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Author Topic: [3.5] Unleash Your True Power! The Z Fighter (WIP, PEACH)  (Read 2751 times)
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KellKheraptis
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« Reply #40 on: August 24, 2011, 04:44:09 PM »

You could even do another PrC, probably only 5 level, that specializes in their ki blast...using the requirement of going through a battle spending all ki on ki blasts (augments would count for this ability)

I could see that being an adapted War Mage.  Get in by level 6, dovetails nicely to get into SSJ.  Will consider it this evening and see what comes of it.
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Dralnu
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« Reply #41 on: August 24, 2011, 06:34:24 PM »

Prerequisites:
Base Attack Bonus: +10.
Race: Saiyan, Half-Saiyan, or Saiyan blood.
Skills: Concentration 13 ranks, Jump 13 ranks, Tumble 13 ranks.
Feats: Blink Rush
Special: Must have a Ki pool of at least 11 points, must have Unleashed Fury class feature

Other than what Garryl pointed out, looks good. I'd argue against a high stat requirement though, you shouldn't punish people for not having amazing stats for whatever reason. +10 BAB is enough to say you're one of the very strongest saiyans IMO. I do like the fluff requirement though, looks fun!


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Z-fighter Abilities: Levels in Super Saiyan stack with levels in Z-Fighter for purposes of Ki abilities, unarmed damage, and unarmored speed.

Ki abilities, you mean the maximum ki surge he can store, or is he getting additional ki strike/blasts? Either way, must be more specific.

Quote
Kaioken Transformation: A super saiyan begins learning more powerful ways to unleash his fury, beginning with the Kaioken.  The first time initiating the kaioken requires a full round action that provokes attacks of opportunity, but thereafter, uses the same action as activating Unleashed Fury.  Once activated, the kaioken adds an additional 4 ki to the Unleash Fury ability, resulting in a more powerful fury.  This ki is not actually a part of the super saiyan's ki pool, and only exists as long as the kaioken transformation lasts.  A super saiyan may use this ability 3+Con mod times per day, and after it wears off, he becomes exhausted.

The 4 additional ki goes above his usual cap of half his class level or 4 additional ki for spending on his fury? Must specify. From what I read later in the class I assume the latter.

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Ascension: The potential of the super saiyan form is fully realized as the super saiyan ascends.  His unleash fury is augmented with 12 ki points, otherwise being identical to the previous forms.  Further, he is surrounded by harmless electrical bursts, and his hair is even more spiked and longer skyward.  Unlike the previous three transformations, Ascended Saiyan takes 2 full rounds to initiate the first time, but is otherwise identical in manifestation thereafter.

As in, he has 12 free points to spend on unleashed fury each time?



Looking it over, it looks good, but needs word clarification. As Garryl pointed out, prestige classes are meant to be relatively balanced with base classes, and should focus on making some aspect stronger at the expense of another aspect aka specializing. WOTC has infamously screwed up their own policy with some classes (wizard/sorcerer/cleric and their PrC's) but on the other hand many of the PrC's worked out well (Rogue and Assassin is a great example, many non-spellcasting PrC's too). Pathfinder does a GREAT job rebalancing base classes and prestige classes.

Also a quote from Welknair that is always helpful:
Quote
What's the first rule of homebrewing and creating additional material? "If you can't imagine someone not wanting to use it, it's too powerful. If you can't imagine someone wanting too use it, it's not powerful enough".

Anyway, the class looks on the whole great, and seems focused on buffing Unleashed Fury. I think that's a good idea. If you don't give them new ki strikes / blasts or the base class' capstone ability I think it's a good balance, trading some versatility for buffing one specific ability. Could even allow it more wiggle room for additional unique abilities.

I also like the idea of a blaster-focused PrC. Would be fun.
« Last Edit: August 24, 2011, 06:40:00 PM by Dralnu » Logged
KellKheraptis
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« Reply #42 on: August 24, 2011, 08:15:15 PM »

Gotcha, full clarification edit in progress.  Also, if you'd like, I can create another version of both classes using the Rage and Eldritch Blast mechanics, and see what it comes up with.  It'd be a bit more simplified, a little less powerful overall, but a LOT easier to integrate, if a DM didn't want to learn a new system (though the limit break feel is fucking AWESOME).
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ThisGuy01
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« Reply #43 on: August 25, 2011, 01:22:00 AM »

For the blaster PrC, you could always make either; a) new more powerful augments, or b) give them abilities to reduce the cost of certain augments, like choosing one augment at 1st, 3rd, and 5th level (for a 5 level PrC), and have the chosen augments have reduced costs.

a drawback that i would put in would be first, no improvement to their unleashed fury.  second you could have this class not advance their normal ki pool, but give them 'bonus' ki at the same rate they would normally gain it but have this ki only usable for ki blasts/augments.
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ThisGuy01
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« Reply #44 on: August 25, 2011, 01:38:17 AM »

On a related note, one ability for the blaster class could be;

Kamehameha: You focus your ki into a beam of raw energy.  The beam does 2d6 damage for each point of Con modifier and each point of Cha modifier.    You must charge your attack for at least one round, then every additional round after adds 2d6 bonus damage.  The beam starts as a 5ft line, but for every 2 rounds you charge it after the first, if grows by 5 ft, to a max of 30ft wide.  Any creature in the area gets a reflex save for half damage (DC 10+con+1/2 hd, and you gain a +1 to the DC for each round after the first you charge it).  IF a creature takes damage, they must make a fort save or be dazed for 1 round (DC 10+1/2 hd+con)  this fort save gains a +2 bonus for each round charged after the first, if charged for 2 additional rounds, creatures are stunned if they fail the save, and dazed if they make it.  If charged for 5 rounds, they get no save vs the stun and it lasts 2 rounds and if they are immune to stunning/dazing, they are still dazed for one round.


That's just a quick rough idea, written as I thought of it...but that's the general idea.  Then you could give them upgrades that give you 'free' rounds of charging so it would start as though it were charged for 1 extra round, then 2 extra and so on.
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KellKheraptis
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« Reply #45 on: August 25, 2011, 09:52:24 AM »

Mystic Blaster Prestige Class
Some Z-Fighters develop their ki abilities specifically to generate planet crushing blasts of power.  While they must put training on unleashing their fury on hold for a short time, the explosive capabilities they unlock often times make a physical altercation unnecessary in the first place.

Prerequisites:
Skills: Concentration 8 ranks, Spot 4 ranks.
Class Features: Must have the Ki blast feature.
Feat: Point Blank Shot

Hit Die : d8

Level     BAB     Fort    Ref    Will     Special                                                        
1          1        0      2      2      Ki Blast, Blasting Bonus, Z-Fighter Abilities
2          2        0      3      3      +1 Ki Pool
3          3        1      3      3      Ki Blast, Evasion
4          4        1      4      4      +2 Ki Pool
5          5        1      4      4      Ki Blast, Body Burn

Class Skills: (2+Int per level) Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)

Class Features
Weapon and Armor Proficiencies: The Mystic Blaster receives no new proficiencies in any weapons or armor.

Z-Fighter Abilities: Levels in Mystic Blaster stack with levels in Z-Fighter for purposes of progressing unarmed strike, ki surge capacity, ki blast, and unarmored speed.  Mystic Blaster levels do not stack for ki strike or unleash fury.

Ki Blast: As the Z-Fighter ability.  Mystic Blasters learn additional augments in an expedited manner at the expense of harnessing their inner ki for physical power.  Furthermore, at 3rd level, they may apply an additional augment above and beyond what they are normally allotted by Ki level.  This augment must be paid for normally with Ki points, though they may be paid for with the bonus ki gained at 2nd and 4th level.

Blasting Bonus: A Mystic Blaster's ki blasts are more powerful than normal.  Each level of Mystic Blaster adds 1d6 damage to each of the Mystic Blaster's ki blasts.

Ki Pool bonus: At 2nd and 4th level, the Mystic Blaster gains an additional Ki point each round for use only for Ki blasts.

Body Burn: A 5th level Mystic Blaster learns the pinnacle of his art.  For each point of ability damage he suffers to one of his physical scores, he may add 1d6 damage to his Ki blasts for the round in which he suffers the damage.


NOTES : Preliminary up.  Hopefully more clarified than the Super Saiyan was.  Will also be revamping the SSJ verbiage to not advance Ki Blast.

EDIT : Also cleaned up the Super Saiyan a bit.  If you would like, I can consolidate all three into one post?
« Last Edit: August 25, 2011, 10:17:45 AM by KellKheraptis » Logged

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Dralnu
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« Reply #46 on: August 26, 2011, 04:07:48 PM »

On a related note, one ability for the blaster class could be;

Kamehameha: You focus your ki into a beam of raw energy.  The beam does 2d6 damage for each point of Con modifier and each point of Cha modifier.    You must charge your attack for at least one round, then every additional round after adds 2d6 bonus damage.  The beam starts as a 5ft line, but for every 2 rounds you charge it after the first, if grows by 5 ft, to a max of 30ft wide.  Any creature in the area gets a reflex save for half damage (DC 10+con+1/2 hd, and you gain a +1 to the DC for each round after the first you charge it).  IF a creature takes damage, they must make a fort save or be dazed for 1 round (DC 10+1/2 hd+con)  this fort save gains a +2 bonus for each round charged after the first, if charged for 2 additional rounds, creatures are stunned if they fail the save, and dazed if they make it.  If charged for 5 rounds, they get no save vs the stun and it lasts 2 rounds and if they are immune to stunning/dazing, they are still dazed for one round.


That's just a quick rough idea, written as I thought of it...but that's the general idea.  Then you could give them upgrades that give you 'free' rounds of charging so it would start as though it were charged for 1 extra round, then 2 extra and so on.

Combat doesn't last that long. If you're taking more than a round to prepare something it better be crazy. I'd say double the damage for every round of charging, +2 DC to the save each round too. Otherwise looks good.

Quote
Furthermore, at 3rd level, they may apply an additional augment above and beyond what they are normally allotted by Ki level.

I think this should be an ability on it's own and not tacked on to 3rd level Ki Blast. Maybe just "Improved Ki Blast" at level 3.

Body Burn looks too situational. I think the class either needs a way to inflict ability damage on itself for a big benefit so this ability is more reliable or something else should get changed.

Otherwise I love it. Looks amazing as a PrC!

EDIT: I looked at the Super Saiyan changes. Better, but I think your "Z Fighter Progression" wording from the mystic blaster was more clear, and I think the furious transformations still need to clarify that the bonus ki lets you exceed the normal limit of unleashed fury (that's the intention?) and that you can't use unleashed fury and that ability at the same time. Also level 2 is a dead level Sad

I'm loving the PrC's. I'll link them in a new PrC section.
« Last Edit: August 26, 2011, 04:13:34 PM by Dralnu » Logged
ThisGuy01
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« Reply #47 on: August 26, 2011, 06:15:59 PM »

Quote
Combat doesn't last that long. If you're taking more than a round to prepare something it better be crazy. I'd say double the damage for every round of charging, +2 DC to the save each round too. Otherwise looks good.

Yeah, I know it's got a lot to work out, but as I said, I was typing it as I thought of it.

Quote
Body Burn looks too situational. I think the class either needs a way to inflict ability damage on itself for a big benefit so this ability is more reliable or something else should get changed.

I agree with the fact it's too situational.  Maybe switch that around to inflicting ability damage to themselves, and each physical point gives +2d6 damage, mental add +1d6.
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