Naoki00 |
4 people marked this as a favorite. |
So while working on my fighter and some other stuff I actually finished (at least mostly finished) this little love letter to all the shonen style anime I love and love to rip into. I hoped to actually make it playable in game of course because knowing my players, someone would actually want to try it out. Note that while it's mostly based on anime tropes and ideas, it can almost apply to any sort of 'hero' genre that likes to go big, such as comic book heroes.
Heres The Protagonist, the most serious of joke taken to its logical end, hopefully it's enjoyable to everyone lol.
Pizza Lord |
Seems fun and creative.
Where's the one where the hero must shout out the name of their special move before they unleash it?
Like, it's slightly more powerful than normal, but they lose initiative sequence equal to its power level (giving bad guys time to react during that long charging up sequence) and each level has a different name, If they can't speak or shout out the name (like they're silenced or gagged) then it functions at a weaker level.
Naoki00 |
Seems fun and creative.
Where's the one where the hero must shout out the name of their special move before they unleash it?
Like, it's slightly more powerful than normal, but they lose initiative sequence equal to its power level (giving bad guys time to react during that long charging up sequence) and each level has a different name, If they can't speak or shout out the name (like they're silenced or gagged) then it functions at a weaker level.
I could probably add in something like that for the Signature Attack feature heh. Maybe a trope that lets you move to the last initiative order but ups the bonus to rolls to +4 and gives some other bonus?
Naoki00 |
This is pretty fun. I think it has some unbalanced aspects as it increases in level, but you definitely created something very creative and fitting of anime.
I'm glad you enjoy it, I had a ton of fun putting it together. What do you think is going a bit far if I might ask? Even if it's meant to be a bit silly I would like to keep it mostly within reason after all.
THUNDER_Jeffro |
TLDR: I would review Curbstomp Battle, End Sequence Theme, Final Secret Technique, and how theme song works mechanically both with and without Nakama.
Glancing back through it again, I think Curbstomp Battle jumped out (Touch the Untouchable seems fine). I guess I don't have that much experience with higher level, but it seems to be a bit much to completely ignore DR and resistances, since that's better than a fairly large combination of feats and other abilities. Also, when changing it, I would have it reflect HD and not CR, since I thought most abilities that were similar were figured that way.
I haven't messed around with Tome of War, but I did run multiple characters with 3.5's Tome of Battle as a GM. End Sequence Theme Song feels more like a capstone than Final Secret Technique does. Final Secret Technique seems extremely powerful (which it should be) and fits as a once per day ability. I'm not sure what's mean by "as the same action", which based on my limited experience implies either the boost's action (which is probably a swift, generally) or one of the strikes (a standard).
I feel like nakama should scale better. A 4 man group is covered at level 18. If you're playing with any pets or more than 4 people, can you imagine being told you aren't part of the nakama? That would be just terrible.
I feel in conjunction with the nakama, the theme song ability should scale differently. Possibly starting with a +2, and going up by +1 more frequently to reflect other classes boosting abilities. It may also be better as a rounds per day mechanic, similar to bard song or a barbarians rage. You could even then add additional "theme song" powers if you wanted to. The nakama would get half the protagonists bonus.
I was going to make a joke about how All According to Keikaku was misnamed and link to the Just as Planned meme. Then I learned that the anime *I* thought Just as Planned was from is different and that a fan translation had the According to Keikaku (Keikaku means plan) joke. So, kudos to you on that.
I should probably mention things that I really like. I like that there are three distinct pathways based on initiative modifier that change your available maneuvers. I love that you use the actual Trope names for powers. A lot of the tropes feel appropriate as well (although I'm not sure what the Inner Hollow feat is, unless it was just a joke reference to Bleach).
All of the abilities are really on theme and it actually feels like a real class. I think a lot of it just needs some tweaking, which you seem to be well aware of already.
So I apologize for the long ramble, but hopefully this has been helpful getting an opinion from someone who doesn't allow initiator characters in his game.
Naoki00 |
TLDR: I would review Curbstomp Battle, End Sequence Theme, Final Secret Technique, and how theme song works mechanically both with and without Nakama.
Glancing back through it again, I think Curbstomp Battle jumped out (Touch the Untouchable seems fine). I guess I don't have that much experience with higher level, but it seems to be a bit much to completely ignore DR and resistances, since that's better than a fairly large combination of feats and other abilities. Also, when changing it, I would have it reflect HD and not CR, since I thought most abilities that were similar were figured that way.
I haven't messed around with Tome of War, but I did run multiple characters with 3.5's Tome of Battle as a GM. End Sequence Theme Song feels more like a capstone than Final Secret Technique does. Final Secret Technique seems extremely powerful (which it should be) and fits as a once per day ability. I'm not sure what's mean by "as the same action", which based on my limited experience implies either the boost's action (which is probably a swift, generally) or one of the strikes (a standard).
I feel like nakama should scale better. A 4 man group is covered at level 18. If you're playing with any pets or more than 4 people, can you imagine being told you aren't part of the nakama? That would be just terrible.
I feel in conjunction with the nakama, the theme song ability should scale differently. Possibly starting with a +2, and going up by +1 more frequently to reflect other classes boosting abilities. It may also be better as a rounds per day mechanic, similar to bard song or a barbarians rage. You could even then add additional "theme song" powers if you wanted to. The nakama would get half the protagonists bonus.
I was going to make a joke about how All According to Keikaku was misnamed and link to the Just as Planned meme. Then I learned that the anime *I* thought Just as Planned was from is different and that a fan translation had the According to Keikaku (Keikaku means plan) joke. So, kudos to you...
Thanks for the breakdown! These sort of things are really helpful. About the inner hollow bit, it's actually a feat I wrote up myself and just forgot to link. The gist is you go into a barbarian rage but need to make saves to end it after all the enemies are dead or else you stop caring and just attack anything that moves until the duration runs out. And yes it's a reference to Bleach!
I can change the CR reference to HD no problem (it was a holdover, been adding bits and pieces to this idea for a good few months), and well I was originally trying to emulate how 'mooks' just sort of roll over in the way of the main characters even if they start talking about "We got this fancy new armor! it's sure to protect us!". Maybe nerf it to ignoring an amount of DR/Resistance equal to Initiation Modifier then to make it more static?
I suppose I could just swap the Final Secret Technique and the End Sequence with each other to see how it looks yeah, and I intended for the Final technique to be used as a full round action, but forgot to change the wording when I was looking it over, thanks for catching it. I assumed that getting to do 3 manevuers in the span of a single turn with several additional bonuses to them already was more than enough for a "Nova" ability.
Nakama probably should scale abit better, I was just worried about handing out too many free bonuses to the team on an encounter per encounter basis, though I suppose if I did change it to Rounds per day it might shore that up a little. I was intending to emulate that every encounter was a kind of 'mini episode' originally, but making every adventuring day "The episode" is just as good. How about changing the duration to 4 + initation modifier in rounds +2 per level similar to a barbarian or bard, then scaling the bonuses by +1 per 4 levels to a max of +6 at 20? Maybe say the Protagonist can just always have a number of Nakama equal to his class level, that was it just starts at 7 people when the power turns on (Or 4 if I just say they can always 'give' rounds out to Nakama). Hmm...adding some other custom options to the song would be fun yeah, like maybe Aspect Neutral options like a "Power Ballad" or something like the Gunbuster March.
I'm really glad you do like a lot of it though, it's one of the fun projects I've loved to just kinda go back to and add this or that idea I've had so knowing that even with some minor issues it all feels like how I was aiming for is great to know. And also I'm glad you found the in-joke there for Keikaku heh. I had to explain that joke to a friend of mine since it's a slightly older reference by now.
Naoki00 |
Have you ever looked through Gonzo? Gonzo 2, in particular, has several different classes that you may find interesting for reference. XD
I'd seen it on that very wiki (I use a lot of spheres of power, own the book even but just don't always have it on me), and you know I never considered looking at that page. You send me this and I immediately see "Henshin Hero." Pardon me while my desire to Rider Kick the Tarrasque spirals beyond the heavens.
VM mercenario |
I like it.
I agree with THUNDER_Jeffro, Theme Song would be better as rounds per day. I would suggest two abilities: Nakama, spend two rounds of Theme Song per round to give half your bonus to all allies in 30 feet. Side Character Spotlight, spend rounds of Theme Song to give one ally your full Theme Song bonus.
Also Touch the Untouchable should really add Ghost Touch to your strike. So you can touch the untouchable. Maybe as a Trope.
And Touch the Untouchable, I feel, needs a limit. Being usable in every strike seems a little much for 14th level. Maybe it only works during Theme Song, or if you want it on every attack, maybe trade levels with Break the Unbreakable.
Naoki00 |
I like it.
I agree with THUNDER_Jeffro, Theme Song would be better as rounds per day. I would suggest two abilities: Nakama, spend two rounds of Theme Song per round to give half your bonus to all allies in 30 feet. Side Character Spotlight, spend rounds of Theme Song to give one ally your full Theme Song bonus.
Also Touch the Untouchable should really add Ghost Touch to your strike. So you can touch the untouchable. Maybe as a Trope.
And Touch the Untouchable, I feel, needs a limit. Being usable in every strike seems a little much for 14th level. Maybe it only works during Theme Song, or if you want it on every attack, maybe trade levels with Break the Unbreakable.
I like that idea a lot actually, thanks. And yeah it should totally add ghost touch, I don't know why I didn't think of that lol.
Even for 14th, it's too strong you think? I don't think limiting it to being only on during theme song is a problem, however, I can't exactly swap the abilities without ruining part of the joke actually, since they appear in that order for a reason.
DragGon7601 |
1 person marked this as a favorite. |
... I can't exactly swap the abilities without ruining part of the joke actually, since they appear in that order for a reason.
Needs at lest the option of "See The Invisible", lets you see invisible things. Maybe it works as a X ft blind sight.
I cant think of what it would grant but there also needs to be a "Fight the power" ability... Maybe a spell counter, so you can dispel / suppress high level spell/s your opponent has cast/is casting.
---
After I started writing this next bit I realised it could come of as criticism, its not. I'm just telling you what I would have looked at doing in case you like it better and would like to develop it into a thing.
I would have had Signature Attack be something different. A maneuver works fine. But a custom attack would be better IMO. Let them have building blocks that make a basic "spell" of their own design. I would have it build power with each successful hit until they have built up enough to "cast" it. "casting" it wouldn't provoke AoO or have spell failure but would be conterable by a powerful enough villain (whats a Protagonist without his Antagonist? Archtype idea?). This way they are not doing right out the gate on mooks. But when against an opponent that can take a few hits; they can brake out the "Big Guns".
Building blocks would include:
Damages/ranges (The more damage, the less range), for attacks like Kamahamaha (Low damage because long range), Crimson Lotus: Exploding Flame Blade (mid damage, mid range) and Raikiri (High damage, short range).
Stat buffs, for things like second gear (luffys) or other super sayan modes.
I guess debuffs could also be in there (but I cant think of a main hero that does that off the top of my head... I'm sleepy), but it shouldnt be anything to complicated that could be exploited to make the class OP/unbalanced.
---
Now if you will excuse me, I need to go listen to "Rap Is A Man's Soul" again before heading to bed.
Do The Impossible
See The Invisible
Raw! Raw!
Fight The Power!
Touch The Untouchable
Break The Unbreakable
Raw! Raw!
Fight The Power!
What You Gonna Do Is What You Wanna Do
Just Break The Rule, And You See The Truth
This Is The Theme Of *G* Coming Through Baby!
Raw! Raw!
Fight The Power!
Verse 1St
Power To The Peeps, Power To The Dream
Still Missing Piece Scattering, So Incomplete
We Be The Most Incredible Soldier From Underground
See How Easy, We All Fall Down
Digging To The Core To See The Light
Let's Get Out Of Here Babe, That's The Way To Survive
Top Of The Head, I'm On The Set
Do The Impossible, Don't You Wanna Bet?
Cuz, Alot Of Things Changed, We Be Waiting In Vain
If You Wanna Get By, No Pain No Gain
Wow! Fakers Wanna Test Me Again
(Damn! Suckers Wanna Test Me Again)
Sorry, My Rhyme's Gonna Snatch Your Brain
I'm So Sorry For The Straight Up Skills
(I'm Still Starving For The Straight Up S@$~)
We Gonna Make It Happen With The Crazy Rap Skill (S~$+)
Get Ready To Rumble, Now Is The Time
Uh Huh, This Ain't No Nap, You Know
(Good Luck Fellows! Ha Ha)
- Chorus -
Verse 2Nd
2Nd Verse Dedicates To The Real Peeps
What We Got To Say Is So Real Thing
(What We Got To Say Is Damn Real Thing)
Cuz, Revolution Ain't Never Gonna Televise
Kicking The Mad Flow, Microphone Phenotype
(Kicking The Dope S%+*, Microphone Phenotype)
Open Your Third Eye, Seeing Through The Overground
I'm About To Hit You With The Scream From The Underground
Whole City Is Covered With The Cyber Flavor
*G* Is In Your Area, One Of The Toughest Enigma
- Chorus -
Naoki00 |
1 person marked this as a favorite. |
Naoki00 wrote:... I can't exactly swap the abilities without ruining part of the joke actually, since they appear in that order for a reason.Needs at lest the option of "See The Invisible", lets you see invisible things. Maybe it works as a X ft blind sight.
I cant think of what it would grant but there also needs to be a "Fight the power" ability... Maybe a spell counter, so you can dispel / suppress high level spell/s your opponent has cast/is casting.
---
After I started writing this next bit I realised it could come of as criticism, its not. I'm just telling you what I would have looked at doing in case you like it better and would like to develop it into a thing.
I would have had Signature Attack be something different. A maneuver works fine. But a custom attack would be better IMO. Let them have building blocks that make a basic "spell" of their own design. I would have it build power with each successful hit until they have built up enough to "cast" it. "casting" it wouldn't provoke AoO or have spell failure but would be conterable by a powerful enough villain (whats a Protagonist without his Antagonist? Archtype idea?). This way they are not doing right out the gate on mooks. But when against an opponent that can take a few hits; they can brake out the "Big Guns".Building blocks would include:
Damages/ranges (The more damage, the less range), for attacks like Kamahamaha (Low damage because long range), Crimson Lotus: Exploding Flame Blade (mid damage, mid range) and Raikiri (High damage, short range).
Stat buffs, for things like second gear (luffys) or other supersayanmodes.
I guess debuffs could also be in there (but I cant think of a main hero that does that off the top of my head... I'm sleepy), but it shouldnt be anything to complicated that could be exploited to make the class OP/unbalanced.---
Now if you will excuse me, I need to go listen to "Rap Is A Man's Soul" again before heading to bed.
** spoiler omitted **...
You have no idea how much I tried fitting those in at first lol. With the structure of it as it is I just ran out of levels lol. And to be honest I like the idea of a more custom building block style of move, though I wasn't sure how to balance it and since this was made just in bits and pieces I wanted to keep some of it simple. I think I can maybe workshop something with this idea though. Maybe something similar to the Mystic and how they build up charges over the course of the fight?
As a side note, there is never not a reason to listen to that anyway. ◥▶◀◤
VM mercenario |
I noticed the reference just didn't notice it was in order.
Depending on how you change Nakama/Side Character, See the Invisible could come at 12. Fight the Power could be a trope.
On tropes:
Edgey is not a word. Edgy is.
You're a Wizard, Hero does nothing. Extra spells known doesn't help classes with spellbooks, only spontaneous casters, and even then it's useless without new high level spell slots. A nice replacement would be half his Protagonist level to caster level for that class, that increases the power of spells he already can cast.
You could also do a psionic version that gives manifester level.
Some ideas for tropes:
A familiar, like Plue, Happy or most magical girls. It can gain the ability to speak all the languages it's master speaks instead of Speak with Master.
Building on the familiar, maybe a trope to give it a battle form once a day for X rounds, the battle form being built with evolution points (like Panther Lily from Fairy Tail or Cerberus from Sakura Card Captor)
Combat Therapy: while playing your theme song you can make a Diplomacy check resisted by the Sense motive of an opponent, as a standard action. If it succeeds you deal a number of non-lethal damage and if that opponent is knocked unconcious but doesn't die, when he awakes he becomes friendly for a number of days equal to your intiation modifier. If you beat his Sense Motive by 10 or more he becomes helpful instead. During this time you can try to convince the enemy to switch sides permanently. This ability can only be used once per combat and if the diplomacy check fails or the enemy is knocked below 0 HP before the end of the fight he becomes immune to ths ability for one month.
Because turning enemies into allies is a staple of the genre. Almost all of Gokus friends were his enemies first.
Stike a Pose: If you kill an enemy with your signature attack, true signature ttack or secret final technique, in the next round you can spend a move action that threaten AoOs to strike a pose or utter a catchphrase causing the enemy to explode, dealing 1d6 splash damage and making it so it needs a ressurection spell to bring the creature back. You can choose if the creature explodes in fireworks and colored smoke or in a shower of blood and gore. If it explodes in fireworks you and allies in 30 feet heal 1d6 HP, if it explodes in gore you can make a intimidate check to demoralize all enemies in 30 feet as part of the move action to Strike a Pose.
Power Rangers and Kenshiro in a single trope.
Super Mode: Gain a number of evolution points, or abilities from a list, use rounds of Theme Song to use it. If you have Super Powered Evil Side you get a penalty to your saves from Inner Hollow and if you fail the save and start attacking allies your evil side can continue using this without paying Theme Song rounds.
Super Sage God Super Mode Gear 5: Double the number of abilities/evolution points, increase the save DC and damage of maneuvers, costs three rounds of Theme Song per round and fatigues the Protag after it's used.
Stealing from Gonzo, a trope for magical girls, riders and sentai could be:
Henshin Hero: The Protagonist gets Dual Identity like the Vigilante and the Transformation Sequence Social Talent. The Protagonist can get Seamless Guise or any Vigilante Social Talent as tropes. The Protagonist can't use his Theme Song or any Maneuvers while in his Social Identity or he risks being discovered.
Henshin Armor: Requires the trope that gives Dual Identity. The Protagonist can mark one light or medium armor, one weapon and up to fifty pieces of ammunition if the weapon is a ranged one, and a number of worn magical items equal to his initiation modifier, storing these items in a pocket dimension. As part of using his Transformation sequence the Protagonist trades the clothes he is wearing for the marked items, the marked weapon appearing directly in hand. Once marked the armor may be modified to look like a special uniform, such as a modified engraved armor, a full body covering armor, or a special setting of clothing that still functions as armor. He can change what items he has marked in a ritual that takes 8 hours. He cannot use these items in his social identity or he risks having his identity discovered.
Power Armor: Rquires Henshin Armor. The Protagonist gains 3 customization points he can add to his Henshin Armor, plus one for every six Protagonist levels. Once chosen this customizations are set and can only be chaged when he marks a new armor or when he gets another customization point. You can use Power Armor while in your Vigilante Identity and playing your Theme Song. The Protagonist do not benefit from the usual bonus to Theme Song while in Power Armor. The protagonist must decide wheter to use his power armor or the normal benefits of Theme Song benefits when he starts the Theme Song and has to stop and start a new round of Theme song to switch between them.
Multiform Armor: Require Power Armor. The Protagonist can create a number of set configurations of customization points for his Power Armor, each with its own look, equal to his intiation modifier. When he changes the customization points of one armor he can change the points of each set. When he activates Power Armor he can choose which version of the armor he uses and he can change it as a move action.
Geez that's a lot of tropes for Henshin, you could make it an archetype instead, if you want.
Naoki00 |
Tons of good stuff
Ok so clearly you are the one to go to when my own ideas fall short, cause you also were the one to help me polish out my Monk Rework ages ago, and this stuff is just as golden. I will clear up that the Edgy part is just a typo then, Drive docs didn't show it as wrong so I never caught it. And for being a Wizard that's all my bad, I never remembered to fix my trash wording when I jotted it down some odd months ago. Originally I had meant for it to give you new spells and caster level for them, with the joke being that it only helped Spont casters while being called a "wizard" (in-joke of the group because I don't mesh well with prepared). I'll swap that over to counting 1/2 protagonist level for caster level, and yeah a manifester variant would be good too, maybe something like "Mind over Matter"
THUNDER_Jeffro |
Stike a Pose: If you kill an enemy with your signature attack, true signature ttack or secret final technique, in the next round you can spend a move action that threaten AoOs to strike a pose or utter a catchphrase causing the enemy to explode, dealing 1d6 splash damage and making it so it needs a ressurection spell to bring the creature back. You can choose if the creature explodes in fireworks and colored smoke or in a shower of blood and gore. If it explodes in fireworks you and allies in 30 feet heal 1d6 HP, if it explodes in gore you can make a intimidate check to demoralize all enemies in 30 feet as part of the move action to Strike a Pose.
Just jumping in again to say that this may be the best thing I've seen written on the internet in a long time.
Naoki00 |
VM mercenario wrote:Just jumping in again to say that this may be the best thing I've seen written on the internet in a long time.
Stike a Pose: If you kill an enemy with your signature attack, true signature ttack or secret final technique, in the next round you can spend a move action that threaten AoOs to strike a pose or utter a catchphrase causing the enemy to explode, dealing 1d6 splash damage and making it so it needs a ressurection spell to bring the creature back. You can choose if the creature explodes in fireworks and colored smoke or in a shower of blood and gore. If it explodes in fireworks you and allies in 30 feet heal 1d6 HP, if it explodes in gore you can make a intimidate check to demoralize all enemies in 30 feet as part of the move action to Strike a Pose.
Isn't it? While I make notes to see how things might look I'm considering making the Gore option something unique to the Dark and Edgy Past/superpowered evil side as something you can do if you have that instead of an always on type deal.
VM mercenario |
Thanks guys. My muse won't stick around to finish my own homebrews but she's more than happy to help with other peoples interesting classes.
Since this a very interseting class I'm going to stick around until the class feels finished, or at least has more material than most ACG classes.
Originally I had meant for it to give you new spells and caster level for them, with the joke being that it only helped Spont casters while being called a "wizard" (in-joke of the group because I don't mesh well with prepared)
Okay that's doable too, but very powerful. Would need to come with a drawback, maybe a hit on the maneuvers. If you still want that I can kitbash something.
On gore, yeah, I can see it being locked behind Dark and Edgy, like the fireworks are the base but if you have Dark and Edgy you get the gore option instead.
Also archetypes, yay or nay? I'm thinking of making them based on types of protagonists instead of specific characters.
Naoki00 |
1 person marked this as a favorite. |
Thanks guys. My muse won't stick around to finish my own homebrews but she's more than happy to help with other peoples interesting classes.
Since this a very interseting class I'm going to stick around until the class feels finished, or at least has more material than most ACG classes.Naoki00 wrote:Originally I had meant for it to give you new spells and caster level for them, with the joke being that it only helped Spont casters while being called a "wizard" (in-joke of the group because I don't mesh well with prepared)Okay that's doable too, but very powerful. Would need to come with a drawback, maybe a hit on the maneuvers. If you still want that I can kitbash something.
On gore, yeah, I can see it being locked behind Dark and Edgy, like the fireworks are the base but if you have Dark and Edgy you get the gore option instead.
Also archetypes, yay or nay? I'm thinking of making them based on types of protagonists instead of specific characters.
That muse of yours is definitely something I'll listen to anytime it speaks lol. And thank you for sticking around! As for the wizard trope if you want to drop and idea go for it! Archetypes are something I've always struggled with, but once I've got the base version hammered out some help on them would be pretty sweet.
While I note things down for different ideas I came to wonder if Theme Song should be moved over to level 1 or 2 instead of all the way down at 4th. Could tie more of the abilities into spending rounds which could help balance some aspects out by giving them a cost.
Naoki00 |
Theme Song change proposal as a 1st level ability:
Theme Song (Su): At 1st level the universe itself seems to herald a protagonist’s acts in moments of challenge. The protagonist can call upon the cosmic force known as his theme song for a number of rounds per day equal to 3 + his initiation modifier. At every level after 1st the protagonist can use his theme song and additional 2 rounds per day. While the theme song plays it grants the protagonist a +1 morale bonus to attack and damage rolls, CMB, and CMD. This bonus increases by +1 at 4th level and every 4 levels afterward (maximum +6 at 20th). Activating his theme song requires a move action, but it may be ended as a free action.
Is +6 too high for even capped level? I also removed the bonus on Skill Checks, I can make that a Trope as something like "Jack of All Trades".
Personal Tune (Su): Beginning at 4th level when the protagonist's theme song plays the universe has slowly begun to taper its sound to fit the personality of the protagonist and allowing them to bend reality in other, more direct manners.
--All according to Keikaku*: The protagonist's theme song has a clean and futuristic sound that calls to mind the image of progress, preparation, and unsurpassed wit. While the protagonist’s theme song plays, once per day he may produce a single item from his person of mundane quality as an immediate action. This item is always useful to the protagonist in some immediate manner, for example, ‘finding’ a lasso to use against a flying enemy, or a mirror when confronted with a medusa. Regardless of the item of choice the protagonist gains a +2 bonus on any related checks to use the item in whatever manner is best suited to solve the issue at hand as though it was always a part of his plan from the start (The DM is, of course, the final arbiter of this ability’s limits).
--I didn't want to have to do this: The protagonist's theme song is highlighted by a hard beat, but slow and thunderous like a storm or the crashing of stones. While the protagonist’s theme song plays, once per day he may become an unyielding bastion for his allies. He must choose to activate this ability at the time of choosing to activate his theme song. For the duration of the theme song the protagonist gains a bonus to natural armor equal to his initiation modifier. Additionally he provides partial cover against all ranged attacks against adjacent allies.
--Who the hell do you think I am?!: Like a wildfire, the protagonist's theme song appears suddenly, loud and bombastic with blaring sounds that inspire ferocity. While the protagonist’s theme song plays, once per day he can summon up his hot-blooded reserves of stamina to break free from a single negative effect that hinders his ability to control himself (Such as paralysis, a dominate spell, or similar) as a move action. The effect is removed from the protagonist for as long as his theme song plays, but once it ends the effect resumes as before if the duration would still be in effect.
Nakama (Su): At 7th level the protagonist not only is a chosen protector of the universe, but he also is a well of support for his friends that can and WILL warp reality just to ensure their safety, and woe be it to the fool who stands in the way of a team led by him. When the protagonist activates his theme song he may choose to invest part of its power in his allies in one of two ways.
--Brothers in Arms: He can spend 2 rounds of his theme song each round he maintains it instead of 1 to grant all allies within 60ft half the numeric bonuses his theme song grants.
--This one's all you!: The protagonist can spend 2 rounds of his theme song (in addition to any other costs used to maintain it for himself or his allies) to grant the full numeric bonuses of his theme song to only a single ally within 60ft. These bonuses last only for 1 round, at which point the protagonist must spend another 2 rounds to maintain.
Instead of the current Improved Theme Song I was thinking of maybe giving each of the three aspects a special bonus they can grant to allies while giving them rounds of theme song.
Naoki00 |
Trope possibilities for the Familiar
Magical Companion (Ex): The protagonist gains the aid of a special type of ally beyond just their friends, it is a form of gift of the universe or fate meant to aid them in their ultimate journey. The protagonist gains a familiar, using his protagonist level as his wizard level for determining its abilities. It does not gain the Share Spells or Deliver Touch Spells abilities, instead at 3rd level the magical companion is always treated as the protagonist themselves for the purpose of what bonuses it gains from the protagonist's theme song. This means that the magical companion benefits from the full strength of the theme song without the need for extra rounds expended, and can access the same once per day abilities of the protagonist's aspect the theme song grants at 4th level.
Instead of the Speak with Master ability, at 5th level the magical companion gains the ability to speak all languages the protagonist can.
As a note, magical companions do not have to look like the animal they grant the bonuses of, they can appear as anything from supernaturally dextrous or capable animals, to a winged cat, or even a small fairy who tags along.
Battle Mode Companion (Su): The protagonist's magical companion is able to take on a much more capable form for direct combat. The protagonist chooses an Eidolon base form and subtype as if he was an Unchained Summoner, and chooses evolutions as though he was an Unchained Summoner with a level equal to his protagonist level. Once these evolution points are used to customize his companion's battle form they cannot be changed. Once per day instead of benefiting from the protagonist's theme song his magical companion can assume it's battle mode instead, gaining a bonus to its Strength and Dexterity scores equal to the bonus the protagonist gains to attack and damage rolls. When the protagonist's theme song stops, so does the battle mode. The protagonist must have the Magical Companion Trope and be at least 5th level to select this one.
Naoki00 |
More Trope ideas
This Isn't Even My Final Form!(Su): The protagonist can assume a new and more powerful state in order to get the best of his enemies. Oftentimes no one (even the protagonist himself) knows if he can actually assume a greater form, but legends are always talking about such things. The protagonist gains a pool of evolution points equal to 1 + his protagonist class level, usable on any evolutions open to him based on the restrictions of this ability. At first, he can only select from 1-point cost evolutions, but if he is at least 4th level he can also select 2-point evolutions, at 8th 3-point evolutions, and at 12th he can select 4-point evolutions. His effective summoner level for evolutions is equal to his protagonist level.
Some Evolutions however are unable to be taken or are changed, such as:
--Unavailable: Mount, Skilled, Spirit-Touched, Absorb Occult Energy, Alignment Smite, Constrict, Shadow Blend, Dimension Door.
--Augmented: Pounce can be taken as long as the Biomancer has 4 or more legs and is a 4-point evolution, and you cannot have more than 4 arms total unless your race possessed 4 arms to begin with.
Other than these limitations any evolutions under the Eidolon section are allowed. Once he has chosen how to assign his evoluton points, they cannot be changed later.
Assuming his new form requires him to expend 2 rounds of his theme song and is a full round action that provokes an attack of opportunity. This form lasts for 1 minute, though he may spend 2 more rounds of his theme song to extend the duration by another minute. Once his transformation's duration is over, he becomes exhausted for the same number of minutes he remained in it.
Beyond my True Form and Despair! (Su): When the protagonist assumes what may not be his 'final' form, it sure seems to be final and far more terrifying than most. When the protagonist assumes his transformed state from the This Isn't Even My Final Form! trope he also emits an aura of fear and madness that foretells of his tortured (or at least perceivably tortured) mentality. While in his transformed state any creature that begins it's turn within 20ft of him must make a Will save (DC = 10 + 1/2 class level + initiation modifier) or become shaken for 1 round. If it fails it's save by 5 or more, it becomes frightened for 1 round instead. He also gains the ability to use an immediate Intimidate check as a free action to attempt to demoralize any opponent he hits with an unarmed or natural attack. The protagonist much has the This Isn't Even My Final Form! and the Dark and Edgy Past tropes to select this one.
J4RH34D |
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I think Dim-door should be allowed.
There are so many anime where the protag can suddenly move so fast it seems like he is teleporting, or can actually teleport.
I think dim-door would be an amazing thing to replicate that.
Blade dash, the spell, really needs to be something to class can do to.
Something like This Isn't Even My Final Form!(Su) but for the character's weapon/gear should be a thing as well.
I absolutely love this class and will try help as I can.
Are you updating the original google doc you linked? Some of the stuff you said you were implementing up thread isn't there.
Naoki00 |
1 person marked this as a favorite. |
I think Dim-door should be allowed.
There are so many anime where the protag can suddenly move so fast it seems like he is teleporting, or can actually teleport.
I think dim-door would be an amazing thing to replicate that.Blade dash, the spell, really needs to be something to class can do to.
Something like This Isn't Even My Final Form!(Su) but for the character's weapon/gear should be a thing as well.
I absolutely love this class and will try help as I can.
Are you updating the original google doc you linked? Some of the stuff you said you were implementing up thread isn't there.
I'm so glad to hear you like it! More help is always appreciated with my busy day schedule. I hesitate to straight up give some of the spell stuff (even though I agree!) because some of the Maneuvers and stances might actually do similar effects. I'm not 100% sure whats on ALL of the lists and don't want to overload those effects. Maybe for dim-door like effects, it could be getting to warp small distances between attacks on a full attack? I don't think there is a stance for that, but I might be wrong. For changing weapons/gear there is the Armorist from Spheres of Power that has such for their whole schtick, I could possibly steal that in a weaker form.
The google doc has not been updated yet no. Mainly just because the proposed changes would influence a huge amount of the class and I worry it might leave some levels without much gain or make it seem incomplete (Such as I don't have something for level 10 with the theme song change yet). Once I know for sure that the change options are kosher and will flow smoothly I'll add them in. I just want to make sure the abilities I add or change meet a quality standard first.
J4RH34D |
1 person marked this as a favorite. |
I completely agree with not pushing the changes through before quality testing.
It might be worth creating a doc with the proposed changes so people can add comments onto the sheet and check typos and such.
Like in this thread there have been like 4 different suggestions on changes to the theme song and I have no idea what they are -_-...
I worry that having the theme song be so readily available to buff allies steps too much on the toes of the Bard.
Also, it is a smaller subset of anime, but there are anime without massive hoards of nakama/allies. More lone wolf type of deal.
Perhaps have there be an alternative solo use for the theme song besides buffing allies.
Like keep the 1round/round option to buff self.
Keep the 2round/round cost to buff allies.
Add a 2round/round cost option that provides something aditional to self?
An idea might be to have something like they can expend an aditional round of the theme song to delay damage taken that round until the end of the themesong.
I actually really think that is awesome. While the song is playing they can expend a round to not take the damage that round, but they have to take it all at the end.
It plays into the idea of that protag that pushes themselves beyond their limits and severely pays for it.
Maybe to prevent the barb rage-death have an additional effect that he goes to negative whatever HP, and cannot take actions, but will not die until half the rounds he played the theme for.
Example because this is confusing
EX: He spends 5 rounds in this "Above and Beyond" state. This costs 10 rounds of themesong.
He take say 100 damage over those 5 rounds, and he normally has 50 hp.
He goes to -50 HP (which would normally kill him) but instead he becomes "dieing" for 3 rounds, during which his party has time to bring his HP back to balance.
This to me also seems like it could just be an awesome ability on it's own
Naoki00 |
1 person marked this as a favorite. |
I completely agree with not pushing the changes through before quality testing.
It might be worth creating a doc with the proposed changes so people can add comments onto the sheet and check typos and such.Like in this thread there have been like 4 different suggestions on changes to the theme song and I have no idea what they are -_-...
I worry that having the theme song be so readily available to buff allies steps too much on the toes of the Bard.
Also, it is a smaller subset of anime, but there are anime without massive hoards of nakama/allies. More lone wolf type of deal.
Perhaps have there be an alternative solo use for the theme song besides buffing allies.
Like keep the 1round/round option to buff self.
Keep the 2round/round cost to buff allies.
Add a 2round/round cost option that provides something aditional to self?
An idea might be to have something like they can expend an aditional round of the theme song to delay damage taken that round until the end of the themesong.I actually really think that is awesome. While the song is playing they can expend a round to not take the damage that round, but they have to take it all at the end.
It plays into the idea of that protag that pushes themselves beyond their limits and severely pays for it.
Maybe to prevent the barb rage-death have an additional effect that he goes to negative whatever HP, and cannot take actions, but will not die until half the rounds he played the theme for.Example because this is confusing
EX: He spends 5 rounds in this "Above and Beyond" state. This costs 10 rounds of themesong.
He take say 100 damage over those 5 rounds, and he normally has 50 hp.
He goes to -50 HP (which would normally kill him) but instead he becomes "dieing" for 3 rounds, during which his party has time to bring his HP back to balance.This to me also seems like it could just be an awesome ability on it's own
Thats not a bad idea, I'll draw up the new doc when I get the chance and put the changes on it, and list all the suggestions so far to make it a bit easier.
I think that the buffing thing isn't such a big issue to me just because the Bards thing has a wider range of possible buffs and options while this is shorter technically since it costs more. However I do see where you're coming from, just don't know how to solve that.
I was actually thinking about a Trope for being the loner type, something like "I Work Alone" where you can spend extra rounds to gain bonuses while fighting with no one near you or helping you kinda thing. Your idea of damage mitigation IS pretty cool too, but maybe a little big for just a trope. Maybe one of the archetypes, when we get to them, could be an extension of the Determinator trope and be all about being the living incarnation of the No-Sell?
J4RH34D |
Idea for the nakama theme song bit.
How awesome would it be if instead of just bonuses the Protag and his Nakama could pull off a special combo move.
The Protag and the Nakama get to pick the combo move and they both have to spend an action to use it, it costs a round of themesong, but is awesome.
Ex: So like our protag could go all Goku while a caster goes all Picollo. The spell is a confirmed crit against the main target and the protag takes minimum crit damage from the spell as well.
I don't know if this is practical at all. I imagine you would need to highlight a few options, like 1 for two melee character, two archers, melee and mage, mage and melee, archer and melee... etc
[EDIT] This is probably not going to work
Another idea would be to maybe use rounds to hand out teamwork feats. I think that would be better
VM mercenario |
Okay, I'm back. Lot's of stuff to review and offer.
Theme Song: +6 is too much. The Barbarian and Fighter only get +4, and the Protagonist is a full initiator class on top of it. I would say start at two and go to a maximun of four, like before. And there isn't a need to lower it to level one. Again it's still a full initiator. This would frontline the class too much.
Nakama: Should be only a round of theme song per round to use, and it should be a choice, like Bardic Performance, to use Personal Theme Song, Brothers in Arms, or This One is All You, no stacking. I liked better the names Nakama and Side Charcter Theme.
Battle Mode Companion: Would need some playtesting, seems a little strong.
This Isn't Even My Final Form: Nope. Too strong, nearly as much evolution points as the actual eidolon, too long duration, and stacking twith Theme Song. Really, the duration should be really short, something to use only on boss battles, and only if you're getting stomped.
@J4RH34D
I think Dimension Door shouldn't be allowed in Final Form, but maybe should be it's own trope. Flash Step: The Protagonist can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. He must be able to see the space that he is moving into. He cannot take other creatures with him when he uses this ability (except for familiars). He can move 5 feet for every two protagonist levels he possess (minimum 5 feet). The protagonist can use this ability a number of times per day equal to 3 + his initiation modifier. Starting at fourth level the protagonist may sppend a round of Theme Song when using this ability. If he does so this use of dimension door does not end his turn.
(Wording taken from the Shift ability from the Wizard Teleportation subschool)
@Naoki00 There are some Sleeping Goddess, Shattered Mirror, Eternal Guardian and Veiled Moon teleportation maneuvers, Veiled Moons has a couple stances. But making it a trope gives Protags the option to do it in other stances.
Special Combo, maybe use readied actions. Like 'while using Theme Song the Protagonist can ready a standard action to attack the same enemy an ally targets. He must choose to use this readied action before the ally rolls his attack. He may move up to 10 feet to reach the enemy as a free action before attacking. If both the Protagonist and his ally both deal damage to the target, the target takes an extra 1d6 damage that bypasses DR.
Lone Wolf could be an archetype, trading Nakama and the other team based abilities for damage mitigation.
Ideas:
Tropes for multiclassing with other anime like classes. These tropes like You're a wizard Hero and Mind Over Matter could also be feats.
Standing Phaton: Half Protagonist levels count as Spiritualist levels for the purpose of the Phantom.
Bare Knuckle Hero: Half Protagonist levels count as Monk levels for the purpose of Unarmed Damage and Ki Pool.
Bone of my Sword: Half Protagonist levels count as Soulknife levels for the purpose of Enhanced Mind Blade.
Chi Blast: As a standard action, the Protagonist can spend a readied maneuver to shoot a blast of energy at a single target up to a range of 30 feet that deals 1d6 damage per level of the maneuvers spent+ intiator modfier. This damage can be bludgeoning or piercing. He must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a chi blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast, and he can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms).
Improved Chi Blast The protagonist can shoot a chi blast as a full round action, adding half his level to damage and one infusion wild talent from the following list: (List of appropriate infusions, like Explosion and Flurry of Blasts). The Protagonist uses his level to determine what infusions he has access and does not take burn from using this infusions.
Gotta go. Theme Song tropes and archetype ideas tomorrow.
Naoki00 |
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Good stuff VM! Sorry about not having made the new doc yet I'm just busy with life. I'll be making it later today to post potential changes on.
For Nakama and Side character theme do you mean that it should be "spend one more round to just pull everyone into it" and to spend just one round to grant someone the full bonus? I'm fine with that of course I just want to make sure. I meant to let you pick between all three options in the initial redo, just worded it badly.
@J4RH34D: I would say that Theme Song should most likely be a Morale bonus since it's the most fitting type and most common, that way you couldn't just mass stack protags/bards.
Edit: had more time than I thought I did so here's the commentable doc.
VM mercenario |
I mean pick one of the three, you, everybody at half or one person of your choice, but each option costs the same.
Also yeah, protags and bards already stack, Inspire Courage and Greatness give competence bonus to attack and damage.
Theme Song trope ideas:
Suspenseful Chord: The universe keeps an eye on the protagonist and warns him of sudden dangers. The protagonist gains a bonus equal his initation mod on perception checks to notice ambushes and can spend two rounds of theme song as part of rolling initiative to act in a surprise round, he is still flatfooted until he acts.
Fast Paced Theme: While playing his Theme Song the Protag gains +2 to intiative and a +10 feet bonus to his land speed.
Somber Song: The universe provides the Protag with a song more suited for serious, suspenseful or sad moments. I don't know I just wanted to complete the set
Romantic Ballad: Requires Charmer trope. The universe provides the Protag with a song more suited for romantic or sexy situations. The DC of his Charm Person SLA increases by 2 and he can use it one more time per day. As a move action the protagonist can spend two rounds of theme song to gain a bonus to Bluff, Diplomacy and Sense Motive equal to half his level for one minute.
Comedic Tune: The universe finds fun in pointing the mistakes made by the enemies of the protagonist. As an immediate action the protagonist can spend a round of theme song to force an enemy within 30 feet to reroll a skill check or an attack made against the protagonist. The enemy takes the worst roll. The protagonist needs to know what the enemy is doing and have a line of sight for this ability to function. Needs a better write up. Bleh.
Sneaky Theme Song: The Protagonist can choose to make so his theme song cannot be heard by anyone besides the Protagonist, allowing the Protagonist to use his Theme Song without breaking Stealth. While using Theme Song in this way he gains 1d6 Sneak Attack and the benefit the Fast Stealth Rogue Talent. If he is at least 10th level he also gains the vigilante talent Hide in Plain Sight
Hymn of the Sportsclub: As a move action the protagonist can spend two rounds of theme song to gain a bonus to Acrobatics, Climb, Fly, Swim and all strenght and dexterity checks equal to half his level for one minute. He can also spend one rounds as a move action to gain Endurance and increase his strenght for the purposes of his carry capacity by 4 for 24 hours or to gain the Run feat and increase his base land speed by 5 feet for every 3 protagonist levels for 24 hours.Because Tsubasa, Sena and Sakuragi are protagonists too.
Ominous Chanting:Requires Dark and Edgy Past OR Holy Chosen One trope. The protagosnists Theme Song can be accompanied by deep voices chanting with what appears to be Celestial or Infernal, depending on the trope used as a prerequisite, but is actually gibberish. The protagonist gains a +2 bonus to saves while using his Theme Song. This a profane bonus if he has Dark and Edgy Past or sacred if he has Holy Chosen One. By spending an extra round of Theme Song per round the chant increases distracting enemy casters. Any enemies in a 60ft area around the protagonist need to beat concentration check against DC of half his protag level+initiator mod or be unable to cast spells with vocal or emotional components.
Montage Flashback: Spend one round of theme song to get a combat feat for a minute. Works like the Brawlers Martial Flexibility.
Archetype ideas:
Henshin Hero: The more I think the more I believe Henshin is better as an archetype than as a bunch of tropes. Maybe a middle ground and have the archetype but keep a Henshin trope with just the Dual Identity and Transformation Sequence
Gambling King: Kaiji, Yugi, the girl from kakegurui. Must use int as intiation mod. Can mess with luck and chance, gain bonuses when gambling, maybe have a way to force an enemy into a shadow game.
Harem Magnet: Must use cha as intiation mod, gains Charmer as first trope, even more focused on teamwork, but only if the team would find the protag sexually attractive, increased defense, abilities based on embarassing enemies and being an accidental pervert. I'm waiting until Nakama is finished before I mess with it but what I already have is fun.
Hero From Another World: Isekai protagonist. Modifies skills, gains 'cheats' that simulate him knowing he's in a game-like or book-like world. Must be compatible with Harem Magnet, since Isekai Harems are most of Isekais nowadays.
Lone Wolf: J4RH34Ds suggestion, scraps the team bonus for extra defenses and skill bonus.
Monster Master: Gains an Animal Companion. Gain summon monster as a Spell-like ability, can use maneuvers through the AC or the summons.
And I also want some archetype that HAS to be a wis aspect, to finish the trilogy, but I'm drawing a blank.
Naoki00 |
I mean pick one of the three, you, everybody at half or one person of your choice, but each option costs the same.
Also yeah, protags and bards already stack, Inspire Courage and Greatness give competence bonus to attack and damage.Theme Song trope ideas:
Suspenseful Chord: The universe keeps an eye on the protagonist and warns him of sudden dangers. The protagonist gains a bonus equal his initation mod on perception checks to notice ambushes and can spend two rounds of theme song as part of rolling initiative to act in a surprise round, he is still flatfooted until he acts.
Fast Paced Theme: While playing his Theme Song the Protag gains +2 to intiative and a +10 feet bonus to his land speed.
Somber Song: The universe provides the Protag with a song more suited for serious, suspenseful or sad moments. I don't know I just wanted to complete the set
Romantic Ballad: Requires Charmer trope. The universe provides the Protag with a song more suited for romantic or sexy situations. The DC of his Charm Person SLA increases by 2 and he can use it one more time per day. As a move action the protagonist can spend two rounds of theme song to gain a bonus to Bluff, Diplomacy and Sense Motive equal to half his level for one minute.
Comedic Tune: The universe finds fun in pointing the mistakes made by the enemies of the protagonist. As an immediate action the protagonist can spend a round of theme song to force an enemy within 30 feet to reroll a skill check or an attack made against the protagonist. The enemy takes the worst roll. The protagonist needs to know what the enemy is doing and have a line of sight for this ability to function. Needs a better write up. Bleh.
Sneaky Theme Song: The Protagonist can choose to make so his theme song cannot be heard by anyone besides the Protagonist, allowing the Protagonist to use his Theme Song without breaking Stealth. While using Theme Song in this way he gains 1d6 Sneak Attack and the benefit the Fast Stealth...
Oh ok I got ya, I think that would work out just fine. Do you think it should still turn on at 7th level or just be something they can always do?
For Fast-Paced Theme would the increase in Initiative move them up the turn order when the song turns on and then back down when it turns off?
For Somber it could maybe impose a penalty on enemies, like projecting his own sadness onto them?
I actually really like the idea of Sneaky Theme and Sportsclub. And no doubt you're right the first thing I thought of reading that was Eyeshield 21 lol.
And damn those are all really good ideas for archetypes. I'm gonna have some work to do even after we finish the class heh. For the Wisdom only archetype why not make that one the Lone Wolf? Since most lone wolf protags are also kinda gritty the durability deal could be based around Dark and Edgy/Determinater as well (Wolverine, Guts, Determinaters in general)
VM mercenario |
Oh ok I got ya, I think that would work out just fine. Do you think it should still turn on at 7th level or just be something they can always do?
For Fast-Paced Theme would the increase in Initiative move them up the turn order when the song turns on and then back down when it turns off?
For Somber it could maybe impose a penalty on enemies, like projecting his own sadness onto them?
I actually really like the idea of Sneaky Theme and Sportsclub. And no doubt you're right the first thing I thought of reading that was Eyeshield 21 lol.
And damn those are all really good ideas for archetypes. I'm gonna have some work to do even after we finish the class heh. For the Wisdom only archetype why not make that one the Lone Wolf? Since most lone wolf protags are also kinda gritty the durability deal could be based around Dark and Edgy/Determinater as well (Wolverine, Guts, Determinaters in general)
7th level. Class is already getting frontloaded enough I would say moving Plot Armor to a later level would be good too.
Depends. What you do when some gets Cats Grace cast on them (increasing Dex also increases init)? My group would say yes, it moves them up in the initiative order and then back down.
I like that for Somber. Maybe also add a skill bonus option like Romantic Ballad?
Thanks.
Yeah, Lone Wolf being Wis only works.
Naoki00 |
Added a bunch of the suggested Tropes and changes to the commentable doc. Also now that Side Character theme has changed and Theme Song's improvements are rolled into the main ability it leaves a couple level open for possible other Aspect style abilities.
@VM Mercenario: Even though it was suggested to me by these very boards I've never gotten to play a Kineticist and actually find the way it's organized to be kinda confusing. Do you think you can give a rundown of what blasts I should look for in regards to the improved Chi Blast concept?
J4RH34D |
I like the kinetecist.
I can maybe help.
Chi Blast seems to not tie into any of the blasts themselves, being a chi blast rather than say a blast of fire.
As such you dont need to worry about which blasts to use per say.
Instead you mostly need to look at infusions.
A substance infusion causes an additional effect, while a form infusion causes the blast to manifest in a different way.
Now these are normally tied to the element of the blast.
Instead maybe only allow the universal infusions from this page
J4RH34D |
Other options:
Grappling
Entangling/Weighing
- Represent the weight of someone's ki, you know how in anime people literally collapse when near people much more powerful than them/with massive ki.
Blade, Fist, Whip
-Lots of anime have people turning their ki into weapons, example Dragon Ball Super Black Arc
Detonation
-Again DB massive explosion of ki is a trope.
Enervating
-Lots of anime villains have attacks that cripple their opponents, this works for that.
Flash
-Do I really need to explain this one? Pity there isnt one that lets me turn triangles into squares
Maelstrom
-Kinda similar to detonation
Spindle
-Low level explosion type mechanic
Spray
-DB like blasts in a cone
Torrent
-Ka Me Ha Me Ha
Naoki00 |
So with several levels open, how does this sound for an addition?
Second Act Theme Song (Su): Upon reaching 10th level the protagonist has been doing the hard work of a universal hero for quite a while, and has begun to better understand how to manipulate the universe in subtle ways to better help him do his duty. In addition to activating his theme song the normal way, he is able to trigger it under certain instances without expending extra effort on his part, though the circumstances depend on his aspect.
All according to Keikaku*: Whenever an opposing creature triggers a readied action from the protagonist (including one he readied using his full round action to recover maneuvers), the protagonist may activate his theme song as part of whatever action he makes in response.
I didn't want to have to do this: Whenever the protagonist successfully uses his standard action to Aid Another he may also activate his theme song as part of the same action, however he must use one of the options of his Side Character Theme when he does so.
Who the hell do you think I am?!: Whenever the protagonist successfully bull rushes an opponent (including the one granted by using a full round action to recover maneuvers), the protagonist may activate his theme song as part of the action. If the bull rush is granted due to an attack roll, the theme song activates as part of the initial attack.
PodTrooper |
I really like the Protagonist class you've put together. Pretty much covers any trope I can think of. Very nice.
As a GM however, I hope you are committing completely to the shonen style anime theme.
NO gaming session (however long) can contain more than 3 rounds of actual combat.
Each combat round, must be separated by a minimum of 45 minutes of dialoguing, explanations, and lectures about how their opponent is mistaken/weak/doomed-to-failure.
By default, any combat should take a minimum of 12 entire game sessions to resolve. Preferably 24.
Also, the campaign should regularly take breaks for meaningless side adventures, that have absolutely nothing to do with the main plot. (filler episodes)
:) :)
Naoki00 |
I really like the Protagonist class you've put together. Pretty much covers any trope I can think of. Very nice.
As a GM however, I hope you are committing completely to the shonen style anime theme.
NO gaming session (however long) can contain more than 3 rounds of actual combat.
Each combat round, must be separated by a minimum of 45 minutes of dialoguing, explanations, and lectures about how their opponent is mistaken/weak/doomed-to-failure.
By default, any combat should take a minimum of 12 entire game sessions to resolve. Preferably 24.
Also, the campaign should regularly take breaks for meaningless side adventures, that have absolutely nothing to do with the main plot. (filler episodes)
:) :)
Heh, while that would certainly be an interesting experiment it's not on the table JUST yet!
For now though, I'm hoping it looks alright. I was unable to think up what to put at the levels where things were just removed and so for now filled them with a spattering of bonus feats (three in total at 6, 12, and 18). If things look alright I think this version might be up for a full playtest.
Kiesman |
1 person marked this as a favorite. |
So I just discovered this and linked it to a friend who IMMEDIATELY wants to use it in the game I'm going to be running. I'm trying to determine the 'power level' (hah) of this class compared to others. One of my friends has said that it is basically at the point of being... very strong, just below broken "tier 2 lol F#$% reality" level. Opinions?
Kiesman |
On another note, he also suggested adding the trope "Diagonal cut" which is the one where they cut through the enemy with such precision that it takes a moment for them to notice/fall. Probably something like a 1/day guaranteed critical or something he suggested.
And then he suggested this page Implausible Fencing Powers (external link)
Naoki00 |
1 person marked this as a favorite. |
So I just discovered this and linked it to a friend who IMMEDIATELY wants to use it in the game I'm going to be running. I'm trying to determine the 'power level' (hah) of this class compared to others. One of my friends has said that it is basically at the point of being... very strong, just below broken "tier 2 lol F#$% reality" level. Opinions?
I'm glad to hear it! Please let me know how it turns out when you get the chance if you do allow it. As for the power level, to be honest, I would probably rate it as a high tier 3 to low tier 2 depending on how you built it. Path of War style classes, in general, are inherently strong as a base level but (usually at least) have a lower ceiling of raw power than say, a fully optimized Barbarian, Fighter, or Archer Inquisitor, just have more things to do than most martials. Since I've not gotten to really test this class out though I can only say that some of its options may be pretty strong and need tweaking of course.
As for the idea of the single cut to end all cuts before it style stuff, I totally wanted to include something like it. However with everything else they already have I was pretty reluctant to add something else that could make it even more potent as a DPS machine. Instead, I'm hoping to translate a homebrewed 3.5 Martial Discipline into Pathfinder. It's called Heroes Edge (linked for your convenience) and is basically the perfect thing for this class.
Edit: I did forget actually, the 17th level ability "break the unbreakable" would also work well for emulating this trope.
Kiesman |
Huh. Yeah that link is pretty much exactly what my friend and I were discussing. If you can manage to translate it nicely, it will fit very well in this class. It would be a shame to have only the one unique discipline only for swords. Seems like a LOT more work though to make a discipline of the same idea for unarmed etc.