PCs can learn new powers by spending XP.

Of course, we could make the requirement more stringent and charge the player XP based on level. (i.e. 1000 * martial initiator level, which really rewards early adaption)

This discipline actually could fit very well in the AoW project, if Chambers is so inclined. If this discipline WERE to be added to the AoW project, it would fall under the same learning rule.
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Old 06-27-2011, 06:55 AM   Top  -  End  -  #15
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Quote:
The reason why we require a discipline be associated with a class is so that we don't inadvertently allow martial initiates to learn disciplines that clearly goes against their flavor. If we were to allow people to learn any of the NEW discipline with so little restriction, why restrict what they can learn from the original schools then? That's why we require associations.
The classes can learn disciplines that "go against their flavor". Warblades & Swordsages can learn Devoted Spirit (Eternal Blade), Crusaders & Warblades can learn Desert Wind (Jade Phoenix Mage), Crusaders can learn Shadow Hand (Ruby Knight Vindicator), and anyone can learn any maneuver (Martial Knowledge & Master of Nine). All this non-thematic discipline learning happens around the mid-levels (6-10), which is approaching the point where someone could get trained by someone that knows 5th level maneuvers.

While it's clear that the classes have thematic differences, it's also evident that the classes aren't restricted to those themes. I think that's pretty clear here, with Shadow Hand Crusaders and Devoted Spirit Warblades.

To anticipate your argument that those are Prestige Classes or Feats (in other words some kind of mechanical cost), yeah, that's true. But why do we have to keep it that way? As I mentioned earlier, having the ability to add a discipline at higher levels is only hurting that warrior by placing him possiblye back a level (if you spend the 1,000xp at the wrong time).

I want to make it clear that it's not my intention for PC's to go willy-nilly and grab every single discipline that they can simply because there's no mechanical cost. Take what's appropriate for the character, work with the DM whenever acquiring a discipline, and lets not let mechanical burdens get in the way.

Quote:
However, giving it away free also means that every new character will start off with not the pre-selected 3-6, but all 20+ disciplines that have been archived.
I don't understand how the character would have 20+ disciplines as each homebrew discipline added takes the place of one of the regular disciplines (so there's no net change in the number of disciplines known). AoW may do it differently, but check my OP: "Only Swordsages can start with Kuji-Kiri as one of their disciplines known. Swordsages must give up one of their known discplines in order to gain access to Kuji-Kiri."

Quote:
This action is as much for the GM to have less of a headache, as it is to make sure that if a player REALLY wants to learn it, he has to make spend a token cost.
Right now the token cost is in a month of down-time. For some games that's important, other's not. Again, I think it's best to leave it up to the DM, but I'm fine with no mechanical requirements, because they're not gaining something in addition to what they already know; they're are gaining something to replace what they alread know.

Quote:
This discipline actually could fit very well in the AoW project, if Chambers is so inclined. If this discipline WERE to be added to the AoW project, it would fall under the same learning rule.
This is weird. Are you talking to me or about me? In either way, I'd love to be linked from the list of Disciplines on the first page, I use the AoW post all the time. However, I'm not adding any XP or mechanical requirements.

Edit:

Clarification. I don't think the different disciplines is the major thing separating the classes; there's enough overlap in which are given to starting classes, and given how classes can get disciplines they didnt start with, that the one special discipline that each has isn't the main source of their flavor.

I think the main flavor or theme for the classes comes from how many maneuvers they know/readied and their recovery mechanic. The crusader is divinely inspired, the swordsage is like a mage, and the warblade gets his power from martial training. The particular disciplines aren't that important as long as if fits the theme of the character being developed (a divinely inspired assassin [crusader shadow hand] or a warrior with elemental fire powers [desert sun warblade]).
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Last edited by Chambers : 06-27-2011 at 08:03 AM.
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Old 06-27-2011, 09:56 AM   Top  -  End  -  #16
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Quote:
Originally Posted by Chambers View Post
The classes can learn disciplines that "go against their flavor". Warblades & Swordsages can learn Devoted Spirit (Eternal Blade), Crusaders & Warblades can learn Desert Wind (Jade Phoenix Mage), Crusaders can learn Shadow Hand (Ruby Knight Vindicator), and anyone can learn any maneuver (Martial Knowledge & Master of Nine). All this non-thematic discipline learning happens around the mid-levels (6-10), which is approaching the point where someone could get trained by someone that knows 5th level maneuvers.

While it's clear that the classes have thematic differences, it's also evident that the classes aren't restricted to those themes. I think that's pretty clear here, with Shadow Hand Crusaders and Devoted Spirit Warblades.
I can't chime in on the rest of this, for the most part, but I can offer my opinion on this. There IS some precedent for 'universal' disciplines that each of the classes can take, that being Stone Dragon. If Kuji-Kiri is meant to be a 'universal' discipline then that's cool I suppose, but it doesn't really feel like one.

To discuss your example, there's a big difference between 'the classes aren't restricted to those themes' and 'they have a cost'. To use Shadow Hand Crusaders and Devoted Spirit Warblades, they have to expend significant resources to gain access to those disciplines. Martial Study/Stance can, at most, give a character three manuevers and one stance from a discipline that they can't normally take. Meanwhile, taking RKV or Eternal Blade is an example of devoting one's self to a new path. A Warblade that stops taking levels in Eternal Blade can't keep getting Devoted Spirit maneuvers unless he spends feats on Martial Study or starts taking Crusader class levels.

On the reverse side, a Crusader can't continue to gain Shadow Hand maneuvers if he/she stops taking levels in a class that grants access to that discipline except by using feats. So classes ARE kinda bound thematically to the disciplines they're associated with, cause to gain access to more requires a change in the theme of the character. Master of the Nine being the obvious exception, it's MEANT to allow access to all 9, that's the entire draw of it.
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Old 06-27-2011, 10:46 AM   Top  -  End  -  #17
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Chambers, I'm just trying to explain my rationale.

Anyway, what I meant by the discipline learning rule is just a standard thing. you don't need to modify your post. I'm just saying that we apply the rule across the board for ease.

And Callos pretty said what I wanted to say much better.
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Old 06-27-2011, 11:54 AM   Top  -  End  -  #18
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Sorry for being a bit defensive.

Because access to disciplines is a mutable thing, I'm not too worried about letting characters have easier access to this discipline. While the initially restricted disciplines do add to the flavor of each class, I see the core of the class identity being how they use maneuvers (recovery mechanic, etc). And there is a nod to class restricted disciplines here (only swordsages can start with it), but I wanted to open it up for the other classes because I could see the other martial adepts also training in this style; it just wouldn't be intuitive or part if their normal training.

Also, on comments/critiques on the mechanics of the maneuvers?
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Old 06-27-2011, 12:02 PM   Top  -  End  -  #19
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Quote:
Originally Posted by Chambers View Post
This is weird. Are you talking to me or about me? In either way, I'd love to be linked from the list of Disciplines on the first page,
What he meant is when we are writing up the fluff for the project, or constructing the wiki, can we use this discipline?

EDIT: It also means potentially mixing it into such things as the Master of Ones (We have two classes by that name last I checked), Ruby Knight Vindicator, and so on and so forth. I mention these because they are crunch, not fluff.
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Last edited by DracoDei : 06-27-2011 at 12:22 PM.
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Old 06-27-2011, 12:37 PM   Top  -  End  -  #20
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Quote:
Originally Posted by DracoDei View Post
What he meant is when we are writing up the fluff for the project, or constructing the wiki, can we use this discipline?

EDIT: It also means potentially mixing it into such things as the Master of Ones (We have two classes by that name last I checked), Ruby Knight Vindicator, and so on and so forth. I mention these because they are crunch, not fluff.
Oh, yeah. That'd be cool.

It should mix fine. At its heart its still just another discipline, so if it didn't play well with prestige classes and the like that'd be a problem.
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Old 06-27-2011, 01:08 PM   Top  -  End  -  #21
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Oh, yeah. That'd be cool.
Thank you!
Quote:
Originally Posted by Chambers View Post
It should mix fine. At its heart its still just another discipline, so if it didn't play well with prestige classes and the like that'd be a problem.
Short version:
A pair of feats (the tactical one, and the one that is the prerequisite for that, would be helpful). We can then work on THIS little problem (always a tough nut to crack for a discipline, but frequently worth it), which I THINK is still part of AoW.

Long version:
Actually, it may or may not mix with certain of the items I mentioned, but if it doesn't it either won't be a problem or just the way the cookie crumbles.
An example of "Not Actually A Problem":
The RKV variants pair up gods with disciplines, although more than one god COULD use the same discipline in theory (we managed to avoid it so far).

Examples of the second focus around The Master of One prestige classes to my knowledge:
By ErrantX - Requires the non-tactical feat.
By PairO'Dice Lost - Requires the tactical feat (and by extension, if one follows tradition, the non-tactical feat as well) PLUS a custom designed class ability for people who focus on your discipline AND a separate custom designed class feature for someone who wants to be able to defeat people who use your discipline. We MAY be able to copy paste from Shadow-Hand or something.
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Old 06-27-2011, 09:04 PM   Top  -  End  -  #22
elliott20
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Default Re: Kuji-Kiri Discipline (CV Ninja as martial discipline)

Sorry Chambers, as you can see, I'm not the most effective communicator at times, mostly due to the fact that in terms of raw knowledge, I think the other members of the AoW team pretty much blows me out of the water.

Anyway, I'm going to take a closer look at the discipline to see if I can give any meaningful feedback on the mechanics themselves. At a first glance, it looks pretty good, barring the absence of the feats.
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