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More feats!

Discussion in 'Dungeons & Dragons + Other RPGs' started by Shura, Sep 21, 2003.

  1. Shura Gems: 25/31
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    These are feats designed from my Shura the swordsman stories which you can find in Creativity Surge.

    I found that the core rules did not do a good enough job of fleshing out my idea of Shura the swordsman, hence this, born out of my boredom.

    Note: These are not play-tested, may seem overwhelmingly powerful and are inaccessible to almost every player character. Still these are just for fun. So tell me what you think!

    Here we go!

    **************************************************

    The Sword of Darkness is divided into three Spheres of teachings. The First Sphere: the Sphere of the Sword, which consists of sword techniques and stances. The Second Sphere: the Sphere of the Mind, in which the mental powers of the warrior are drawn upon to sway the course of battle. The Third Sphere: the Sphere of ki, which contains the unorthodox and destructive ways ki can be manipulated and exploited, albeit at great cost to one’s self.

    Follower of Violence (Shura)
    - Privy to the secrets of the Sword of Darkness, you can now access its forbidden skills.
    Benefit: You can acquire feats tagged with (Shura). Upon the acquisition of this feat, select a weapon style from the following list: Single Blade, Dual Blade or Two-handed Blade. All the feats tagged with (Shura) will only apply when that weapon style is used. Only medium-sized one-handed slashing or piercing weapons can be used with the Single and Dual Blade style. Such weapons are now applicable to the Weapon Finesse feat. Only great-swords, full-blades, nodachi (two-handed katana) and halberds can be used with the Two-handed style. Weapon Finesse is not applicable to these weapons. Once selected, the Weapon Style cannot be changed. If your alignment changes to good at any time, you lose all the benefits of any feats tagged with (Shura) and suffer an experience point penalty sufficient to lower your character level by one.
    Normal: No character has access to the Spheres of the Shura Sword.
    Requirements: Non-good alignment, Intelligence 14+
    Race: Human or fiendish.

    Canny Defense (General)
    Benefit: You are now able to add your Intelligence modifier to your AC as a deflection bonus.
    Requirement: Combat Expertise, Weapon Focus and Weapon Specialization

    First Sphere:

    Opening Arc (Shura)
    - The sword of Darkness’s most basic forms set its practitioners apart from lesser warriors.
    Benefit: You get a +1 bonus to all attack rolls made using the selected weapon. This feat stacks with the bonus gained from Weapon Focus.
    Requirements: Weapon Focus, Follower of Violence, Intelligence 14+ and BAB+1

    Pain Crescent (Shura)
    - Traversing further along the path of madness, you learn how to better rend flesh and split sinew.
    Benefit: You get a +2 bonus to all damage rolls using the selected weapon. This feat stacks with the bonus gained from Weapon Specialization.
    Requirements: Opening Edge, Follower of Violence, Weapon Specialization, Intelligence 14+ and BAB+1

    Lamenting Arc (Shura)
    - The gap between the practitioner and lesser warriors is widened, at the expense of one’s humanity.
    Benefit: You get a +3 bonus to all attack rolls made using the selected weapon style. This feat stacks with Weapon Focus but not with Opening Edge.
    Requirements: Opening Edge, Intelligence 15+ and BAB+3

    Agony Crescent (Shura)
    - Blood and death litter your path; your skill has been honed through much slaughter. You become even more proficient in cutting apart your foes.
    Benefit: You get a +4 bonus to all damage rolls using the selected weapon style. This feat stacks with Weapon Specialization, Greater Weapon Specialization but not with Pain’s Crescent.
    Requirements: Pain’s Crescent, Intelligence 15+ and BAB+3
    Special: Must have killed at least forty enemies in battle.

    Crying Arc (Shura)
    - Few can stand against your prowess now, though fewer still can recognize you as human, so deeply rooted in madness you are.
    Benefit: You get a +6 bonus to all attack rolls made using the selected weapon style. This bonus stacks with Weapon Focus and Greater Weapon Focus but not with Lamenting Edge and Opening Edge.
    Requirement: Lamenting Edge, Intelligence 16+ and BAB+12

    Madness Crescent (Shura)
    - Your hands are now indelibly stained with damnation, and so is your soul.
    Benefit: You get a +6 bonus to all damage rolls made using the selected weapon style. This bonus stacks with Weapon Specialization and Greater Weapon Specialization but not with Pain and Agony’s Crescent.
    Requirement: Agony’s Crescent, Intelligence 16+ and BAB+12
    Special: Must have killed at least one hundred foes in battle.

    Howling Arc (Shura)
    - Your prowess grows. Soon, you shall attain the pinnacle of the First Sphere.
    Benefit: You get a +8 bonus to all attack rolls made using the selected weapon style. This bonus stacks with Weapon Focus and Greater Weapon Focus but not with Lamenting, Opening, and Crying Edge. The critical threat range of the weapon is doubled, stacking with the Improved Critical feat.
    Requirement: Crying Edge, Intelligence 17+ and BAB+18

    Blasphemy Crescent (Shura)
    - Your prowess grows. Having embraced your damnation, you become all the stronger for it.
    Benefit: You get a +8 bonus to all damage rolls made using the selected weapon style. This bonus stacks with Weapon Specialization and Greater Weapon Specialization but not with Pain, Agony and Madness’ Crescent.
    Requirement: Madness’ Crescent, Intelligence 17+ and BAB+18
    Special: Must have killed at least three hundred foes in battle.

    Damnation Arc (Shura)
    - You have attained True Mastery of the First Sphere. May the multi-verse tremble in terror.
    Benefit: You get a +10 bonus to all attack rolls made using the selected weapon style. This bonus stacks with Weapon Focus and Greater Weapon Focus. In addition, all the bonuses gained from Lamenting, Opening, Crying and Howling Edge now stacks, together with Damnation Edge. This bonus increases by 1 every time your base attack or epic attack bonus increases.
    Requirement: Howling Edge, BAB 21+.

    Damnation Crescent (Shura)
    - You have attained complete Mastery of the First Sphere. Legion will be the corpses at your feet.
    Benefit: You get a +10 bonus to all damage rolls made using the selected weapon style. This bonus stacks with Weapon Specialization and Greater Weapon Specialization. In addition, all the bonuses gained from Pain, Agony, Madness and Blasphemy Crescents now stack, together with Damnation Crescent. This bonus increases by 1 every time your base attack bonus or epic attack bonus increases.
    Requirement: Blasphemy Crescent, BAB 21+.
    Special: Must have killed at least one thousand foes in battle.



    Second Sphere:

    Defiance (Shura)
    - The basic teachings of the Second Sphere have fortified your mind against any intrusive mental assaults.
    Benefit: You gain a +2 bonus to all WILL saving throws and mental hardness +1. This feat stacks with any and all other bonuses.
    Requirement: Follower of Violence, non-good alignment.
    Special: This feat can be taken many times. The second time it is taken, though, the character must have a power point reserve of at least 1. This requisite is multiplied by five every time this feat is taken thereafter. For example, for Shura to take this feat a fourth time, he must have a power point reserve of at least 25. The bonuses stack each time this feat is taken.

    Absolute Death (Shura)
    - Nothing can withstand your strikes.
    Benefit: As long as you have a power point reserve of 3+, you can add a +3 enhancement bonus to your weapon for purposes of overcoming damage reduction with expenditure of 3 power points. This feat can only be used together with the Psionic Weapon and Deep Impact feats and the enhancement applies to all kinds of damage reduction. It is a free action to activate this feat.
    Requirement: Defiance, Deep Impact and Psionic Weapon
    Special: This feat can be taken many times. The second time it is taken though, the character must have a power point reserve of at least 5. This requisite is multiplied by five for every time this feat is taken thereafter. For example, for Shura to take this feat a third time, he must have a power point reserve of at least 25.

    Fangs of the Heretic (Shura)
    - The minions and servants of godly beings shall fall to your unholy blade.
    Benefit: With the expenditure of 10 power points, your weapon bypasses any damage reduction a celestial or good-aligned outsider and inflicts double damage upon a successful strike. The attack powered by this feat is resolved as a touch attack.
    Requirement: Defiance, power point reserve 10+

    Fangs of the Slayer (Shura)
    - The denizens of hell fear your merciless blade.
    Benefit: As Fangs of the Heretic, except that this feat applies to any fiend or evil-aligned outsider.
    Requirement: Defiance, power point reserve 10+

    Hatred (Shura)
    - Your weapons become nigh unbreakable.
    Benefit: With the expenditure of 2 power points, your weapon gains a +5 bonus to hardness and + 5 to hit-points for that turn.
    Requirement: Defiance, power points reserve 3+.

    Third Sphere:

    Path of Slaughter (Shura)
    - The path of Slaughter beckons and none who fall upon it can escape.
    Benefit: You gain the ability to go into a frenzied rage. This rage functions exactly like the barbarian’s rage ability except that you cannot control when it ends. For every round that the rage continues beyond a number of rounds equal to your constitution modifier, you suffer 3D4 of damage. This represents the bursting of blood vessels and snapping of ligaments and tendons as your body pushes itself beyond the limit. A WILL save of DC15 is required to end the rage.
    Requirement: Follower of Violence, Improved Unarmed Strike.
    Special: This feat can be taken many times. Each time this feat is taken, you gain an extra rage per day. The DC to end the rage increases by +5 each time this feat is taken.

    Anchor of Stone (Shura)
    - You are immovable as an anchor of stone.
    Benefit: By forsaking all your actions for that turn, you gain a +6 bonus to your strength to resist grappling, tripping and bull-rushing attempts. If you are in mid-air, you can use this feat to increase your falling speed by 10.
    Requirement: Follower of Violence

    Shield of Clouds (Shura)
    - The impact of clubs and hammers falls upon you as it does upon a mass of clouds.
    Benefit: By forsaking all your actions for that turn, you gain a +5/- damage resistance to all bludgeoning attacks.
    Requirement: Follower of Violence


    Reversal of River’s Flow (Shura)
    - Your foes will feel the pain of their own strikes as they are reversed upon a river of agony.
    Benefit: Using this feat allows you to add half of all the damage inflicted on you before your turn to your own damage rolls. The activation of this feat is a partial action.
    Requirement: Follower of Violence

    Stroke Across the Void (Shura)
    - Your enemies shall be sliced apart even across a distance.
    Benefit: As a full-round action, you can make a single melee attack at your highest attack bonus across a 10 foot gap. The backlash of doing this inflicts 2D10 damage upon you.
    Requirement: Howling Arc, Path of Slaughter

    Fist of the Forsaken Soul (Shura)
    - The anguish of the Forsaken Soul shall overcome your foes.
    Benefit: Your unarmed attacks cause great pain. Any opponent you strike that can feel pain must make a FORT save (DC 15 + your character level + your wisdom modifier) or suffer 1d4 points of temporary dexterity damage.
    Requirements: Ki strike, Path of Slaughter.

    Shura Messatsu Ranken

    Hundred Blades of Chaos and Genocide (Shura)
    - The dance of madness, the final and most devastating technique of the Sword of Darkness
    Benefit: As a full round action, you may make a full attack against every opponent within five feet. This can be used together with Stroke Across the Void to strike foes up to ten feet away from you. The backlash of using this feat inflicts 4d10 of damage and 2d6 of temporary constitution damage upon you.
    Requirements: Damnation Arc, Damnation Crescent, Whirlwind attack.

    Thousand Blades of Chaos and Genocide (Shura)
    - Armies shall fall cloven in twain, beheaded or eviscerated by the Sword of Darkness.
    Benefit: As Hundred Blades, you may now strike every opponent you threaten. Stroke Across the Void and Absolute Death must be used together with this feat and the formers’ range is increased to twenty feet. Once activated, this feat lasts for two turns and you can move at half speed during then, striking at any foe that comes within range. The backlash is 8d10 of damage and 3d6 of constitution damage.
    Requirements: Damnation Arc, Damnation Crescent, Improved Whirlwind attack, Absolute Death, Stroke across the Void
     
  2. Oaz Gems: 29/31
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    These look okay, but I don't think it's the kind of thing any DM would use in his/her campaign because the feats are so specialized and focused to one campaign setting; the prerequisites are funny too (must have killed over 300 people in battle? How many PCs accomplish that?). Consider placing the (Epic) label on these feats as well; they really, really, exceed the power of official feats, even those in the ELH.

    Perhaps to balance these feats out, you could follow in the same vein as the Book of Vile Darkness (which you undoubtedly own ;) ), and have these feats carry a certain penalty for tapping into darkness/evil power/whatever, such as a loss on Constituion, Wisdom, or Charisma. Sacrifice a portion of your body or soul to gain power in battle.

    I also don't understand why a) these feats apply to humans and fiendish creatures only and b) why some feats require 14/16+ Int. There has been no official precedent for that.

    I imagine the best way to rework this is make this in to a Prestige Class, rather than a multitude of feats.
     
  3. Fabius Maximus Gems: 19/31
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    They look a bit too powerful for my taste. And how can a player count the people which his pc has killed? Draw aup a list? :D


    I had similar thoughts about fighting styles:
    IMO, the should be a feat called Two-Handed-Blades or something. It would be free for fighters and paladins on level 1 and allows them to use all two-handed swords (bastard swords, greatsword, etc.) without penalty. All other classes should suffer a penalty of -4 to -2 to their attack bonus when using these weapons with two hands without the feat.
    The reason for this? In the middle age, two-handed swords were wielded with a certain fighting style that enabled the user to grab the lower (not-sharpend) part of the blade to whirl it around more easily. Just watch Mel Gibson in "Braveheart" using his claymore if you don't know what I mean.

    The prerequisite for this feat is that bastard swords should be considered martial weapons (as should morningstars, for that matter).
     
  4. Shura Gems: 25/31
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    Well, the feats are meant to be very powerful, but extremely self-destructive as well. Hence the odd requirements: bodycount, minumum intelligence, etc. For the more powerful feats, Epic levels are required.

    The Intelligence requisite represents the need for considerable intellectual acuity to comprehend the secrets and techniques of the First Sphere. The race requisite implies that only humans(with their versatility) and fiends(with their prediliction towards evil and madness)can study the techniques of the Three Spheres.

    The bodycount represents the fact that only through killing and more killing can one gain access to the higher echelons of these feat trees.

    In the Shura stories, the Ravagers who have been instructed in swordsmanship by him probably have one of these: Opening Arc, Defiance, Shield of Clouds and rarely, Pain Crescent as a feat. Shura the swordsman himself does not have all these feats. At the end of Forged in Hell, Tempered in Blood, he has at most attained Madness Crescent and Crying Arc, with Defiance, Path of Slaughter, Shield of Clouds, Anchor of Stone and Reversal of River's Flow etc.

    All these feats are available as Fighter/Psychic Warrior feats. Being about a level 15 character with his levels mostly in the Kensai class (from Dragon Magazine, a fighter variant) and being human, he should have little trouble in acquiring all these feats that put him above almost all other generic fighters and samurai.

    The Fighter feats in the core books are cool until about level 10, then the Fighter starts becoming a chump and an ineffective goon compared to the spell-casters. Heck, even the barbarian/paladin gets more skills and is more effective in battle than him and where's the logic in that?

    Defiance allows characters to combine it with Iron Will to better resist Enchantment spells. The various Arcs and Crescents allow (mostly) pure fighters to own the unfocused barbarians, paladins and rangers in melee, which they should, seeing as they have almost no other skills outside of battle. For Monks, the Fist of the Forsaken Soul feat makes your character even more fearsome in unarmed combat, as it can be combined with Stunning Fist.

    Let's face it: Greater Weapon Focus and Specialization are a joke compared to Rage, Uncanny Dodge, Divine Grace, Smite Evil, Favored Enemy and Combat Styles beyond level 10. Fighters are shortchanged terribly in D&D 3.0/3.5

    For psionic characters, you will hardly need any magical weapons at all with Absolute Death. Spells will crash over you harmlessly as long as you have a decent REF save or the Evasion feat because multiple Defiances can render you virtually immune to Mind Affecting spells. And what decent warrior has problems with FORT saves?
    Defiance also beefs up your psychic defenses against those pesky illithids. Hatred renders you virtually immune to Sunder.

    The Sword of Darkness is less about 'trading your soul to infernal forces for power' than about 'sacrificing one's humanity and conscience for martial perfection'. So nah, Shura the swordsman thumbs his nose at Asmodeus and could probably rip the Archdevil a new one at higher levels with Fangs of the Slayer.

    I shall say it again: These feats are meant to be powerful, but they are campaign specific and virtually unavailable to anyone without the DM's permission.

    And yes, I do own the Book of Vile Darkness. :p

    To address the second question:
    IMO, Paladins should not get Full Martial proficiency at all. They should start off with Heavy Armor Proficiency, and the choice of being proficient in two martial weapons at most. After all, they can't be that good at fighting if they're praying all the time right? Of course, they are proficient in simple weapons, like the Cleric. Same for Barbarians, except that they do not start with Heavy Armor Proficiency. Perhaps they can start off being proficient in one martial weapon AND/or one exotic weapon to represent their outlandedness? Of course, they can simply choose to be proficient with two martial weapons like the Paladin. The same should apply to the Ranger, except that perhaps the Ranger gets the choice of two Exotic or Martial Weapon Proficiencies.

    No class should start off with full martial proficiency except the fighter, IMO. That's all the Fighter does, for crying out loud. All his training and preparation that earned him his first level as a Fighter should reflect that, unlike the other warrior subclasses that are less focused on combat.

    Ah well, just my rant on D&D. Perhaps I shall post some stuff for running a campaign in the Kingdom of Gryloas, the setting for the Shura stories.
     
  5. Fabius Maximus Gems: 19/31
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    I don't know. I think paladins should not be restricted to two martial weapons. I see them as an equivalent to the knights of the temple and other clerical knight orders of earth's history. They were priests as well as accomplished fighters.

    One could discuss the restriction on ranger and barbarian, though the warrior and even the aristocrat NPC classes are proficient with all martial weapons as well and are considered inferior to PC classes. Ranger and barbarian may be not as skilled in the handling of some weapons as fighter and paladin, but they know the basics. Therefore, I thought about this two-handed sword feat, because only the fighter classes learn about the correct handling these weapons.

    [ September 21, 2003, 18:16: Message edited by: Fabius Maximus ]
     
  6. Oaz Gems: 29/31
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    Shura - I'm not saying your feats are bad story-wise; on the contrary, they're very interesting, simply not practical in a campaign (unless you have an NPC with all those freaking feats). Change the Intelligence prereqs to odd ones; you need to be smarter (Int 13) to learn Expertise, but it's a odd number to discourage powerplayers from taking all even numbers on character creation.

    Fighters do get shortchanged at higher-level, there is no doubt about that. But Greater Weapon Focus and Greater Weapon Specialization help that a bit in 3.5E (another reason I want to switch to it next campaign). And there are also good fighter Prestige Classes, as well as good multiclass combos (Fighter 9/Barbarian 6 - yeah!). Sure, the multiple classes are good if you're a human or dwarf, but isn't that the kind of thing you're doing with your feats?

    Speaking of PrCs, just make a "Shura" PrC. Much better than having to bookkeep two dozen (or whatever) new feats.

    On psionics, keep in mind that if you do that, it's another $35 bucks, as well as more time to learn it. Not to mention (IMHO) that's it's really out of place in most campaigns (official FR doesn't even have psionics).

    One last note: do you have Oriental Adventures, Shura. Ah, given the context of the stories with your namesake, you probably do ;) . Might want to include what you can there too. Just a thought. Perhaps a resistance to Taint or whatever it is.
     
  7. Shura Gems: 25/31
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    [​IMG] I have all the books you mentioned, getting the Psionic Handbook and the Manual of Planes cheaply from a secondhand source. :D

    OA cost me a bomb, though. :(

    I've tried to do a Shura Prc before. It stunk. Badly. And there's no way I can squeeze all 3 spheres into 10 levels.

    :D I don't have to spend any money on a girlfriend, you see, so I spend it all on books of every kind (beyond D&D). I'm a super nerd! :p

    Hmm. Perhaps my point was not phrased too well. The other classes are viable to be taken all the way to level 20 but not the Fighter. The Fighter becomes the party's packmule, arrow soaker and the barbarian and paladin's gimp once they advance past level 10. Heck, even a well-designed bard, cleric or monk kicks a fighter's ass in melee battle at high levels. The only character a Fighter can beat in melee at high levels is probably the Wizard and Sorcerer, with them casting no spells and banging their normal wooden quarterstaffs against the Fighter's plate armor while being struck repeatedly by a greatsword. Greater Weapon Focus and Specialization add a +1 to hit and +2 to damage while other classes are getting greater rage, special mounts, divine grace, divine spells and smite evil. A ranger with the fighter's race as his favored enemy could stand toe to toe with him and slug it out, walking away with the fighter's ears strung on his belt a few moments later. Level 11+ fighters suck compared to any other core class.

    The point is, Fighters should be the king of melee and/or ranged combat. That is all they do. They have what, Intimidate as their only viable class skill? If they're going to be so useless out of combat, they had better be damned good in it.

    Hence, either the Fighter needs a boost, or the other warrior classes need a nerf. Paladin down to a d8 hit die and Fighter up to a d12 hit die sound good, IMO. There have to be better high level feats for the Fighter than a +1 to hit and +2 to damage that does not apply to constructs and undead. :(
     
  8. Oaz Gems: 29/31
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    The fighter is like a bard. Its usefulness can be improved nicely if you simply mix and match with a few other classes. That is why Fighter/Rogues are often used - better reflex saves, evasion, more skills, and a +1d6 is nice, even at higher levels. I like the Fighter/Barbarian combo because you can rage, have more HP, more skills, and have Uncanny Dodge. The only limitation is that the fast movement is negated if you're wearing anything better than breastplate.

    It would have been nice to see a Fighter get a "flurry of weapons" ability, similar to that of the monk's. The only problem there is that it's either easy to abuse, or too easy to become too complicated.

    Admittedly, the new DMG came short on martial PrCs. What a shame. :(

    The bard isn't the best class, even in 3.5E. The same idea applies to the fighter, simply on a smaller level.

    As for feats vs. PrCs, I still maintain that the latter is simply more practical, because a character is probably more likely to fulfill the requirements for the PrC than powerful (and dedicated) enough to take all those feats, unless there are a lot more Epic level campaigns out there than I think there are. That, and I really, really, really think that despite the steep requirements, the feats are overpowered. I mean, DR 5/bludgeoning? Really, now.

    I predict that having the "must have killed X people in battle" will cause three complications: 1) Mean DMs will rule that "battle" means war, as opposed to meeting some bandits and killing them. Either better define this term, or just remove the words "in battle." 2) Players aiming for this feat may simply try to provoke as much combat as possible, to the point of walking up to everyone and killing them. It might be in character, but it sure is a headache for the DM, as well as a hassle for the other players. 3) Players may simply state "In Bob's background, he killed 999 people in battle, so he can take X feat next level." Not to mention that one thousand people is a really, really, really steep requirement. And just to fulfill the first step.

    Final thing: this stuff would work really nice for a bloodly, violent video/computer game. It really would; I wouldn't be surprised at all if it became the Next Big Thing. The idea of that much feat trees and advancing by combat and killing is probably attractive to people (including me). Talk to someone about it. Really.

    [ September 22, 2003, 01:24: Message edited by: Oaz ]
     
  9. Shura Gems: 25/31
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    Good points there, Oaz.

    I need more info on the DR thing, though. The DR 5/Bludgeoning means that the DR only applies to bludgeoning attacks and all other slashing and piercing damage go through normally. Is that the correct way to write that?

    As for the 'in battle' thing, yeah, the ruling could simply mean having killed opponents in any sort of conflict.

    Maybe the number of requsite kills can only apply after acquiring the feat before the Crescent. I.e, to get Madness Crescent for example, a character will have to kill forty people to get Agony Crescent and then kill another hundred people to get Madness Crescent.

    Hence, no level one character will be able to put that into his background. And even if he does say that he killed a hundred and forty people at level one, then he had better be prepared to live with the consequences of mass murder with or without the power one has with the teachings of the Spheres. You can't acquire even Pain Crescent at level one.

    Finally, what do you mean by talking about this to somebody? :confused:
     
  10. Skywind Gems: 10/31
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    I'm new here(in this part of the forum).... so forgive my errors if I stated out of the point.

    What about a permanent penalty in charisma after learning certain of your feats, sinces learning your feats will cause the warrior to go mad?
     
  11. Oaz Gems: 29/31
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    Skywind: that'd be Wisdom damage. But Charisma damage should be fine too.

    Shura: Damage reduction 5/bludgeoning (or crushing, whatever it is) is the proper way in 3.5E. I'm not sure how it's stated in 3E.

    I mean by talking to someone about it, I'm only pointing out that essentially, these feats are a bit reminiscent of, say, the skill trees in Diablo II. If they ever make a Diablo III or a similar game, this stuff would fit right in. It'd sell well.
     
  12. Skywind Gems: 10/31
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    Alright! Here's another penalty, since Shura's feats seems too overpowered. :D
    What about there is a chance that the warrior will not be able to control his "inner strength"(or maybe the rage inside himself), and cause a explode which is like sunfire spell, causing near by allies or foes to be injured and of course the warrior will also be injured too.
     
  13. Lokken Gems: 26/31
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    it is the correct way Shura (the DR that is).
     
  14. Shura Gems: 25/31
    Latest gem: Moonbar


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    @Skywind: Nuh-uh. That sounds utterly ludicrous and does not fit in with my stories as well.

    Thanks for the input and info, Oaz and Lokken.

    Perhaps some balancing as such:

    After Opening and Pain, all the following Arcs and Crescents require you to take the Path of Slaughter Feat.

    Errata to Path of Slaughter: After the fifth combat round, make a DC(15) WILL save. If you fail, you activate the Path of Slaughter feat. The DC for this save increases by 3 for every subsequent round. For example, Shura the swordsman will have to make a DC15 WILL save on the sixth round, a DC18 save on the seventh, a DC21 save on the eighth and so on.

    Here's Shura at the start of Son of Strife, right when he appears in the west. Not overpowered for a level 12 character at all I think. Rather underpowered, actually.

    Male Kensai 10/Monk 1/Psychic Warrior 1: CR 12, Medium-size humanoid; HD 10d10 + 1d6 + 1d8 + 33; hp 74; Initiative + 5, AC 16, Flat-footed 11; Attack +16/+11 melee (1d10 + 6, 19-20 critical range, Katana) and +16 melee (1d6 + 4, 19-20 critical range, Wakizashi) or +15/+10 (1d4 + 2, 19-20 critical range, dagger) ranged or melee; AL LN; SV FOR +14, REF +10, WILL +8; Strength 14, Dexterity 21, Constitution 16, Intelligence 17, Wisdom 12, Charisma 8

    Skills: Jump +15, Swim +8, Climb +12, Move Silently +12, Hide +12, Listen +7, Tumble +9, Auto-hypnosis +4

    Feats: Defiance, dodge, exotic weapon proficiency (Katana) Follower of Violence, mobility, Opening Arc, Pain Crescent, Weapon Finesse, Weapon Focus, Weapon Specialization

    Special abilities: Unarmed strike, stunning attack 1/day, evasion

    Power points: 2

    Psionic Powers: Burst, Catfall

    Psionic Combat modes: Empty Mind, Thought Shield

    Possessions: Katana (masterwork weapon), Wakizashi (masterwork weapon), 5 daggers, utilitarian mercenary clothes, 30 gold pieces

    -Note: The Kensai variant provides proficiency with one exotic weapon at first level in exchange for doing without heavy armor proficiency. In this case, the exotic weapon proficiency is the katana.

    [ September 23, 2003, 22:25: Message edited by: Shura ]
     
  15. Arabwel

    Arabwel Screaming towards Apotheosis Veteran

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    *blinks*

    Oh my...

    If I ever manage to create that insane campaign of mine, I now have The Big Bad set up perfectly.

    *hugs Shura*

    These are awesome!
     
  16. Aikanaro Gems: 31/31
    Latest gem: Rogue Stone


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    Did you put in the whole firey-sword-schtick thing in? Or is that just an illusion?
     
  17. Shura Gems: 25/31
    Latest gem: Moonbar


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    [​IMG] The flaming psy-blade thing? Well, there's this thing called Psionic Weapon and Deep Impact from the Psi handbook. Combine that with Absolute Death and there you go!
     
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