Ratfolk

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Mark Carlson 255 wrote:

I can see an addition to the rule that states it can be used only against lightly armored foes (ie those not in heavy armor or powered armor) and the equivalent monsters.

IRL, there is a reason people train in martial arts now and in the past . Now not so much armor and in the past a lot more.

MDC

Ninjas. Ninjas LITERALLY came into being to kill the "heavily armored Samurai". Their unarmed combat styles were developed to fight armored opponents. That's why they used, locks, eye gouges, trips and flying kicks. Yeah, they weren't punching through armor, but they also didn't cast spells. Reality isn't mean to be part of a Fantasy game. So yes, I want to see a guy who goes toe to toe with a power armor suit with nothing but his bear hands and skills. No, I don't think he can destroy the thing in punch, but maybe he can throw it off balance and disable joints or other critical components yes, bare handed. Again, I am giving my class abilities that would fall in Supernatural catagories, (like the Solarian) but come from more mundane sources. Because, some people want to play the punchy-kicky characters.


Thanks for the feedback. This is literally the first draft. I do see some loopholes and broken features. The main concept for this class is to utilize Telekinesis (and become the master of such) much like the D&D 3.0 (crappy) prestige class that inspired it. The focus was meant to be on ranged maneuvers and not making them "Combat masters". More of controlling battlefield movement and aiding other front line combatants. Trip the mage, range grapple the fighter and such. Just a concept I intend to streamline. I willl make the changes as necessary on my next draft.


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We can believe in magic, we just can't let it flow though our fists (unless you are Solarian)...got it. No fun for unarmed tropes.


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You can have a guy who builds magical swords (Soldier Arcane whatever path), a guy who uses magic through technology (Technomancer) but gods forbid you have a guy who can be good a punching things. This argument is the same for those who don't like having Psionics in fantasy. I like options. I definitely like unarmed warriors (though not the "chi" stuff) but I don't get mad at Monks. I don't ban them from my games. I love Brawlers. There are plenty of examples of Martial Arts in Sci-fi as listed above. I am making an adept class which gives three "viable" path so far. The "Cosmic Rage" brawler, learns to control his adrenal dumps and focus into "Controlled Rage" scaling in power and speed. Basically as Space Age Barroom brawler or Pit Fighter Uses a barbarian rage mechanic initially toned down and without a "use limit". Second a Cybernetic Warrior, an Augmented Cybernetic Athlete or Bodyguard that uses cybernetics to kick butt in fisticuffs. Then the "Studied Adept" basically a Monk or Stuntman, who uses skill and natural Toughness and maybe a little "chi" to even the playing field.

Started it, but I haven't gotten real far. I scaled the unarmed damage below the Solarian damage. Didn't want to steal their thunder. Basically each "framework" will allow you to access different offensive and defensive abilities and a seperate mechanic will allow them to focus on maneuvers, skill based mechanics (Intimidate, Bluff, etc..) or damage. So you can have several build options and make for really distinct characters.


R0N1N


Master of the Unseen Hand
A Kineticist Archetype

The Master of the Unseen hand are kineticists that see Aether as the purist, or perhaps most formidable, element. They devote their study solely to the mastery of Telekinesis. Few can argue that their single-minded approach does in fact yield the amazing, if inflexible, results.
Aether Student: 1st level. A Master of the Unseen Hand must select Aether as their first (and only) Elemental Focus.
Momentous Force: Through intense study and experiment she begins to understand the complexities of physics and inertia on a practical level. Her body becomes infused with Aether as she accepts burn, causing her to glow with power, her hair and loose straps and fabric, even light debris (such as dust, leaves, paper, fine pebbles etc…) begin to drift upward and float around her. This force invariably repels enemy assault and can be focused into devastating attacks for the Master of the Unseen Hand. She receives a bonus on her attack rolls with kinetic blasts equal to the total number of points of burn she currently has, to a maximum bonus of +1 for every 3 kineticist levels she possesses. She also receives a bonus on damage rolls with her kinetic blast equal to double the bonus on attack rolls. The kineticist can suppress the visual effects of elemental overflow by concentrating for 1 full round, but doing so suppresses all of this ability’s other benefits, as well. The next time the kineticist uses any wild talent, the visual effects and benefits return instantly. As a kineticist’s body becomes more and more suffused with her Aether, she begins to gain more powerful benefits. Starting at 6th level, whenever she has at least 3 points of burn, the kineticist gains a +2 size bonus to Strength or Constitution and gains a +2 bonus to CMB and CMD with either her own personal Attacks or her Telekinetic Wild Talents. At 11th level, whenever the kineticist has at least 5 points of burn, these bonuses increase to a +4 size bonus and +2 size bonus to her choice of Strength and Constitution score and a +4 to CMB and CMD. At 16th level, whenever the kineticist has at least 7 points of Burn, these bonuses increase to a +6 and +4 size bonus to her choice of Strength and Constitution and +6 to CMB and CMD. The choice between Strength and Constitution must be made each time the first point of Burn is accepted.
This ability replaces Power Overflow.

Focused Element: The Master of the Unseen Hand may NOT select another element at 7th level. Instead she gains an additional utility wild talent or infusion of her choice from Aether, as if from her infusion or wild talent class feature, as appropriate. At 15th level the Master of the Unseen Hand again must choose Aether, and gains a +1 bonus on attack rolls and damage rolls, as well as to caster level and DCs.
This replaces Expanded Element.

Mass Force Ward: At 16th level the cost of regenerating her Force Ward is reduced by 1 burn (minimum zero). She may now extend a force ward to several willing recipients equal to her Con modifier, by accepting 1 Burn, e.g. if you have a +5 Con modifier for 1 burn you could now apply Force Ward to yourself AND five allies. She may increase the maximum number of temporary hit points and/or increase their regeneration rate as normal, but each cost must be calculated separately.
This ability replaces Composite Specialization.

Twin Force: She may now select twice as many targets as normal for any infusion or wild talent for the cost of 1 Burn. This includes beneficial infusions that normally target self. If she excepts 1 Burn She may apply the effects to an ally within Close range.
This ability replaces Omnikinesis.

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Please let me know what you think. It has only had limited playtest among my group. Suggestions and modifications are welcomed.