Kenpachi
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- JonSetanta
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Kenpachi
KENPACHI
A title reserved for the strongest warrior in some regions.
They use a combination of physical prowess and spirit energy to defeat foes.
Base Attack Bonus: 1/1
Good Saves: Fortitude, Reflex, Will
Hit Dice: d12
Weapons: All
Armor: All
Class Skills: All Strength and Dexterity-based skills
Skill Points: 6 + Intelligence bonus
1 Bonus Feat, Brawler, Pure Muscle
2 Bonus Feat, Impact Wave
3 Bonus Feat, Quickstep
4 Bonus Feat, Spirit Aura: Fear
5 Bonus Feat, Air Walk
6 Bonus Feat, Haste
7 Bonus Feat, Spirit Aura: Stun
8 Bonus Feat, Hardening
9 Bonus Feat, Greater Quickstep
10 Bonus Feat, Spirit Aura: Paralysis
Brawler
Unarmed attacks gain a base amount of damage equal to 1d8 + Strength bonus for Medium characters.
Unarmed attacks may be made as an offhand strike (-4 penalty).
Pure Muscle
The Kenpachi gains a Strength bonus equal to class level.
Impact Wave (Ex)
As a Standard action a single melee attack becomes a Line or Cone spreading out to a distance of Character Level x 5 feet.
Each character in the area makes a Reflex save against a DC of 10 + 1/2 character level + the Kenpachi's Strength bonus or they take melee damage equal to the Kenpachi's roll (one roll for all targets).
Even on a successful save they take damage equal to the Kenpachi's Strength bonus.
Quickstep (Ex)
The Kenpachi makes a single Move action without provoking for that round. They are invisible from the start to finish of that movement.
The invisibility ends if any non-movement action is made during that time.
Spirit Aura (Ex) [Mind-Influencing]
This area of spiritual energy spreads from the Kenpachi out to a distance of Character Level x 5 feet.
Activating the aura is a Standard action and lasts 1 round.
Every opponent within the area beginning their turn in the zone must make a Will save against the effect chosen by the Kenpachi each turn.
The Kenpachi may select either Fear, Stun, or Paralysis at the beginning of each of their turns as they gain levels, the effect lasting until stopped or swapped out as a free action.
The save DC is 10 + 1/2 character level + the Kenpachi's Strength bonus.
• Fear: Enemies are Shaken for 1 round
• Stun: Enemies are Stunned for 1 round
• Paralysis: Enemies are Paralysed for 1 round
Whenever an enemy rolls a save against Spirit Aura they take an amount of damage equal to the Kenpachi's Strength bonus.
Air Walk (Su)
The character may use an Air Walk effect as the spell by focusing spiritual energy beneath their feet.
Haste (Ex)
The character is constantly affected by a Haste effect as by the spell of the same name.
Hardening (Ex)
By focusing spiritual energy into the point of would-be injury, a wound is prevented.
Once each round a Fortitude save may be made against any damaging attack roll or damaging spell DC; if successful the attack deals no damage.
Greater Quickstep (Ex)
As Quickstep, but multiple Move actions may be made while remaining invisible until the end of the total movement or an action placed between movements.
A title reserved for the strongest warrior in some regions.
They use a combination of physical prowess and spirit energy to defeat foes.
Base Attack Bonus: 1/1
Good Saves: Fortitude, Reflex, Will
Hit Dice: d12
Weapons: All
Armor: All
Class Skills: All Strength and Dexterity-based skills
Skill Points: 6 + Intelligence bonus
1 Bonus Feat, Brawler, Pure Muscle
2 Bonus Feat, Impact Wave
3 Bonus Feat, Quickstep
4 Bonus Feat, Spirit Aura: Fear
5 Bonus Feat, Air Walk
6 Bonus Feat, Haste
7 Bonus Feat, Spirit Aura: Stun
8 Bonus Feat, Hardening
9 Bonus Feat, Greater Quickstep
10 Bonus Feat, Spirit Aura: Paralysis
Brawler
Unarmed attacks gain a base amount of damage equal to 1d8 + Strength bonus for Medium characters.
Unarmed attacks may be made as an offhand strike (-4 penalty).
Pure Muscle
The Kenpachi gains a Strength bonus equal to class level.
Impact Wave (Ex)
As a Standard action a single melee attack becomes a Line or Cone spreading out to a distance of Character Level x 5 feet.
Each character in the area makes a Reflex save against a DC of 10 + 1/2 character level + the Kenpachi's Strength bonus or they take melee damage equal to the Kenpachi's roll (one roll for all targets).
Even on a successful save they take damage equal to the Kenpachi's Strength bonus.
Quickstep (Ex)
The Kenpachi makes a single Move action without provoking for that round. They are invisible from the start to finish of that movement.
The invisibility ends if any non-movement action is made during that time.
Spirit Aura (Ex) [Mind-Influencing]
This area of spiritual energy spreads from the Kenpachi out to a distance of Character Level x 5 feet.
Activating the aura is a Standard action and lasts 1 round.
Every opponent within the area beginning their turn in the zone must make a Will save against the effect chosen by the Kenpachi each turn.
The Kenpachi may select either Fear, Stun, or Paralysis at the beginning of each of their turns as they gain levels, the effect lasting until stopped or swapped out as a free action.
The save DC is 10 + 1/2 character level + the Kenpachi's Strength bonus.
• Fear: Enemies are Shaken for 1 round
• Stun: Enemies are Stunned for 1 round
• Paralysis: Enemies are Paralysed for 1 round
Whenever an enemy rolls a save against Spirit Aura they take an amount of damage equal to the Kenpachi's Strength bonus.
Air Walk (Su)
The character may use an Air Walk effect as the spell by focusing spiritual energy beneath their feet.
Haste (Ex)
The character is constantly affected by a Haste effect as by the spell of the same name.
Hardening (Ex)
By focusing spiritual energy into the point of would-be injury, a wound is prevented.
Once each round a Fortitude save may be made against any damaging attack roll or damaging spell DC; if successful the attack deals no damage.
Greater Quickstep (Ex)
As Quickstep, but multiple Move actions may be made while remaining invisible until the end of the total movement or an action placed between movements.
Last edited by JonSetanta on Fri Nov 08, 2013 7:24 pm, edited 3 times in total.
- Josh_Kablack
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So, basically an archer class that doesn't get perception, any way to enchant their bow against DR, and damaging stun-juggle aura as their only battlefield alteration effect?
Last edited by Josh_Kablack on Wed Nov 06, 2013 5:57 pm, edited 2 times in total.
- JonSetanta
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This is surprisingly elegant.
You do need to define the action for Quickstep and how far you can move in improved Quickstep.
I like the Hardening video.
I think Josh is talking about the Impact Wave, when he mentions the archers.
You do need to define the action for Quickstep and how far you can move in improved Quickstep.
I like the Hardening video.
I think Josh is talking about the Impact Wave, when he mentions the archers.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
No you don't.Maxus wrote:You do need to define the action for Quickstep and how far you can move in improved Quickstep.
You can take a move action. If that action is wandering about, you wander exactly as far as you would otherwise; you're just invisible and non-provoking.
Vebyast wrote:Here's a fun target for Major Creation: hydrazine. One casting every six seconds at CL9 gives you a bit more than 40 liters per second, which is comparable to the flow rates of some small, but serious, rocket engines. Six items running at full blast through a well-engineered engine will put you, and something like 50 tons of cargo, into space. Alternatively, if you thrust sideways, you will briefly be a fireball screaming across the sky at mach 14 before you melt from atmospheric friction.
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darkmaster
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Why not call it flashstep, that's what it's called in the show, and the class is called kempachi so it's not like you can pretend you're not.
Kaelik wrote:Fuck you Haruhi is clearly the best moe anime, and we will argue about how Haruhi and Nagato are OP and um... that girl with blond hair? is for shitters.darkmaster wrote:Tgdmb.moe, like the gaming den, but we all yell at eachother about wich lucky star character is the cutest.
If you like Lucky Star then I will explain in great detail why Lucky Star is the a shitty shitty anime for shitty shitty people, and how the characters have no interesting abilities at all, and everything is poorly designed especially the skill challenges.
Surprisingly elegant? Huh?
Does Pure Muscle give a +2/level Strength bonus or a +2/level bonus to strength?
The DCs are retardedly high due to being based upon strength, which alone would be enough to ratchet into the stratosphere, but with the Pure Muscle it looks like it will be going higher. Of all the stats that can be gamed into super-uber-high numbers, Strength tops the charts.
If a player cannot figure out how to get a DC above 30 (unless Pure Muscle is +2 Str Mod, in which case DC 40!) by level 10 then they're just a fuck-up. Is DC 35 Will/Ref something you expect other players to casually pass at level 10? Dragons won't pass that shit.
Spirit Aura is an auto-stun-lock/paralysis area effect that also deals damage (but who cares about the damage by the point when you have autowin equipped?). If I'm reading it right doesn't even take an action, nor can it be stopped by AMF even. What the fuckin hell? Just walk around and coup de gras. What a spectacularly fun combat.
Area attacks out of melee attacks isn't a bad idea, but I hate the execution.
(Ex)? Why not not (Su)? Whyyyyyyyy? Again, the DC is pretty much auto hit.
Quickstep... is kind of lame on the other side. How about:
Quickstep: A Kenpachi can make a charge as a swift action without provoking any attacks of opportunity.
That way you can get up in people's face and deal full attacks.
Does Pure Muscle give a +2/level Strength bonus or a +2/level bonus to strength?
The DCs are retardedly high due to being based upon strength, which alone would be enough to ratchet into the stratosphere, but with the Pure Muscle it looks like it will be going higher. Of all the stats that can be gamed into super-uber-high numbers, Strength tops the charts.
If a player cannot figure out how to get a DC above 30 (unless Pure Muscle is +2 Str Mod, in which case DC 40!) by level 10 then they're just a fuck-up. Is DC 35 Will/Ref something you expect other players to casually pass at level 10? Dragons won't pass that shit.
Spirit Aura is an auto-stun-lock/paralysis area effect that also deals damage (but who cares about the damage by the point when you have autowin equipped?). If I'm reading it right doesn't even take an action, nor can it be stopped by AMF even. What the fuckin hell? Just walk around and coup de gras. What a spectacularly fun combat.
Area attacks out of melee attacks isn't a bad idea, but I hate the execution.
(Ex)? Why not not (Su)? Whyyyyyyyy? Again, the DC is pretty much auto hit.
Quickstep... is kind of lame on the other side. How about:
Quickstep: A Kenpachi can make a charge as a swift action without provoking any attacks of opportunity.
That way you can get up in people's face and deal full attacks.
- Josh_Kablack
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No, I mean it's an archer.
You get Air Walk and Haste, all martial weapons and move without provoking. Yet none of your class abilities outrange a Close range spell and your only defenses are good saves and an once per turn negation of pure damage.
The absolute best thing you can do with this class is to use a Composite Longbow and use the crazy-go-nuts stun juggle to prevent flying enemies from closing.
You get Air Walk and Haste, all martial weapons and move without provoking. Yet none of your class abilities outrange a Close range spell and your only defenses are good saves and an once per turn negation of pure damage.
The absolute best thing you can do with this class is to use a Composite Longbow and use the crazy-go-nuts stun juggle to prevent flying enemies from closing.
"But transportation issues are social-justice issues. The toll of bad transit policies and worse infrastructure—trains and buses that don’t run well and badly serve low-income neighborhoods, vehicular traffic that pollutes the environment and endangers the lives of cyclists and pedestrians—is borne disproportionately by black and brown communities."
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spongeknight
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First: Why isn't this posted in the "It's My Own Invention" forum like it should be? Second of all, you really need to clean up the language of the class. What kind of strength bonus is he getting? What DC do you need to hit to prevent an attack from damaging you? What kind of damage does Spirit Aura do?
Also, why is Quickstep actual movement instead of a teleportation effect? If you're emulating the flash step from Bleach it would be much better to give the class an at-will move action teleport/dimension door within a limited range (which should be a much higher range than regular movement).
That strength bonus is crazy. Seriously, why? Getting a permanent +20 to strength is a one-way ticket to crazytown, especially if it's a bullshit bonus that stacks with everything. There's a reason why Tome magic items have ability bonuses capped at +1/3 level.
Also, why is Quickstep actual movement instead of a teleportation effect? If you're emulating the flash step from Bleach it would be much better to give the class an at-will move action teleport/dimension door within a limited range (which should be a much higher range than regular movement).
That strength bonus is crazy. Seriously, why? Getting a permanent +20 to strength is a one-way ticket to crazytown, especially if it's a bullshit bonus that stacks with everything. There's a reason why Tome magic items have ability bonuses capped at +1/3 level.
A Man In Black wrote:I do not want people to feel like they can never get rid of their Guisarme or else they can't cast Evard's Swarm Of Black Tentacleguisarmes.
Voss wrote:Which is pretty classic WW bullshit, really. Suck people in and then announce that everyone was a dogfucker all along.
Hardening is pretty awesome. Represents the trope where they get HIT, but don't actually get HURT.erik wrote:Surprisingly elegant? Huh?
I like Quickstep and the Impact Wave, too.
The Strength bonus could go down to +1. Or take DCs off of Str and key them to Con or something.
It doesn't get rage dice or any other way to deal damage, so I'm actually okay with it being BIG NUMBERS.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
--The horror of Mario
Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Far too many things are (Ex) for no goddamn good reason.
The DCs are ridiculous. BIG NUMBERS are not okay if it results in every combat you just walk around and coup de gras opponents. Moving DCs to Con from Str would help and I approve of that measure.
Spirit Aura should take a standard action. Notice whenever Kenpachi is overwhelming people he typically is just standing there? Besides, forcing it every round is just wtf. With almost every other aura there is a clause for once you pass you can no longer be affected that day.
Josh, I think you're wrong about optimal tactics. It sounds like he can just float and use a greatsword to area attack with a full attack repeatedly since the reflex save DC is so high. I did think Air Walk + Haste + Mobility = Archer, but he can accomplish some archery with a melee weapon. At greater ranges, yeah, totally pull out the bow.
Hardening is okay, but it isn't that sexy an ability since it only stops 1 attack per round. So long as that is intended, all is well. "I never thought you would attack me twice in one round. My one weakness!" (but it's okay since nobody is allowed to attack thanks to the aura).
Spongeknight, unfinished works are posted in this forum all the time. Usually when they go to IMOI it is more polished. Besides, this forum gets a lot more eyes.
The DCs are ridiculous. BIG NUMBERS are not okay if it results in every combat you just walk around and coup de gras opponents. Moving DCs to Con from Str would help and I approve of that measure.
Spirit Aura should take a standard action. Notice whenever Kenpachi is overwhelming people he typically is just standing there? Besides, forcing it every round is just wtf. With almost every other aura there is a clause for once you pass you can no longer be affected that day.
Josh, I think you're wrong about optimal tactics. It sounds like he can just float and use a greatsword to area attack with a full attack repeatedly since the reflex save DC is so high. I did think Air Walk + Haste + Mobility = Archer, but he can accomplish some archery with a melee weapon. At greater ranges, yeah, totally pull out the bow.
Hardening is okay, but it isn't that sexy an ability since it only stops 1 attack per round. So long as that is intended, all is well. "I never thought you would attack me twice in one round. My one weakness!" (but it's okay since nobody is allowed to attack thanks to the aura).
Spongeknight, unfinished works are posted in this forum all the time. Usually when they go to IMOI it is more polished. Besides, this forum gets a lot more eyes.
- RobbyPants
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Personally, I approve of this measure for a lot of things. Of all the abilities he listed as Ex, I don't have a problem with them. Air Walk is Su (which works fine). I'm okay with an AMF-defeating Haste or Quick Step, as it's fluffed just to be "him being that fast".erik wrote:Far too many things are (Ex) for no goddamn good reason.
If Quick Step were an actual teleportation effect, I'd say it should be Su.
I agree. I would suggest either switching to using the Con mod for DCs (even though Str is a better fit), or to change how Pure Muscle works (so, instead of granting a bonus to your Str score, it adds a bonus to attack and damage rolls and treats you as one size larger for carrying capacity, or something).erik wrote:The DCs are ridiculous. BIG NUMBERS are not okay if it results in every combat you just walk around and coup de gras opponents. Moving DCs to Con from Str would help and I approve of that measure.
Yeah, this needs some type of limitation. It's way too good to be able to paralyze anyone who gets near you all the time for no action. At a minimum, adding an "anyone who makes their save cannot be affected by this ability from the same Kenpachi for 24 hours" clause would help.erik wrote:Spirit Aura should take a standard action. Notice whenever Kenpachi is overwhelming people he typically is just standing there? Besides, forcing it every round is just wtf. With almost every other aura there is a clause for once you pass you can no longer be affected that day.
- JonSetanta
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Thank you, and it's as long as you are moving.Maxus wrote: You do need to define the action for Quickstep and how far you can move in improved Quickstep.
I suppose the save DCs based on Strength go a bit far. The bonus could be typed to Enhancement so it doesn't stack as much.
But if you look in the Monster Manual many beasts have Strength in the stratosphere. PCs don't get that normally without magic items.
Last edited by JonSetanta on Thu Nov 07, 2013 6:01 pm, edited 1 time in total.
- JonSetanta
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I've cut the Strength bonus from Pure Muscle in half.
It's now equal to class level.
Changed Spirit Aura to a Standard action due to erik's reminder that the Bleach Kenpachi does nothing when he activates it.
It's now equal to class level.
Changed Spirit Aura to a Standard action due to erik's reminder that the Bleach Kenpachi does nothing when he activates it.
Last edited by JonSetanta on Thu Nov 07, 2013 6:11 pm, edited 1 time in total.
- RobbyPants
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You're using the English meaning of the word. In game terms, it means it won't function in an AMF. The whole point of making these things Ex is to let the PC do these things under their own power, as opposed to resorting to magic.Rawbeard wrote:If you move so fast you go invisible, it's no longer Ex, it's Su.
Sure, it falls well outside of the bounds of REALIZARM, but I thought that was the point of the class.
- JonSetanta
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Defining "moves really fast" as magic is just another effect of the kind of lectures Frank gives us.RobbyPants wrote: Sure, it falls well outside of the bounds of REALIZARM, but I thought that was the point of the class.
It's going to stay nonmagical because Charles Atlas.
I considered naming this class Big Dumb Fighter, and the reason why it has so many feats, because it's mean to be a low-magic alternative for Fighters in magical settings.
... and an homage to Bleach.
In the manga/anime setting every spirit can walk on air and radiate an aura so it's not much of a stretch.
The problem is in carrying it over to the stereotypical role of "swings weapon and takes hits"
Does see invisibility work on Invisstep?
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
- JonSetanta
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Now, I harped mostly on powering it down, but it could stand to use some powering up for non-combat. It's kind of a pinch since Kenpachi is notorious for sitting around doing fuckall during anything that isn't combat. Thing is, I don't think that really is acceptable class design. It's okay if a character can do stuff but never does... but to be forced out of non-combat interaction is wrongbad. So he needs non-combat mojo.
He does have super senses same as most everyone. Possibly better than most. I'm thinking a compass that attunes to the most powerful threat in range. Instead of Detect [Alignment] perhaps something like...
Worthy Foe: (SLA) As a standard action a Kenpachi can concentrate to divine the direction towards the most powerful non-ally within range.
Range: Long Range radius (400' +40' per Kenpachi level)
Duration: Concentration
Effect: Know the direction of the creature with the highest amount of HD within range.
He does have a badass personal sword despite not using it to its full potential.
He actually inspires his underlings to be better badasses. Perhaps he can give combat bonuses to allies. Damage bonuses, Diehard, Recklessness.
Other Kenpachi-flavored things:
Perhaps he can get a bonus to intimidate by taking a penalty to attack and still hitting? Or by taking a penalty to AC and still not taking damage.
Leadership. He had a cohort before he ever became a Captain. Perhaps have non-combat mojo relating to having contacts/followers who do things for him.
He does have super senses same as most everyone. Possibly better than most. I'm thinking a compass that attunes to the most powerful threat in range. Instead of Detect [Alignment] perhaps something like...
Worthy Foe: (SLA) As a standard action a Kenpachi can concentrate to divine the direction towards the most powerful non-ally within range.
Range: Long Range radius (400' +40' per Kenpachi level)
Duration: Concentration
Effect: Know the direction of the creature with the highest amount of HD within range.
He does have a badass personal sword despite not using it to its full potential.
He actually inspires his underlings to be better badasses. Perhaps he can give combat bonuses to allies. Damage bonuses, Diehard, Recklessness.
Other Kenpachi-flavored things:
Perhaps he can get a bonus to intimidate by taking a penalty to attack and still hitting? Or by taking a penalty to AC and still not taking damage.
Leadership. He had a cohort before he ever became a Captain. Perhaps have non-combat mojo relating to having contacts/followers who do things for him.
I don't care about realism, I do care about consistence. Don't tack on magic onto the fighter and try to cop out by calling it Ex. Most of the Ex abilities of this class are clearly magic (spirit aura? Ex? really?) and making it Ex for reasons of AMF is plain stupid.RobbyPants wrote:You're using the English meaning of the word. In game terms, it means it won't function in an AMF. The whole point of making these things Ex is to let the PC do these things under their own power, as opposed to resorting to magic.Rawbeard wrote:If you move so fast you go invisible, it's no longer Ex, it's Su.
Sure, it falls well outside of the bounds of REALIZARM, but I thought that was the point of the class.
What is next? The Spellweaver, whose spellcasting is Ex, lulz?
To a man with a hammer every problem looks like a nail.
But do you see the character move in regular speed or superspeed with see invis?sigma999 wrote:Since the character is invisible, yes.ishy wrote:Does see invisibility work on Invisstep?
Last edited by ishy on Fri Nov 08, 2013 11:27 am, edited 1 time in total.
Gary Gygax wrote:The player’s path to role-playing mastery begins with a thorough understanding of the rules of the game
Bigode wrote:I wouldn't normally make that blanket of a suggestion, but you seem to deserve it: scroll through the entire forum, read anything that looks interesting in term of design experience, then come back.
- OgreBattle
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