[Prestige Class] Son of Sparda

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[Prestige Class] Son of Sparda

Post by Manxome »

I'm sorry, I had the idea, and then I couldn't help it. Not terribly concerned about balance, more of a concept thing.

Son of Sparda
"Jackpot!"

Requirements
BAB: +5
Skills: Balance 8, Jump 8
Special: Must have the blood of an outsider in your veins, either by birth or literally

Hit Die: d10

Class Skills: The Son of Sparda's class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge: The Planes (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).

Skills/Level: 4 + Intelligence Bonus

BAB: Good (1/1), Saves: Fort: Good; Reflex: Good; Will: Poor

Level, Benefit
1 Implausible Weaponry, Array of Arms, Untouchable, Devil Trigger
2 Pinpoint Jump, High Time, Delayed Fall
3 Guard, Improvised Jump, Wall Running
4 Style Attack, Demonic Force, Sky Star, Bat out of Hell
5 Juggling Projectiles, Quicksilver
6 Power of Death, Devil's Own Luck
7 Style Attack, Air Hike, Doppleganger
8 Royal Guard, Power of Pain
9 Style Attack, Demonic Speed, Light Step
10 Stylin', Giant Walker


Weapon and Armor Proficiency: A Son of Sparda is considered proficient with any weapon he happens to be holding, including improvised weapons. He gains no armor or shield proficiencies.

Implausible Weaponry (Ex): A Son of Sparda may count as one size category larger for purposes of determining what weapons he can wield, and how he can wield them.

Array of Arms (Ex): A Son of Sparda may draw or sheath any weapon he carries as a free action that does not provoke attacks of opportunity. He may even do this in the middle of a full attack, making his remaining attacks with his new weapon(s).

Untouchable (Ex): Any time a Son of Sparda would be permitted to add his dexterity bonus to his AC, if not using any armor or shields with which he is not proficient, he may use 10 + his reflex save in place of his armor class. This is fully effective against touch attacks.

Devil Trigger (Su): A Son of Sparda gains a Devil Trigger, which can be active for no more than 2 rounds + 1 round per class level each day (though this duration need not be continuous). The Devil Trigger can be activated as an immediate action and deactivated as a free action, but no less than 1 round of duration is expended for any use. While Devil Trigger is active, the Son of Sparda gains the following benefits:
  • inflicts an additional 1d6 damage per class level on all attacks
  • +8 bonus to STR
  • +20' bonus to land speed
  • +4 bonus to Fortitude save, and may use Fortitude in place of other saves (if higher)
  • Damage Reduction X/-, where X equals his class level
  • Fast Healing equal to his class level
  • cannot be dazed, except that if stunned, he is considered dazed instead
  • whenever he stuns an opponent, that opponent is also knocked prone
  • whenever he dazes an opponent, that opponent is stunned instead (but not knocked prone by the preceding ability)
  • appears as an outsider of the type whose blood he bears, and emits light as a fire of his size
Pinpoint Jump (Ex): At 2nd level, the Son of Sparda is always considered to have a "running start" for any Jump check he makes, regardless of his actual motion.

High Time (Ex): At 2nd level, a Son of Sparda learns to hurl his opponents into the air. Whenever he hits with a melee attack while standing on solid ground, at his option, the target must make a Fortitude save (DC 10 + STR + 1/2 character level) or be thrown into the air and dazed for one round. The height the target is thrown is equal to the result of a Jump check rolled by the Son of Sparda, divided by two, and if the Son of Sparda wishes, he follows the target into the air and may make his remaining attacks against that target while airborne. A target that succeeds at this save cannot be affected by this ability for one round.

Delayed Fall (Ex): At 2nd level, when a Son of Sparda is in freefall, he remains stationary (instead of falling) on any round that he makes an attack. The Son of Sparda suffers no penalties for attacking while in freefall. Additionally, any opponent that is dazed or stunned by the Son of Sparda hovers in place until the effect expires, rather than falling (if appropriate). A fall cannot be delayed for longer than one round per class level of the Son of Sparda.


Guard (Ex): When a Son of Sparda of 3rd level is attacked, he may forfeit one attack of opportunity to reduce the damage he receives from that attack by half (rounded down). He must choose to use this ability before the attack roll is made.

Improvised Jump (Ex): At 3rd level, a Son of Sparda may jump off of any solid surface (including another creature) without penalty. The surface need not be horizontal, but the angle of his jump must be within 60 degrees of the surface normal.

Wall Running (Ex): At 3rd level, a Son of Sparda may move along any solid surface as if it were horizontal. If this is the last movement he takes during a round, then he falls 10 feet at the end of the round, unless he is stable without this ability. This ability may not be used on two consecutive rounds.


Style Attacks (Ex): At levels 4, 7, and 9, the Son of Sparda receives one of the following style attacks:
  • Stinger: When you succeed at a charge attack, the target is affected by the violent thrust version of Telekinesis, with a caster level equal to your character level. There is no saving throw against this effect.
  • Million Stab: As a full round action, you may make a melee attack against all eligible targets in a 90-degree cone (make one attack roll and compare it to each target's AC). Any target damaged by this attack is dazed for one round (no save). Until your next turn, you cannot move, and you lose your dexterity bonus to AC.
  • Helm Breaker: If you are currently in mid-air, as an attack action, you may plummet 300 feet and make a melee attack with a +4 circumstance bonus against one foe you can reach at some point during this fall. If the attack succeeds, the target ends up at the same height as you; if you've reached the ground, the target is knocked prone and takes falling damage as if it fell 150 feet farther than it actually did, while you take damage as if you fell 150 feet less than you did.
  • Dance Macabre: After every melee attack you attempt, you may opt to take a 5-foot step as a free action. If your attack did not succeed, this provokes an attack of opportunity from the target of your attack, which they may take even if they do not threaten you.
  • Air Trick: As a full round action, you may charge at any enemy you can see that is no farther than twice your current land speed. You end up in any square adjacent to the target (your choice) without actually passing through the intervening space, and make your attack from that space. You may not make a bull rush as part of this charge, and you do not gain the benefits of Stinger.
  • Rain Storm: With a Full Attack action, you may fire a ranged weapon once at every single opponent within 30 feet. You gain no additional attacks for having a high BAB. Make a single attack roll for the entire round, and compare to the armor class of each opponent within range.
  • Charge Shot: If you make no ranged attacks for an entire round, then on the next round that you make a ranged attack, all of your ranged attacks receive a +2 bonus to hit and damage. If you have Juggling Projectiles, the DC of the save increases by 2.
Demonic Force (Su): Once he reaches 4th level, any weapon a Son of Sparda happens to be holding has a minimum enhancement bonus to attack and damage equal to his character level divided by three (maximum of +5 for a character of 20th level or lower).

Sky Star (Ex): A 4th level, a Son of Sparda may take a horizontal 5' step while in mid-air, as if he were on the ground.

Bat out of Hell (Su): At 4th level, while his Devil Trigger is active, a Son of Sparda has a flying speed of twice his land speed with good maneuverability.


Juggling Projectiles (Ex): At 5th level, any creature struck by one of the Son of Sparda's ranged attacks must make a Fortitude save (DC 10 + DEX + 1/2 character level) or be dazed for one round. If it fails the save by 5 or more, it is stunned instead. A creature that makes its save cannot be affected by this ability for one round.

Quicksilver (Su): At 5th level, a Son of Sparda gains the ability to slow time, allowing him to act twice in each round. This ability can be activated and deactivated as his Devil Trigger, and consumes 1 round of Devil Trigger use for each round that it is active. Regular Devil Trigger may be used at the same time, but this consumes its remaining duration even faster.


Power of Death (Su): At 6th level, a Son of Sparda has learned to recover his Devil Trigger by drawing power from slain enemies. Every time he kills foes with a combined CR equal to half his character level, he recovers 1 round of Devil Trigger use that he has already expended today. These foes need not be killed in rapid succession.

Devil's Own Luck (Su): At 6th level, while his Devil Trigger is active, a Son of Sparda has spell resistance equal to 15 + his character level.


Air Hike (Ex): At 7th level, a Son of Sparda may jump as if from a stable surface regardless of his actual surroundings (even if he is in freefall). Once used, this ability may not be used again until he stands on an actual stable surface for 1 round.

Doppleganger (Su): At 7th level, a Son of Sparda can create a shadow image of himself that moves and acts as he does. The doppleganger remains in his square, moves as he moves, attacks whomever he attacks, etc. Essentially, this doubles each of the Son of Sparda's actions: if he attacks, treat it as two attacks; if he uses a spell, treat it as if it were cast twice; etc. The doppleganger also causes all attacks targeting the Son of Sparda to have a 50% chance to miss (hitting the doppleganger instead). This ability can be activated and deactivated as his Devil Trigger, and consumes 1 round of Devil Trigger use for each round that it is active. Regular Devil Trigger may be used at the same time, but this consumes its remaining duration even faster.


Royal Guard (Ex): When a Son of Sparda of 8th level is attacked, he may forfeit one attack of opportunity and make an attack roll. If his attack roll exceeds that of the attacker, the attack misses. If his roll exceeds the attacker's by 5 or more, he may make an attack of opportunity against the attacker (but this counts separately against his per-round limit). He must choose to use this ability before the attack is made, and he may not use the Guard and Royal Guard abilities against the same attack.

Power of Pain (Su): At 8th level, a Son of Sparda has learned to recover his Devil Trigger by feeding on his own pain. When the damage taken since his last rest reaches quarter of his maximum HP, he recovers 1 round of Devil Trigger use that he has already expended today. This effect takes place even if some of the damage has since been healed. He recovers another round of Devil Trigger use each time his accumulated damage reaches another multiple of one quater his maximum HP.


Demonic Speed (Su): Once he reaches 9th level, a Son of Sparda always benefits from a +30' competence bonus to his land speed, and does not provoke attacks of opportunity for moving through the threatened area of another creature.

Light Step (Ex): Upon reaching 9th level, a Son of Sparda never pays extra movement to enter a space; any ground he can cross at all, he can traverse at his full speed. Additionally, he may take 10 on Jump and Balance tests.


Stylin' (Ex): At 10th level, a Son of Sparda has the Edge on any attack he makes. Ever. Yes, really.

Giant Walker (Ex): At 10th level, a Son of Sparda can move through the space of any creature 2 or more size categories larger than himself without penalty and without provoking an attack of opportunity. If he does so, once per round, he can make a free "grab on" attempt, and may make a Jump roll in place of an attack roll, if he wishes.
Last edited by Manxome on Sun Sep 28, 2008 1:25 am, edited 3 times in total.
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Post by Judging__Eagle »

Interesting.

What is the origin of this class? God of War?
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Post by Manxome »

Devil May Cry
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Post by Maxus »

Doppleganger "Doubles the effectiveness of each of the Son of Sparda's actions"?

What does that mean, exactly?
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

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Post by Manxome »

Might be clearer to say "doubles his actions."

If you attack someone, treat it as two attacks; if you cast a spell, treat it as if you cast it twice; etc.
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Post by Maxus »

Manxome wrote:Might be clearer to say "doubles his actions."

If you attack someone, treat it as two attacks; if you cast a spell, treat it as if you cast it twice; etc.
YEOW.
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 Judging__Eagle »

Manxome wrote:Might be clearer to say "doubles his actions."

If you attack someone, treat it as two attacks; if you cast a spell, treat it as if you cast it twice; etc.
wtfbbq.
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Post by Manxome »

Um...he does get Quicksilver two levels earlier, which lets you flat-out act twice each round for the same resource cost.

Which a Dungeonomicon Monk can do all day, rather than just for a few rounds...albeit not until a few levels later.

If Doppleganger is somehow spectacularly better (on a melee character), I don't think I see why...
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Post by Maxus »

Actually, yeah, you're right. It seems impressive, because it is, but it's that "cast a spell twice" that seems especially out there, because it'd happen twice for, apparently, no extra cost.

Then I remembered that he doesn't get increased casting.

Edit: Why don'tcha go ahead and clarify that in the Doppleganger text?

Double-Edit: Ye Gods, you could Gwendolyn someone. Koumei, you remember how Gwnendolyn had the Shadow Ally psypher power?

This is exactly like that.

A friend just claimed that

Warblade 1/Wizard 4/Abjurant Champion 5/SoS 10 gives you Caster level 18 at level 20, and, as an example, showed what happens if all 1st and 5th-level spell slots are prepared as Magic Missile and Quickened Magic Missile.
Last edited by Maxus on Sun Sep 28, 2008 1:37 am, edited 2 times in total.
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 Manxome »

Yeah, by the time you get Doppleganger, you've taken 7 levels of a class that doesn't advance your spellcasting at all.

Clarifications editing into first post.
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Post by Judging__Eagle »

Manxome wrote:Yeah, by the time you get Doppleganger, you've taken 7 levels of a class that doesn't advance your spellcasting at all.

Clarifications editing into first post.
But if you've got a Sphere... you are activating them twice as often. Those scale with HD.

However, you're consuming your Devil Trigger pool so... it's not so bad really.
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Post by Cynic »

Ti looks like fun. BTW: flavor text edit: Danse Macabre not Dance Macabre.
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Post by Cynic »

Ti looks like fun. BTW: flavor text edit: Danse Macabre not Dance Macabre.

edit: what does " and how he can wield them. " in improbable weaponry mean on a second read?
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Post by Manxome »

A_Cynic wrote:Ti looks like fun. BTW: flavor text edit: Danse Macabre not Dance Macabre.
I'm reasonably certain that it is actually called "Dance Macabre" in the game, but I'll double-check.
A_Cynic wrote:edit: what does " and how he can wield them. " in improbable weaponry mean on a second read?
Two-handed/one-handed/light. As per:
Races of War: Tools of the Trade: Weapons wrote:Here's how weapon sizes ought to work:
  • You may not use a weapon that is a larger than yourself. A Large character can use a Large (or smaller) object as a weapon, but may not use a Huge (or larger) object as a weapon.
  • You may not use an object that is too heavy for you to lift as a light load as a weapon.
  • An object of your own size must be used in two hands.
  • An object of a size smaller than your size may be used in one hand or two hands.
  • An object that is at least two sizes smaller than yourself counts as a Light Weapon.
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Post by SunTzuWarmaster »

Is this balanced?

I post the question because I no longer want to take levels in Samurai for current character (moving towards the 22 attacks in a round ultra-combo through no fault of my own), and it looks fun. I'm already in a party with 3 demons now.

Balanced?
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Post by Maxus »

SunTzuWarmaster wrote:Is this balanced?

I post the question because I no longer want to take levels in Samurai for current character (moving towards the 22 attacks in a round ultra-combo through no fault of my own), and it looks fun. I'm already in a party with 3 demons now.

Balanced?
Well, he DID say it's more of a conceptual idea.

For what it's worth, I showed it to someone, and he said it's not balanced, it's not fair to your enemies, but it IS a lot of fun and so he's going to use it for a BBEG.

But, heck, I'd allow it, depending on the tone of the game.
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 Cynic »

SunTzuWarmaster wrote:Is this balanced?

I post the question because I no longer want to take levels in Samurai for current character (moving towards the 22 attacks in a round ultra-combo through no fault of my own), and it looks fun. I'm already in a party with 3 demons now.

Balanced?
Balanced? No.

But, if you're doing 22 hit C-C-C-combo breakers, then why not, I'd say. I mean you've hit crazy town with a kiai-smite samurai at that point.

But, yeah, it's definitely not balanced.

It's fun to look at, but not balanced. And the OP agrees that wasn't his idea in the first place.
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Post by Manxome »

I mean, I didn't utterly disregard balance, and I'd be willing to make minor changes to the class if they'd meaningfully improve balance, but yeah, this was more of a thought exercise than a real attempt to produce a playable class.

For reference/comparison, I tried building a Son of Sparda using the Dungeonomicon Monk as a base class:

Human Monk 5 / Son of Sparda 5
Assets: Elite stat array (15, 14, 13, 12, 10, 8, +2 boosts for levels 4 & 8 ), 49,000gp, SRD items + RoW weapon rules, no wishes (and no single item worth more than 15,000 gp)
Large Humanoid (with a fiend subtype)
Attributes: 18 STR, 8 DEX, 16 CON, 12 INT, 16 WIS, 10 CHA
HD: 5d8 + 5d10 + 30 (80 hp)
Initiative: -1 (-1 DEX)
Speed: 40 ft.
AC: 18, touch 18, flat-footed 15
Untouchable: Can use 10 + reflex save (26) in place of AC when not flat-footed
Saves: Fort +13, Ref +16, Will +13
Spell Resistance: 15 (Diamond Soul)
BAB: 10

Attack A: Glaive +16/+11 (3d8+9) 20/x3 [25 avg dmg], threatens at 15', 20', and 25'
Attack B: Natural Slam +13/+8 (2d6+6) [13 avg dmg], threatens at 5' and 10'
Attack C: Natural Bite +13/+8 (1d8+4) [9 avg dmg] and secondary slam +8 (2d6+2) [9 avg dmg], threatens at 5' and 10'
Attack D: Longbow +16/+11 (3d6+7) 20/x3 [19 avg dmg], range incr 170' (+3 attack within 30', +10 damage within 170', does not provoke AoO)

High Time Save: Fort DC 19
Juggling Projectiles Save: Fort DC 14


While in Devil Trigger:
Speed: 60 ft., fly 120 ft. (good)
AC: same, except untouchable is now 27 (subbing fort for ref) instead of 26
Saves: Fort +17, used in place of Ref and Will
DR 5/-, Fast Healing 5

Attack A: Glaive +20/+15 (3d8+5d6+15) 20/x3 [48 avg dmg], threatens at 15', 20', and 25'
Attack B: Natural Slam +17/+12 (2d6+5d6+12) [37 avg dmg]
Attack C: Natural Bite +17/+12 (1d8+5d6+8 ) [20 avg dmg] and secondary slam +12 (2d6+5d6+4) [28 avg dmg]
Attack D: Longbow +16/+11 (3d6+5d6+9) 20/x3 [38 avg dmg], range incr 170' (+3 attack within 30', +10 damage within 170', does not provoke AoO)


High Time Save: Fort DC 23
Juggling Projectiles Save: Fort DC 14


Skills: 6 pts/level
  • Balance (+12)
  • Jump (+26 = 13 ranks + 4 STR + 4 speed + 5 competence)
  • Listen (+16)
  • Sense Motive (+16)
  • Spot (+16)
  • Swim (+17)
Feats: Equipment:
  • Huge Adamantine Masterwork Glaive (3008 gp)
  • Huge Composite Longbow (min STR 18 ) (100 gp)
  • 300 arrows (15 gp)
  • Lesser Bracers of Archery (5000 gp)
  • Gauntlets of Ogre Power +2 (4000 gp)
  • Periapt of Wisdom +2 (4000 gp)
  • Pink Ioun Stone (+2 CON) (8000 gp)
  • Cloak of Resistance +3 (9000 gp)
  • Boots of Striding and Springing (5500 gp)
  • over 10,000 gp left for other stuff
Monk Fighting Styles:
  • Drunken Demon Dance: +4 dodge bonus to saves, +30' insight bonus to speed
  • Angry Crane Touch: any opponent struck by any of this character's attacks must make a Fort Save (DC 18 ) or be stunned for 1 round
  • Lazy Ox Attack: all of this character's attacks ignore hardness and DR
Son of Sparda Style Attack: Dance Macabre (After every melee attack you attempt, you may opt to take a 5-foot step as a free action. If your attack did not succeed, this provokes an attack of opportunity from the target of your attack, which they may take even if they do not threaten you.)


Notes:
  • Can't use a Monk fighting style on the same round he activates Devil Trigger or Quicksilver.
  • A huge reach weapon normally changes a huge creatures reach from 5-15' to 20-30'; I have interpreted this as meaning that it threatens at 5', 10', and 15' beyond the wielder's natural reach
  • Weapons are nonmagical, but all get an automatic +3 enhancement bonus to attack and damage due to Demonic Force. We could spend 8000gp extra to turn one of them into a +1 flaming or +1 ghost touch, but that seems excessive.
  • Sheathing and drawing weapons is free, so while we oftenuse the bow to attack, we switch back to a melee weapon at the end of every turn so we can take AoOs.
  • Drunken Demon Dance indirectly improves AC (via Untouchable), increases the height result from High Time (since speed affects jump checks), and allows him to fly faster while Devil Trigger is active (since his fly speed is based on his land speed)
  • Angry Crane Touch can be used to force additional saves that will leave opponents stuck in midair (due to Delayed Fall)
  • Dance Macabre can be used to get away from nearby opponents while still full attacking and avoiding AoOs, thereby forcing them to provoke more AoOs as they close from 20-25' to their own reach if they want to melee.
  • I might have gotten the damage wrong for the natural attacks; couldn't find a clearly-labeled table in the SRD.
I haven't run him through the Same Game Test, but I suspect he'd overperform.
Last edited by Manxome on Mon Sep 29, 2008 3:08 am, edited 2 times in total.
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Post by CatharzGodfoot »

Just to get this clear, when you use devil trigger, quicksilver, and doppleganger at the same time, you use three rounds worth of fuel and get 4 boosted actions, whereas just using devil trigger to get as many actions costs four rounds of fuel?

Or does each take an immediate action to activate (there's no activation listed for the second two), meaning that to get them all up you need to drop a minimum of 6 rounds of fuel?
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Post by Manxome »

The "activated and deactivated as Devil Trigger" part was supposed to imply that you need an immediate action to turn them on and a free action to turn them off, as with Devil Trigger. So you couldn't turn them all on in a single round (though you could do it in two rounds if you used Quicksilver first, since that will let you act twice per round).

However, prohibiting the simultaneous use of Quicksilver and Doppleganger might be a reasonable limit...

For the record, I do welcome comments and suggestions related to balance for this class, even though it's not my primary concern. Especially since it sounds like people are actually hoping to use it in real games...
SunTzuWarmaster
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Post by SunTzuWarmaster »

1d6/level in extra Devil Trigger damage looks to be the thing that sends it over the edge for the level 10 character. Perhaps a 1d6/2 levels?

Regular abuses for reach, tumble, and Spring attack are present. No problems here.

Untouchable ability is not worth much. It is cool, don't get me wrong, it just doesn't do very much.

Quicksilver seems to be the second obvious break, but our game probably won't make it that high (level 15). I would suggest an additional Standard Action instead of being able to take 2 full round actions, but I think others can probably offer better advice here.

Too much Devil Trigger. As is, Power of Death has to be used to get more than 6 rounds of Devil Trigger at level 11. 6 rounds is enough for 2 combats, and Power of Death is giving you significantly more.

Side note: I think you calculated your weapon bonuses wrong. At level 10, those should be +4 weapons (round up).
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Post by Manxome »

SunTzuWarmaster wrote:Untouchable ability is not worth much. It is cool, don't get me wrong, it just doesn't do very much.
It wasn't really supposed to be worth a lot; it was just supposed to make it so you could opt not to wear armor without sucking. Though I was slightly concerned that the ability to optimize your AC and reflex for the cost of one might mess something up somewhere.
SunTzuWarmaster wrote:Quicksilver seems to be the second obvious break, but our game probably won't make it that high (level 15). I would suggest an additional Standard Action instead of being able to take 2 full round actions, but I think others can probably offer better advice here.
Hm...at level 15, the Dungeonomicon Monk can take 2 full round actions per round as one half of the benefits of his grand master fighting style. All day.

Now, Quicksilver is potentially available at level 10, so I could understand if that was an issue, but if it's still broken at level 15, I think I'll need some help understanding why.
SunTzuWarmaster wrote:Too much Devil Trigger. As is, Power of Death has to be used to get more than 6 rounds of Devil Trigger at level 11. 6 rounds is enough for 2 combats, and Power of Death is giving you significantly more.
Well, the general intent was for Devil Trigger to be awesome, but something that you can't use all the time, but I may not have looked at the numbers hard enough. What about cutting base Devil Trigger limit from 2 + class level to 2 + half class level?

And you could cut Power of Death and Power of Pain in half, too, if necessary, though I should perhaps clarify that Power of Death is only supposed to work for monsters you personally kill, not everything your party kills (as the latter causes weird scaling effects based on party size). Though I'd understand if that creates enforcibility issues.

And I could live with cutting the bonus damage on Devil Trigger, too, if that's appropriate. The target criteria are (1) it should be similar in power to Quicksilver/Doppleganger, so that you can use any of them without being an idiot, and (2) I want it to be used less often than a Barbarian's rage but be more dramatic while it's turned on.
SunTzuWarmaster wrote:Side note: I think you calculated your weapon bonuses wrong. At level 10, those should be +4 weapons (round up).
I thought one always rounded down unless specified otherwise? (Though the intent was "make it like the Samurai," not "round down," so the wording of the ability stands even if I misunderstood its meaning.)
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Maxus
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Post by Maxus »

Manxome wrote:
SunTzuWarmaster wrote:Side note: I think you calculated your weapon bonuses wrong. At level 10, those should be +4 weapons (round up).
I thought one always rounded down unless specified otherwise? (Though the intent was "make it like the Samurai," not "round down," so the wording of the ability stands even if I misunderstood its meaning.)
I think SunTzu means that in Book of Gears rules, an enhancement bonus is 1/3 character level, round up.
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.

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CatharzGodfoot
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Post by CatharzGodfoot »

Manxome wrote: However, prohibiting the simultaneous use of Quicksilver and Doppleganger might be a reasonable limit...
I wouldn't. The abilities are similar enough as they stand; the only real use of doppelganger is abusing limited-use abilities. Quicksilver does the exact same thing but better (because you can use multiple different actions and moves).

If you changed them such that quicksilver allowed only an extra move action and doppleganger gave an extra standard (that can't be used to move), making them mutually exclusive might be sensible. The action cost of switching, however, might still be too high. Making each an immediate action rather than a buff wouldn't lower the cost, but it would make it relatively less.
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Post by Manxome »

CatharzGodfoot wrote:
Manxome wrote: However, prohibiting the simultaneous use of Quicksilver and Doppleganger might be a reasonable limit...
I wouldn't. The abilities are similar enough as they stand; the only real use of doppelganger is abusing limited-use abilities.
It also buys you 50% miss chance, but yes, they're pretty similar.
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