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  1. - Top - End - #1
    Ogre in the Playground
     
    Lord Tataraus's Avatar

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    Default Avatar Martial Artist - Balancing only, post new styles in the other thread

    In the Water, Earth, Fire and Air [Bending system & Base Classes] thread, it was determined to make new Martial Artist classes. So, that is what this thread is for (so as not to derail the other thread).

    Martial Artist
    Hit Dice: d8
    Class Skills: Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex)
    Skill Points at Each Level: 6 + int modifier

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +2
    |
    +2
    |
    +0
    |Unarmed Strike, Ki pool, AC Bonus, Style

    2nd|
    +2
    |
    +3
    |
    +3
    |
    +0
    |Weapon Strike, Bonus Feat, Style

    3rd|
    +3
    |
    +3
    |
    +3
    |
    +1
    |Bonus Feat, Style

    4th|
    +4
    |
    +4
    |
    +4
    |
    +1
    |Style

    5th|
    +5
    |
    +4
    |
    +4
    |
    +1
    |Style

    6th|
    +6/+1
    |
    +5
    |
    +5
    |
    +2
    |Bonus Feat, Style

    7th|
    +7/+2
    |
    +5
    |
    +5
    |
    +2
    |Style

    8th|
    +8/+3
    |
    +6
    |
    +6
    |
    +2
    |Style

    9th|
    +9/+4
    |
    +6
    |
    +6
    |
    +3
    |Style

    10th|
    +10/+5
    |
    +7
    |
    +7
    |
    +3
    |Style

    11th|
    +11/+6/+1
    |
    +7
    |
    +7
    |
    +3
    |Style

    12th|
    +12/+7/+2
    |
    +8
    |
    +8
    |
    +4
    |Style

    13th|
    +13/+8/+3
    |
    +8
    |
    +8
    |
    +4
    |Style

    14th|
    +14/+9/+4
    |
    +9
    |
    +9
    |
    +4
    |Style

    15th|
    +15/+10/+5
    |
    +9
    |
    +9
    |
    +5
    |Style

    16th|
    +16/11/+6/+1
    |
    +10
    |
    +10
    |
    +5
    |Style

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +10
    |
    +5
    |Style

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +11
    |
    +6
    |Style

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +11
    |
    +6
    |Style

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +12
    |
    +6
    |Style[/table]

    Styles: At each level of Martial Artist she may advance one level in any one of the styles (Dragon Scholar, Hawk-Eye Sniper, Mantis Blade Fencer, Mountain Protector, Ocean Sentinel, Tiger Blade, Wind Warrior[see below]). For example, a Martial Artist may choose to advance the Wind Warrior style for her first three levels, gaining the first abilities of the first three levels of Wind Warrior, then decides to take two levels of Mountain Protector, gaining the abilities of the first two levels of Mountain Protector. A Martial Artist is free to switch between styles as much as she likes. A short summray of the styles:
    • Dragon Scholar - A Warrior who favors straight swords and is taught to strike true and hard, trained to emulate fire. They are scholars as much as warriors, holding intelligence above all else, including strength. They are master tacticians.
    • Hawk-Eye Sniper - An archer who is a master at picking out targets far away and making incredibly accurate shots. They embody the sharp eye and quick precision of the hawk. They are well known for making many quick shots following a sniping shot that failed to bring down its target.
    • Mantis Blade Fencer - A warrior who embodies the patience and quick jabs of the mantis. These warriors are well trained in the art of counter attacks and parrying. Their greatest weapon is their patience.
    • Mountain Protector - A warrior who favors large, powerful weapons such as the axe. They embody the strength and resilence of the earth, being able to absorb deadly blows as well as giving them. They are the most powerful, yet lack mobility, preferring to stand strong in one place and let their enemies come to them.
    • Ocean Sentinel - A warrior who favors spears and quick weapons for the purpose of counter attacking. They are the greatest counter attackers, preferring to trick their opponents into attacking them so they can make numerous hits against them, embodying the relentlessness of the ocean. These warriors are not afraid to be hit and see scars as a sign of a great master.
    • Tiger Blade - A warrior who favors smaller, dual-wielded slashing weapons and fierce attacks. They train to embody the fierce slashing of the tiger's attacks, preferring to charge their opponents and slash out with many attacks. They are the most fierce, rash, and bloodthirsty.
    • Wind Warrior - A warrior of mobility who favors dexterous weapons and quarterstaves especially. They embody the quick movement of the air and are always dodging and leaping out of the way of attacks and then lashing out with a quick spurt of numerous attacks before dodging back again into defense.

    Unarmed Strike: A Martial Artist gains Improved Unarmed Strike as a bonus feat and deals 1d4 damage when using an unarmed strike (for a medium creature). All style levels stack to determine when unarmed damage increases. The increases are as follows: 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d6. The damage does not increase passed 3d6.

    AC Bonus: While a Martial Artist is wearing no more than light armor and have no more than light encumbrance, she may add your wisdom modifier to AC. This bonus applies to both touch and flat-footed AC. Additionally, a Martial Artist gains a defense bonus that increases her AC. These bonuses stack.

    Ki Pool: A Martial Artist has a Ki pool with a number of points equal to 1/2 her class level plus her wisdom modifier. These points can be spent each encounter to execute a technique and are refreshed after every encounter.

    Weapon Strike: A Martial Artist may deal damage with a class weapon equal to her unarmed strike damage. Additionally, a Martial Artist may take fighter-only feats as if she had fighter level equal to her Martial Artist levels.

    Wind Warrior
    {table=head]Level|Special|Defense Bonus

    1st|Flurry of Blows|
    +4

    2nd|Acrobatics, Evasion|
    +4

    3rd|Fast Movement, Swift Step|
    +5

    4th|Uncanny Dodge, Unarmed Damage Increase|
    +5

    5th|Sway in the Wind (+2)|
    +5

    6th|Fury of the Wind|
    +6

    7th|Improved Flurry of Blows|
    +6

    8th|Improved Uncanny Dodge, Unarmed Damage Increase|
    +6

    9th|Fast Movement|
    +7

    10th|Lift of the Gale, Improved Evasion|
    +7

    11th|Improved Swift Step|
    +7

    12th|Sway in the Wind (+4), Unarmed Damage Increase|
    +8

    13th|-|
    +8

    14th|Greater Flurry of Blows|
    +8

    15th|Fast Movement|
    +9

    16th|Unarmed Damage Increase|
    +9

    17th|Sway in the Wind (immediate action)|
    +9

    18th|Fast Movement|
    +10

    19th|Greater Swift Step|
    +10

    20th|Master of the Breeze, Sway in the Wind (+6)|
    +10

    [/table]

    Weapon and Armor Proficiency: Wind Warriors are proficient with the Quarterstaff, War Fan, Light Crossbow, Javelin, Spear, Longspear, and Short Spear as well as her unarmed strikes. Wind Warriors are not proficient in any armor or shields.

    Flurry of Blows: Whenever a Wind Warrior makes a standard action attack, she may make one extra attack at a -5 penalty. Whenever a Wind Warrior makes a full-round attack, she may make an extra attack at a -2 penalty. A Wind Warrior must expend 1 Ki point to use this ability.

    Acrobatics: A Wind Warrior may add her wisdom modifier as a bonus to all tumble, jump, and balance checks

    Fast Movement: A Wind Warrior moves as fast as the wind to stay out of harm's way. A Wind Warrior gains a +10ft bonus to her base land speed. This bonus increase to +20ft 9th level, +30ft at 15th level and +40ft at 18th level.

    Swift Step: A Wind Warrior can expend 1 Ki point to instantly take a 5 foot step that provokes an attack of opportunity. This ability may be used as an immediate action, but not more than once per round.

    Sway in the Wind: A Wind Warrior can increase her defenses by moving too fast for others to hit her. By taking a move action, a Wind Warrior may spend a number of Ki points up to her wisdom modifier, granting her a +2 dodge bonus to AC per point spent until the end of her next turn. This bonus increase to +4 at 12th level and +6 at 20th level. At 17th level a Wind Warrior can instead activate this technique by taking an immediate action, though she must take a move action on her next turn to recover.

    Fury of the Wind: At the end of a charge, if the Wind Warrior moved at least up to her base land speed, she may make a full-round attack. A Wind Warrior must expend 1 Ki point to use this ability.

    Improved Flurry of Blows: The penalty for the extra attack in a standard action is reduced to -2 and the penalty is removed for a full round action. Additionally, you may make one more extra attack at a -5 and -2 on a standard action attack and full-round attack respectively. A Wind Warrior must expend 1 Ki point to use this ability.

    Lift of the Gale: A Wind Warrior is always considered to have a running start on all jump checks.

    Improved Swift Step: A Wind Warrior can expend 1 Ki point to instantly take up to two 5 foot steps which provoke attacks of opportunity. This ability may be used as an immediate action, but not more than once per round.

    Greater Flurry of Blows: The penalty for the first extra attack in a standard action is removed. The penalty of the second extra attack in a standard action is reduced to -2 and removed for a full-round attack. Additionally, you may make one more extra attack at a -5 and -2 on a standard action attack and full-round attack respectively. A Wind Warrior must expend 1 Ki point to use this ability.

    Greater Swift Step: A Wind Warrior can expend 1 Ki point to instantly take up to three 5 foot steps which provoke attacks of opportunity. This ability may be used as an immediate action, but not more than once per round.

    Master of the Breeze: A Wind Warrior who has mastered her style is a paragon of dexterous and flowing attacks and dodges. A Wind Warrior may resolve her attacks with class weapons and unarmed strikes as touch attacks. A Wind Warrior must spend 1 Ki point per attack to use this ability.

  2. - Top - End - #2
    Barbarian in the Playground
     
    Hazkali's Avatar

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    Default Re: Avatar Martial Artist

    Check here to get a better way of tabling up your class. At the moment, it looks like a weaker version of the Monk, which is not a power level you should particularly be aiming for...

  3. - Top - End - #3
    Ogre in the Playground
     
    Attilargh's Avatar

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    Default Re: Avatar Martial Artist

    I'll start sketching up my mobile lightweight hitter with specialised training, then. Fighting styles will contain a mix of numerical bonuses, feats and class features that will probably get shamelessly stolen off from other classes. I ran out of ideas toward the end, so any ideas regarding additional class abilities are welcome.

    Names are hard to make up. Therefore, the nameless class that is still very much work in progress:

    [class name here]

    Alignment – Any

    Hit Die - d8

    Class Skills - Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Jump, Knowledge (arcana), Knowledge (Bending Arts), Knowledge (History), Knowledge (Local), Knowledge (Religion), Listen, Move Silently, Perform, Sleight of Hand, Spot, Swim, Tumble and Use Rope
    Skill Points at 1st Level – (4 + Int modifier) x4
    Skill Points at Each Additional Level - (4 + Int modifier)

    [class name here]
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +2
    |
    +2
    |AC Bonus, Unarmed Strike, Fighting Style

    2nd|
    +2
    |
    +0
    |
    +3
    |
    +3
    |Uncanny Dodge, Fast Movement (+10 ft.)

    3rd|
    +3
    |
    +1
    |
    +3
    |
    +3
    |Evasion

    4th|
    +4
    |
    +1
    |
    +4
    |
    +4
    | Fighting Style

    5th|
    +5
    |
    +1
    |
    +4
    |
    +4
    | Spring Attack

    6th|
    +6/+1
    |
    +2
    |
    +5
    |
    +5
    |

    7th|
    +7/+2
    |
    +2
    |
    +5
    |
    +5
    | Improved Uncanny dodge

    8th|
    +8/+3
    |
    +2
    |
    +6
    |
    +6
    | Fighting Style

    9th|
    +9/+4
    |
    +3
    |
    +6
    |
    +6
    | Acrobatic Charge

    10th|
    +10/+5
    |
    +3
    |
    +7
    |
    +7
    | Pounce

    11th|
    +11/+6/+1
    |
    +3
    |
    +7
    |
    +7
    |

    12th|
    +12/+7/+2
    |
    +4
    |
    +8
    |
    +8
    | Fighting Style

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

    14th|
    +14/+9/+4
    |
    +4
    |
    +9
    |
    +9
    |

    15th|
    +15/+10/+5
    |
    +5
    |
    +9
    |
    +9
    | Blind Fight

    16th|
    +16/+11/+6/+1
    |
    +5
    |
    +10
    |
    +10
    | Fighting Style

    17th|
    +17/+12/+7/+2
    |
    +5
    |
    +10
    |
    +10
    |

    18th|
    +18/+13/+8/+3
    |
    +6
    |
    +11
    |
    +11
    |

    19th|
    +19/+14/+9/+4
    |
    +6
    |
    +11
    |
    +11
    |

    20th|
    +20/+15/+10/+5
    |
    +6
    |
    +12
    |
    +12
    |Fighting Style[/table]

    Class Features

    Weapon and Armour Proficiency: The [class name here] is proficient with all simple and martial weapons, one exotic weapon of her choice and light armour, but not with shields.

    AC Bonus (Ex): When wearing light or no armour and unencumbered, the [class name here] adds her Wisdom bonus (if any) to her AC.

    This bonus to AC applies even against touch attacks or when the [class name here] is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor heavier than light or when she carries a medium or heavy load.

    Unarmed Strike: At 1st level, a [class name here] gains Improved Unarmed Strike as a bonus feat. This class feature is identical to that of the Monk. When attacking with a weapon she is proficient with, the [insert class here] can deal her unarmed damage instead of her weapon damage. The damage type and any special materials or properties of the weapon are unaffected, but its critical multiplier and threat range are changed to match those of [class name here]'s unarmed strike.

    Fighting Style: At first level, a [class name here] must choose a fighting style. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

    [Styles under construction]

  4. - Top - End - #4
    Ogre in the Playground
     
    Lord Tataraus's Avatar

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    Default Re: Avatar Martial Artist

    Hawk-Eye Sniper
    {table=head]Level|Special|Defense Bonus

    1st|Aimed Shot, Weapon Focus|
    +3

    2nd|Rapid Shot|
    +3

    3rd|Multi-Weapon Mastery, Evasion|
    +4

    4th|True Shot, Unarmed Damage Increase|
    +4

    5th|Ranged Mastery, Weapon Specialization|
    +4

    6th|Manyshot|
    +5

    7th|Defensive Archer|
    +5

    8th|Weapon Mastery, Unarmed Damage Increase|
    +5

    9th|Focused Shot|
    +6

    10th|Improved Defensive Archer|
    +6

    11th|Swift Shot|
    +7

    12th|Improved Evasion, Unarmed Damage Increase|
    +7

    13th|Improved Swift Shot|
    +7

    14th|Doom Shot|
    +7

    15th|-|
    +8

    16th|Improved Focused Shot, Unarmed Damage Increase|
    +8

    17th|Greater Swift Shot|
    +8

    18th|Hawk Strike|
    +9

    19th|Deadly Missile|
    +9

    20th|Master of the Horizon, Unarmed Damage Increase|
    +9

    [/table]

    Proficiencies: All simple and martial ranged weapons (i.e. those with a listed range increment) and one exotic ranged weapon. Light and Medium armor and bucklers.

    Aimed Shot: At 1st level, whenever you take a full round action to make a single attack with a ranged weapon, you get a bonus to that attack equal to ˝ your class level rounded down (minimum of 1). A Hawk-Eye Sniper must spend 1 ki point to use this ability.

    Weapon Focus: You gain Weapon Focus as a bonus feat in any one ranged weapon at 1st level.

    Rapid Shot: You gain Rapid Shot as a bonus feat at 2nd level.

    Multi-Weapon Mastery: At 3rd level you gain the ability to switch specialization of weapons for more flexibility. By spending 1 hour practicing with the new weapon, you may change all weapon-specific feats such as weapon focus from one weapon to apply to the new one.

    True Shot: At 4th level, whenever you take a full round action to make a single attack with a ranged weapon, you may add you dexterity modifier to the damage. This is in addition to any extra damage due to strength such as with a thrown weapon or composite bow.

    Ranged Mastery: At 5th level, whenever you take a full-round action to make a single attack with a ranged weapon, penalties due to range increments are halved. Thus when attacking from 2 range increments away you only take a -1 to the attack. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

    Weapon Specialization: You gain Weapon Specialization as a bonus feat at 4th level with the weapon you choose for weapon focus at first level.

    Manyshot: You gain Manyshot as a bonus feat at 6th level, except you may apply this feat to thrown weapons and slings.

    Defensive Archer: At 7th level, you may make attacks of opportunity with a ranged weapon and does not provoke attacks of opportunity when using a ranged weapon while threatened. In addition, if you have a ranged weapon that cannot make melee attacks (such as with a bow or crossbow) you may make melee attacks with it at no penalty, it is considered a club for all purposes and you are proficient with it.

    Weapon Mastery: You gain Ranged Weapon Mastery as a bonus feat at 8th level with the damage type of the weapon you choose for weapon focus at first level.

    Focused Shot: At 9th level you may choose to subtract a number from your attack with a ranged weapon that is no more than your base attack bonus to gain a bonus to damage equal to that number.

    Improved Defensive Archer: At 10th level, you are considered to threaten all squares within 15ft when wielding a ranged weapon with a range increment of at least 15 feet.

    Swift Shot: At 11th level, you may make a ranged attack as a swift action with a -5 penalty to the attack. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

    Improved Swift Shot: At 13th level, your Swift Shot improves so that the attack only suffers a -2 penalty. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

    Doom Shot: At 14th level, whenever you take a full round action to make a single ranged attack and it hits, the target make a Fortitude save DC 10 + ˝ your class level + your dexterity modifier or take double damage. Creatures immune to critical hits do not take double damage. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

    Improved Focused Shot: At 16th level whenever you use your focused shot ability, double the bonus damage gained.

    Greater Swift Shot: At 17th level, your Swift Shot improves so that there is no penalty to the attack. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

    Hawk Strike: At 18th level, you may use your Swift Shot ability as a free action by spending an additional 1 Ki point.

    Deadly Missile: At 19th level, your ranged weapons are considered one size larger for determining damage and are considered adamantine for overcoming damage reduction and dealing damage to objects. A Hawk-Eye Sniper must spend 1 ki point to use this ability amd it lasts for wisdom modifier rounds.

    Master of the Horizon: At 20th level whenever you take a full-round action to make a single attack with a ranged weapon, you may ignore all penalties from range increments and increase the range increment of ranged weapons by 25%. If you have the Far Shot feat, instead double the range increment. This increase applies after the increase from Ranged Weapon Mastery. A Hawk-Eye Sniper must spend 1 ki point to use this ability.

  5. - Top - End - #5
    Ogre in the Playground
     
    Lord Tataraus's Avatar

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    Default Re: Avatar Martial Artist

    Ocean Sentinel
    {table=head]Level|Special|Defense Bonus

    1st|Tide Strike|
    +3

    2nd|Combat Reflexes|
    +3

    3rd|Evasion|
    +4

    4th|Unarmed Damage Increase|
    +4

    5th|Wave Strike|
    +4

    6th|Uncanny Dodge|
    +5

    7th|Fight with the Tides|
    +5

    8th|Flow with the Tides, Unarmed Damage Increase|
    +5

    9th|Greater Tide Strike|
    +6

    10th|Improved Uncanny Dodge|
    +6

    11th|Crushing Wave Strike|
    +7

    12th|Improved Evasion, Unarmed Damage Increase|
    +7

    13th|-|
    +7

    14th|Improved Flow with the Tides|
    +7

    15th|Undertow Counter|
    +8

    16th|Unarmed Damage Increase|
    +8

    17th|Fluid Offense|
    +8

    18th|False Breach|
    +9

    19th|Greater Flow with the Tides|
    +9

    20th|Master of the Seas, Unarmed Damage Increase|
    +9

    [/table]

    Weapon and Armor Proficiency: Ocean Sentinels are proficient with the Dagger, Club, Short Sword, Rapier, Javelin, Spear, Short Spear, Scimitar, and Boomerang as well as her unarmed strikes. Ocean Sentinels are proficient with all light armor and medium armor and no shields.

    Tide Strike: The Ocean's tides are rhythmic and relentless, and the Sentinels reflect that. Whenever an Ocean Sentinel misses an attack by no more than 10, she may make one more attack with the same attack bonus as the missed but with a -4 penalty with a class weapon. An Ocean Sentinel must spend 1 Ki point to use this ability.

    Combat Reflexes: An Ocean Sentinel gains Combat Reflexes as a bonus feat. The Ocean Sentinel is not limited on the number of attacks of opportunity she may make against each opponent. If the Ocean Sentinel already has Combat Reflexes, she instead may add her wisdom modifier to her dexterity modifier for determining the number of attacks of opportunity she may make per turn. This bonus stacks with the bonus gained from Dragon Scholar.

    Wave Strike: Ocean Sentinels learn from the ocean that when one wave pushing you done, more come to keep you down. Whenever an Ocean Sentinel hits an opponent with an attack of opportunity, she may make an extra attack at the same attack bonus but with a -4 penalty with a class weapon. An Ocean Sentinel must spend 2 Ki point to use this ability.

    Fight with the Tides: Whenever a person resists the ocean, the ocean pushes harder, and so do the Sentinels. Whenever an Ocean Sentinel is hit by an attack of opportunity, she may take an attack of opportunity against that opponent with a class weapon. An Ocean Sentinel must spend 1 Ki point to use this ability.

    Flow with the Tides: An Ocean Sentinel realizes that every attack brings a counter, but like the tide she can flow with the strike to avoid damage. Whenever an Ocean Sentinel is hit by a targeted attack, she may make a reflect save with a DC equal to the damage dealt +10. If she succeeds, the Ocean Sentinel only takes half damage. This reduced damage only includes the weapon damage and any ability score modifiers added to the damage. An Ocean Sentinel must spend 1 Ki point to use this ability. Evasion and Improved Evasion do not apply to this ability.

    Undertow Counter: While the waves crash against their opponents, the current undertow pulls them down, the Ocean Sentinels strive to do the same. Whenever an Ocean Sentinel misses an attack of opportunity, she may make an immediate attack with her off-hand class weapon, shield or unarmed strike at the same attack bonus +4. An Ocean Sentinel must spend 1 Ki point to use this ability.

    Greater Tide Strike: An Ocean Sentinel may use her Tide Strike ability with an attack that missed by no more than 15.

    Crushing Wave Strike: The ocean is relentless in punishing those who oppose her, as do the Sentinels. An Ocean Sentinel choose to add a number to any attack with a class weapon before the attack is made that is no greater than her class level. If she does so, the Ocean Sentinel's attack provokes a free attack of opportunity from her target who receives the same bonus to his attack.

    Improved Flow with the Tides: Whenever an Ocean Sentinel uses the Flow with the Tides ability, the reflex save DC is equal to the damage dealt +5.

    Fluid Offense: The Ocean is a fluid body that is ever moving and nothing can ignore it; the Ocean Sentinels attempt to emulate that fluidity. Whenever an opponent enters a square an Ocean Sentinel threatens, she may take an attack of opportunity against that opponent with a class weapon. If an opponent tumbles attempts to tumble into a square threatened by an Ocean Sentinel, the tumble DC is increased by 10.

    False Breach: When the ocean is contained, it will lash out in greater fury, as does the Ocean Sentinel. An Ocean Sentinel may take a standard action to provoke an attack of opportunity from every opponent who threatens her. If she does so, all attacks of opportunity made against those opponents this round do not count against her normal limit.

    Greater Flow with the Tides: Whenever an Ocean Sentinel uses the Flow with the Tides ability, the reflex save DC is equal to the damage dealt.

    Master of the Seas: An Ocean Sentinel who has mastered her style is a paragon of of relentless attacks and superior counters and counter-counters. An Ocean Sentinel gains a +4 bonus against all attacks of opportunity and may chose to provoke an attack of opportunity with any action. Additionally, by spending 3 Ki points, an Ocean Sentinel may take up to two attacks of opportunity with a class weapon against any opponent that misses her with an attack.

  6. - Top - End - #6
    Ogre in the Playground
     
    Lord Tataraus's Avatar

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    Mountain Protector
    {table=head]Level|Special|Defense Bonus

    1st|Decisive Strike, Unarmed Damage Increase|
    +3

    2nd|Solid Stance +1d4|
    +3

    3rd|Crushing Blow|
    +4

    4th|Solid Stance +2d4, Unarmed Damage Increase|
    +4

    5th|Body of Rock (1/-)|
    +4

    6th|Solid Stance +3d4|
    +5

    7th|Reach of the Mountain (5ft), Unarmed Damage Increase|
    +5

    8th|Solid Stance +4d4|
    +5

    9th|Body of Rock (2/-)|
    +6

    10th|Solid Stance +5d4, Unarmed Damage Increase|
    +6

    11th|Tremendous Blow|
    +6

    12th|Solid Stance +6d4|
    +7

    13th|Body of Rock (3/-), Unarmed Damage Increase|
    +7

    14th|Solid Stance +7d4|
    +7

    15th|Improved Tremendous Blow|
    +8

    16th|Solid Stance +8d4, Unarmed Damage Increase]|
    +8

    17th|Body of Rock (4/-)|
    +8

    18th|Solid Stance +9d4|
    +9

    19th|Body of Rock (5/-)|
    +9

    20th|Solid Stance +10d4, Master of the Mountain, Unarmed Damage Increase|
    +9

    [/table]

    Weapon and Armor Proficiency: Mountain Protectors are proficient with the Light Mace, Heavy Mace, Light Crossbow, Light Hammer, Warhammer, Naginata and Greataxe as well as her unarmed strikes. Mountain Protectors are proficient with all light, medium and heavy armors and all shields except tower shields.

    Decisive Strike: A Mountain Protector learns to hit very hard, attempting to drop an opponent as fast as possible. A Mountain Protector may take a -2 penalty on her attack roll to deal double her weapon damage on a successful hit. This only applies to the first attack each round and all other attacks take a -2 penalty as well. A Mountain Protector must spend 1 Ki point to use this ability.

    Solid Stance +Xd4: A Mountain Protector is the embodiment of a solid rock, unmoving and impenetrable. If a Mountain Protector does not move this turn and chooses to become flat-footed, she may deal an extra +Xd4 damage with her class weapons once per round. A Mountain Protector must expend 1 Ki point to use this ability.

    Crushing Blow: A Mountain Protector backs every blow with tremendous weight, causing great damage. A Mountain Protector may add her constitution modifier to any damage dealt by her class weapons. A Mountain Protector must expend 1 Ki point to use this ability and it lasts for a number of rounds equal to her wisdom modifier.

    Body of Rock: A Mountain Protector knows that her power is in absorbing blows, taking no real damage, just like a rock. As long as a Mountain Protector does not move more than 5 feet in this turn, she gains DR1/-. A Mountain Protector must expend 1 Ki point to use this ability and it lasts for a number of rounds equal to her wisdom modifier. At 9th level the damage reduction becomes DR2/-, at 13th level the damage reduction becomes DR3/-, at 17th level the damage reduction becomes DR4/-, and at 19th level the damage reduction becomes DR5/-.

    Reach of the Mountain: A Mountain Protector's attack style involves as little moving as possible, but to offset the disadvantage against more maneuverable opponents, the Mountain Protector learns how to reach out and strike hard to reach opponents. The Mountain Protector may increase her reach by 5 feet for one round. A Mountain Protector must spend 1 Ki point to use this ability.

    Tremendous Blow: A Mountain Protector puts deadly offense far above her defense. Before making an attack roll, a Mountain Protector may choose to subtract a number from her AC to gain that amount in bonus damage on all her attacks this turn. A Mountain Protector must spend 1 Ki point to use this ability.

    Improved Tremendous Blow: When using the Tremendous Blow ability, a Mountain Protector gains twice the subtracted number in bonus damage.

    Master of the Mountain: A Mountain Protector who has mastered her style is a paragon of solid strikes and defense, absorbing damage and dealing more than she takes. A Mountain Protector may drop her land speed down to 0 feet to gain DR8/-, a +8 bonus to resist being pushed or tripped and all attacks are considered to be effected by the Solid Stance ability at no cost. If the Mountain Protector would move at least 5 feet, this effect ends immediately. A Mountain Protector must expend 3 Ki point to use this ability and it lasts for a number of rounds equal to her wisdom modifier.

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    Dragon Scholar
    {table=head]Level|Special|Defense Bonus

    1st|Warrior Scholar, Precise Strike +1d6, Unarmed Damage Increase|
    +4

    2nd|Combat Reflexes|
    +4

    3rd|Flame Form, Insightful Strike|
    +5

    4th|Scholar's Mettle|
    +5

    5th|Precise Strike +2d6, Unarmed Damage Increase|
    +5

    6th|Cunning Strike|
    +6

    7th|Clever Footing|
    +6

    8th|Flame Form, Unarmed Damage Increase|
    +6

    9th|Precise Strike +3d6|
    +7

    10th|Press the Advantage|
    +7

    11th|Cunning Dodge|
    +7

    12th|Tactical Reflexes, Unarmed Damage Increase|
    +8

    13th|Flame Form, Precise Strike +4d6|
    +8

    14th|-|
    +8

    15th|Relentless Flame|
    +9

    16th|Unarmed Damage Increase|
    +9

    17th|Precise Strike +5d6|
    +9

    18th|Flame Form|
    +10

    19th|Searing Blade|
    +10

    20th|Flame Form, Master of the Dragon's Flame, Unarmed Damage Increase|
    +10

    [/table]

    Weapon and Armor Proficiency: Dragon Scholars are proficient with the Dagger, Light Crossbow, Short Sword, Longsword, Scimitar, and Glaive as well as her unarmed strikes. Dragon Scholars are proficient with all light armor and no shields.

    Warrior Scholar: A Dragon Scholar holds intelligence everything else, and the style follows from that creed. A Dragon Scholar may use her intelligence instead of wisdom for all class abilities.

    Precise Strike +Xd6: Whenever a Dragon Scholar makes a single attack with a melee weapon including an unarmed strike in one turn she may deal an extra Xd6 damage. This damage does not apply to creatures immune to critical hits, but does apply to sunder attempts. A use of this ability forgoes the first attack of opportunity the Dragon Scholar would otherwise make this round.

    Combat Reflexes: A Dragon Scholar gains Combat Reflexes as a bonus feat. If the Dragon Scholar already has Combat Reflexes, she instead may add her intelligence modifier to her dexterity modifier for determining the number of attacks of opportunity she may make per turn. This bonus stacks with the bonus gained from Ocean Sentinel, though Warrior Scholar does not apply to the Ocean Sentinel ability in this case.

    Flame Form: A Dragon Scholar is taught the power and precision of fire and uses those teaches to execute unique maneuvers. At 3rd level and then again at 8th, 13th, 18th, and 20th level, a Dragon Scholar gains one of the following maneuvers which can be used as a standard action by expending 1 Ki point.

    • Lunging Flame - A Dragon Scholar can make a single attack with a class weapon or unarmed strike as if it had reach. If the Dragon Scholar uses a glaive with this form, she instead doubles the reach instead. This form may be used to augment any other form unless otherwise noted.
    • Dancing Fire - The Dragon Scholar uses the erratic movement of fire to confuse her opponent, making him easier to hit. The Dragon Scholar makes a single melee attack against an opponent's flat-footed AC. If the attack hits, the opponent becomes flat-footed until the beginning of the Dragon Scholar's next turn. This form cannot be used with the Lunging Flame form.
    • Shower of Sparks - A Dragon Scholar may only use this form with a Dagger, Short Sword or unarmed strike. The Dragon Scholar makes numerous, weak hits against an opponent to cause great injury, just as many small sparks do. The Dragon Scholar makes a single melee attack against an opponent. If that attack hits, decrease the attack roll by -2. If the reduced roll still hits the opponent, continue reducing the attack roll until it misses. The opponent takes damage as if hit by one attack but also takes an extra +1d4 damage per extra hit. This form cannot be used with the Lunging Flame form.
    • Tongue of Fire - A Dragon Scholar embodies the ferocity and power of fire in one single thrust or cut to cause severe damage to her opponent. The Dragon Scholar makes a single attack roll against an opponent. If the attack hits, the opponent is dealt 2 temporary constitution damage. This damage is recovered after a number of rounds equal to the Dragon Scholar's intelligence modifier.
    • Dragon's Swath - A Dragon Scholar learns to cut is a viscous circular motion, hitting multiple opponents at once. The Dragon Scholar makes a single attack roll to hit every opponent within reach. This form may only be taken at level 8 or higher.
    • White Fire Strike - A Dragon Scholar learns that the white fire, though only a tiny flame, is the most powerful of all. The Dragon Scholar uses this knowledge to know how to strike true and deal the most damage in many situations. The Dragon Scholar makes a single attack against an opponent, resolve the attack normally except that the weapon damage is maximized. This form may only be taken at level 8 or higher.
    • Raging Inferno - A Dragon Scholar realizes the danger of a raging fire and uses it power in dire circumstances. A Dragon Scholar gains a bonus to her strength equal to her intelligence modifier for a number of rounds equal to half her class level. After that duration has ended, the Dragon Scholar must make a DC15 fortitude save or become fatigued.
    • Fearsome Flames - A Dragon Scholar knows the power of fire better than most, and knows the fear it can cause. A Dragon Scholar makes a single attack against an opponent, if the attack hits the Dragon Scholar may then make an intimidate check. All enemies within 30ft of the target must make a will save or become shaken, the opponent hit must make a will save. If the target succeeds he becomes shaken, otherwise he becomes frightened.


    Insightful Strike: A Dragon Scholar study a great amount to increase his knowledge of the most vulnerable areas to hit. A Dragon Scholar may add his intelligence modifier to all attack rolls made with class weapons.

    Scholar's Mettle: A Dragon Scholar focuses equally on strength of body and mind, granting her a knowledge that helps to resist the supernatural. A Dragon Scholar may add her intelligence modifier to all will saves.

    Cunning Strike: A Dragon Scholar focuses on making precise strike to deal the most damage, waiting for the best opportunity to hit. If a Dragon Scholar makes a single attack as a full-round action, she may add her intelligence modifier as a bonus to damage.

    Clever Footing: A Dragon Scholar knows the power of good footing and measured movement, using his knowledge to his advantage and against his opponent. Whenever a Dragon Scholar provokes an attack of opportunity, she may spend 1 Ki point to gain a bonus to AC against all attacks of opportunity made against her this turn equal to her intelligence modifier.

    Press the Advantage: A Dragon Scholar knows that the fire is relentless, always attacking and reaching out at its opponents, so too does the Dragon Scholar. A Dragon Scholar may forgo a move action to follow an opponent on the opponent's next turn. The Dragon Scholar cannot move farther than she could during the move action she gave up. While using this ability, the Dragon Scholar may spend 1 Ki point for every five feet moved to make an attack of opportunity. These attacks do not count against the normal number of attacks of opportunity the Dragon Scholar can make.

    Cunning Dodge: A Dragon Scholar studies his opponent hard while engaging him, and uses this knowledge to predict every blow. A Dragon Scholar may spend 1 Ki point to gain a bonus equal to his intelligence modifier against a single opponent for 24 hours. A Dragon Scholar may use this ability as a swift action against the first target and as a move action against every target thereafter for the encounter. A Dragon Scholar may only target a number of opponents equal to one fourth his class level rounded down.

    Tactical Reflexes: A Dragon Scholar may add her intelligence modifier to her dexterity modifier when determining the number of attacks of opportunity she can make in a turn according to the Combat Reflexes feat.

    Relentless Flame: A Dragon Scholar increases her maneuverability to stay with quick foes, wearing them down and outlasting them just like a great fire. When using the Press the Advantage ability, the Dragon Scholar may move up to twice the movement she could have made in the move action she gave up. Additionally, if the opponent does not move more than five feet during her turn, the Dragon Scholar may spend 1 Ki point to make a free attack of opportunity against that opponent.

    Searing Blade: A Dragon Scholar learns who to add the most power to her thrusts and cuts, dealing more damage then normal. A Dragon Scholar may add one and a half her strength modifier when wielding a class weapon in one hand or twice her strength modifier when wielding a non-light weapon in two hands.

    Master of the Dragon's Flame: A Dragon Scholar who has mastered her style is a paragon of precise and hard-hitting attacks as well as cunning tactics. A Dragon Scholar learns the final technique of harnessing the great strength of the Dragon as well as its precise aim with its fiery breath to make deadly attacks. A Dragon Scholar may make any one attack that hits a critical hit as if she had rolled a natural 20. If the critical hit is confirmed, resolve the critical hit as normal except increase the multiplier by one step (i.e. a x2 would become a x3). Alternately, the Dragon Scholar can choose to deal 60 damage instead of all the damage that would normally be multiplied (for example, an attack that normally deals 2d10+6 str +3 int +5d6 precise strike would deal 60+5d6 damage). A Dragon Scholar must spend 2 Ki points to use this ability.

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    Default Re: Avatar Martial Artist

    I have a question of the ki pool, is it refreshed after every encounter? or is the maneuvers? I'd really hope it's the ki pool.

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    Default Re: Avatar Martial Artist

    Quote Originally Posted by Lord Tataraus View Post
    And Attilargh, personally, I think we need 4 specific classes, though they can be very close.
    And, obviously, I don't. I don't personally think there need to be nation-specific martial arts on top of the element-specific bending arts, so I'm doing something different. Not saying you're wrong, mind, I'm just presenting a different point of view.

    Anyway, critique:

    I don't personally like Flurry of Blows very much. As it stands, the Air Nomad is a really mobile class that... Has to stand still to execute its main combat maneuver. [reads the ability again] Wait. That's not Flurry of Blows. That actually looks pretty decent.

    Swift Step. Kinda cool, but I don't think it works very well as an immediate action. When fighting a single opponent, you could negate every charge and every full attack the opponent throws at you just by saying "I take a step back" just as they're beginning to attack. Swoosh, our of reach. Sorry mr. Fighter, better luck next turn.

    Improved Flurry of Blows: It's "respectively", unless you meant that you have to be really polite when making the attacks.

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    Default Re: Avatar Martial Artist

    Instead of 4 different nation-specific martial artist classes or one generic martial artist, why not have a martial artist with many choices for abilities so the player can, in effect, create their own style of fighting without having to adhere to 'all martial artist act like this' and 'fire nation martial artists can only do this'. As we've seen with Sokka, the masters of these techniques seem to be quite above the war that divides the nations and are apparently willing to educate those their respective states would call enemies, meaning that a region-specific practice need not really only be available to people from that region.
    Avatar by Linguini


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    Default Re: Avatar Martial Artist

    Actually, if you look through the wiki on the bending classes and their respective martial arts styles, you can see that different benders (even among the same nation) can have different martial arts styles that their skills are based on. (Toph being the primary example of this.)
    However, for the most part the benders share a martial arts style.
    You can find the styles that represent each element here.

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    The reason I proposed something like nation specific martial arts, is that while Fighters can easily be part of Avatar, fighting and the martial arts are something quite refined in Avatar. In fact the benders or the "casters" as it were are about as tough as monks, not wizards; practicing specific styles which all boil down to prominent Chinese styles. I would suppose that each nation has it's own fighting style, different enough from each other that you can't really just chunk it into something like fighter, after all, since technically benders are just as able to punch you in the gut too. I would probably like to have styles based of nation philosophies, while all retaining it all in one class. Oh yeah, I'd like a capstone ability for the Air Martial Artist.
    Last edited by Ceiling009; 2007-10-28 at 01:53 PM.

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    Okay... so I'm sufficiently humbled. I'm inclined to say that separate martial arts paths are not such a bad idea after all. My only real complaint is: no level 20 ability for Air Martial Artist. A capstone ability, I personally feel anyway, is necessary.

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    Quote Originally Posted by ErrantX View Post
    Okay... so I'm sufficiently humbled. I'm inclined to say that separate martial arts paths are not such a bad idea after all. My only real complaint is: no level 20 ability for Air Martial Artist. A capstone ability, I personally feel anyway, is necessary.

    -X
    Yes it is and I want to get a capstone ability soon. Unfortunately, I have fully decided on it yet. Also, I'm thinking of renaming the martial artist classes to be less nation specific, but still hold to their element. I think each style can be found in each nation, but maybe less so than the "correct" style. I don't know how to reflect that exactly, but the Air, Water, Fire, and Earth tags seem to prevent others from taking them. I do want to say that I did consider having one class, but then decided it would seem too thrown together and each style would not be unique enough, just like how you can't have one bending class and each element be a style of it.

    Edit: Forgot the Ki pool question so...the pool is refreshed after each encounter, the technique can be used any number of times as long as you have the points to spend. As for the power of Swift Step, it does negate a lot of attacks, but would it be useless if it provoked AoOs?

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    Default Re: Avatar Martial Artist

    If I were to make martial arts based on the Avatar, I'd make 3 completely different classes based on the 4 martial arts used and the style of the 4 nations.

    Fire would be similar to a scout or rogue with lots of bonus damage and Flurry of blows. Avatar's Fire is fast and almost completely aggressive.

    Air would be similar to a barbarian with reverse rage (+CON and DEX, -AB). His defense would raise and offense would be narrowed to mainly disarms, trips, and bull rushes. Avatar's Air is unpredictable and almost completely defensive.

    Water would be similar to something?? A duelist with some riposte ability.

    Earth would resemble a dwarven defender with smite anything. Avatar's earth is rigid and strong on offense and defense
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    It's kinda interesting, the Benders don't really get wisdom AC bonuses, but then again most of them tend to be ranged, while these guys should probably less glass jaws, and more like ceramic... What are these guys (at least the one) proficiencies with weapons and armor?

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    Quote Originally Posted by Ceiling009 View Post
    It's kinda interesting, the Benders don't really get wisdom AC bonuses, but then again most of them tend to be ranged, while these guys should probably less glass jaws, and more like ceramic... What are these guys (at least the one) proficiencies with weapons and armor?
    I knew I forgot something, I've put the proficiencies in as well as the Weapon Strike ability (though I need a better name for it). And I've made the Swift Step provoke AoOs, but you could use it to move forward to make an AoO yourself!

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    I've been mauling over the capstone ability for the Air Martial Artist for awhile now, but finally decided to post it. I'll post it here as well:

    Master of the Breeze: An Air Martial Artist who has mastered her style is a paragon of dexterous and flowing attacks and dodges. An Air Martial Artist may make all attacks with class weapons and unarmed strikes as touch attacks this turn. An Air Martial Artist must spend 2 Ki points to use this ability.

    It seems a to be quite powerful and is not defensive at all. I might increase the Ki cost. I'll estimate that a 20th level Air Martial Artist has ~31 Ki points in her pool (16 Wisdom base, +6 item, +5 tome, +3 from level up = 32, +11 modifier), though that is a bit generous. So, at maximum you can use this ability only 7 times, but no other abilities, though. Also, I've changed the Unarmed Strike damage progression a bit to be a little less offensive.

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    I think you should reduce it down to 3 ki points. It's a powerful ability, but these characters would be more offensive over all. I would even further venture to say, that it should be reduced to 2. In the setting with the benders, there are no magic items, and I would imagine tomes to be scarce. So now they're left with something like a 22 more or less Wisdom, a +6 mod to their 20 from the class. Actually using your base number, it would be 20, so a +5... make them a force to be reckoned with; cause all in all they're still suffering from MAD.

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    Quote Originally Posted by Ceiling009 View Post
    I think you should reduce it down to 3 ki points. It's a powerful ability, but these characters would be more offensive over all. I would even further venture to say, that it should be reduced to 2. In the setting with the benders, there are no magic items, and I would imagine tomes to be scarce. So now they're left with something like a 22 more or less Wisdom, a +6 mod to their 20 from the class. Actually using your base number, it would be 20, so a +5... make them a force to be reckoned with; cause all in all they're still suffering from MAD.
    Hm, good point. I've lowered it to 2 Ki points.

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    Oh yeah, hey remember disrupt bending? Since this is more less taking the place of both the monk somewhat of the fighter, did you possibly want a feat chain and progression for stunning fist, disrupt bending, and maybe even a kicked up quivering palm?

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    Quote Originally Posted by Ceiling009 View Post
    Oh yeah, hey remember disrupt bending? Since this is more less taking the place of both the monk somewhat of the fighter, did you possibly want a feat chain and progression for stunning fist, disrupt bending, and maybe even a kicked up quivering palm?
    I was thinking of a feat chain for disrupt bending, going off of stunning fist. However, I'm mostly caught up with this project, so if you want to work on that go ahead. Also, look for the Fire Martial Artist, I hope to get that up soon. I haven't decided how exactly to make the Water Martial Artist and the Earth one can wait. This of course, does not mean that the Air Martial Artist is finished at all.

    Edit: The Fire Martial Artist is up. I am thinking of granting Fire Forms a little more often, what do you think?

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    As it stands, I think Stunning Fist should be reworked to have uses of 1 per monk level or 1 per 4 levels of fighter it should work off of Ki Pool...

    Kinda like:
    "You may attempt a stunning attack once a day per 4 levels you have attained, or alternatively you may expend 1 Ki points per attempt."

    It makes it that if a pure fighter, which is not to be ruled out, took stunning fist, it would still work, but these martial artists can definitely use them more than 5 times a day.

    Which then basically follows to Disrupt Bending, its simple and quick solution.

    The only other problem would be the requirements to get it... while a fighter will have enough feats to get it at level 8, Disrupt Bending is only feasible with a standard monk setup... I also think that Stunning Fist should be allowed to be granted to the Martial Artist without needing to fulfill it's prereqs... as a bonus feat at either 2 or 3rd level... I'm sort of weary about it, as it's sort of front loading current class... though actually I could easily see this be part of the Fire Martial Artist class...

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    I really like these write-ups and as I said before, I am definitely in my "I was wrong" place. Great job here, your unarmed damage progressions and defense bonuses are decent (I'm assuming you're bundling in the class defense bonus with these?) Lord Tataraus. Here are my reviews and critiques, starting with Air Style.

    Sway in the Wind is too strong. If you have a 16 Wisdom, you could spend 3 Ki to gain +12 AC? That's craziness. I'd say either drop that bonus to +2 or 1 Ki point to double your Wisdom-to-AC bonus. Also, I'd suggest that it only work when the Air Martial Artist uses partial or full defense actions.

    Master of the Breeze would work better in my mind if you spent 1 Ki to resolve each individual attack as a touch attack as opposed to 2 Ki for all the attacks. But good idea overall for the capstone.

    One nit-pick and several critiques I have on Fire Style:

    Weapon Strike: A Fire Martial Artist can deal damage with a class weapon she equal to her unarmed strike damage. An Air Martial Artist must expend 1 Ki point to use this ability and it lasts for a number of rounds equal to her intelligence modifier.
    Precise Strike should mention that it can only be used in a single standard attack action and not on a full attack action.

    The Fire Form Lunging Sparks is just too complicated. It has if/then statements in it. Not sure what to do to fix it.

    Insightful Strike applies to weapon damage or on the to-hit roll? Or both? It looks like to-hit rolls, you may want to reword it.

    Cunning Dodge is neat, worthwhile if you're hunting down a fleeing target.

    Tactical reflexes is also very neat, I like it!

    Make a note in Master the Dragon's Flame that it cannot be combined with White Fire Strike, I think that would be too broken. Also, make note that in Master the Dragon's Flame that a successful attack roll must be made to consider the damage as a critical hit. Otherwise, you're getting free, no roll necessary critical hit.

    Also, Searing Blade is just too strong. Just too strong, x4 is way too strong. I'd suggest making it when wielded in one hand, he may add x1.5 Strength modifier and two-handed x2. Also make any of the weapon-compatible abilities work on Fire Style weapons only. It's not specifically mentioned in most of them, and I feel that it should be.

    My comments on Earth Style, of which I have a few:

    I think that monk-like AC bonus should never derive from Constitution unless it's like a natural armor bonus, because Con is already an amazingly good stat to have high anyway (especially with that d12 hit die!). I understand why you wrote it that way, but any smart player is going to abuse the heck out of it. I'd suggest Wisdom for all of them, or Wisdom for Water and Earth and Int for Fire and Air for monk-like AC bonus.

    Also, I would change Solid Stance to require Ki expenditure and have it more like a dwarven defender's defensive stance. You spend Ki, plant your feet and you cannot move while it is in effect. This ability is very strong, I can't however think of anything to make it more reasonable in my mind without nerfing it completely. I may have to ponder on this. Maybe only one attack per round can be augmented with this ability?

    Crushing Blow should change to either Wisdom or double Strength mod as using Constitution seems too focused. It makes it so that you only need one stat to be good and that's never a good thing for game balance.

    The DR is too high, simply put. Way too high. Barbarians only get 5/- by level 20. Use a progression more like that, advance it at 1/- at each of those level spots and just make effective at all times to balance out that you're no longer spending Ki.

    Reach of the Mountain is a little far fetched, in striking 15ft out. I'm trying to imagine that. I'd suggest just keeping it 10ft reach and call it a day.

    Master of the Mountain is just... whoah. Too much. Way too much. Drop the bonuses to +6 Str/Con and the player does not move at all. Give him a natural armor bonus equal to his new modified Con score (as his durability makes him harder to injure) and give him an additional +4 to resist being bull rushed or tripped. Duration is fine, as is cost. Just a little too good, even for a level 20 ability. Even my fix I think might be a little strong.

    Otherwise, great stuff man (he says after he picks it all apart). Keep it up, how goes Water Style Martial Arts?

    -X
    Last edited by ErrantX; 2007-10-30 at 12:08 PM.
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  25. - Top - End - #25
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    Default Re: Avatar Martial Artist

    Seriously, these are beautiful classes so far; I especially like the Fire Martial Artist quite a lot. I can definitely tell that the earth one needs some power adjustment, If they get con to AC, it should be natural armor, cause then you could justify the DR they're getting.. though upwards of 20 to 40 DR is a bit much. I could see Body of Rock doing something like DR 1/- + Con Mod, then progressing to DR 5/- + Con Mod; then the capstone doubling that. Since there isn't really a build up to adding str and con... I would probably say that in Master of the Mountain Stance, all attacks while in stance would be solid strikes. Note also that I think solid strike should use ki points as well. and while in capstone all strikes, are solid strikes and do not require ki points.

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    Default Re: Avatar Martial Artist

    Critiques @ Lord Tataraus: Earth Martial Artist's DR is way too strong; Avatar doesn't have casters or magic items so damage output is dropped significantly, and the only thing we've seen that could count as adamantine is Sokka's meteor sword. DR needs a rework in Avatar.
    Fire Martial Artist's Master of the Dragon's Flame is worded kind of strangely, and it also seems too powerful. Again, no magic+no casters=lower damage output; 80 points seems high.
    Air Martial Artist's Sway in the Wind is crazy broken. +4, +8, or +12 to AC for only one Ki point means never getting hit at higher levels, and avoiding most hits at lower levels. Since scout is allowed, Swift Step+Skirmish=free damage and even higher AC.

    Oh, one thing to Attilargh: This looks like another interesting option for Avatar Marital Artists. I'd drop the part about using unarmed damage giving your weapon the same critical/threat range as unarmed strike. Otherwise the only reason to ever use a weapon is to pierce DR, and no one is going to make a weapon focused martial artist.

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    Default Re: Avatar Martial Artist

    Thanks for all the replies
    While in class today, I was malling over the Earth Martial Artist and determined that I needed to nerf it a lot. A Constitution-based class with d12 hit dice as well as high damage is just too much. So, I'm going to drop DR a lot, completely remove all con-based abilities, replacing them with wis. I really wanted a mechanic like Solid Stance is, but it seemed to strong. I considered making it a apply to only one attack, halving the progression, and/or requiring Ki. I've decided to keep the progression as it is, but lessen its use by requiring Ki and only applying to one attack per round. (I'm right with you X).

    You will notice that I have updated Air and Fire Martial Artists with your suggestions. As for White Flame Strike + Master of the Dragon's Flame synergy, I kind of put that in there on purpose, though I am considering increasing Master of the Dragon's Flame to 3 Ki cost for that reason.

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    Default Re: Avatar Martial Artist

    Hm. Interesting concepts here, Tataraus, and completely unlike anything I was going to do, though that isn't necessarily a bad thing. The one thing that really does bother me is the presence of a ki pool. There's been nothing in the show to suggest that martial artists (or just Ty Lee, really, since she's the only unarmed fighter I've noticed in the show) actively channel ki into their abilities, or that they're ever in any danger of running dry. In any case, Weapon Strike and Flurry of Blows should not take up ki points if you choose to keep the mechanic.

    As for the arts themselves: I'm not entirely sure from where you drew the flavor of the fire martial art. Intelligence, forethought, and precision play second fiddle to quantity of attacks, damage, done by attacks, and quick reaction time. Extra damage as a class ability? Great. Precision damage? Not so much. I would say that it definitely requires Flurry of Blows (maybe even the PHB version, though I like yours, too). The use of Intelligence as the primary ability for the fire martial art seems very odd to me, too. Any reason that it shouldn't be Wisdom like everyone else?

    It might be a good idea to give the earth martial artist Decisive Strike, from Iames' monk redux. It seems to fit their "Strength over speed" style, and gives them a nice unarmed trick that doesn't involve Flurry of Blows.

    To be perfectly honest, I'm not really comfortable with making martial arts based on each of the elements, as it makes too much dependent on a character's place of birth. I'm all for making an offensive (fire), defensive (water), light (air), and heavy (earth) martial art; but then there's also sneaky, support, passive, motion-based, quantity-of-attacks-based, one-hit-one-kill arts, and all other types. By looking at Ty Lee, at least, we see that martial arts in the avatar world aren't completely dependent on their nation of origin. I think it would be better if we incorporate the three martial arts you've built so far into a single class, and make the different arts into styles within the class. Class abilities can stay as they are, and you can even keep the styles as they are right now; but making a single class allows for us to add additional and custom styles without needing to homebrew a whole new class. Thoughts?
    Water, Earth, Fire, and Air: Benders of the Avatar world
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  29. - Top - End - #29
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    Default Re: Avatar Martial Artist

    Quote Originally Posted by Eighth_Seraph View Post
    Hm. Interesting concepts here, Tataraus, and completely unlike anything I was going to do, though that isn't necessarily a bad thing. The one thing that really does bother me is the presence of a ki pool. There's been nothing in the show to suggest that martial artists (or just Ty Lee, really, since she's the only unarmed fighter I've noticed in the show) actively channel ki into their abilities, or that they're ever in any danger of running dry. In any case, Weapon Strike and Flurry of Blows should not take up ki points if you choose to keep the mechanic.
    Fair enough. My reasoning for the Ki pool is simple, it is purely to be used as a limiting mechanic for the otherwise extremely powerful abilities and strategic planning. Of course other abilities enhance a Martial Artist's combat ability, so running out of Ki doesn't mean much, but it should last for a good portion of the combat.

    As for the arts themselves: I'm not entirely sure from where you drew the flavor of the fire martial art. Intelligence, forethought, and precision play second fiddle to quantity of attacks, damage, done by attacks, and quick reaction time. Extra damage as a class ability? Great. Precision damage? Not so much. I would say that it definitely requires Flurry of Blows (maybe even the PHB version, though I like yours, too). The use of Intelligence as the primary ability for the fire martial art seems very odd to me, too. Any reason that it shouldn't be Wisdom like everyone else?
    Purely because of my knowledge of Chinese philosophy (not immense, but substantial) and based completely off of the episode Sokka's Master. A warrior such as Sokka's master (I forget his name) is a scholar. A scholar in Chinese society is a paragon of of perfection; highly philosophical, precise, trained extensively in the arts of calligraphy which is in turn the art of landscape painting and poetry. Through out the entire episode, the master constantly talked about tactics and in the end mentioned that skill was not everything. Most of the Fire Forms and other abilities come directly from that episode (which a watched over and over again for this class). I noticed that that each movement, each thrust, was calculated and executed with precision. Thus, the Fire Martial Artist is the tactician.

    It might be a good idea to give the earth martial artist Decisive Strike, from Iames' monk redux. It seems to fit their "Strength over speed" style, and gives them a nice unarmed trick that doesn't involve Flurry of Blows.
    Hm, interesting. I will consider it, but it might be a little too powerful when combine with his other abilities.

    To be perfectly honest, I'm not really comfortable with making martial arts based on each of the elements, as it makes too much dependent on a character's place of birth. I'm all for making an offensive (fire), defensive (water), light (air), and heavy (earth) martial art; but then there's also sneaky, support, passive, motion-based, quantity-of-attacks-based, one-hit-one-kill arts, and all other types. By looking at Ty Lee, at least, we see that martial arts in the avatar world aren't completely dependent on their nation of origin. I think it would be better if we incorporate the three martial arts you've built so far into a single class, and make the different arts into styles within the class. Class abilities can stay as they are, and you can even keep the styles as they are right now; but making a single class allows for us to add additional and custom styles without needing to homebrew a whole new class. Thoughts?
    To be honest, I don't like linking the Martial Artists to the elementals either. At first I was fine with it, but as they developed I am becoming more and more uneasy about it. I see the Kyoshi Warriors as Air Martial Artists and like Sokka's master said, "the way of the sword belongs to no nation." However, I really like the elemental basis and reasoning for each class; its the how "can't live with it, can't live without it". As for the single class idea, the classes are each so different that it just wouldn't work. I did consider it at first, but it would turn out to be three or four different classes stuck to a common template.

    I hope that sufficiently addresses your comments and questions.

  30. - Top - End - #30
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    Default Re: Avatar Martial Artist

    Well an option here is to make the four elemental martial art styles (if you decide that you like my single-class idea), and essentially make them the bending styles minus the bending; so it would really be the martial arts that the bending represents. Then you could add Sokka's master's analytical fighting style in there, along with Ty Lee's chi blockage techniques as a separate style, and all sorts of other goodies. But I definitely hold that a single-class mechanic is the way to go here; and it really wouldn't require too much adaptation of your current mechanic, should you choose to go for it.

    (EDIT)
    As for the single class idea, the classes are each so different that it just wouldn't work. I did consider it at first, but it would turn out to be three or four different classes stuck to a common template.
    I see where you're going here, and I agree that it would be quite obvious that the class itself is little more than a skeleton, while the styles would control almost everything in my preferred system. I don't see this as a problem, since Martial Artist is an astoundingly vague term; and huge variation is to be expected. It's a great deal simpler than making an individual class for each one is all I'm saying. If you want, I could transfer the martial arts you've presented so far into the format I have visualized, so you can see what I'm thinking; or you can just flat-out say 'no' and I'll back down and help you finish your project as is.

    And now I'm going to stop pushing my agenda and allow you to continue building the monk as you think it best.
    Last edited by Eighth_Seraph; 2007-10-30 at 07:04 PM.
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