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Author Topic: Martial techniques from BlazBlue  (Read 7631 times)
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Prime32
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« Reply #80 on: September 12, 2010, 02:38:03 PM »

Quoting to save this.
Quote
Re: Wehrwolf

There's a lot of interesting stuff that could be done with a discipline designed for lycanthropes.

For instance, boosts which let you enter animal or hybrid forms for 1 round. At higher levels you could have a hybrid form stance (so that you don't have to spend a standard action to enter it). A high-level boost could grant you "improved hybrid form" (hybrid form with your animal form's special attacks/qualities). Other maneuvers would let you sprout certain features of your alternate form, like natural weapons or wings. Maybe make a Control Shape check to catch your opponent flat-footed (or make a free feint attempt whenever you change shape).

A modified template like this one would probably be required to make it viable. Maybe the discipline feat allows your animal HD to count 1:1 for initiator levels?


Here are some maneuvers. I figure the first set could have Counter and Stance versions available at higher levels (picture a were-tortoise sprouting his shell in response to an attack). The requirements encourage you to remain in your "normal" form. EDIT: Added attunement rules so that druids don't laugh at the other classes even more.

See also:
http://tvtropes.org/pmwiki/pmwiki.php/Main/PartialTransformation
http://tvtropes.org/pmwiki/pmwiki.php/Main/ShapeShifterMashup

Wehrwolf
Some of these maneuvers have the [Form] descriptor. These draw out the power of an Alternate Form you possess, and you cannot gain their benefit while in that form. If you possess multiple alternate forms you may still use [Form] maneuvers keyed to a different form. Eg. a character who is both a werewolf and a werebat could use lunar speed to grow bat wings while in wolf form.

If you have access to Alternate Forms from a general list (eg. "all Animals of Medium size or smaller") you must select a single form from that list with which you are "attuned" - you may only use [Form] maneuvers in conjunction with that form. If you have Alternate Forms from multiple sources you may become attuned to one form from each source.

At the DM's option, a character who spends most of their time in alternate form may choose to treat their natural form as an "alternate" form. This is generally reserved for creatures with powerful natural forms who travel in human disguise, such as dragons.
Quote
Lunar Speed
Wehrolf (Boost) [Form]
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: 1 round
Range: Personal
Target: You

When you initiate this maneuver, you gain the movement modes of one of your alternate forms for one round if they are superior to your own.
Quote
Lunar Skin
Wehrolf (Boost) [Form]
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: 1 round
Range: Personal
Target: You

When you initiate this maneuver, you gain the natural armor bonus of one of your alternate forms for one round. If you already had an equal or higher natural armor bonus, your natural armor is increased by +1.
Quote
Lunar Fang
Wehrolf (Boost) [Form]
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: 1 round
Range: Personal
Target: You

When you initiate this maneuver, you gain the natural weapons of one of your alternate forms for one round. If you already possessed any of these weapons, they deal damage as if they had increased by one size category.
Quote
Lunar Body
Wehrolf (Boost) [Form]
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: 1 round
Range: Personal
Target: You

When you initiate this maneuver, select one of your alternate forms. For 1 round you may choose to be treated as the size of your current form or your alternate form, whichever is more convenient. This otherwise functions as the Powerful Build or Slight Build special quality. If your alternate form is the same size as your current form, treat it as one size larger.
Quote
Lunar Senses
Wehrolf (Boost) [Form]
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: 1 round
Range: Personal
Target: You

When you initiate this maneuver, you gain the senses of one of your alternate forms for 1 round. These include such abilities as darkvision, scent, and racial bonuses to Spot and Listen checks.

Quote
The Beast Within
Wehrolf (Boost) [Form]
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: 1 round
Range: Personal
Target: You

Select one of your alternate forms. For 1 round, you incorporate some of its features into your current form. You gain its ability scores (or ability score adjustments, for a lycanthrope or primeval), and the benefits of lunar fang, lunar senses, lunar skin and lunar body.
NOTE: This is intended for use with a variant lycanthrope which does not have a hybrid form - this maneuver (and possibly a stance which grants its benefits continuously) is intended as a replacement.
Quote
Feral Flash
Wehrolf (Boost)
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: 1 round
Range: Personal
Target: You

As part of initiating this maneuver, you may enter one of your alternate forms. You automatically revert to your previous form at the end of your turn.
Quote
Rapid Change
Wehrolf
Level: ?
Prerequisite: ?
Initiation action: 1 move action
Duration: Instant
Range: Personal
Target: You

As part of initiating this maneuver, you may use your alternate form ability. This replaces the action normally required to use the ability.
Quote
Shifter's Feint
Wehrolf
Level: ?
Prerequisite: ?
Initiation action: 1 standard action
Duration: Instant
Range: Personal
Target: You; see text

As part of initiating this maneuver, you may use your alternate form ability and make a feint attempt in the same action. You may make a Control Shape check in place of a Bluff check if you wish.
Quote
Path of Moonlight
Wehrolf (Stance)
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: Stance
Range: Personal
Target: You

While in this stance, the action required to use your alternate form ability is reduced by one step (full-round action => standard action => move action => swift action => immediate action). This includes uses of Rapid Change and similar maneuvers.
« Last Edit: February 14, 2011, 10:15:27 AM by Prime32 » Logged

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The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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« Reply #81 on: September 26, 2010, 10:46:29 AM »

Finaly I got some time for this  Bang Head

Added Kishuu (L1), Enma (L2), Hotaru (L3) and Mugen (L8)...
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oslecamo
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« Reply #82 on: September 30, 2010, 07:25:29 PM »

Really impressive the stuff you have around this forums, Prime, I guess I should take a closer look.
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Prime32
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« Reply #83 on: September 30, 2010, 07:42:01 PM »

AFB, but I'm pretty sure there was already a "move your speed" boost, and it was higher than lv1.
EDIT: Seriously, just compare Kishuu to Guren. Kishuu is three times faster (well, Hakumen does wear a white mask) and can be combined with Strikes. Plus Hakumen doesn't run around the battlefield that much, but may briefly surge forward to attack.

Really impressive the stuff you have around this forums, Prime, I guess I should take a closer look.
Huh? Oh, um, yes! It was all me! Pay no attention to the man in the red scarf.
« Last Edit: September 30, 2010, 08:12:06 PM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
oslecamo
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« Reply #84 on: September 30, 2010, 08:01:23 PM »

AFB, but I'm pretty sure there was already a "move your speed" boost, and it was higher than lv1.

Really impressive the stuff you have around this forums, Prime, I guess I should take a closer look.
Huh? Oh, um, yes! It was all me! Pay no attention to the man in the red scarf.

Sorry, natural 1 on my spot check, Risada also has some pretty sweet stuff here. Blush
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Risada
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« Reply #85 on: October 02, 2010, 02:07:06 PM »

AFB, but I'm pretty sure there was already a "move your speed" boost, and it was higher than lv1.
EDIT: Seriously, just compare Kishuu to Guren. Kishuu is three times faster (well, Hakumen does wear a white mask) and can be combined with Strikes. Plus Hakumen doesn't run around the battlefield that much, but may briefly surge forward to attack.

... well... then I have no idea on how to take Kishuu...

Really impressive the stuff you have around this forums, Prime, I guess I should take a closer look.
Huh? Oh, um, yes! It was all me! Pay no attention to the man in the red scarf.

Yeah! That's right! As a ninja, I'm supposed to not be noticed....

Wait...
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Risada
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« Reply #86 on: May 29, 2011, 11:20:41 AM »

Greater thread necro!

Added Dimension Cutter (God Slash 5), Yukikaze (God Slash 7), fixed some minor typos, and added linkies...
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Prime32
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« Reply #87 on: June 26, 2011, 07:36:02 PM »

Realised that Platinum's abilities are known now, and so edited the first post. Want to handle her? Tongue

Maybe a Boost which lets you turn a Magical Symphony weapon into any other Magical Symphony weapon. Or a tower shield with an enhancement bonus equal to the weapon's. Heck, I could see some of the maneuvers varying in strength depending on your weapon's enchantment bonus, or modifying your weapon's enchantments. So to make sure you can use them, maybe a feat/stance that casts greater magic weapon on Magical Symphony weapons you wield? Needs some area blasts that linger for 1 round, and a boost which holds an enemy in place.
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My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Risada
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Wearing this outfit in the name of SCIENCE!


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« Reply #88 on: June 26, 2011, 10:23:04 PM »

Realised that Platinum's abilities are known now, and so edited the first post. Want to handle her? Tongue

Maybe a Boost which lets you turn a Magical Symphony weapon into any other Magical Symphony weapon. Or a tower shield with an enhancement bonus equal to the weapon's. Heck, I could see some of the maneuvers varying in strength depending on your weapon's enchantment bonus, or modifying your weapon's enchantments. So to make sure you can use them, maybe a feat/stance that casts greater magic weapon on Magical Symphony weapons you wield? Needs some area blasts that linger for 1 round, and a boost which holds an enemy in place.

I'm not too familiar with her moveset... a jump to Dustloop and some Youtube videos can help with that...

I am working on Voltic Battler and Frost Bite right now.... and I have no idea for Tager's signature skill... perhaps Sleight of Hand?
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« Reply #89 on: June 27, 2011, 04:06:21 AM »

Soul Eater, a Review

1) Gauntlet Hades is ridiculously powerful for a 1st level maneuver. Compare to the other 1st level Soul Eater maneuver Life Draining Swipe (which is appropriately powered, btw) to see why. This thing just does it all! A chance for two attacks, maybe some self healing, and knockdown (maybe two shots at it)! WAY too good. Thankfully, this was the only maneuver that was OMGWTF here.

2) Infernal Divider already knocks fools prone if you hit, so when Infernal Drop Kick knocks them prone again it does nothing. I'd suggest replacing the second iteration of prone with something more relevant. Maybe they lose their next move action (aka they get knocked prone hard)?

3) Infernal Push, pushes fools, but I'm a bit hazy on how you want it to work. Divider knocks them ten feet into the air, and then you use Push. Did you mean for Push to knock them higher into the air or just throw them 10ft horizontally?

4) Death Spike's reminder text is somewhat misleading. The way it's written could make some newbies think that, for each creature in the area, you heal 2d6/creature. Which is a lot of healing, and surely not what you meant.

5) Death's Grasp is underpowered in my opinion. It has the advantage over Dancing Blade Form of adding to your reach even when it isn't your turn, but DBF always seemed underpowered to me as well and it's 1 level lower.  Shrug

6) Belial's Edge II could use a little extra love. It's pretty boring and a smidge underpowered to just deal 12d6 extra damage at 13th level. Maybe add a save or be shaken effect?

7) Black Onslaught has a lot going on and could maybe use powering down just slightly. Also, it appears to target just one creature, but sometimes the wording makes me wonder if I can full attack and spread my attacks and cause lots of creatures to save or die. Which, honestly, could be pretty cool, but then the maneuver would need a big overhaul.

Expect a review of God Slash incoming!

God Slash, a Review

1) Delayed Strike is going to stress DMs out. Most DMs I know think that Mountain Hammer is already too powerful and this, for the price of a full round action, is more accurate and deals more than double the damage. I would rethink this, possibly making it ready an attack, possibly making the initiation 1 entire round, I'm not sure. The answer here is difficult, because Mountain Hammer is already powerful enough and already uses the flavor of one powerful strike, which God Slash is built around.

2) Horizontal Stab, having a silly name notwithstanding, mentions that it can be used as an attack of opportunity. Technically, you won't be able to benefit from the extra reach of the strike when you use it as an attack of opportunity, something you may have already known, but most players would not know this and it would become a confusing headache in play. Again, I'm not sure what the best solution here is.

3) No Escape seems underpowered. Spend an immediate action for an extra 5ft step and only when a foe provokes an AoO? I don't think I'd ever go for this. Might work as a stance where you get a free 5ft step whenever you make an AoO?

4) I can't decide if I think that Enma is overpowered or that Hotaru is underpowered. Honestly, I'm starting to think it's a combination of both. I think if you modified Enma so that it was a normal Bull Rush attempt with an automatic 10ft push on top but you lose the knocked prone part that would work for Enma, and if you just gave Hotaru +2d6 damage that would work there.

5) Cut Magic seems a little unclear and a little overpowered. It says you can counterspell stuff within 30ft, but it doesn't specify how this works. I assume you mean that the initiator can ready actions to make Sense Motive checks which in turn mimic Greater Dispel Magic, but I'm only able to assume that because (not to toot my own horn) I know so much about how the game works.

My suggestions here would be, first, to lose the evasion part, and second to allow the initiator to ready actions to counterspell (as described here) only against spells cast within his threatened area or targeting creatures within his threatened area.

6) Zantetsu is another example of taking a maneuver that most DMs see as overpowered and turning it up to 11! In Devoted Spirit we have the Divine Surge maneuver at 4th level which is a single strike that deals +8d8 damage and everyone I know thinks that's too strong anyway. By comparison, even against a creature with DR 10/--, assuming Crusaders with Greatswords and Str 22, Divine Surge deals an average of 42 damage after DR while Zantetsu will deal an average of 57 damage after DR a pretty sizable difference which can only increase against less protected targets.

7) Tsubaki, again, just deals a bit too much damage. With the potential trip attempt, with bonus, something as small as 6d6 would suffice.

8) Kokuujin Ougi: Mugen is completely over the top and actually WAY better than the 9th level maneuver. Due to how it's worded, I don't think you meant for it to work this way, but you can just spam the same manevuer twice. So Zantestu(x2) for four attacks and 20d8 extra damage to kill just about anything with standard action, or simply unleash a double strength Kokuujin: Shippuu for 26d8 area effect damage. It's a bit less than Zantetsu, but you will reliably deal the damage and to a few targets at once. The "not expended" clause is just moar power on an already too-powerful effect.

I don't think there is a solution to this one, other than scrapping it. If it allowed two standard action strikes as a full-round action, and if they were expended as normal, it might be okay.
« Last Edit: June 27, 2011, 05:35:01 AM by bkdubs123 » Logged
Prime32
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« Reply #90 on: June 27, 2011, 08:06:49 AM »

I am working on Voltic Battler and Frost Bite right now.... and I have no idea for Tager's signature skill... perhaps Sleight of Hand?
Knowledge (SCIENCE)?

EDIT:
Quote
Sudden Fang
Ouroboros (Boost)
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: Instantaneous
Range: See text
Target: You

When you initiate this maneuver, your weapon extends to latch on to a distant object before pulling you in. You move up to double your weapon's reach in a straight line - this movement does not provoke attacks of opportunity.

Quote
Swallowing Fang
Ouroboros (Strike)
Level: ?
Prerequisite: ?
Initiation action: 1 swift action
Duration: Instantaneous
Range: Melee attack
Target: One creature

As part of initiating this maneuver, make a melee attack with double your normal reach. If it hits, you may make a free bull rush attempt to pull the target directly towards yourself.

Quote
Endless Despair
Ouroboros (Stance)
Level: 8
Prerequisite: ?
Initiation action: 1 swift action
Duration: Stance
Range: 10ft
Area: 10ft radius centered on you

This stance replicates the effects of an antimagic field centered on you. In addition, any living creature that ends its turn within the radius of the field takes damage equal to your initiator level, and you gain half that amount as temporary hit points for 1 hour.
« Last Edit: June 27, 2011, 08:50:12 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Risada
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« Reply #91 on: June 29, 2011, 07:56:54 PM »

@bkdubs: I have read your post, but I have very limited access to the net, so expect my reply till the end of the week...

@Prime: I was thinking about Balance for Voltic Battler... but if I used Knowledge (Science), I could use Int mod instead of Wis mod for some of the maneuvers... and I guess Int would be a good secondary stat for Frost Bite as well, right?
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Risada
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« Reply #92 on: July 03, 2011, 08:09:55 AM »

1) Gauntlet Hades is ridiculously powerful for a 1st level maneuver. Compare to the other 1st level Soul Eater maneuver Life Draining Swipe (which is appropriately powered, btw) to see why. This thing just does it all! A chance for two attacks, maybe some self healing, and knockdown (maybe two shots at it)! WAY too good. Thankfully, this was the only maneuver that was OMGWTF here.

Would pushing it to 2nd level solve it? Since Hell's fang is similar and you didn't mention it...

2) Infernal Divider already knocks fools prone if you hit, so when Infernal Drop Kick knocks them prone again it does nothing. I'd suggest replacing the second iteration of prone with something more relevant. Maybe they lose their next move action (aka they get knocked prone hard)?

Considering this action denial route: using the effect you proposed, the guy would still spend his standard action and get up, or attack while prone (taking -4 to hit). What if it stunned the target for 1 round instead?

3) Infernal Push, pushes fools, but I'm a bit hazy on how you want it to work. Divider knocks them ten feet into the air, and then you use Push. Did you mean for Push to knock them higher into the air or just throw them 10ft horizontally?

Yeah.... it was meant to push them horizontally...

Fixed.

4) Death Spike's reminder text is somewhat misleading. The way it's written could make some newbies think that, for each creature in the area, you heal 2d6/creature. Which is a lot of healing, and surely not what you meant.

Hum.... What would you say if I said "that was exactly what I meant"?  Laugh

Reducing it to 1d6 per creature might look nice if hitting 4 targets, but not so hot against a single target... Maybe start with 2d6 and increase to 1d6 per additional creature affected?

5) Death's Grasp is underpowered in my opinion. It has the advantage over Dancing Blade Form of adding to your reach even when it isn't your turn, but DBF always seemed underpowered to me as well and it's 1 level lower.  Shrug

What do you think of putting Death's Grasp at level 4 or 5? Can merely lowering the level solve the problem?

6) Belial's Edge II could use a little extra love. It's pretty boring and a smidge underpowered to just deal 12d6 extra damage at 13th level. Maybe add a save or be shaken effect?

Sadly, Belial's Edge have no other secondary effect. Ingame, it is used to lenghten Ragna's combos, while dealing some damage. Besides, fear effects at 13th level are not very effective anymore...

...I guess increasing the damage won't cut it, right?  Rolls Eyes

7) Black Onslaught has a lot going on and could maybe use powering down just slightly. Also, it appears to target just one creature, but sometimes the wording makes me wonder if I can full attack and spread my attacks and cause lots of creatures to save or die. Which, honestly, could be pretty cool, but then the maneuver would need a big overhaul.

Fixed text to affect a single target.

1) Delayed Strike is going to stress DMs out. Most DMs I know think that Mountain Hammer is already too powerful and this, for the price of a full round action, is more accurate and deals more than double the damage. I would rethink this, possibly making it ready an attack, possibly making the initiation 1 entire round, I'm not sure. The answer here is difficult, because Mountain Hammer is already powerful enough and already uses the flavor of one powerful strike, which God Slash is built around.

Hmm... I never heard about Mountain hammer being overpowered (aside from it cutting through adamantine like a hot knife would cut a piece of butter)...

Would it help if the bonus to hit was removed, and the damage decreased to 3d8 (or even 2d8... but I would be very sad  Sad Tongue)?

2) Horizontal Stab, having a silly name notwithstanding, mentions that it can be used as an attack of opportunity. Technically, you won't be able to benefit from the extra reach of the strike when you use it as an attack of opportunity, something you may have already known, but most players would not know this and it would become a confusing headache in play. Again, I'm not sure what the best solution here is.

Laugh as mush as you want, but the name describes it exactly how it is... a stab with a bigass sword...

What if I add the following to the end of the maneuver: "Additionally, if a creature moves within 15 ft. from you, you may use this maneuver as an attack of opportunity against that creature."

3) No Escape seems underpowered. Spend an immediate action for an extra 5ft step and only when a foe provokes an AoO? I don't think I'd ever go for this. Might work as a stance where you get a free 5ft step whenever you make an AoO?

Thinking about it....

4) I can't decide if I think that Enma is overpowered or that Hotaru is underpowered. Honestly, I'm starting to think it's a combination of both. I think if you modified Enma so that it was a normal Bull Rush attempt with an automatic 10ft push on top but you lose the knocked prone part that would work for Enma, and if you just gave Hotaru +2d6 damage that would work there.

Removed the knock prone from Enma, and added 2d8 extra damage to Hotaru.

5) Cut Magic seems a little unclear and a little overpowered. It says you can counterspell stuff within 30ft, but it doesn't specify how this works. I assume you mean that the initiator can ready actions to make Sense Motive checks which in turn mimic Greater Dispel Magic, but I'm only able to assume that because (not to toot my own horn) I know so much about how the game works.

My suggestions here would be, first, to lose the evasion part, and second to allow the initiator to ready actions to counterspell (as described here) only against spells cast within his threatened area or targeting creatures within his threatened area.

What about this?

[quote author = Cut Magic]Whenever you hit with a melee attack while in this stance, you may attempt to dispel magical effects on the target. Make a Sense Motive check at a -10 penalty in place of a dispel check. This otherwise function as the targeted version of greater dispel magic. Additionally, you may use an immediate action to counterspell a spell cast by a creature within your reach or affecting one or more creatures within your reach (including yourself) as if using a greater dispel magic against the spell. [/quote]

6) Zantetsu is another example of taking a maneuver that most DMs see as overpowered and turning it up to 11! In Devoted Spirit we have the Divine Surge maneuver at 4th level which is a single strike that deals +8d8 damage and everyone I know thinks that's too strong anyway.

I never actually met someone who thought like that... must be because I know so few DMs  

By comparison, even against a creature with DR 10/--, assuming Crusaders with Greatswords and Str 22, Divine Surge deals an average of 42 damage after DR while Zantetsu will deal an average of 57 damage after DR a pretty sizable difference which can only increase against less protected targets.

Lowering the damage to 4d8 per hit is enough, or it's still overpowered?


7) Tsubaki, again, just deals a bit too much damage. With the potential trip attempt, with bonus, something as small as 6d6 would suffice.

Reduced Tsubaki's bonus damage to 6d8...

8) Kokuujin Ougi: Mugen is completely over the top and actually WAY better than the 9th level maneuver. Due to how it's worded, I don't think you meant for it to work this way, but you can just spam the same manevuer twice. So Zantetsu(x2) for four attacks and 20d8 extra damage to kill just about anything with standard action, or simply unleash a double strength Kokuujin: Shippuu for 26d8 area effect damage. It's a bit less than Zantetsu, but you will reliably deal the damage and to a few targets at once. The "not expended" clause is just moar power on an already too-powerful effect.

I don't think there is a solution to this one, other than scrapping it. If it allowed two standard action strikes as a full-round action, and if they were expended as normal, it might be okay.

Sadly, that's exactly how it works ingame. Maybe putting a level limit.... like only maneuvers from 5th level or lower? And/Or maybe making the initiation time of both maneuvers a full round action (without expending them)?

@the 9th maneuver: you think it's weak? Maybe adding some extra damage on each attack?
« Last Edit: July 03, 2011, 08:33:59 AM by Risada » Logged

Prime32
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« Reply #93 on: July 03, 2011, 08:18:47 AM »

@the 9th maneuver: you think it's weak? Maybe adding some extra damage on each attack?
Maybe ignore DR/hardness?

And I realised that Soul Eater hardly uses its associated skill at all. In fact it uses checks in other skills...
As for not adding fear effects, is that because they don't cause fear effects in-game? Think about that for a second.
« Last Edit: July 03, 2011, 08:20:58 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Risada
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Wearing this outfit in the name of SCIENCE!


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« Reply #94 on: July 03, 2011, 08:36:15 AM »

@the 9th maneuver: you think it's weak? Maybe adding some extra damage on each attack?
Maybe ignore DR/hardness?

And I realised that Soul Eater hardly uses its associated skill at all. In fact it uses checks in other skills...

Well... it does use some demoralize here and there, but that's it... now, if we could use Intimidate to jump  Smirk

As for not adding fear effects, is that because they don't cause fear effects in-game? Think about that for a second.

There's that too... but fear effects at 13th level (and beyond) are not a nice tactic at all...
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Prime32
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« Reply #95 on: July 03, 2011, 08:49:17 AM »

As for not adding fear effects, is that because they don't cause fear effects in-game? Think about that for a second.

There's that too... but fear effects at 13th level (and beyond) are not a nice tactic at all...
Well, while he has a reputation as the "Grim Reaper", how many playable characters are actually scared of Ragna? Tongue
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My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #96 on: July 04, 2011, 09:09:06 AM »

As for not adding fear effects, is that because they don't cause fear effects in-game? Think about that for a second.

There's that too... but fear effects at 13th level (and beyond) are not a nice tactic at all...
Well, while he has a reputation as the "Grim Reaper", how many playable characters are actually scared of Ragna? Tongue

Well.... Terumi made a OMGWTFBBQ face once due to Ragna's power up near the end of CS... but that's it...

Also.... gonna start posting Voltic Battler on the next post...
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Risada
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« Reply #97 on: July 04, 2011, 09:20:53 AM »

And now.... behold the POWER OF SCIENCE!!

Voltic Battler

Feats: Scientific Brawler, Motor Head
Associated Skill: Knowledge(Science)
Preferred Weapons: Unarmed strike, Slam, Gauntlet

Feat Descriptions
Quote
Scientific Brawler
Prerequisites: Knowledge (Science) 5 ranks, One Voltic Battler stance
Benefit: You gain a bonus to all your grapple checks equal to 1 + your Intelligence modifier while under the effects of a Voltic Battler stance. Additionally, you do not provoke attacks of opportunity when initiating a grapple.
Special: Scientific Brawler can be used in place of the Improved Grapple feat to qualify for a feat, prestige class, or other special ability. You can possess both this feat and Improved Grapple.

Quote
Motor Head [Tactical]
Prerequisites: Str 15, Scientific Brawler, base attack bonus +6, two Voltic Battler maneuvers.
Benefit: The Motor Head feat enables the use of three tactical options.
*snip*

New Condition: Magnetized

The creature is emitting static energy from his body, possibly the remainder of some strong electrical discharge it received. This effect does not have direct negative penalties; however, this condition is used by the various maneuvers from Voltic Battler discipline.

Level 1
Quote
Spark Cross
Voltic Battler (Strike)
Level: 1
Prerequisite: None
Initiation Action: 1 standard action
Range: melee attack and 15 ft; see text
Target: one creature and special; see text

You charge your fist with electricity, increasing the power of your punch. Make a single melee attack, and if it hits, you deal electricity damage instead of your weapon's normal damage.

Also, choose one magnetized target within 15 ft. and pull it 2 squares towards you. This movement does not provoke attacks of opportunity.

This is a supernatural ability.

Level 2
Quote
Shocking Charge
Voltic Battler (Strike)
Level: 2
Prerequisite: None
Initiation Action: 1 full-round action
Range: melee attack
Target: one creature and special; see text
Duration: instantaneous and 1 round; see text

You focus electric energy around you, then charges forward.

As part of this maneuver, you charge an opponent. Your movement does not provoke attacks of opportunity. If your attack hits, it deals an additional 2d6 points of electricity damage. Additionally, all opponents adjacent to you at the end of the charge are magnetized for 1 round.

This is a supernatural ability.

Quote
Sledge Hammer
Voltic Battler (Strike)
Level: 2
Prerequisite: None
Initiation action: 1 standard action or 1 immediate action; see text
Range: melee attack or special; see text
Target: one creature or special; see text

You may move up to 10 ft. without provoking attacks of opportunity before initiating this strike. At the end of the movement, make a single melee attack against an opponent.

Alternatively, you may use this maneuver as a immediate action against a ranged attack made against you. When used this way, you may move 10 ft. towards the attacker as normal, then make an attack roll and compare it against the attacker's roll; if your result is equal or greater than the opponent's, that attack is negated.

Level 3
Quote
Atomic Collider
Voltic Battler (Strike)
Level: 3
Prerequisite: One Voltic Battler maneuver
Initiation Action: 1 standard action
Range: melee attack or 15 ft.; see text
Target: one creature; see text

To use this maneuver you must make a melee touch attack, then initiate a grapple. If you win the opposed grapple check, choose any square adjacent to you. You pound the target into the ground, dealing your unarmed strike damage plus 4d6 points of damage, and the target is knocked prone at the square you chose. When using this maneuver against an airborne target, you are considered to be one size category larger for the purpose of your grapple check.

Alternatively, you may choose to target any magnetized opponent within 15 ft. or more from you before initiating this maneuver. If you do, the target is pulled 15 ft. closer to you (this movement does not provoke attacks of opportunity). If the target end this movement within your reach, you may initiate this strike normally.

Quote
Power of Science
Voltic Battler (Boost)
Level: 3
Prerequisite: One Voltic Battler maneuver
Initiation action: 1 swift action
Range: personal
Target: you
Duration: 1 round

You are capable of using your intellect to estimate the most effective way to grapple an opponent.

Until the end of the round, you use your ranks in Knowledge (Science) plus your Intelligence modifier instead of your base attack bonus on your next grapple check. All other bonuses (such as Strength and size modifiers) are applied normally.

Quote
Static Payback
Voltic Battler (Counter)
Level: 3
Prerequisite: One Voltic Battler maneuver
Initiation action: 1 immediate action
Range: 30 ft.
Target: one creature
Duration: 1 round

You can use this maneuver when a creature within 30 ft. from you successfully deal damage to you. That creature must make a Reflex saving throw (DC 13 + your Intelligence modifier) or be magnetized for 1 round.


Level 4
Quote
Gigantic Tager Driver
Voltic Battler (Strike)
Level: 4
Prerequisite: Two Voltic Battler maneuvers
Initiation Action: 1 standard action
Range: melee attack or 15 ft. or more; see text
Target: one creature; see text

To use this maneuver you must initiate a grapple. If you win the opposed grapple check, choose any square adjacent to you. You grab tightly at your foe and leap into the air with him, using your strength in conjunction with the gravity to smash the foe into the square you selected, dealing 8d6 points of untyped damage, and the foe is knocked prone.

Alternatively, you may choose to target any magnetized opponent within 15 ft or more from you before initiating this maneuver. If you do, the target is pulled 15 ft. closer to you (this movement does not provoke attacks of opportunity). If the target end this movement within your reach, you may initiate this strike normally.

Quote
Sledge Hammer II
Voltic Battler (Strike)
Level: 4
Prerequisite: One Voltic Battler maneuver

This maneuver functions like Sledge Hammer, except that you may make two melee attacks against the target. Each attack that hits deal an additional 2d6 points of electricity damage. There's no additional benefit when this maneuver is used as an immediate action.

Quote
Spark Bolt
Voltic Battler (Strike)
Level: 4
Prerequisite: Two Voltic Battler maneuvers
Initiation Action: 1 standard action
Range: 30 ft
Target: one creature
Duration: 2 rounds

You release a ball of concentrated electricity against a single opponent as a ranged touch attack within range. If it hits, the opponent takes 6d6 points of electricity damage, and the target is magnetized for 2 rounds.

This is a supernatural ability.

Level 5
Quote
Magna Tech-Wheel
Voltic Battler (Strike)
Level: 5
Prerequisite: Two Voltic Battler maneuvers
Initiation action: 1 standard action
Range: melee attack and 15 ft. or more; see text
Target: all adjacent creatures and special; see text

You release a electric charge from your fists, then spin at high speed, delivering powerful blows against any enemy close enough to you.

Make a single melee attack against each adjacent creatures, with a +4 bonus to the attack roll. If it hits, this attack deal normal damage plus an additional 7d6 points of electricity damage.

Alternatively, you may choose to target all magnetized opponents within 15 ft or more from you before initiating this maneuver. If you do, the targets are pulled 15 ft. closer to you (this movement does not provoke attacks of opportunity). If any of the targets end this movement adjacent to you, you may initiate this strike normally, except that if your attacks hit such opponents, they take 7d6 points of electricity damage each.  

This is a supernatural ability.

Level 6

Level 7
Quote
Magna Tech-Wheel + Terra Break
Voltic Battler (Strike)
Level: 7
Prerequisite: Three Voltic Battler maneuvers

This maneuver functions like Magna Tech-Wheel, except that you make an additional melee attack against a single target. If it hits, the attack deals normal damage plus an additional 9d6 points of electricity damage.

Level 8
Quote
Genesic Emerald Tager Buster
Voltic Battler (Strike)
Level: 8
Prerequisite: Four Voltic Battler maneuvers
Initiation action: 1 standard action
Range: melee attack or 15 ft. or more; see text
Target: one creature; see text
Duration: 1 round

To use this maneuver you must initiate a grapple. If you win the opposed grapple check, choose any square adjacent to you. You grab tightly at your foe and leap into the air with him, using your strength in conjunction with the gravity to smash the foe into the square you selected, dealing 100 points of untyped damage, and the foe is knocked prone and dazed for 1 round unless it succeeds on a Fortitude saving throw (DC 18+ your Intelligence modifier). A successful save negates the daze, but the target is still knocked prone.

Alternatively, you may choose to target any magnetized opponent within 15 ft or more from you before initiating this maneuver. If you do, the target is pulled 15 ft. closer to you (this movement does not provoke attacks of opportunity). If the target end this movement within your reach, you may initiate this strike normally.


Level 9
« Last Edit: August 31, 2011, 08:52:28 AM by Risada » Logged

Prime32
Honorary Moderator
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Posts: 7534


Modding since 03/12/10


« Reply #98 on: July 04, 2011, 10:42:00 AM »

Maybe have Magnetised make you easier to grapple?

Motor Head
Prerequisites: Con 13 or -, One Voltic Battler stance
Benefit: Your attacks with Voltic Battler weapons deal an extra 1 point of electricity damage. While in a Voltic Battler stance you gain a +4 bonus on saving throws against effects which deal electricity damage or have the [Electricity] descriptor.
Special: Motor Head can be used in place of the Toughness feat to qualify for a feat, prestige class, or other special ability. You can possess both this feat and Toughness.

or

Motor Head
Prerequisites: Con 13 or -, One Voltic Battler stance
Benefit: While in a Voltic Battler stance, you may take a penalty on your attack rolls to deal extra electricity damage with your attacks equal to 1.5x the penalty. This ability lasts for 1 round and may not be combined with Power Attack.
Special: Motor Head can be used in place of the Power Attack feat to qualify for a feat, prestige class, or other special ability. You can possess both this feat and Power Attack.
« Last Edit: July 04, 2011, 10:52:51 AM by Prime32 » Logged

My work
DeviantArt
Current games
The tier system in a nutshell:
Tier 6: A cartographer.
Tier 5: An expert cartographer or a decent marksman.
Tier 4: An expert marksman.
Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left.
Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy.
Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
Risada
Grape ape
*****
Posts: 1827


Wearing this outfit in the name of SCIENCE!


Email
« Reply #99 on: July 04, 2011, 11:15:16 AM »

Hey Prime, weren't we using the theme music's name as the tactical feat? Check Rebellion and Susanooh...

For Voltic Battler's feat, I was thinking something to double as Improved Grapple. Maybe increasing your size by 1 for the purposes of Grapple?

Maybe have Magnetised make you easier to grapple?

...And if I make magnetized guys easier to grapple, I guess it would be too powerful... or not... let me think about it...
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