Some Homebrew Tome Style Feats...

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Koumei
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Post by Koumei »

Karmic Strike grants the AoO if they hit you.
Robilar's Gambit grants it even if they miss (but still after the attack).
Some argue that if you have both up, and they hit you, they provoke twice, because attacking you and hitting you are two different things. It sounds a bit like "Entering this threatened square and entering THIS threatened square, in the same move action, are different things!" to me, but whatever.

It's probably best to give different abilities rather than upgrades/replacements, though. But it's pretty good any way, so it wouldn't matter too much.
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Post by ubernoob »

Turnabout [Combat]
Turnabout is fair play.
Benefits: Enemies do not gain the standard flanking bonus to attack rolls. You can still be flanked for the purposes of SA and similar.
+1: If an enemy scores a critical hit against you, deals sneak attack damage, or uses a similar crit-tastic ability against you and you live, then on the next turn on your first attack against them if you successfully hit them it is an automatic critical hit.
+6: For every point of expertise you use you also gain 1 temporary hit point. These temporary hit points last for one attack or a number of rounds equal to your BAB.
+11: Any time you are attacked in melee you may make an AoO against the enemy that attacks you. This AoO is resolved before the attack and may prevent the attack from happening if it causes the enemy to be unable to attack you in melee.
+16: Any time you make an AoO you may also headbutt the enemy as a free action. This is not considered an attack and simply adds damage equal to a gore attack of a creature of your size +2 times your strength modifier.

What about this modification?
Last edited by ubernoob on Sat Jul 05, 2008 4:15 am, edited 1 time in total.
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Maxus
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Post by Maxus »

ubernoob wrote:Turnabout [Combat]
Turnabout is fair play.
Benefits: Enemies do not gain the standard flanking bonus to attack rolls. You can still be flanked for the purposes of SA and similar.
+1: If an enemy scores a critical hit against you, deals sneak attack damage, or uses a similar crit-tastic ability against you and you live, then on the next turn on your first attack against them if you successfully hit them it is an automatic critical hit.
+6: Any time you are attacked in melee you may make an AoO against the enemy that attacks you. This AoO is resolved before the attack and may prevent the attack from happening if it causes the enemy to be unable to attack you in melee.
+11: For every point of expertise you use you also gain 1 temporary hit point. These temporary hit points last for one attack or a number of rounds equal to your BAB.
+16: Any time you make an AoO you may also headbutt the enemy as a free action. This is not considered an attack and simply adds damage equal to a gore attack of a creature of your size +2 times your strength modifier.

What about this modification? It is a little more powerful, but it has none of that clunky wording. The +11 ability is inspired by stone power (ToB).
That's just...weird....

I'd seriously make it some minor true healing if you're going in that vein. Or something.
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!
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Post by ubernoob »

Maxus wrote: That's just...weird....

I'd seriously make it some minor true healing if you're going in that vein. Or something.
Good idea.
Turnabout [Combat]
Turnabout is fair play.
Benefits: Enemies do not gain the standard flanking bonus to attack rolls. You can still be flanked for the purposes of SA and similar.
+1: If an enemy scores a critical hit against you, deals sneak attack damage, or uses a similar crit-tastic ability against you and you live, then on the next turn on your first attack against them if you successfully hit them it is an automatic critical hit.
+6: Every time you hit an enemy in melee you heal 4 hp.
+11: Any time you are attacked in melee you may make an AoO against the enemy that attacks you. This AoO is resolved before the attack and may prevent the attack from happening if it causes the enemy to be unable to attack you in melee.
+16: Any time you make an AoO you may also headbutt the enemy as a free action. This is not considered an attack and simply adds damage equal to a gore attack of a creature of your size +2 times your strength modifier.

That's cleaner.
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Post by Aktariel »

Karmic Strike says, and I quote (probably in defiance of the OGL, but W/E):

"You can make an attack of opportunity against an opponent that hits you in melee. On your action, you choose to take a -4 penalty to your Armor Class in exchange for the ability to make an attack of opportunity against any creature that makes a successful melee attack or melee touch attack against you. The opponent that hits you must be in your threatened area, and this feat does not grant you more attacks of opportunity than you are normally allowed in a round. You specify on your turn that you are activating this feat, and the change to your Armor Class and your ability to make these special attacks of opportunity last until your next turn."

So. You declare you're using this feat, someone attacks you, they hit you, in hitting you they provoke an AoO (a "successful... attack," remember), and then you get to smack them back.

Robilar's Gambit:
Benefit: At the start of your action, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponents' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.
Normal: Opponents do not provoke attacks of opportunity by attacking. Further, when an opponent provokes an attack of opportunity, you resolve your attack before he completes the action that provoked the attack of opportunity.

Again, they attack you, and after they do so, you get your AoO. (Given as how they listed "normal" as taking the AoO before the action that provoked it..) So... really, it seems to me that they both give you AoO's after you get hit, not before. The only difference is that Karmic Strike requires you to actually be hit, whereas Robilar's simply requires that you be attacked.


As to the latest feat, how is healing 4 hit points a "turnabout?" I like the abilities, but they don't seem related enough to be one cohesive feat anymore.
Last edited by Aktariel on Sat Jul 05, 2008 5:18 am, edited 1 time in total.
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Post by ubernoob »

It was along the lines of, "Fine. You can hurt me. I'll draw power from your pain."

Another idea I had was giving something similar to the masachism ability in BoVD. Something like this:
+6: For every hit you took in the last round you gain +1 to hit and damage. When at below half hp you gain double the bonus.

Stuff that only has an effect when you are damaged.
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Post by Maxus »

Ergh.

I've got the idea for a Spring Attack feat stuck in my head. Where you move, kill, move, kill...and so on. So a Barbarian could theoretically bounce through a crowd.

The problem is, I know it'd probably be inferior to Whirlwind, unless the movement distance was increased or it lets you make another move if you land a successful hit on the person you're springing at.

Or something.

I'll tinker with it a little bit and see if I can make it sound good.
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!
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Post by Surgo »

Err, that basically is Whirlwind.
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Post by Maxus »

Surgo wrote:Err, that basically is Whirlwind.
Tell me about it. X_X

The differences that're presenting themselves to me, though:

-If you move and then hit with an attack, you get another movement, which you can use to move to and attack someone else, or double back and attack the same person, probably expending an AoO to do any of the options.

Visually, it'd...actually, if you've seen Wolf Link in action on Twilight Princess, that'd be pretty much it. Except with an option to travel in any direction you want, or even keep springing back to attack the same person. Of course, you could have fun with it and say how your character is using enemies and walls as springboards and junk.

-Which bring up another point: Wall jumps. As in, jumping at a wall and doing another Jump check off the wall to travel further. And bouncing off of walls and the like to attack people at a bonus to attack and damage, Prince of Persia-style.

-When you take a Jump as a move action, you always finish it in the same turn, rather than that "you finish it next turn if you exceed your movement rate" junk. Of course, this would mean that, say, a Dungeonomicon Monk could really improve his movement rate for travel across open country.

Edit: Oh, and I suppose you could use this feat using either Jump or Tumble. Tumble provokes no AoO for doing so, while Jump inflicts damage on the people whose heads, backs, and shoulders you're jumping onto/off of.
Last edited by Maxus on Sun Jul 06, 2008 8:05 am, edited 1 time in total.
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Post by ubernoob »

ubernoob wrote:It was along the lines of, "Fine. You can hurt me. I'll draw power from your pain."

Another idea I had was giving something similar to the masachism ability in BoVD. Something like this:
+6: For every hit you took in the last round you gain +1 to hit and damage. When at below half hp you gain double the bonus.

Stuff that only has an effect when you are damaged.
No second opinion?
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Post by CatharzGodfoot »

ubernoob wrote:
ubernoob wrote:It was along the lines of, "Fine. You can hurt me. I'll draw power from your pain."

Another idea I had was giving something similar to the masachism ability in BoVD. Something like this:
+6: For every hit you took in the last round you gain +1 to hit and damage. When at below half hp you gain double the bonus.

Stuff that only has an effect when you are damaged.
No second opinion?
If you're going to use masochism, cap it with BAB. Otherwise 'snakes in my pants' all over again.

[Edit]Even with the cap, it's 'snakes in my pants' all over again, but at least it isn't an infinite power hack.[/Edit]
Last edited by CatharzGodfoot on Wed Jul 09, 2008 11:33 pm, edited 1 time in total.
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Post by ubernoob »

I keep forgetting to cap things. Thanks.
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Post by Judging__Eagle »

Careful about that "return to attack the same target" Maxus, you don't want infinite attack loops done on the same target.

Whirlwind gives 1 attack to all targets you can swing at (2 if you have TWF and can attack with both weapons), and no more. There's a good reason for that.

You would have to cap the amount of times that you could spring back to a target (one attack per BaB derivived attack that you have).

Really, I'd suggest looking at how to use Whirlwind over looking at how to re-invent it.
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Post by Maxus »

I'd thought of that actually, but didn't mention it. Either a limited number of 'springs' which grows as you advance in the feat, or something else, maybe based on spending AoO's for movements and attacks.
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!
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Post by Koumei »

So, there has been talk of wrestlers, lately. This means I have a question:

Are you ready?

Legendary Wrestler
You're not just good at grabbing people and throwing them to the ground, no. You're That. Damn. Good.
Benefit: You gain a +4 bonus to any Grapple-type checks. You can also grapple foes one size larger than normal, and can still grapple even if damaged by an AoO made.

BAB +1: When damaging someone in a grapple, you can choose to also make them prone, or to end the grapple, throwing them 5' forever 2 points you beat them by in the grapple.

BAB +6: You don't provoke for starting a grapple, and you also aren't flat-footed when grappling someone. If you grapple someone to deal damage and are near a solid wall or on stone (or harder material), you may add the hardness of the wall/ground to the damage. If pinning and next to a wall, you gain +4 to the grapple check due to the leverage.

BAB +11: You can even grapple foes who are incorporeal, ethereal, insubstantial, benefiting from "Freedom of Movement" or any other immunity to grappling. They gain a +5 bonus to escape, but at this point you probably don't even care. When dealing damage as a grapple attack, you can also force the target to make a Fort save (Strength-based DC) or become Dazed for 1d4 rounds.

BAB +16: You gain a finishing move. If a foe is denied their dexterity modifier (being grappled alone cannot be enough for this - something else must cause this) or are prone, dazed, exhausted, nauseated, cowering or stunned (because some people have Uncanny Dodge), you may make a grapple attack to deal damage, hitting them with your finisher.

The finishing move does +1d6 damage per level and forces them to make a Fortitude save (Strength-based DC) or be knocked out for three rounds. Performing this makes you fatigued for two rounds, and you cannot perform it while fatigued.

Master of Submissions
You're a great grappler, sure, but you specialise in breaking bones and choking people. Your victims either tap out or pass out.
Benefit: People take a -4 penalty to escape a grapple you begin. When you pin someone, you can also do basic unarmed damage.

+1 BAB: If you pin someone for two rounds in a row, they gain a penalty for one minute. This penalty varies based on the body part you describe the hold as hurting:
Arm: they get a -4 penalty to use that arm, -2 on grapple checks
Leg: speed is reduced by half, -5 against trip attempts
Head: they are blind for one round, then take a -2 penalty on Will saves
Spine: they are sickened with pain
Breathing: they become fatigued
Other: they take a -2 penalty on all attack rolls and skill checks

+6 BAB: If someone escapes from a grapple with you, you may immediately attempt to grapple them again, with a -4 penalty to do so. If you succeed, it does not count as maintaining the grapple - a new one is started. If they escape this one, they are safe.

+11 BAB: You can grapple two people at once and pin them both at once, without even taking a penalty. Also, every round that you have someone pinned, a cumulative 1d6 damage is taken (1d6 on the first round, 2d6 on the second, etc.)

+16 BAB: Your submission holds are now as painful as finishers. Anyone you pin for at least two rounds must make a Fortitude save (Dex or Str based). Failure causes a problem:
Arm: the arm breaks, becoming useless. They also take 3d8 damage.
Leg: the leg breaks, and they can no longer stand. They also take 3d8 damage.
Head: the skull fractures, and they are blind until healed, and stunned for 2 rounds.
Spine: They take 5d10 damage and are nauseated with pain for 2 rounds.
Breathing: They become exhausted. If failed again, they pass out.
Other: They take 4d6 damage and are stunned for 2 rounds.
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Post by Aktariel »

And if you really like grappling, then you take both of these feats, pin someone for a couple of rounds, make them nauseated, and then finish them.

Nasty.

Very nice.
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Post by RiotGearEpsilon »

Hmm. If the +5 to escape is something you probably wont' even care about, I'd say that the bonus should probably be larger...
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Post by Maxus »

Because I've gotten bored and dug out the Jackie Chan Drunken Master DVD, I'm looking at a Drunken Master feat.

Also, the Drunken Master class in Complete Warrior has interesting abilities, and this'd be flavorful for a character. I'm not sure if it should scale to BAB or Tumble, though. And it's tempting to just be cheap and take the abilties the class gets, rather than the bonus feats, and slap them onto a Tome feat.

Thoughts?
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!
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Post by Maxus »

Thought about a Drunken Master PrC, with the Drunken Fist as a requirement. Edit: Then I decided to ditch the Drunken Fist feat and just attempt to Tome the PrC.

Drunken Master

Requirements:
BAB +3
Tumble 8 ranks or 8 Ranks Gather Information.


Full BAB
Class Skills: Coming Soon to A Gaming Den Near You!
4+Int Skill points.
Good Fort and Reflex.

Level, Class Features
1 Drink Like a Demon, Fighting Style.
2 Drunken Habit, Drunken Habit
3 Drunken Habit, Liquid Power
4 Drunken Habit, Fighting Style
5 Drunken Habit, Drunken Habit,
6 Drunken Habit, More Liquid Power
7 Drunken Habit, Master Fighting Style
8 Drunken Habit, Drunken Habit
9 Drunken Habit, I Remember Now
10 Drunken Habit, Grandmaster Fighting Style


Drink Like a Demon (Ex): A Drunken Master may spend either move or standard action to drink a tankard of ale, a glass of wine, or a mouthful of liquor. Doing so gives him a +2 bonus to a physical stat of his choice, at the price of a -2 penalty of his choice. This lasts for 1 hour for each ‘drink’ the Drunken Master has consumed, and he may consume a number of drinks equal to half his character level plus his unenhanced Constitution modifier.

Fighting Style (Su): At levels 1 and 4, the Drunken Master gains a Fighting Style, as the Monk does. If he does not already have a Slam attack, he gets one. He may only use these fighting styles when under the influence.

Drunken Habit: You have traits that come out when you drink. They are not very pretty. Each time you get a Drunken Habit, pick one of the below as long as you meet the requirements before getting this Habit.

Mean Drunk (Ex): You’re a mean drunk. When under the influence, you hit even harder than you do when you’re sober. You gain +1d6 bonus damage as long as you’ve had a drink. It applies to melee and thrown attacks and Attacks of Opportunity granted by BAB, but not to extra AoO’s gained by feats. Mean Drunk can be taken more than once, and the bonus damage stacks, but only to a maximum of one-half class level.

Noxious Breath (Ex): The Drunken Master may, as a standard action, breathe in the face of a target whose face is within five feet of his. Doing so forces a Fort save, DC 10 + ½ character level + Number Of Drinks He’s Had In The Past Hour. If it fails, the target is nauseated for one round. If passed, the target is instead sickened for one round.

Vile Breath (Ex): The DC on your Noxious Breath goes up by 2. Also, Mettle can’t get someone off the hook this time. Requirement: Noxious Breath

Evil Breath (Ex): The DC on your Noxious Breath goes up by 3. You may take this three times. The bonus stacks.

Gulp It Down (Ex): When consuming alcohol, you may take in a drink as a swift action rather than a move action.

Drink Like Two Devils (Ex): If you spend a move or a standard action to consume a drink, you instead get the effects of two drinks. This may be used in conjunction with Gulp It Down. Requirement: Gulp It Down.

*Dook Dook Dook* (Ex): If you spend a full-round action drinking, you gain 5 drinks. Requirement: Drink Like Two Devils.

Painkiller (Su): When the Drunken Master adds Painkiller to his list of Liquid Powers. Requirement: Liquid Power.

Recuperating Coma (Ex): If a Drunken Master is afflicted by abilty damage, ability drain, disease, poison fatigue, exhaustion, blindness, deafness, curse, or negative level he may opt to enter a Recuperating Coma. He keels over and stays asleep until all his drinks have worn off (One hour per drink). Each hour, he is cured of one affliction (a disease’s or poison’s effects are considered a single affliction, as are fatigue and exhaustion). If he is completely cured of afflictions before he wakes up, he is healed as though by a Cure Critical Wounds each hour. Requirement: More Liquid Power.

Where’d He Go Now? (Ex): If you’re under the influence of at least 4 drinks, you sometimes don’t remember how you got somewhere. If no one’s paying attention to you, you may move forty feet as a free action once per round, even through walls, locked doors, or thin air, and you won’t remember how you got there, and no one will have seen you do it. “Paying Attention” is defined as actively watching, listening to, or being engaged in combat. Things that can break attention to allow the Drunken Master an opportunity to use this power include looking away momentarily, speaking to someone else, or being attacked by someone else.

Funny Drunk (Ex): If you fail a skill check or miss someone you’re attacking, you do so in a way that is classic physical comedy. Those watching must make a Will save versus Tasha’s Hideous Laughter (DC 10 +1/2 character level + Number of Drinks You’ve Consumed In The Past Hour).

Loose Drunk (Ex): When intoxicated, the Drunken Master gains +1 Dodge bonus for each drink he’s had. Drinks converted to Liquid Power don't for this.

I did what? (Ex): You may expend a Drunken Habit to gain a bonus Skill or Combat feat which can only be used while you’re drunk. You may take this twice, selecting a new feat each time.

Drunken Savant (Ex): Select three skills. When you're drunk, those skills gain +2 enhancement bonus for each drink you've had.


Liquid Power (Su): At level 3, the Drunken Master reacts to alcohol in strange ways. Choose two out of Bull’s Strength, Cat’s Grace, Bear’s Endurance, or Cure Moderate Wounds. From now on, when the Drunken Master takes a single drink, he may instead receive the benefit as if he’d drunk an appropriate potion.

More Liquid Power (Su): At level 6, the Drunken Master adds another Liquid Power to his repertoire. The bonuses also increase to +6, except for Cure Moderate Wounds, which becomes Cure Critical Wounds. He may use Drink Like Two Devils or *Dook Dook Dook* in conjunction with this ability, and divide up the bonuses between drinks and Liquid Powers as he chooses.

Master Fighting Style (Su): At level 7, The Drunken Master gains a Master Fighting Style. He may likewise only use it when drunk.

I Remember Now (Ex): At level 9, The Drunken Master gains a degree of clarity that makes him all the more terrifying, and may use certain of his abilities even while not drunk. He may use any of his Fighting Styles, Mean Drunk, Noxious Breath (and its improvements), Funny Drunk, and Where’d He Go Now? For Noxious Breath while sober, use the Monk’s Constitution modifier. For Funny Drunk, use his Charisma modifier.

Grandmaster Fighting Style (Su): The Drunken Master gains a Grandmaster Fighting Style. Thanks to I Remember Now, he may use it at any time.
Last edited by Maxus on Sun Aug 03, 2008 5:31 pm, edited 8 times in total.
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Post by CatharzGodfoot »

Where are the Eight Drunken Immortals? Were I to make this class, it would be eight levels with a specific stance at each, but I guess that's just fine because it give me an excuse to write Yet Another Drunken Master.
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Post by Maxus »

CatharzGodfoot wrote:Where are the Eight Drunken Immortals? Were I to make this class, it would be eight levels with a specific stance at each, but I guess that's just fine because it give me an excuse to write Yet Another Drunken Master.
Well, let's see...A brief trip to Wikipedia and following some links leads me this cursory summary...

Zhongli Quan, one of the eldest, has a fan that revives the death.

Elder Zhang Guo liked making the booze, and experimented with different herbs and plants and could go for days without food, sustaining himself on just a few sips of wine.

Philosopher Han Xiang once poured an endless stream of wine from a cup as a demonstration of something or other.

Lu Dongbin, one of the leaders of the immortals. He's supposedly very wise and all, but has been known to get dead drunk and go into a rage. He also once gave someone a dream in which the dreamer gained everything he could want, and then lost it all and woke as he breathing his last, alone and penniless. The dream was supposed to show that not every effort was supposed to be focused on transient gains.

Lan Caiheappears as either male or female, depending on the story, and carries around a basket of flowers.

Iron-Crutch Li is supposedly the eldest, and the official leader. He appears as a old man with a bad limp, and has an iron crutch to support himself with. I saw something about his legendary fighting style involved going for the arm, first to paralyze it by pressure points and then by breaking the joint.

Royal Uncle Cao carries around a jade tablet.

Immortal Woman He supposedly become ethereal.
Last edited by Maxus on Sun Aug 03, 2008 3:21 pm, edited 2 times in total.
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Post by Quantumboost »

Is "Where'd He Go Now?" intended to be a (Teleport) effect? As currently written, you can take the 40' movement even while under dimensional lock and forbiddance. I doubt that's too devastating since it's only 40 feet, and can't bypass/can only barely bypass nonmagical teleport protections (i.e. 40 feet of solid material). Don't know if this is as designed.

On the same ability, unless there's a limit on free actions I'm unaware of the Drunken Master could just chain-WHGN about as far as he likes. Again, don't know if this is designed in.
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Post by JonSetanta »

Drank herself ethereal? I'm sure we've all had that happen at one time or another.
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Post by Maxus »

sigma999 wrote:Drank herself ethereal? I'm sure we've all had that happen at one time or another.
Hah. But sadly, no.
Wikipedia wrote:Ho Hsien-ku was the daughter of Ho T‘ai, of the town of Tsêng-ch‘êng, in the prefecture of Guangdong

At birth she had six long hairs on the crown of her head. When she was about 14 or 15, a divine personage appeared to her in a dream and instructed her to eat powdered mica, in order that her body might become etherealized and immune from death. So she swallowed it, and also vowed to remain a virgin.

Up hill and down dale she used to flit just like a creature with wings. Every day at dawn she sallied forth, to return at dusk, bringing back mountain fruits she had gathered for her mother.

Later on by slow degrees she gave up taking ordinary food.

The Empress Wu dispatched a messenger to summon her to attend at the palace, but on the way there, she disappeared.

One day during the Ching Lung (&#26223;&#40857;) period (about 707 CE), she ascended to Heaven in broad daylight, and became a Hsien (Taoist Immortal).
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!
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Maxus
Overlord
Posts: 7645
Joined: Fri Mar 07, 2008 7:54 pm

Post by Maxus »

Quantumboost wrote:Is "Where'd He Go Now?" intended to be a (Teleport) effect? As currently written, you can take the 40' movement even while under dimensional lock and forbiddance. I doubt that's too devastating since it's only 40 feet, and can't bypass/can only barely bypass nonmagical teleport protections (i.e. 40 feet of solid material). Don't know if this is as designed.

On the same ability, unless there's a limit on free actions I'm unaware of the Drunken Master could just chain-WHGN about as far as he likes. Again, don't know if this is designed in.
You're right on the first count.

On the second, I forgot the "Once per round" qualifier.
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!
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