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DoragonJin
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### Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Wed Aug 29, 2007 7:56 pm

Hello. I'm here on recommendation from someone on the WOTC boards who said I might be able to get some better feedback on my custom base class and the CR test I designed for him. He's been getting a lot of flack for being "better than a monk," but nothing outside of that in the realm of useful criticism. So, please, let me know what you think, and if the CR test is fair. Thanks!
Genkotsuken

Code: Select all

    [br]Genkotsuken[br]Table: The Genkotsuken[br]                                                                                               [br]BAB: High[br]Saves (Fort/Ref/Will): (Good/Good/Poor)[br][br]Level	Special	                                 SP     Unarmed         AC[br]1st     Genkotsuken style, technique (hadoken)   9      1d8             +0[br]2nd     Confidence is power                     15      1d8             +1[br]3rd     Technique (revenge is a right)          21      1d10            +1[br]4th     -                                       27      1d10            +1[br]5th     Technique (shadow step)                 34      1d10            +2[br]6th     Will is force                           41      1d12            +2[br]7th     Technique (out of my way)               48      1d12            +2[br]8th     -                                       55      1d12            +3[br]9th     Technique (the dragon charges)          63      2d6             +3[br]10th    Anger is strength                       71      2d6             +3[br]11th    Technique (embrace the fire)            79      2d6             +4[br]12th    -                                       87      2d8             +4[br]13th    Technique (ashura walk)                 96      2d8             +4[br]14th    Shadow quicken                          105     2d8             +5[br]15th    Technique (shatter the air)             114     2d10            +5[br]16th    -                                       123     2d10            +5[br]17th    Technique (do not wait for time)        143     2d10            +6[br]18th    Fury is bliss                           153     2d12            +6[br]19th    Technique (the blood kill)              163     2d12            +6[br]20th    Shadow mastery                          173     2d12            +7[br]

Hit Die: d8.
Class Skills: The Genkotsuken's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the Genkotsuken base class.
Alignment: Any nongood.
Weapon and Armor Proficiency: Genkotsukens are masters of the empty hand, and therefore have no proficiency with any weapon, armor or shield. In addition, a Genkotsuken loses access to all class abilities while armed, or wearing armor or shields.
Shadow Points/Day
The Genkotsuken can draw upon his evil will to bring accomplish impressive feats. A Genkotsuken has a number of Shadow Points as described in Table: The Genkotsuken. These Shadow Points are spent to execute and/or augment the various techniques a Genkotsuken learns.
Gekotsuken Style (Ex)
The Genkotsuken style has the following properties:
* His unarmed damage progresses through the chart listed above.
* He gains a bonus to AC equal to his Charisma modifier. It also increases by +1 at 2nd level, and every 3 levels thereafter, to a total of +7 at 20th level. These bonuses apply even when the Genkotsuken is caught flatfooted, but not when immobilized or helpless.
* He learns fighting abilities called techniques that he can use at will. Using techniques costs Shadow Points, as does augmenting them. All techniques are supernatural abilities and made as standard actions that do not provoke attacks of opportunity unless noted otherwise.
* He learns Improved Unarmed Strike as a bonus feat at 1st level.
A Genkotsuken loses access to all of the above benefits while armed, or wearing armor or shields.
Confidence is Power
At 2nd level, the Genkotsuken believes wholly in his own abilities and prowess in battle, and bows to no other in the field of combat regardless of whatever he endures. He may add his Charisma modifier in addition to his Constitution modifier to determine bonus hit points per level. This effect is retroactive.
Will is Force
At 6th level, the Genkotsuken does not allow puny things like gravity or other mundane physical obstacles to impede his progress. When making any Strength check or any Strength-based skill check, he may add his Charisma modifier as an additional bonus. Once per hour, he can add his class level to any such check in a particularly impressive show of force.
Anger is Strength
At 10th level, the Genkotsuken can channel his feelings of anger and spite to recklessly empower his blows. So long as he has a positive Charisma modifier, he can apply one and a half of his Strength modifier to his damage bonus on unarmed strikes, as though they were two-handed weapons.
Shadow Quicken
At 14th level, a Genkotsuken has become so adept that he is able to unleash his devastating techniques with startling speed by expending more energy. A Genkotsuken may use a technique - one that would normally take a standard action or less - as a swift action. Using a technique in this manner costs twice as many Shadow Points as it would normally cost. Using Shadow Quicken counts against your limit of swift actions per round.
Fury is Bliss
At 18th level, the Genkotsuken wholly embraces the blood rage as a suitable state of mind when in combat. While engaged in melee combat, he is immune to all compulsion effects.
Shadow Master
At 20th level, a Genkotsuken's adeptness with his techniques has become so ingrained that he is able to maximize the extent of his attacks with brutal efficiency. Once per day, a Genkotsuken can enhance any one technique immediately being executed (although he must declare his intent before the roll is made, if any) which allows for additional Shadow Points to be spent on to its maximum potential without actually paying them.
Techniques
Hadoken
[4 SP base cost]
The Genkotsuken can gather his feelings of anger and bloodlust and project it forcefully at the enemy. The Hadoken has a form decided by the Genkotsuken but is always of fire or negative damage, his choice. The Hadoken has a range of 30 ft. Upon a successful ranged touch attack, the attack deals damage equal to the Genkotsuken's base unarmed attack plus his Charisma modifier. For every additional Shadow Point expended on this skill (to a maximum number of points equal to class level), the Hadoken deals an additional 1 point of damage and increases its range by 10 ft.
Revenge is a Right
[8 SP base cost]
By releasing himself into vengeful feelings, the Genkotsuken can make devastating retributive strikes. The technique is an immediate action in response to being damaged in melee; the Genkotsuken can instantly make an attack of opportunity after his opponent's attack resolves.
Shadow Step
[12 SP base cost]
By partially allowing his body to fade into the Plane of Shadow, the Genkotsuken can move at almost supernatural speeds. As a swift action, he gains a +30 feet enhancement to movement speed, a +3 dodge bonus to AC, the benefits of concealment, and the ability to strike incorporeal creatures as though his unarmed strikes possessed the ghost touch enhancement. These bonuses last for a number of rounds equal to his Charisma modifier (minimum 1). For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the movement speed bonus increases by +10 and the dodge bonus increases by +1.
Out of My Way
[16 SP base cost]
The Genkotsuken can form unstable ki in his hands when attacking an enemy, causing a simultaneous explosion of force. The technique is a standard attack; on a successful hit, the enemy must make a Fortitude save (DC 14 + Cha modifier) or be pushed back 10 ft after the attack. The opponent receives a +4 bonus to save for every size larger than the Genkotsuken, and a -4 penalty for every size smaller. If the enemy cannot move the full amount (due to striking an obstacle in the way), he stops in the nearest square and takes 1d6 falling damage per 10 ft travelled. For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the distance the enemy is pushed back increases by 10, and the save DC by 1.
The Dragon Charges
[20 SP base cost]
Charging towards his opponent, the Genkotsuken starts a blaze of wicked, shadowy flame, damaging all who touch it. The technique is a partial charge (although it can combined into a full charge) in which the Genkotsuken starts a trail of black flame from his starting position to the end of the charge, building the momentum to hammer his target with a wealth of blackfire. Aside from the normal attack, for every 20 ft traversed during the charge, the shadowflame does 1d12 fire or negative damage (the Genkotsuken's choice) on impact from the buildup; this additional damage is inflicted even if the charge misses. A Reflex save is allowed for half damage (DC 12 + Cha modifier). For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the fire deals an additional 1 point of damage per 20 ft interval and the save DC increases by 1.
Embrace the Fire
[24 SP base cost]
The Genkotsuken attempts to bearhug the opponent before engulfing the both of them in a massive explosion by overloading his aura of twisted ki energies, turning the entire area around them into an inferno of hatefire. The technique is a grapple attempt; on a successful melee touch and grapple attempt, the Genkotsuken not only deals the normal unarmed damage but causes an external explosion which erupts around him in a manner similar to a fireball (20-ft radius spread). The resulting explosion ends the grapple, but also deals 2d12 negative damage to the grappled target; everything in range (including both the victim) also takes 2d6 fire damage. The Genkotsuken takes half of the fire damage. The victim is not allowed a save, though everything else may attempt a Reflex save (DC 16 + Cha modifier) for half damage. For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the damage on both the negative and fire portion increases by 1d12 and 1d6 respectively, and the save DC by 1.
Ashura Walk
[28 SP base cost]
By allowing himself to fade from the shackles of the Prime Material Plane, the Genkotsuken can virtually ignore the limitations of reality - he becomes ethereal. Alternatively, he can maintain a teneous hold on the world by only partially displacing himself; this grants him the benefits of total concealment (as improved invisibility) but does not let him go through solid objects as being ethereal would. The Genkotsuken must decide which state he wishes to be in at the beginning of his turn, and it perists until the next round. The effects last for a number of rounds equal to his Charisma modifier (minimum 1). If the Genkotsuken materializes within a solid object at the end of its duration, he is shunted to the nearest empty space and takes 1d6 damage for each 5 ft moved in this way. For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the duration is extended by 1 round.
Shatter the Air
[32 SP base cost]
Focusing his ki and emotions into breaking anything of substance, even the very threads of the air itself, the Genkotsuken can overcome even the hardiest or most insubstantial of defenses through raw force. His unarmed strikes bypass all forms of damage reduction and hardness, and his unarmed strikes ignore armor and shield AC bonuses as though they were brilliant energy weapons. Additionally, he gains a +4 bonus to his damage rolls. The duration is a number of rounds equal to his Charisma modifier (minimum 1). For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the damage bonuses increases by +2.
Do Not Wait for Time
[36 SP base cost]
The Genkotsuken's drive for battle and vengeance go far beyond all other things, even the very eddies of time itself. As a swift action, when concentrating on his task at hand, the Genkotsuken can immediately gain an additional standard action for the round. This does not allow him to gain an additional swift action for that round.
The Blood Kill
[40 SP base cost]
Considered the ultimate state of enlightenment by those who follows its ways, the Genkotsuken is overcome by a desire to kill and rushes his opponent. His arms becoming living weapons of ki, dealing slashing, piercing and blunt damage all at once, effectively bypassing any damage resistance to those attributes. While under the effects of the technique, his attacks are considered as though they were keen (doubled critical range), adamantite, wounding (1 Con damage from blood loss against creatures applicable to critical hits), and of speed (additional extra attack at his highest base attack bonus on a full attack).
The duration of these effects lasts for 3 rounds. At any point the Genkotsuken can end the technique by firing a giant beam of ultradestructive hate-empowered energy from his outstretched hands. This is a full-round action; the beam can strike any target within line of sight. Everything in a straight line from the Genkotsuken to the target is caught in the beam and takes 2d12 fire and negative damage (half and half) per round that has elapsed since the technique had started. A Reflex save (DC 19 + Cha modifier) halves the damage.
If the Genkotsuken does not fire the beam before the duration of the technique ends, the internal energy tears him apart and deals the damage that the beam would have caused unto himself with no save.
For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the duration is extended by 1 round and the save DC increases by 1.
-------------
Testing the Genkotsuken Base Class
Name: Valeth Dredgheart
HP: 105. AC: 22. Build: Human Genkotsuken 10.
Fort Save: 13. Ref Save: 13. Will Save: 7.
Attack: +13/+8 (+11/+6/+11 Snap Kick) 2d6+4
28 Point Buy: Str 14, Dex 14, Con 14, Int 10, Will 10, Cha 14+2.
Feats: Improved Unarmed Strike, Dodge, Mobility, Spring Attack, Improved Toughness, Snap Kick.
Phat Lewt: 4,000 Bracers of Armor+2. 25,000 Ring of Evasion. 2,500 Ring of Sustenance (For RP). 16,000 +4 Cloak of Resistance. 1000 Gold Left For Inns, Food, and other supplies.
Techniques (SP = 71)
Hadoken (SP 4)
Revenge is a Right (SP 8)
Shadow Step (SP 12) (Concealment, +30 movement, 3 AC, 3 rounds)
Out of My Way (SP 16)
The Dragon Charges (SP 20)
The Challenges
A Hallway Filled with Traps: There's no way he'll see these ahead of time, so he'll just have to hope for the best. He has a decent reflex save, though and combined with Ring of Evasion, he should nullify most threats, as long as there are no will saves involved. Probable Victory.
A Fire Giant: Odds of seeing eachother are decent. Genkotsuken will win initiative and use Shadow Step Maximized for +80 movement and +8 to AC to keep his head on. If he loses, he'll have to take a hard hit to HP. At that point, the Genkotsuken will either high-tail it back to get room for The Dragon Charges, or alternate between Hadokens and Spring Attacks. If he has the room for a Dragon Charge, he might be able to squeeze out a victory. Otherwise, the Fire Giant will survive and wear him down over time. If a grapple happens, Valeth can use his once-per-hour ability to win, otherwise it's probably over. Even Match.
A Young Blue Dragon: 75% chance to Evade Breath Weapon. 25% Miss Chance on Melee due to Concealment even versus Blindsense. Valeth will have to ready Hadokens or get lucky with attacks of opportunity. The dragon gets one attack per turn, most likely, as it will never land, and half of them will miss. Probable Victory.
A Bebilith: Without a great wisdom, the Bebilith probably gets suprise. Even ignoring it's DR it still has mountains of HP. The Poison DC is too high, and Valeth will probably go down. No movement due to Web, so Dragon Charge is out of the question. Definite Loss.
A Vrock: Vrock gets surprise round, more than likely from hide. Vrock probably closes first and stun is about 50/50. Next round Vrock probably full attacks, but several miss due to AC and concealment from Shadow Step. IF he can get distance, he'll Dragon Charge. Otherwise, he'll never beat DR with most attacks. Probable Loss.
A Tag Team of Mind Flayers: Flayers probably win initiative. Valeth has almost no chance of surviving two Mind Blasts. If he somehow manages to survive them, he'll close for full attacks or Dragon Charge. This means he has to survive at least another turn of two Mind Blasts, and then one more turn of one. Not happening. Definite Loss.
Two Remhorazes: Monk won't notice the burrowing, more than likely, and they'll get the jump. If they hit with a bite, then he's toast, before the first round. He can't hit them, as the fire damage will tear him to shreds. No way out of this one. Definite Loss.
6 Trolls: Initiative is 50/50. Either way, Concealment and AC makes Valeth practically untouchable. He can wear them down and Hadoken with flame to keep them down. Almost certain victory.
A Horde of Shadows: Shadow Step lets him beat them senseless. Unless there is some serious unluck with natural 20s, the Shadows are destroyed.
Almost Certain Victory.
Almost Certain Victory: 2
Probable Victory: 2
Even Match: 1
Probable Loss: 1
Definite Loss: 3
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shirak
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  Joined: Fri Mar 07, 2008 7:54 pm
  Location: Thessaloniki, Greece

### Re: Genkotsuken (Shadow Warrior)

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Post by shirak » Thu Aug 30, 2007 12:29 pm

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Hello.

Hello to you too.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Class Skills: The Genkotsuken's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex).
> Skill Points at Each Level: 2 + Int modifier.

The Skill Points seem kinda low to me but whatever.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Weapon and Armor Proficiency: Genkotsukens are masters of the empty hand, and therefore have no proficiency with any weapon, armor or shield. In addition, a Genkotsuken loses access to all class abilities while armed, or wearing armor or shields.

This is confusing. Classes either gie proficiency or they don't. Rephrase the "you have no prificiencies" part.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Shadow Points/Day
> The Genkotsuken can draw upon his evil will to bring accomplish impressive feats. A Genkotsuken has a number of Shadow Points as described in Table: The Genkotsuken. These Shadow Points are spent to execute and/or augment the various techniques a Genkotsuken learns.

You are missing some text here. Like, how the SP replenish?

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Will is Force
> At 6th level, the Genkotsuken does not allow puny things like gravity or other mundane physical obstacles to impede his progress. When making any Strength check or any Strength-based skill check, he may add his Charisma modifier as an additional bonus. Once per hour, he can add his class level to any such check in a particularly impressive show of force.
> Anger is Strength
> At 10th level, the Genkotsuken can channel his feelings of anger and spite to recklessly empower his blows. So long as he has a positive Charisma modifier, he can apply one and a half of his Strength modifier to his damage bonus on unarmed strikes, as though they were two-handed weapons.

Each of these is not even half a Class Feature at the level it is gained. You can just give Anger is Strength at 1st level. After all, Fighters get it and they still suck.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Shadow Quicken
> At 14th level, a Genkotsuken has become so adept that he is able to unleash his devastating techniques with startling speed by expending more energy. A Genkotsuken may use a technique - one that would normally take a standard action or less - as a swift action. Using a technique in this manner costs twice as many Shadow Points as it would normally cost. Using Shadow Quicken counts against your limit of swift actions per round.

You can just give this at first level too.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Fury is Bliss
> At 18th level, the Genkotsuken wholly embraces the blood rage as a suitable state of mind when in combat. While engaged in melee combat, he is immune to all compulsion effects.

Compulsion effects?! Dude, everybody and their dog has Mindblank at this level. Who cares about Compulsion effects?

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Shadow Master
> At 20th level, a Genkotsuken's adeptness with his techniques has become so ingrained that he is able to maximize the extent of his attacks with brutal efficiency. Once per day, a Genkotsuken can enhance any one technique immediately being executed (although he must declare his intent before the roll is made, if any) which allows for additional Shadow Points to be spent on to its maximum potential without actually paying them.

Aha. Whatever. Too little, too late.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Hadoken
> [4 SP base cost]
> The Genkotsuken can gather his feelings of anger and bloodlust and project it forcefully at the enemy. The Hadoken has a form decided by the Genkotsuken but is always of fire or negative damage, his choice. The Hadoken has a range of 30 ft. Upon a successful ranged touch attack, the attack deals damage equal to the Genkotsuken's base unarmed attack plus his Charisma modifier. For every additional Shadow Point expended on this skill (to a maximum number of points equal to class level), the Hadoken deals an additional 1 point of damage and increases its range by 10 ft.

So, this is a ranged attack that is worse than almost any other ranged attack in the book? It also costs a standard action and not attack action. Oh, and some Shadow Points which, as written, replenish when you gain a level. The hell with that noise. Evocation is better than this thing and it's objectively the worst school of magic.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Revenge is a Right
> [8 SP base cost]
> By releasing himself into vengeful feelings, the Genkotsuken can make devastating retributive strikes. The technique is an immediate action in response to being damaged in melee; the Genkotsuken can instantly make an attack of opportunity after his opponent's attack resolves.

This is like Robillar's Gambit only it costs SP instead of taking a penalty. Make it cost (a lot) less and it's OK.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Shadow Step
> [12 SP base cost]
> By partially allowing his body to fade into the Plane of Shadow, the Genkotsuken can move at almost supernatural speeds. As a swift action, he gains a +30 feet enhancement to movement speed, a +3 dodge bonus to AC, the benefits of concealment, and the ability to strike incorporeal creatures as though his unarmed strikes possessed the ghost touch enhancement. These bonuses last for a number of rounds equal to his Charisma modifier (minimum 1). For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the movement speed bonus increases by +10 and the dodge bonus increases by +1.

A decent buff. It's way too short in duration though.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Out of My Way
> [16 SP base cost]
> The Genkotsuken can form unstable ki in his hands when attacking an enemy, causing a simultaneous explosion of force. The technique is a standard attack; on a successful hit, the enemy must make a Fortitude save (DC 14 + Cha modifier) or be pushed back 10 ft after the attack. The opponent receives a +4 bonus to save for every size larger than the Genkotsuken, and a -4 penalty for every size smaller. If the enemy cannot move the full amount (due to striking an obstacle in the way), he stops in the nearest square and takes 1d6 falling damage per 10 ft travelled. For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the distance the enemy is pushed back increases by 10, and the save DC by 1.

That's a ridiculous DC that 3/4 of the monsters will not even notice. DC 18 at level 7th that doesn't scale with level? Give me a break.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]The Dragon Charges
> [20 SP base cost]
> Charging towards his opponent, the Genkotsuken starts a blaze of wicked, shadowy flame, damaging all who touch it. The technique is a partial charge (although it can combined into a full charge) in which the Genkotsuken starts a trail of black flame from his starting position to the end of the charge, building the momentum to hammer his target with a wealth of blackfire. Aside from the normal attack, for every 20 ft traversed during the charge, the shadowflame does 1d12 fire or negative damage (the Genkotsuken's choice) on impact from the buildup; this additional damage is inflicted even if the charge misses. A Reflex save is allowed for half damage (DC 12 + Cha modifier). For every additional 2 Shadow Points expended on this skill (to a maximum number of points equal to class level), the fire deals an additional 1 point of damage per 20 ft interval and the save DC increases by 1.

Once again, ridiculous DC. You might as well halve the damage and make it no save. Also, this shouldn't cost SP.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Embrace the Fire
> [24 SP base cost]
> The Genkotsuken attempts to bearhug the opponent before engulfing the both of them in a massive explosion by overloading his aura of twisted ki energies, turning the entire area around them into an inferno of hatefire. The technique is a grapple attempt; on a successful melee touch and grapple attempt, the Genkotsuken not only deals the normal unarmed damage but causes an external explosion which erupts around him in a manner similar to a fireball (20-ft radius spread). The resulting explosion ends the grapple, but also deals 2d12 negative damage to the grappled target; everything in range (including both the victim) also takes 2d6 fire damage. The Genkotsuken takes half of the fire damage. The victim is not allowed a save, though everything else may attempt a Reflex save (DC 16 + Cha modifier) for half damage. For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the damage on both the negative and fire portion increases by 1d12 and 1d6 respectively, and the save DC by 1.

Horribly unimpressive for 11th level. You'd be better off throwing Fireballs and that's saying a lot.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Ashura Walk
> [28 SP base cost]
> By allowing himself to fade from the shackles of the Prime Material Plane, the Genkotsuken can virtually ignore the limitations of reality - he becomes ethereal. Alternatively, he can maintain a teneous hold on the world by only partially displacing himself; this grants him the benefits of total concealment (as improved invisibility) but does not let him go through solid objects as being ethereal would. The Genkotsuken must decide which state he wishes to be in at the beginning of his turn, and it perists until the next round. The effects last for a number of rounds equal to his Charisma modifier (minimum 1). If the Genkotsuken materializes within a solid object at the end of its duration, he is shunted to the nearest empty space and takes 1d6 damage for each 5 ft moved in this way. For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the duration is extended by 1 round.

I have no idea why you chose the Improved Invisibility/Etherealesness divide. Oh, more duration.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Shatter the Air
> [32 SP base cost]
> Focusing his ki and emotions into breaking anything of substance, even the very threads of the air itself, the Genkotsuken can overcome even the hardiest or most insubstantial of defenses through raw force. His unarmed strikes bypass all forms of damage reduction and hardness, and his unarmed strikes ignore armor and shield AC bonuses as though they were brilliant energy weapons. Additionally, he gains a +4 bonus to his damage rolls. The duration is a number of rounds equal to his Charisma modifier (minimum 1). For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the damage bonuses increases by +2.

This should be free.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Do Not Wait for Time
> [36 SP base cost]
> The Genkotsuken's drive for battle and vengeance go far beyond all other things, even the very eddies of time itself. As a swift action, when concentrating on his task at hand, the Genkotsuken can immediately gain an additional standard action for the round. This does not allow him to gain an additional swift action for that round.

Um, yeah, whatever. Lose this technique and make everything into swifts as suggested above.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]The Blood Kill
> [40 SP base cost]
> Considered the ultimate state of enlightenment by those who follows its ways, the Genkotsuken is overcome by a desire to kill and rushes his opponent. His arms becoming living weapons of ki, dealing slashing, piercing and blunt damage all at once, effectively bypassing any damage resistance to those attributes. While under the effects of the technique, his attacks are considered as though they were keen (doubled critical range), adamantite, wounding (1 Con damage from blood loss against creatures applicable to critical hits), and of speed (additional extra attack at his highest base attack bonus on a full attack).
> The duration of these effects lasts for 3 rounds. At any point the Genkotsuken can end the technique by firing a giant beam of ultradestructive hate-empowered energy from his outstretched hands. This is a full-round action; the beam can strike any target within line of sight. Everything in a straight line from the Genkotsuken to the target is caught in the beam and takes 2d12 fire and negative damage (half and half) per round that has elapsed since the technique had started. A Reflex save (DC 19 + Cha modifier) halves the damage.
> If the Genkotsuken does not fire the beam before the duration of the technique ends, the internal energy tears him apart and deals the damage that the beam would have caused unto himself with no save.
> For every additional 4 Shadow Points expended on this skill (to a maximum number of points equal to class level), the duration is extended by 1 round and the save DC increases by 1.

Yay! You're only 19th level and now you can actually hurt Golems!
-------------
Testing the Genkotsuken Base Class
Name: Valeth Dredgheart
HP: 105. AC: 22. Build: Human Genkotsuken 10.
Fort Save: 13. Ref Save: 13. Will Save: 7.
Attack: +13/+8 (+11/+6/+11 Snap Kick) 2d6+4
28 Point Buy: Str 14, Dex 14, Con 14, Int 10, Will 10, Cha 14+2.
Feats: Improved Unarmed Strike, Dodge, Mobility, Spring Attack, Improved Toughness, Snap Kick.
Phat Lewt: 4,000 Bracers of Armor+2. 25,000 Ring of Evasion. 2,500 Ring of Sustenance (For RP). 16,000 +4 Cloak of Resistance. 1000 Gold Left For Inns, Food, and other supplies.
Techniques (SP = 71)
Hadoken (SP 4)
Revenge is a Right (SP 8)
Shadow Step (SP 12) (Concealment, +30 movement, 3 AC, 3 rounds)
Out of My Way (SP 16)
The Dragon Charges (SP 20)
The Challenges

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]A Hallway Filled with Traps: There's no way he'll see these ahead of time, so he'll just have to hope for the best. He has a decent reflex save, though and combined with Ring of Evasion, he should nullify most threats, as long as there are no will saves involved. Probable Victory.

Yep.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]A Fire Giant: Odds of seeing eachother are decent. Genkotsuken will win initiative and use Shadow Step Maximized for +80 movement and +8 to AC to keep his head on. If he loses, he'll have to take a hard hit to HP. At that point, the Genkotsuken will either high-tail it back to get room for The Dragon Charges, or alternate between Hadokens and Spring Attacks. If he has the room for a Dragon Charge, he might be able to squeeze out a victory. Otherwise, the Fire Giant will survive and wear him down over time. If a grapple happens, Valeth can use his once-per-hour ability to win, otherwise it's probably over. Even Match.

He has Spot+14, you don't. He has bigger numbers. He is immune to Fire which is not very important because everyone and their dog would rather have negative energy damage attacks. I'd rate this probable loss.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]A Young Blue Dragon: 75% chance to Evade Breath Weapon. 25% Miss Chance on Melee due to Concealment even versus Blindsense. Valeth will have to ready Hadokens or get lucky with attacks of opportunity. The dragon gets one attack per turn, most likely, as it will never land, and half of them will miss. Probable Victory.

He flies, you don't. Your ranged attack sucks, his doesn't. Definite Loss

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]A Bebilith: Without a great wisdom, the Bebilith probably gets suprise. Even ignoring it's DR it still has mountains of HP. The Poison DC is too high, and Valeth will probably go down. No movement due to Web, so Dragon Charge is out of the question. Definite Loss.

Yep.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]A Vrock: Vrock gets surprise round, more than likely from hide. Vrock probably closes first and stun is about 50/50. Next round Vrock probably full attacks, but several miss due to AC and concealment from Shadow Step. IF he can get distance, he'll Dragon Charge. Otherwise, he'll never beat DR with most attacks. Probable Loss.

Yep.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]A Tag Team of Mind Flayers: Flayers probably win initiative. Valeth has almost no chance of surviving two Mind Blasts. If he somehow manages to survive them, he'll close for full attacks or Dragon Charge. This means he has to survive at least another turn of two Mind Blasts, and then one more turn of one. Not happening. Definite Loss.

Yep.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]Two Remhorazes: Monk won't notice the burrowing, more than likely, and they'll get the jump. If they hit with a bite, then he's toast, before the first round. He can't hit them, as the fire damage will tear him to shreds. No way out of this one. Definite Loss.

Yep.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]6 Trolls: Initiative is 50/50. Either way, Concealment and AC makes Valeth practically untouchable. He can wear them down and Hadoken with flame to keep them down. Almost certain victory.

One Troll Grapples, the rest rend. You die. Definite Loss.

> DoragonJin at [unixtime wrote:1188417378[/unixtime]]A Horde of Shadows: Shadow Step lets him beat them senseless. Unless there is some serious unluck with natural 20s, the Shadows are destroyed.
> Almost Certain Victory.

Are you kidding? The can just run away until you're out of SPs and then touch you to death. They cannot lose. Definite Loss.
So the numbers look like this:
Almost Certain Victory: 0
Probable Victory: 1
Even Match: 0
Probable Loss: 2
Definite Loss: 6
Which sounds about right for a class without a single Save-or-Die and damn few decent abilities. Take a look at the Dungeonomicon's Monk. This is how you should be doing it.
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### Re: Genkotsuken (Shadow Warrior)

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Post by Catharz » Fri Aug 31, 2007 1:00 am

I'm assuming that SP replenish 24 hours after they are used, or once every 24 hour period (whichever the DM cares to keep track of).
Supernatural abilities by default have a DC of 10+1/2 level + Cha. I don't see much of a reason to change that.
This will probably sound retarded to you, but how about making all the abilities per day rather than point based? Point-based abilities work well on a per-round basis, but the book keeping involved is obnoxious, and and there's the same nova/No AVailable Ability issue as psionics. That said, psionics seems to be the route you're taking. It's a lot easier (for me at least) to conceptualize the balance of levelDx, 3/day rather than Embrace the Fire costing 24 + 8 SP and dealing 2d12 + 2d6 + 2d12 +2d6 damage.
Other than that, it's a cool anime class. it avoids the one mechanoflavorful problem of the RoW monk, which is almost always using super-bad abilities with no 1/day 'I'm pissed, I win' power.
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### Re: Genkotsuken (Shadow Warrior)

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Post by JonSetanta » Fri Aug 31, 2007 1:45 am

Per day??? NO!

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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Fri Aug 31, 2007 3:05 am

An anime class... I suppose I can see that, given the name. It's based on an evil version of Ken from Street Fighter, though.
To the first poster, shirak, I appreciate you taking the time to read and critique, but you really did very little help me understand the shortfalls of the class. In all honesty, I came here from WOTC to avoid posts such as "LOL overpowered NICE TRY better luck next time." Granted, it's better to get "LOL underpowered NICE TRY better luck next time," but it leaves me in the same dilemma. All the bluster, but no substance to work with. K's Dungeonomicon monk is the stuff dreams are made of. Believe me, I should know. I play RAW monks in almost every game. Call it self-flagellation, but I love the idea, even if the rules give them absolutely nothing to work with. I spent so much time writing PrCs for them until I realized there was nothing I could do to help, so I decided to try a base class. I would love to play K's Dungeonomicon monk in a game, but that simply won't happen, given my DMs. Mind you, arguments such as, "that can't be right; that makes unarmed attacks useful" are what I hear when discussing possible houserules on monks and their weaponry. With that to work with, I'm forced to try something new. Believe it or not, this class was written off immediately as completely overpowered (I believe the phrase was "auto-win" by one player) when presented to my DM. Yes, I know this sounds like a personal problem, and yes, it means I play with people who don't understand the game's finer points (they think a Warmage is a perfect substitute for a Wizard). But what I need, and am asking for, is not a simple shutout with "people can do better, go see who has done better," but explain to me why my class is lacking, and just what I can do to help with it. I know it's a lot, but it's all that will help.
Catharz, you are right on the replenishing. It works the same as the psionics point system, but I never noted it, as I pretty much thought it was assumed. I should have, though, and I will. Thanks for the pointer. As far as your DC idea, I will also make use of it. Thanks again.
sigma999... yes, per day uses of the abilities would be a great detraction from the class. The idea of a martial arts master of this kind is based on the ideology that he has a pool of power to draw from, and can allocate as necessary to each ability.
However, shirak's comments (no matter how caustic and pretentious) have given me reason to re-evaluate my grading of the class. The CR test as given is fair, I believe, but I would like a second opinion from someone on the board to help me look at the process more closely from multiple points of view. I also intend to do a test for the Level 5 CR monsters, to see if he can survive up to that point.
Thanks, everyone, again, and I hope to hear more.
-Nathan
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### Re: Genkotsuken (Shadow Warrior)

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Post by shirak » Fri Aug 31, 2007 8:20 am

Me, a pretentious sounding bastard? Man, you're lucky you haven't run into Frank himself. Here's to actually explaining what i meant.
Each action in combat is valuable. That means that for a class to be balanced compared to other classes it's actions must be as effective as those of other classes. Now, this class is pretty cool compared to the Fighter. The problem is that the Wizard is so much better. Basically, each standard action you take brings the battle a little bit closer, whittling the monster's HP. Meanwhile, it's Save-or-Die cast by the Wizard pretty much ends the battle for at least one monsters.
It follows that unless you have SoDs or can one-shot-kill monsters by dealing hundreds of damage per attack you just can't compete. The Wizard is casting Wail of the Banshee. you need at least that much monster killing ability. At level 17, you must seriously be able to cut (your level) monsters in half per round at least once per day.
So my advice for your class: Depending on the flavor you want, either go the SoD route or the Frenzied berserker route.
SoD: Every attack forces people to roll saves or bad stuff happens. First it's stun or something, then they just die, Spend SP to make the effect area affecting, increase DCs and so on.
FB: You must be able to survive the multiple SoDs of a Balor and be able to take out a Tarrasque with its 858HP. That's a doable but pretty hard route, compared to the well established path of throwing SoDs. Compare your build to an Octopus Druid's ten's of high damage attacks per round or a Frenzied Berzerker's multiple attacks at several hundreds of damage each.
Cheers!
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### Re: Genkotsuken (Shadow Warrior)

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Post by Leress » Fri Aug 31, 2007 9:41 am

I will critique later when I crunched the numbers
but here is what Frank suggest for the challenges of the levels
EL 5

- A huge Animated iron statue.
- A Basilisk.
- A Large Fire Elemental.
- A Manticore on the wing.
- A Mummy.
- A Phase Spider.
- A Troll.
- A chasm.
- A moat filled with acid.
- A locked door behind a number of pit traps.
- A couple of Centaur Archers in the woods.
- A Howler/Allip tag team.
- A pit filled with medium monstrous scorpions.
- A Grimlock assault team.
- A Cleric of Hextor (with his zombies).

EL 15

- A Marut.
- A Hullathoin (with its army of skeletons and bloodfiend locusts).
- A Nightmare Beast deep in a hedge maze.
- A Windghost in the sky.
- A Yakfolk cleric with a party of Dao.
- A Drow Priestess with an army of ghouls.
- A warparty of Cloud Giants.
- A Mature Adult White Dragon.
- A Death Slaad riding a Titanic Toad.
- A Cornugon.
- A Gelugon and his Iron Golem bodyguard.
- A Rube Goldberg series of contingent weirds triggered to a set of symbols of pain surrounding the artifact.
- A pair of Glabrezus
- A harem of Succubi.
- Twenty Dire Bears.
- A dozen Medusa mounted archers on Hellcats.
- A forest made out of lava and infested with hostile fire-element dire badgers.
- A pair of Beholders.

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### Re: Genkotsuken (Shadow Warrior)

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Post by erik » Fri Aug 31, 2007 12:46 pm

The tome classes are basically on par with Wizards and Clerics (when they're not outright abused into brokeness, but instead very optimal).
This class as written is much, much, much weaker than a core Wizard or Cleric. That your current group finds a class that weak as too strong is a problem which can't be solved by rewriting the class. I'm sorry to say that you're probably shit out of luck in having this class be to standards that would be acceptable to myself (and probably most of us here) aaaand acceptable to your gaming group.
I'd recommend simply replicating much of this via a cleric or wizard.
I think Shirak was pretty spot on with the challenges, I was gonna say he was wrong on the trolls since you can just stay out of reach and blast them with the ranged fire attack, but you'll run out of shadow points before killing more than one of them- if you're lucky. So the trolls will own.
The class does have a fairly well-defined flavor of being an unarmed assailant who is mobile and has a few ranged attacks and self-buffs. Unfortunately it fails to follow through on the mechanics. If I were to ask what this guy brings to an adventuring party, I'd be hard pressed to say anything positive- zombie material would be the best I could offer.
The shadow points are really an unneccessary mechanic (more numbers to track, ugh).
The damage output and DCs for powers are so terribly low that they just don't matter.
Most of the powers are about on par with level 0 to level 2 spells and you don't get them until far later than those equivalent spells would be available to anyone.
I'd consider how you want this guy to contribute in combats and I'd suggest at least one of these methods:
A* raw damage (unarmed+buff effects)
B* ranged attacks (hadoken that is meaningful)
C* save or die & debuffs
Really you could be able to do all of these competitively, but to keep things fair, you may wish to consider having more emphasis on just one... like so:
A* Martial artist who channels energy to deal incredible damage (at least as much as a TWF rogue), has a few wimpier ranged attacks that still aren't total rubbish, and a stunning attack or somesuch.
B* Ranged touch attack and area attack blaster who can punch, kick and daze as a fall-back.
C* Master of pressure points who can cripple foes with a touch, and can also chuck charged shurikens and punches in a pinch.
Those aren't the only options of course, but they sound like they sort of fit with your "Evil Ken".
Then your party would be able to say, "Damn, I'm glad we had that Genkotsuken with us, he really beat the crap out of that Fire Giant"... or "he really blasted the hell out of those shadows"... or "he totally paralyzed those mindflayers."
Make something that the party is glad to have.
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### Re: Genkotsuken (Shadow Warrior)

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Post by CalibronXXX » Fri Aug 31, 2007 1:42 pm

Since your group will deny anything homebrew that even has a passing resemblance to balanced material, I suggest you be a Druid and try to get your DM to let you re-flavor spells as Ki Power and Wild Shape as Fighting Styles, or some such, keeping all mechanics intact and just choosing to never attract an animal companion. That should work pretty well.
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Fri Aug 31, 2007 2:53 pm

Alright, guys.
Shirak, I'm sorry for jumping to conclusions, but I've had it up to... er, somewhere very high with short responses that leave me with wide eyes and empty hands (that is, looking upon my broken sand castle with no tools to fix it). Thank you for clarifying, and I agree to a large extent that my effects mimic spells of a similar level entirely too late and to little effect.
So I'm shit out of luck for DnD with any groups I'm familiar with, anymore. Bad news. I think most of the reason homebrews scare them is because the abuse is so well hidden in abilities. Wizards have hundreds of spells. There's no reason the average player would even accidentally stumble upon something amazing. If you put it in terms of K's monk? Well, shit happens ALL the time without trying. You have choices, and those choices are to be awesome or to be more awesome. But, if that choice is not obvious with every class, I get slapped with the "auto-win" type of thinking, again.
Personal problem, but I like to vent.
To Leress, Clikml, and Calibron, thank you for the comments, as well. I'm rethinking this class as I type this to you. I may never be able to play a DnD game with my friends again, but at least I'll have a class I can confidently throw at a wizard.
P.S. How does a Troll ever manage to grapple Valeth? That's one thing I haven't figured out yet.
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### Re: Genkotsuken (Shadow Warrior)

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Post by Koumei » Fri Aug 31, 2007 3:14 pm

You could just reflavour a Cleric or Druid, or perhaps you could do something like this:
It gets a really small selection of spells. Let us say 5 at 1st level, and 1 (seriously, just one) per level thereafter. New spell levels like Wizards. These can each be used once per encounter, with a standard action to recharge. They are used as (Spells, Spell-likes that still require XP/expensive components, Supernatural that still require the above), whichever you think the group will allow.
These spells can be any from the Wiz/Sorc list. Now, your group will think "That's not so bad - the flavour says Bull's Strength and Magic Missile!"
Thus, you have the hidden abuses of the Wizard, though not as many, and you seriously could even pick rather lame ones. Add in a few random options like 1/encounter meta-magic uses (you even could do something impressive by unleashing a split-ray empowered twinned admixtured Scorching Ray) and cute minor bonuses, and suddenly you have a class that's as strong as your group requires it to be (if the Wiz casts crappy spells, you can pick equally lame spells to not show them up. If they sling SoDs around, abuse Shapechange, go into Phoenix Duplication tricks and all that, you really can do whatever you like).
Is that any help?

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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Fri Aug 31, 2007 4:15 pm

That's a very cool idea, actually. The group I play with is by no means a master of the numbers, or even close. They think fighters are perfectly fine, because they do what they should do (protect the wizards). They balance the party in terms of purpose. If you do what they think you should do, then you're set. If you do even a bit more? Then you're doing something wrong. If you show up another party member by doing what they think is their shtick better than they do it, well, then you're just an ass. Granted, I'm not trying to beat anyone's shtick, but just have a monk that's good at his.
Anyway, that's a nifty idea, but I doubt I'll be running around with these folks for DnD anymore. I guess I'm stuck designing and twiddling my fingers.
Here's a skeleton of the Genkotsuken remake. I'm doing away with Shadow Points, and going a route somewhere between K's monk and ToB Martial maneuvers. This could be difficult.

Code: Select all

    Genkotsuken[br]Table: The Genkotsuken[br]                                                                                               [br]BAB: High[br]Saves (Fort/Ref/Will): (Good/Good/Poor)[br][br]Level	Special	                                     Unarmed         [br]1st     Genkotsuken style                             1d8             [br]2nd     Confidence is power, Will is force            1d8             [br]3rd                                                   1d10            [br]4th     The Madness of Hate                           1d10            [br]5th                                                   1d12            [br]6th     Eye of the Storm                              1d12            [br]7th                                                   1d12            [br]8th     Shadow Quicken                                1d12            [br]9th                                                   2d6             [br]10th    Fury is Bliss	                              2d6             [br]11th                                                  2d6             [br]12th    Improved Eye of the Storm                     2d8             [br]13th                                                  2d8             [br]14th    Blood for Blood                               2d8             [br]15th                                                  2d10            [br]16th    Greater Eye of the Storm                      2d10            [br]17th                                                  2d10            [br]18th    Fury is bliss                                 2d12            [br]19th                                                  2d12            [br]20th    Ascencion to Madness                          2d12            [br][br]Hit Die: d8.

Class Skills: The Genkotsuken's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the Genkotsuken base class.
Weapon and Armor Proficiency: Genkotsukens are not proficient in any weapons, shields, or armor. In addition, a Genkotsuken loses access to all class abilities while armed, or wearing armor or shields.
Gekotsuken Style (Ex)
The Genkotsuken style has the following properties:
* His unarmed damage progresses through the chart listed above.
* He gains a dodge bonus to AC equal to his Charisma modifier. It also increases by +1 at 2nd level, and every 2 levels thereafter, to a total of +10 at 20th level. These bonuses apply even when the Genkotsuken is caught flatfooted, but not when immobilized or helpless.
* He learns fighting abilities called techniques that he can use at will. All techniques are supernatural abilities and made as standard actions that do not provoke attacks of opportunity unless noted otherwise.
* He learns Improved Unarmed Strike as a bonus feat at 1st level.
A Genkotsuken loses access to all of the above benefits while armed, or wearing armor or shields.
Confidence is Power
At 2nd level, the Genkotsuken believes wholly in his own abilities and prowess in battle, and bows to no other in the field of combat regardless of whatever he endures. He may add his Charisma modifier in addition to his Constitution modifier to determine bonus hit points per level. This effect is retroactive.
Will is Force
At 2nd level, the Genkotsuken does not allow puny things like gravity or other mundane physical obstacles to impede his progress. When making any Strength check or any Strength-based skill check, he may add his Charisma modifier as an additional bonus. Once per hour, he can add his class level to any such check in a particularly impressive show of force.
The Madness of Hate
At 4th level, the Genkotsuken sinks further into the murky safety of his own insane rage. He may use Rage (as the spell) at will with a caster level equal to his class level. However, the effects persist for as long as the Genkotsuken is enraged, or until he dismisses them. In addition, anyone who ever targets his mind - even if he is not enraged - with a thought detection, mind control, or telepathic ability must succede a will save with a DC of 10 + 1/2 character level + Charisma modifier or suffer the effects of a confusion spell with a caster level equal to the Genkotsuken's class level. This is a natural side effect of the Genkotsuken's twisted mind, and is not a hostile act on his part.
Eye of the Storm
At 6th level, the Genkotsuken can channel his feelings of anger and spite to sense the world at his fingertips. While enraged, the Genkotsuken gains Blindsense out to 5'. At 12th level, his rage touches further upon the world, drawing a burnt portrait that he may gaze upon, increasing his Blindsense to 15'. At 16th level, he becomes one with the eye of his mind's storm, and gains blindsense 30' permanently.
Shadow Quicken
At 8th level, the Genkotsuken utilizes his rage with startling efficiency. Once per encounter, if the Genkotsuken is lost in The Madness of Hate, he may use a standard action technique as a swift action. This ability is only limited by encounter, and the Genkotsuken's rage.
Fury is Bliss
At 10th level, the Genkotsuken wholly embraces the blood rage as a suitable state of mind when in combat. While enraged, he is immune to all abilities subject to curing by the Break Enchantment spell. If he is under the effects of such an ability when he enters The Madness of Hate, the effect is lifted.
Blood for Blood
At 14th level, bitterness and hunger for revenge swallows the Genkotsuken's mind, marking all who have wronged him for death. Whenever the Genkotsuken is the target of any damaging attack, spell, or effect, he gains a situational bonus to his next attack rolls against the aggressor equal to half his class level. If he is targetted by multiple attacks, he must decide at the target of this ability at the beginning of his turn. This bonus persists for one round.
Ascension to Madness
At 20th level, true enlightenment is acheived by the Genkotsuken. He is forever immune to all mind-affected effects, and anyone who targets his mind (as The Madness of Hate) is subject to the insanity spell, at the Genkotsuken's choice. He rises from the shackles of lower existence and becomes an Outsider and immortal with the augmented subtype of his previous type.
------------------------
I'm still unsure just how I want to go about granting abilities without stepping too much on the toes of existing material. Any ideas?
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### Re: Genkotsuken (Shadow Warrior)

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Post by shirak » Fri Aug 31, 2007 4:27 pm

Dear Nathan,
For the past two days I have been pretty mad for reason that have nothing to do with you. Sorry if this got across. On to your class.
I have no idea what the flavor of your class really is because all i remember from Ken is that he was a guy who knew Karate and was arbitrarily as good as Ryu who busted his ass training. I'm pretty sure that's not the flavor you want
Anyway, let's fix your class as "The Guy who throws Hadokens at people"
You get to have an arbitrarily awesome attack that can kill people regardless of their durability. That attack is Dim Mak:
Dim Mak(Su): Your touch attacks deal 0 damage plus 1d6 Constitution damage.
Hadoken(Su): As a full-round action, you shoot a ball of energy at someone. Treat this as a ranged weapon with an increment of 30ft. It requires a normal ranged attack to hit and deals 3d6 Constitution damage.
You can do Dim Maks forever but Hadoken only happens once per encounter.
So from level 1st to forever you can take out people with a couple of attacks. You're about equivalent to a M.A.G.E. only you kill people instead of simply taking them out. This is merely flavor text however.
This probably breaks the game when combined with other classes/PrCs but I need to leave in five minutes so i can't think on it too much. I'll be back in about six hours and keep with the talk then.
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DoragonJin
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Fri Aug 31, 2007 4:45 pm

Actually, the flavor I'm looking for (sorry if this never came through) is a martial artist whose power is fueled by anger and hatred, instead of some mystical understanding of the way energy flows through the world (or what-ever, pick your legend). This character is specifically based on a custom incarnation of Ken known as, gasp, Evil Ken, from a 2-D fighting engine called M.U.G.E.N that was very popular around the internetz for a while.
A glimpse into madness!
I've decided to try giving him a list of level-based techniques that are usable at will. They are split into attacks and kiai infusions (face-smashers and buffs/utility abilities). I'll probably be drawing from Tome of Battle and K for ideas, so we'll see how it goes.
As far as the abilities you spoke of, Shirak, they sound pretty damn impressive. But, as you say, if things aren't simply dying to me rather quickly, I'm wasting my time. Thanks again, and see you in a bit.
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### Re: Genkotsuken (Shadow Warrior)

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Post by shirak » Fri Aug 31, 2007 9:28 pm

> DoragonJin at [unixtime wrote:1188578745[/unixtime]]Actually, the flavor I'm looking for (sorry if this never came through) is a martial artist whose power is fueled by anger and hatred, instead of some mystical understanding of the way energy flows through the world (or what-ever, pick your legend). This character is specifically based on a custom incarnation of Ken known as, gasp, Evil Ken, from a 2-D fighting engine called M.U.G.E.N that was very popular around the internetz for a while.
> A glimpse into madness!
> I've decided to try giving him a list of level-based techniques that are usable at will. They are split into attacks and kiai infusions (face-smashers and buffs/utility abilities). I'll probably be drawing from Tome of Battle and K for ideas, so we'll see how it goes.
> As far as the abilities you spoke of, Shirak, they sound pretty damn impressive. But, as you say, if things aren't simply dying to me rather quickly, I'm wasting my time. Thanks again, and see you in a bit.

Cool. As I really like this idea of mine I'll develop it myself.
I strongly suggest you give him Fear (as the spell). And call it Intent to Kill. Because that scene with Orochimaru was fucking awesome!
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Catharz
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### Re: Genkotsuken (Shadow Warrior)

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Post by Catharz » Fri Aug 31, 2007 9:53 pm

It seems like this is more of a good Fort/Will guy than a Fort/Ref guy. Or you could just give good fort (or will) saves and hand out an ability at low level which lets him use fort saves in place of reflex.
Shirak's fear suggestion is a good one, and I'd just use that in place of confusion/insanity. Make it permanent fear at high level.
This class is also completely full of breakpoints. That's generally not good design.
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Fri Aug 31, 2007 10:01 pm

Here we go. All attacks and infusions are completed. Please, critique away.
Genkotsuken

Code: Select all

    Table: The Genkotsuken[br]                                                                                               [br]BAB: High[br]Saves (Fort/Ref/Will): (Poor/Good/Good)[br]                                                               Max[br]                                                               Technique[br]Level	Special	                                     Unarmed   Level Known        [br]1st     Genkotsuken style, Techniques, Intent to Kill 1d8          1[br]2nd     Confidence is power, Will is force            1d8          1[br]3rd     Techniques                                    1d10         1[br]4th     The Madness of Hate                           1d10         1[br]5th     Techniques                                    1d12         2[br]6th     Eye of the Storm                              1d12         2[br]7th     Techniques                                    1d12         2[br]8th     Shadow Quicken, Anger Reigns                  1d12         2[br]9th     Techniques                                    2d6          3[br]10th    Fury is Bliss	                              2d6          3[br]11th    Techniques                                    2d6          3[br]12th    Improved Eye of the Storm                     2d8          3[br]13th    Techniques                                    2d8          4[br]14th    Blood for Blood                               2d8          4[br]15th    Techniques                                    2d10         4[br]16th    Greater Eye of the Storm                      2d10         4[br]17th    Techniques                                    2d10         5[br]18th    Fury is bliss                                 2d12         5[br]19th    Techniques                                    2d12         5[br]20th    Ascension to Madness                          2d12         5[br]Hit Die: d8[br]

Class Skills: The Genkotsuken's class skills (and the key ability for each skill) are: Balance (Dex), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the Genkotsuken base class.
Weapon and Armor Proficiency: Genkotsukens are not proficient in any weapons, shields, or armor. In addition, a Genkotsuken loses access to all class abilities while armed, or wearing armor or shields.
Gekotsuken Style (Ex)
The Genkotsuken style has the following properties:
* His unarmed damage progresses through the chart listed above.
* He gains a dodge bonus to AC equal to his Charisma modifier. It also increases by +1 at 2nd level, and every 2 levels thereafter, to a total of +10 at 20th level. These bonuses apply even when the Genkotsuken is caught flatfooted, but not when immobilized or helpless.
* He learns Improved Unarmed Strike as a bonus feat at 1st level.
A Genkotsuken loses access to all of the above benefits while armed, or wearing armor or shields.
Intent to Kill
At 1st level, the Genkotsuken's irrational hatred boils over into a piercing gaze that sets allies ill at ease, and send foes into the depths of fear. Once per round, the Genkotsuken may, as a free action, make a gaze attack at any humanoid of his HD or lower within 30 feet. This gaze functions as a Fear spell of a caster level equal to his character level. At 5th level, this power may now affect any intelligent creature. At 10th level, this ability no longer possesses an HD limit. At 15th level, this ability functions as Hold Monster.
Confidence is Power
At 2nd level, the Genkotsuken believes wholly in his own abilities and prowess in battle, and bows to no other in the field of combat regardless of whatever he endures. He may add his Charisma modifier in addition to his Constitution modifier to determine bonus hit points per level. This effect is retroactive.
Will is Force
At 2nd level, the Genkotsuken does not allow puny things like gravity or other mundane physical obstacles to impede his progress. When making any Strength check or any Strength-based skill check, he may add his Charisma modifier as an additional bonus. Once per hour, he can add his character to any such check in a particularly impressive show of force.
The Madness of Hate
At 4th level, the Genkotsuken sinks further into the murky safety of his own insane rage. He may use Rage (as the spell) at will with a caster level equal to his class level. However, the effects persist for as long as the Genkotsuken is enraged, or until he dismisses them. In addition, anyone who ever targets his mind - even if he is not enraged - with a thought detection, mind control, or telepathic ability must succede a will save with a DC of 10 + 1/2 character level + Charisma modifier or suffer the effects of a fear spell with a caster level equal to the Genkotsuken's class level. This is a natural side effect of the Genkotsuken's twisted mind, and is not a hostile act on his part.
Eye of the Storm
At 6th level, the Genkotsuken can channel his feelings of anger and spite to sense the world at his fingertips. While enraged, the Genkotsuken gains Blindsense out to 5'. At 12th level, his rage touches further upon the world, drawing a burnt portrait that he may gaze upon, increasing his Blindsense to 15'. At 16th level, he becomes one with the eye of his mind's storm, and gains blindsense 30' permanently.
Shadow Quicken
At 8th level, the Genkotsuken utilizes his rage with startling efficiency. Once per encounter, if the Genkotsuken is lost in The Madness of Hate, he may use a standard action attack technique as a free action. This ability is only limited by encounter and the Genkotsuken's rage.
Anger Reigns
At 8th level, the ability for a Genkotsuken to convince an individual to do his bidding, whatever it may be, increases. He gains a bonus to all intimidate checks equal to half his character level. The Genkotsuken may intimidate any sentient creature (intelligence at least equal to 3), and the duration for the effect is lengthened to one day after the subject leaves the Genkotsuken's presence.
Fury is Bliss
At 10th level, the Genkotsuken wholly embraces the blood rage as a suitable state of mind when in combat. While enraged, he is immune to all abilities subject to curing by the Break Enchantment spell. If he is under the effects of such an ability when he enters The Madness of Hate, the effect is lifted.
Blood for Blood
At 14th level, bitterness and hunger for revenge swallows the Genkotsuken's mind, marking all who have wronged him for death. Whenever the Genkotsuken is the target of any damaging attack, spell, or effect, he gains a situational bonus to his next attack rolls against the aggressor equal to half his class level. If he is targeted by multiple attacks, he must decide at the target of this ability at the beginning of his turn. This bonus persists for one round.
Ascension to Madness
At 20th level, true enlightenment is acheived by the Genkotsuken. He is forever immune to all mind-affected effects, and anyone who targets his mind (as The Madness of Hate) is subject to a permanent fear effect, at the Genkotsuken's choice. With this power comes an increase in the effects of the Genkotsuken's Madness of Hate. The bonuses of Madness of Hate increase to that of a Greater Rage (Strength and Constitution +6) with the penalties remaining the same. He rises from the shackles of lower existence and becomes an Outsider and immortal with the augmented subtype of his previous type. When under the effects of The Madness of Hate, he may choose to emit a 30 ft. aura of fear as a free action with a will save equal to 10 + 1/2 character level + Charisma modifier. Those who do not succeed upon it are struck dumb with their terror, as the fear spell.
Techniques
At 1st level, and every odd numbered level after that, the Genkotsuken gains mastery of two techniques. There are two forms of techniques: attacks and kiai infusions. Attacks are offensive abilities, while kiai infusions strengthen the Genkotsuken for whatever trials he may face. Attack techniques are standard actions, and kiai infusions are swift actions, unless otherwise noted. All techniques may be used at will unless otherwise specified. The number of techniques known, and their level, are limited only by the Genkotsuken's class level, and are described in The Table: The Genkotsuken. The save DC for any technique (if one is necessary) is equal to 10 + 1/2 character level + Charisma modifier. The duration for any kiai infusion is 1 + Charisma modifier rounds (minimum 1) and are dismissable. No two kiai infusions may be active at the same time, unless stated otherwise. Every 5th level, the Genkotsuken may replace any technique on his list for another up to his highest level.
Attack Techniques
Level 1
Hadoken (Su): The Genkotsuken gathers his will and projects it forcefully at the enemy. The Hadoken has form decided by the Genkotsuken and deals negative energy or fire damage, at the Genkotsuken's choice. Hadoken has a long range, and, upon a successful ranged touch attack, deals 1d4 damage per class level. The target may attempt a reflex save for half damage.
Bakuretsuken (Su): The Genkotsuken forms unstable ki in his hands and thrusts it at an enemy, causing an explosion of force. Bakuretsuken is an unarmed attack made at the Genkotsuken's highest base attack bonus. If Bakuretsuken hits, the enemy and all creatures within 10 feet must make a Fortitude save or be stunned for 1 round.
Seoi Shoryuken (Ex): Charging a fierce punch, the Genkotsuken makes two successive uppercuts against his foe. Seoi Shoryuken is a full-attack action, but rather than making any iterative attacks, it grants two unarmed attacks at the Genkotsuken's highest base attack bonus. If either attack threatens a critical hit, it is automatically confirmed.
Level 2
Tameiki Wari (Su): Slamming his foot on the ground and focusing his ki through it, the Genkotsuken can send a shockwave through the ground to erupt under the feet of unsuspecting foes. The attack has medium range and affects a 30 ft radius. The targets take damage equal to the Genkotsuken's unarmed attack and are knocked prone unless they succeed on a Reflex save, negating the effect. The targeted area becomes difficult terrain thereafter, and moving upon it at any speed greater than half base speed requires a balance check equal to the reflex save, or the victim falls prone.
Tatsumaki Senpuu Kyaku (Ex): A Genkotsuken twirls his body at lethal speed as he extends his leg outward to hit multiple enemies. As a full-attack action, this technique allows the Genkotsuken to make one unarmed attack at his highest base attack bonus against every opponent he threatens. For each successful strike this technique deals damage equal to an unarmed attack plus +5d6 fire or negative energy damage in a 20 ft burst around the Genkotsuken with no save.
Messatsu Shakunetsu Hadou (Su): The Genkotsuken gathers his internal energy and compresses it, thrusting it out before him in a small but powerful ball of energy which explodes upon impact. The range is medium. Upon suceeding at a ranged touch attack the ki blast deals damage of fire or negative energy at the Genkotsuken's choice and deals 4d6 damage to the target, as well as half that to all creatures adjacent to it (within 5 ft). Targets may make Reflex saves for half damage. The Genkotsuken may fire one more ki blast for every three levels he has beyond 3rd, up to three blasts at 9th level.
Level 3
Kansei (Su): With a mighty shout, the Genkoutsuken can shatter the spirit of his enemies. Kansei is a mind-affecting technique that affects every enemy who can hear the Genkotsuken. Each enemy must make a will save or become panicked for one minute. Those who succeed on their save by less than 5 are shaken for one minute.
Skuhachi (Su): Charging passed his opponent, the Genkotsuken leaves behind a blaze of flame, damaging all who touch it. As a full charge action, the Genkotsuken shoots passed his opponent, leaving behind a 10 ft tall fire wall which lasts for one round and deals 1d6 points of fire damage per character level to creatures within 10 feet and 1d4 points of fire damage per character level to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage per character level to any creature passing through or caught within it. The Genkotsuken can pass through squares occupied by enemies when using this skill. It does not provoke attacks of opportunity in this manner, but can be halted by a readied action to prevent a charge.
Shinryuken (Su): The Genkotsuken encompasses the power of the dragon as his evil intent combines with his ki. With a great explosion, he performs a spiraling dragon punch against his opponent. Shinryuken is an unarmed touch attack at the Genkotsuken's highest base attack bonus that deals an additional 1d8 damage of force attribute per character level. The opponent and all enemies within sight of the attack must make a fortitude save or be staggered for one minute.
Level 4
Kisoku (Su): Focusing inward with his hateful energies, the Genkotsuken gathers a breath full of baleful power and then releases it towards his foes, inhaling the shed energy of his enemies to fuel his continued fury. Kisoku affects a 40 ft. cone, dealing 1d6 negative energy or fire damage per character level. The targets may make a reflex save for half damage. For each 10 damage so inflicted, the victim gains 1 negative level. These negative levels persist for 1 hour. The Genkotsuken gains 5 temporary HP for each negative level conferred. This temporary HP lasts for one hour, and the Genkotsuken cannot gain more temporary HP than his maximum hit points. This technique may only be used once per encounter.
Kasai (Su): The Genkotsuken attempts to bearhug the opponent before engulfing the both of them in a massive explosion by overloading his aura of twisted ki energies, turning the entire area around them into an inferno of hatefire. The technique is a grapple attempt; on a successful melee touch and grapple attempt, the Genkotsuken not only deals the normal unarmed damage but causes an external explosion which erupts around him in a manner similar to a hellball (40-ft radius spread). The resulting explosion ends the grapple, but also deals 10d6 negative damage to the grappled target; everything in range (excluding the Genkotsuken) also takes 1d6 fire damage per character level. The victim is not allowed a save, though everything else may attempt a Reflex save for half damage.
Level 5
Shun Goku Satsu (Ex): The Genkotsuken is overcome by a desire to kill and rushes his opponent, slipping between the material and immaterial to reach his target unerringly. Shun Goku Satsu is a full-round action. The Genkotsuken makes a melee touch attack against an enemy within line of sight no more than 30 ft away. If he succeeds, the Genkotsuken performs a violent flurry of strikes against the opponent, dealing damage equal to his unarmed attack as well as confirming an automatic critical hit with a critical multiplier increased by 1. The target must make a Fortitude save or die immediately. If the subject suceedes, it suffers 3d6 Con damage. Shun Goku Satsu can only be performed on an enemy with a discernable anatomy, or targets that are otherwise not immune to critical hits. This technique is usable once per encounter.
Shinkuu Hadoken (Su): In a show of ultimate ki manipulation, the Genkotsuken thrusts forth a large beam of pure power to eradicate his foes. Shinkuu Hadoken is a full-round action. It affects a 60 ft line, dealing damage equal to 2d6 per class level in fire or negative energy damage damage. Those struck may make a reflex save to take half damage. This technique is usable once per encounter.
Mugen Sentou (Ex): Releasing himself into the madness of his unending rage, the Genkotsuken moves beyond comprehensible speed, unleashing mighty blows upon all enemies present. Mugen Sentou is a full attack action against every enemy within short range up to the Genkotsuken's character level. Roll once for each attack to see if it is a successful strike. Those who are struck must succeed on a fortitude save or be dazed for 1 round from the blinding speed of the attack. This technique is usable once per encounter.
Kiai Infusions
Level 1
Haakuken (Ex): With intense reflexes, the Genkotsuken may make a retributive strike. For the duration of this infusion, any melee attack against the Genkotsuken provokes an attack of opportunity. This infusion does not allow the Genkotsuken more attacks of opportunity than he is normally alotted in a round.
Bakushin (Su): Channeling his will, the Genkotsuken can move at almost supernatural speeds. Bakushin grants the Genkotsuken a +30 ft enhancement bonus to his base movement speed and a +3 dodge bonus to AC.
Kotetsuken (Su): Focusing his ki into a powerful strike, the Genkotsuken can overcome even the hardiest of defenses. When using Kotetsuken, his unarmed strikes ignore hardness and DR.
Nousatsu (Su): With the manifestation of ki, the Genkotsuken's fists can become weapons which transfer his hate properly. Nousatsu grants the Genkotsuken's unarmed attacks the benefits of the Bane weapon enchantment. The type chosen must be decided upon when the kiai infusion is learned, and may be changed once each time the Genkotsuken increases in character level.
Level 2
*Instead of gaining a Level 2 Kiai Infusion, the Genkotsuken may simultaneously activate two Level 1 Kiai Infusions.
Kyo Sentou (Ex): Bursting with energy, the Genkotsuken strikes with savage fury. Raizou Sentou grants the Genkotsuken the unarmed damage of a size category one larger than his base size. This ability does not stack with others that increase the Genkotsuken's size.
Ashinami (Su): Ashinami speeds the feet of the Genkotsuken, allowing him to slip between spaces with supernatural ease. Once per turn, the Genkotsuken may transport himself and his belongings up to 60 feet as a free action. The position must have line of sight and effect.
Fusenmei (Su): By channeling the energy within and without, the Genkotsuken cloaks himself in a dark miasma of his ki that makes him difficult to place. Fusenmei grants the Genkotsuken the benefits of total concealment.
Shunkan Nousatsu (Su): With the manifestation of ki, the Genkotsuken can mimic greater powers of a magical weapon. Nousatsu grants the Genkotsuken's unarmed attacks the benefits of a wounding weapon. His strikes deal 1 Constitution damage to creatures subject to critical hits.
Level 3
*Instead of gaining a Level 3 Kiai Infusion, the Genkotsuken may simultaneously activate two Level 2 Kiai Infusions.
Geitou no Kaze (Su): Through careful manipulation of his ki, a Genkotsuken can become lighter than air. Geitou no Kaze allows the Genkotsuken to fly at twice his base speed with perfect maneuverability.
Youma (Su): Becoming one with the energies of the world, the Genkotsuken can empty his self into the ether. Youma makes the turns all of his melee attacks into incorporeal touch attacks.
Shou (Su): Overflowing his ki, the Genkotsuken may destroy the magical effects present on a foe. For the duration of Shou, all melee attacks count as targeted greater dispel magic with a caster level equal to his character level.
Level 4
*Instead of gaining a Level 4 Kiai Infusion, the Genkotsuken may simultaneously activate two Level 3 Kiai Infusions.
Shissaku (Su): With the manifestation of ki, the Genkotsuken can travel through subplanar rifts to bypass obstacles and opponents. For the duration of Shissaku, the Genkotsuken becomes ethereal.
Hireki (Su): Placing the power of sight with his ki, the Genkotsuken becomes able to see all things. Hireki grants the benefits of the spell True Seeing.
Doutetsu (Su): Concentration upon his dire rage hardens the Genkotsuken to all but the most fierce of attacks. Doutetsu grants the Genkotsuken DR/Adamantine equal to his character level.
Level 5
*Instead of gaining a Level 5 Kiai Infusion, the Genkotsuken may simultaneously activate two Level 4 Kiai Infusions.
Teikou (Su): His anger becomes absolute, charging him with a power that denies even the wills of the arcane and divine. Teikou grants the Genkotsuken Spell Resistance equal to 15 + his character level.
Mugen (Su): Gathering the concentration granted by superhuman focus, the Genkotsuken can slip into the infintesimal gaps between thought and action, acting without delay and at whim. Mugen allows the Genkotsuken an additional standard action per turn. It does not allow a second swift action.
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DoragonJin
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Sat Sep 01, 2007 3:24 pm

Alright. Everything's all updated.
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### Re: Genkotsuken (Shadow Warrior)

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Post by JonSetanta » Sun Sep 02, 2007 6:49 am

The most recent version looks nice. I'd avoid excessive occurances of ability score damage, but it's your call.
Good that you filled the empty levels, and filled them pretty well.
I read the first class-list thoroughly, and only have to remark: Ascension to Madness neads MOARRRR! Something badass, like... power. Cool stuff. DR, resistances, stat boosts, stuff. Seriously, it's not much of a reward for 20 straight levels of the class.
Attacks; sorta skimmed this, didn't see too much off with this. Mostly in line with spells. Nice selection, players won't be wanting for much more since there are many options.
Kiais: my eyes started to fuzz-out around here, but the 'Mugen' stood out to me....
"Act twice"? Is this known as "two standard actions as one"?
Oh and here's a thread about a guy that also likes monks, disregarding how much TSR and WOTC have shat upon them as a collective unarmed-whole.... very much worth reading...
http://bb.bbboy.net/thegamingden-viewth ... &postnum=0

> The Adventurer's Almanac wrote: ↑
> Fri Oct 01, 2021 10:25 pm
> Nobody gives a flying fuck about Tordek and Regdar.

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DoragonJin
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Sun Sep 02, 2007 10:07 am

Halfway through that sad tale at the moment, and I've posted an update to clear up the Mugen ability, pump the capstone, and prep it with another class ability.
Are we there yet, or have I gone too far?
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Catharz
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### Re: Genkotsuken (Shadow Warrior)

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Post by Catharz » Sun Sep 02, 2007 8:31 pm

You know, the ability to deal huge amounts of negative energy damage makes this guy a great healer for undead. That seems a little out of flavor...
Plus, I still think that mind readers should suffer fear rather than confusion.
Other than that, very nice job. The class looks quite powerful, probably able to compete even at higher levels. At this point you probably need some play testing to get it right.
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Sun Sep 02, 2007 8:59 pm

Alright. Taking comments into consideration, I've changed the confusion effects to fear ones.
As far as the negative energy issue, it seemed the only viable option for a way to describe the flavor of him spewing out hateful auras of power to harm others. They sometimes manifest like hellfire, certainly, but he should have the ability to coalesce it into something more "pure." I considered force damage, but that didn't make too much sense to me. The only other option is to just make it element-less damage. Much less interesting, in my opinion. Any other thoughts on it?
Play testing, huh? Where do you suppose I might be able to get some of that?
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### Re: Genkotsuken (Shadow Warrior)

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Post by Catharz » Sun Sep 02, 2007 10:49 pm

I dunno.
A significant balance point is whether this is meant to be used with Races of War feats.
Ignoring that for now, start with a 1st level human Genkotsuken (what does that mean, anyway?) named Kowaiko.
She'll have a Charisma of 15, a Dexterity of 14, a Strength of 13, a Constitution of 12, an Intelligence of 10, and a Wisdom of 8.
For techniques she'll grab Bakuretsuken and Bakushin.
As a result, Kowaiko has an AC of 10+2+2+3=17, 10 HP, and an attack bonus of 1+1=2. Her base damage is 1d8+1.
Compare to a 1st level warrior: AC of 10+6+1=17 (splint mail, Dex 13), HP of 12, attack bonus of 1+2+1=4, damage 2d6+3.
However, every attack Kowaiko makes will stun in a 10' radius, she has a speed of 60', and (best of all) an at will SoD gaze attack with no listed range limit.
She fucking tears apart every living opponent of 1HD or less because fear is so badass. Tactics: Free action gaze, double move to target, Bakuretsuken. Against nonliving opponents she is kinda hosed, but maybe that's because I chose abilities poorly.
5th level
Techniques
Attack: Bakuretsuken, Tameiki wari, Tatsumaki senpuu kyaku.
Boost: Bakushin, Kotetsuken, Fusenmei.
AC 10+2+3+2-2=15. HP: 8+4*4.5+5*3+5*1=46. Attack bonus: 5+2=7.
Against a basilisk, she can't use her gaze (6HD). As a result, she'll just use Tameikiwari to keep it out of gaze range an wear it down. If she somehow encounters it within 30' and can't run away, she'll close her eyes and use her total concealment and try to stun the bastard.
In the end it's an almost certain win, if she has unlimited room to maneuver than with no loss of resources (same as anyone with a bow).
Large fire elementals are badass, but she knows how to beat them. Total concealment means that its AC is only 13, and she can wear it down using Tatsumaki Senpuu Kyaku over and over again. She'll take damage, but she'll almost certainly win.
She's probably screwed when fighting a flying manticore She'll go full concealment, but I don't think Tameikiwari can affect targets not touching the ground. She probably should have selected one of the ranged attacks. In the end it's 6 spikes per round for four rounds, hitting ~40% of the time. That's about 62 HP of damage.
Against a mummy, there's a slightly less than 50% chance that she'll make the Despair save (DC 16 vs. Will +4+1-1=+4). If she makes it and she's out in the open, she'll use Tameikiwari to juggle. If she's in a tomb, she'll use Tatsumaki (remember fire vulnerability) and still kick its ass, although she may succumb later to mummy rot. If she fails vs. Despair in close quarters, at wost case she'll be killed without getting to act (4d6+40 damage), and even if she survives she'll probably die in the next few rounds or a minute later.
I'm going to say that she's at about 80% under ideal conditions, 30% vs. closet troll mode.
Against a reasonably sized pit trap (chasm, moat, etc), she'll use her 60' speed and +level to her jump check and hopefully do just fine.
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Sun Sep 02, 2007 11:20 pm

Right! Range. I'm a tool. Putting 30 feet on that little monster.
As far as the Races of War feats, I think I would not allow them to be used in conjunction. I love them to death, but I'm wary of giving melee such awesome-ah powah, since there are no metamagic or skill feats that work in a similiar manner, yet.
I envisioned him being used under d20s normal rules, pre-K/Trollman apocalyspe.
Genkotsuken means anything from Fist of Heaven (?) to Authority of the Fist. Of course, this is all using a silly translator. Truth be told, I'd love to give him a decent English name, but I gave up on that a long time ago.
Would you believe I thought the earth stomp (Taimeki Wari) was the weakest of that level's abilities? Yes, being a power that rearranges the earth, it requires the individual to be on the ground.
I'll get together a CR 5 and 10 test for anyone willing to tear to shreds.
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### Re: Genkotsuken (Shadow Warrior)

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Post by DoragonJin » Mon Sep 03, 2007 4:52 am

Genkotsuken CR 5 Test
Name: Valeth Dredgheart
HP: 66. AC: 19 (17 when Raging). Build: Human Genkotsuken 5.
Fort Save: 3. Ref Save: 6. Will Save: 5 (6 when Raging).
Attack: +7 1d12+2 (+8 1d12+3 when Raging)
28 Point Buy: Str 14, Dex 14, Con 14, Int 10, Wis 08, Cha 15+1+2.
Feats: Improved Unarmed Strike, Combat Reflexes, Improved Initiative, Improved Toughness.
Phat Lewt: Cloak of Charisma +2, Bracers of Armor +2, Ring of Protection +1.
Techniques:
Attack: Bakuretsuken, Hadoken, Tatsumaki Senpuu Kyaku
Kiai: Bakushin, Kotetsuken, Fusenmei
*Valeth is a naturally angry man, so we'll assume he's always Raging for the purpose of this test
EL 5
* A huge Animated iron statue.
The statue has no chance of catching Valeth, if he has any reasonable amount of room to work with, thanks to Bakushin. If it takes a million years, Hadoken will get the job done. If it's a closet match, and he has nowhere to go, concealment and spin kicks should keep him in good condition. Probable Victory.
* A Basilisk.
Go go Hadoken for victory. Remaining out of range might be difficult, so closed eyes, concealment, and Tatsumaki may be required. Given enough distance, this is no real challenge. Almost Certain Victory.
* A Large Fire Elemental.
It's the same old story. Hadokens for negative energy victory, else it's go for the spin kick and concealment. Probable victory.
* A Manticore on the wing.
Manticore is iffy. If the spikes come through reliably, Valeth is out of commission. Otherwise, Hadoken will probably wear the manticore down until it has to come from the sky and take its beating like a man. Whatever the case, it could go either way. Even Match.
* A Mummy.
Even if Valeth manages to kill the Mummy, chances of avoiding infection are slim to nil. Despair is about 50/50, and that would be the end of him, anyway. Definite Loss.
* A Phase Spider.
The Spider gets to surprise him, but still has to remain on the plane for at least one round, at which point Valeth would attempt to stun so he could finish wreaking havoc on the next turn. The surprise attack very likely hits, and if it does, will more than likely suceed on poison. If he misses on his first strike, Valeth has a chance of keeping up evasion with concealment. No raging this time, AC is too important. Even Match (Probable Loss?)
* A Troll.
Range gives Valeth a free win, once again. If not, a toe-to-toe will be much more exciting. Grapple is not happening, thanks to Valeth's once-per-hour bonus. Concealment gets him the benefit of the doubt, and Tatsumaki will get him the fire damage he needs to end the bout for good. Probable Victory.
* A chasm.
Bakushin will net Valeth probable victory on any distance shorter than 40 feet. Passed 45 feet, we have a probable loss, and passed 50, definite loss.
* A moat filled with acid.
Same deal here as with the chasm.
* A locked door behind a number of pit traps.
He won't spot the pit traps, and his reflex is not going to be avoiding these as much as they'll be sending him to thumping to the bottom of long shafts. Almost Certain Loss.
* A couple of Centaur Archers in the woods.
With their aim, and Valeth's bonuses to AC or concealment, this fight is not happening for our four-legged friends. They'll also be running scared from his gaze attack, sooner than later. Almost Certain Victory.
* A Howler/Allip tag team.
Allip touch attack is not happening with any real likelyhood unless the babbling is victorious. The howler, on the other hand, is a jerk, and that bite and quills could be a serious problem if the babbling does manage to hypnotize Valeth. This might be some real pain. However, a couple of turns of Tatsumaki splash damage will have the Allip crying for mommy. Even Match.
* A pit filled with medium monstrous scorpions.
Tatsumaki, anyone? Almost Certain Victory.
* A Grimlock assault team.
Concealment doesn't mean squat here, so Valeth will pump his AC to reach near-untouchable status. Tatsumaki will have these guys dropping like flies. Almost Certain Victory.
* A Cleric of Hextor (with his zombies).
Not sure about this one. Don't know what a Cleric of Hextor and zombies would be like.
------------------
Valeth seems to have the upper hand in most situations, as long as he is given space to work with. Forgot to switch out Hadoken for Messatsu Shakunetsu Hadou, but it probably would not have made much difference, just yet. Cage matches, on the other hand, can be a real problem for a good many of the encounters. Obstacles are just as situational, as I don't know the norm for things like moats and chasms.
At any rate, what do you all think about this test? Too easy on him? Too hard on him?
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