Post by landamus on Jan 23, 2009 22:52:32 GMT -5
I am trying to make a Martial Artist (anyone got a better name) like those in movies ie Kill Bill, Kung Fu Hustle, or Crouching Tiger, Hidden Dragon. Manga and anime are also a big influence on what I'm trying to create. One manga is especially influential History's Strongest Disciple Kenichi.
The Martial Artist description to come later.
d8 or d10 HD. 4-6 skill points. 3/4 or full BAB. proficient with all martial weapons and all armor. skills: craft, listen, martial lore, profession, search, spot, survival, tumble (others?)
3 Schools of the martial arts can be learned. At appropriate times during the class one can raise a school to another level, but comes at the opportunity cost of the others as one can't raise those at the same time. Similar to the Ranger and their weapon styles, but different in that you choose which of the three to increase and are not stuck with only the single style. Also, there should only be enough points in the 20 levels to max out one school. Another possible idea (or maybe the PC can choose to level up this way) is to have no school maxed but each raised somewhat evenly.
More ideas with the abilities of each school they can improve later on if you continue up farther in that school. One example I'll probably keep for School of Mind is uncanny dodge later improving to imp uncanny dodge if they go higher in the school. Although, I was also debating whether it should just increase at a certain level, but that should probably wait until abilities and levels at which they are gained are finalized.
School of Mind (better names are appreciated, and for abilities as well)
-I would like them to choose whether they want to be a Savant(WIS), Genius(INT), or Determination(needs a better name and i'll explain later) type Martial Artist. This choice will determine what stat gives bonuses on their abilities like their 6th sense
---Determination is the for the MA that doesn't have the genius or intuitive feel for the martial arts, but they get there on their own stamina and strength of will ie Rock Lee (from Naruto) is not smart or intuitive he gets his techniques through hard work and determination and has some kick ass techniques.
------Determination should penalize the abilities of the mind school and then give more bonuses to the other two. Maybe keep some abilities in the mind and lose others. I'm not sure yet, but it helps to write the ideas down.
-Maneuvers and stances possible gained the same way as the crusader, swordsage, or warblade.
---Cap the lvl of maneuvers known and then raise the cap when they increase this school. The logic here is that they can start or gain these at indeterminate levels, but this way they can't immediately have really high maneuvers or be totally screwed with only level 1 maneuvers. Not sure how initiator level will work with that, but that can be figured out later.
---Their type should probably determine banned schools for maneuvers.
-Most MAs seem to have a 6th sense or preternatural awareness. I interpret this as first a senses bonus with their chosen stat giving an unnamed bonus to the skill (not sure if including initiative in that is too powerful), then gaining uncanny dodge, and then eventually after staying in the school for a while imp uncanny dodge
-I don't want to marginalize wearing armor. Being a MA doesn't mean you don't wear armor, but it will interfere with other abilites ie the DR ability in the spirit school. So AC bonus like a monk, but not gaining the Wis bonus to AC or MA lvl=1/2 monk lvl. Other idea none at all.
School of Body
-Probably the pinnacle ability will be a step increase in all current and future Hit Die (max d12, unless it shouldn't and let it go to d20). Their hit points after rolling cannot be less than their hit points before rolling.
-imp unarmed strike or give it to the class for free
---Unarmed damage like a monk or MA lvl=monk lvl-4 (or worse/better)
-flurry and martial flurry
---imp and greater later if they stay in the school
-I like the Ninja's speed ability, but I think it should be tied to Dex not Con. I can understand why it is Con but I like Dex a little more for that ability. Therefore, +5 ft/Dex mod. Should it have the Armor Check penalty apply first that way they can't be in full plate move insanely fast?
School of Spirit
-Cha to saves, Cha to only Will, 1/2 Cha, or remove this ability
-DR/-=Cha mod
---Ok, I think of this like the MA has honed their body perfectly inside and out. They can use their inner energy/ki to soften blows or alter the blows target to an area that will hurt them less.
---The DR will be limited by their martial lore skill divided by 4. No skill check just static or possibly let them take a full round to use a skill check to increase it for a round (2?).
---Another limiter. Light armor reduces by -1, medium by -2, then heavy by -3. Maybe larger not sure. Or even use the armor check penalty instead. Do this because armor alters your movements, gives a false sense of security, can't deflect blows as easily, etc.
---This ability can only be used when aware of their opponent, so no being flat-footed, fighting an invisible foe, etc. A little synergy between the schools would make the decisions harder and it is good to make the PC think about what they need.
-Cha to damage (it was in my notes we'll see what you guys think)
-Ki-sense just thought of it. Can feel the ki or killing intent of a being. What does it do? I'll have to think about for a while. blindsense/tremorsense might be close approximations.
---Would let them fight invisible opponents better and be able to utilize their DR.
Well, that's it for now. We'll see if anyone responds and if I can think of anything else.
The Martial Artist description to come later.
d8 or d10 HD. 4-6 skill points. 3/4 or full BAB. proficient with all martial weapons and all armor. skills: craft, listen, martial lore, profession, search, spot, survival, tumble (others?)
3 Schools of the martial arts can be learned. At appropriate times during the class one can raise a school to another level, but comes at the opportunity cost of the others as one can't raise those at the same time. Similar to the Ranger and their weapon styles, but different in that you choose which of the three to increase and are not stuck with only the single style. Also, there should only be enough points in the 20 levels to max out one school. Another possible idea (or maybe the PC can choose to level up this way) is to have no school maxed but each raised somewhat evenly.
More ideas with the abilities of each school they can improve later on if you continue up farther in that school. One example I'll probably keep for School of Mind is uncanny dodge later improving to imp uncanny dodge if they go higher in the school. Although, I was also debating whether it should just increase at a certain level, but that should probably wait until abilities and levels at which they are gained are finalized.
School of Mind (better names are appreciated, and for abilities as well)
-I would like them to choose whether they want to be a Savant(WIS), Genius(INT), or Determination(needs a better name and i'll explain later) type Martial Artist. This choice will determine what stat gives bonuses on their abilities like their 6th sense
---Determination is the for the MA that doesn't have the genius or intuitive feel for the martial arts, but they get there on their own stamina and strength of will ie Rock Lee (from Naruto) is not smart or intuitive he gets his techniques through hard work and determination and has some kick ass techniques.
------Determination should penalize the abilities of the mind school and then give more bonuses to the other two. Maybe keep some abilities in the mind and lose others. I'm not sure yet, but it helps to write the ideas down.
-Maneuvers and stances possible gained the same way as the crusader, swordsage, or warblade.
---Cap the lvl of maneuvers known and then raise the cap when they increase this school. The logic here is that they can start or gain these at indeterminate levels, but this way they can't immediately have really high maneuvers or be totally screwed with only level 1 maneuvers. Not sure how initiator level will work with that, but that can be figured out later.
---Their type should probably determine banned schools for maneuvers.
-Most MAs seem to have a 6th sense or preternatural awareness. I interpret this as first a senses bonus with their chosen stat giving an unnamed bonus to the skill (not sure if including initiative in that is too powerful), then gaining uncanny dodge, and then eventually after staying in the school for a while imp uncanny dodge
-I don't want to marginalize wearing armor. Being a MA doesn't mean you don't wear armor, but it will interfere with other abilites ie the DR ability in the spirit school. So AC bonus like a monk, but not gaining the Wis bonus to AC or MA lvl=1/2 monk lvl. Other idea none at all.
School of Body
-Probably the pinnacle ability will be a step increase in all current and future Hit Die (max d12, unless it shouldn't and let it go to d20). Their hit points after rolling cannot be less than their hit points before rolling.
-imp unarmed strike or give it to the class for free
---Unarmed damage like a monk or MA lvl=monk lvl-4 (or worse/better)
-flurry and martial flurry
---imp and greater later if they stay in the school
-I like the Ninja's speed ability, but I think it should be tied to Dex not Con. I can understand why it is Con but I like Dex a little more for that ability. Therefore, +5 ft/Dex mod. Should it have the Armor Check penalty apply first that way they can't be in full plate move insanely fast?
School of Spirit
-Cha to saves, Cha to only Will, 1/2 Cha, or remove this ability
-DR/-=Cha mod
---Ok, I think of this like the MA has honed their body perfectly inside and out. They can use their inner energy/ki to soften blows or alter the blows target to an area that will hurt them less.
---The DR will be limited by their martial lore skill divided by 4. No skill check just static or possibly let them take a full round to use a skill check to increase it for a round (2?).
---Another limiter. Light armor reduces by -1, medium by -2, then heavy by -3. Maybe larger not sure. Or even use the armor check penalty instead. Do this because armor alters your movements, gives a false sense of security, can't deflect blows as easily, etc.
---This ability can only be used when aware of their opponent, so no being flat-footed, fighting an invisible foe, etc. A little synergy between the schools would make the decisions harder and it is good to make the PC think about what they need.
-Cha to damage (it was in my notes we'll see what you guys think)
-Ki-sense just thought of it. Can feel the ki or killing intent of a being. What does it do? I'll have to think about for a while. blindsense/tremorsense might be close approximations.
---Would let them fight invisible opponents better and be able to utilize their DR.
Well, that's it for now. We'll see if anyone responds and if I can think of anything else.