Amora Game |
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For our upcoming project "Hand Over Fisticuffs" this fall, we have been working on a type of limited cross of combat feats mixed with meditation feats that have little requirements and have a preparation time. They can be taken by any class so long as you meet the requirements. These are called katas.
Since March 4th, every Wednesday at 8 AM CST, we post a new kata on our Facebook page. We will continue this for the next couple of weeks until the end of April.
What are "katas"?
Katas (Form Kata and Meditation)
Form katas are special practice maneuvers taught from master to student. They typically are used as martial training exercises or as a focus for meditation. Each kata teaches a set of poses that are connected by specific movements that teach the user to focus their inner ki. Many of these katas hold practical applications among those that partake in the combat arts. However several of these katas are only beneficial by practicing the set maneuvers with little room for flexibility. With such a structured practice, katas limit the practitioner’s ability to react spontaneously, but can greatly serve the user in the proper situation.
Meditation provides some of the advantages of a monastic refuge or place of power anywhere. While meditation can help any character center oneself or calm a troubled mind, those specially trained in the art can use it to unlock fantastic abilities within themselves.
Like techniques or combat styles, some schools or cultures claim their own unique forms of kata that are shared to just any outsider. They can be guarded secrets passed down from a head master to another the coming replacement master. The foreigners must prove they are worthy to be blessed with the secret form or meditation kata.
However, any kata can be taken by any character who meets the prerequisites, but are most commonly encountered among those who have trained in a monastery or have had training in a martial school.
Monks, and Meditation Feats: A monk may take a meditation feat in place of a bonus feat. She must meet all of the prerequisites to take the feat as normal.
Monks, Fighters and Samurais and Form Kata Feats: A monk may take a form kata feat in place of a class bonus feat. Samurai and fighters may select a form kata feat in place of a combat bonus feat given by their class. They must still meet all of the prerequisites to take the feat as normal.
Learning a new kata requires time and energy as such as learning a new technique or feat. This offers an opportunity for the GM and player(s) to play out the scenario and offer a side adventure. In the case of the “side quest”, GMs are encouraged to make the training a part of the game experience, sending the PCs on a journey or random encounter where they can demonstrate their new ability. They may be challenged to a duel or even participate in teaching a young child to defend themselves.
It is also up to the GM to use his own judgment in determining how long it will take a character to master a new kata.
All katas, be it meditation or form, have a base preparation time. If this preparation time is interrupted in for any reason that last more than a minute, the sequence and concentration of the individual is ruined and they must start over again to gain the benefits of the kata. Some katas only align and focus the character for a limited duration, but a kata can be extended for another full duration by spending ki points. Katas that end immediately after an attack roll or from other conditional uses may not be extended in this way.
Katas require concentration and are very precise in their operation, from choreographed movements to chanting. As a result a character may only be affected by one kata at any given time, unless noted otherwise in the description of a specific kata. There is no limit to the number of kata a character may know. Some classes give access to katas as part of their level progression.
If a character is currently under an effect of a kata they have performed, and wishes to end the benefits of it, they may cancel a kata as a free action. However they cannot regain benefits of the kata until they perform and undergoing the preparation ritual once again. An individual that has a kata prepared and falls unconscious for any reason, looses focus and is no longer affected by the benefits of any kata they were using at the time.
Black Tortoise of the Ancestors (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
This kata focuses on the imitating of the movements from prayer rituals of monastic temples. Forms typically involve holding prayer positions and tightening all of the body’s muscles at once. Like a tortoise shell, it toughens the body, but reduces flexibility.
Requirements: Constitution 13
Effects: You gain a +2 natural armor bonus to your AC for the duration of this kata, but you suffer a -2 penalty to all Dexterity based checks.
Flight of the Vermillion Bird (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
The vermillion bird moves quickly and rises into the sky like the flames of a fire that consumes the wood that feeds it. The maneuvers of this kata are short, quick, and repetitive. Students of this form strive to be taught accuracy and speed over the use of strength.
Requirements: Intelligence 13, Quick Draw feat.
Effects: You gain a +2 insight bonus to initiatives checks and a +1 to melee attack rolls, but suffer a -2 penalty to all weapon damage rolls.
Next week will be Wooden Ox Technique
Insain Dragoon |
I like the concept! The duration, benefits, and drawbacks make these interesting options. This sort of preparation is something that honestly feels like it was missing from Pathfinder.
The only thing I am finding trouble with is the high stat requirements of unlikely to be used stats. 13 con makes sense and would be pretty common. 13 intelligence is pretty rare since melee characters are already MAD.
Monks, Fighters and Samurais and Form Kata Feats: A monk may take a form kata feat in place of a class bonus feat. Samurai and fighters may select a form kata feat in place of a combat bonus feat given by their class. They must still meet all of the prerequisites to take the feat as normal.
At that point wouldn't it make sense to extend this to every class that gets bonus combat feats?
Amora Game |
Each ability will have a 3 - 5 basic form katas. There will also be katas that draw upon the basic forms.
The stat requirements are draft, versus their final form. 13 seemed to be that good balance over the average person but not necessarily a dump stat. One the point buy method, it also serves as a reward for putting points into that stat, making it worth the investment.
Also some katas are developed with certain classes in mind that would not normally be marital based. Such as a black blade arcanist, swashbuckler, or a magus that wants to focus on spellstrike would fit well the the Vermillion Bird. Or even themes like an old scholar or rogue skill monkey.
As far as feat exchange for all classes that are granted combat feats.. absolutely, except the gunslinger, unless they want to focus on melee. Hands Over Fisticuffs will be a melee focused project.
Drejk |
1 person marked this as a favorite. |
While it looks interesting I see a certain issue with this:
Is a kata learned in place of a feat? Is so, then between the cost of a feat and requirements to use it—time expenditure to activate it, and duration it lasts, the proposed benefits of the kata are not really worth it, especially with added penalties of a kata. To make it a worthwhile investment a single feat should allow learning multiple katas, or the benefits of the kata would have to be really increased.
EDIT: I think that getting single kata as a trait, or three kata for a feat would be more like it.
Also, there is already category "meditation feats" in Pathfinder introduced in Faiths And Philosophies, forming a feat chain starting with Meditation Master. I hoped it would expand this chain instead of being completely different mechanic.
Amora Game |
All good ideas.
Katas are actually being incorporated into the new classes being developed for the campaign setting.
I like the idea of a feat for two katas. Maybe a trait to learn a basic kata.
And mediation feats that are developed will actually expand upon the current ones in place in Faiths and Philosophy.
Amora Game |
March 18th Kata
Wooden Ox Technique (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
A wooden ox is primarily built to carry heavy loads of grain and other supplies. Katas of this form focus on strength and increasing the power involving the brute force behind a blow, at sacrifice of precision. Maneuvers for this kata can involve holding heavy objects while performing various stances.
Requirements: Strength 13, May only be used with weapons that cause bludgeoning damage
Effects: You gain a +2 insight bonus to all melee damage rolls, but suffer a -2 to all melee weapon attacks and a -1 to initiative rolls.
And as an extra gift
March 20th Friday Bonus Trait!
Kōhai Practice - For a brief time you attended a ryū, dojo, or received monastic training from a mentor. This mentor taught you the very basics of a martial discipline. You receive one basic form kata that only has a single ability requirement that you meet. (ie, Wooden Ox Technique only requires Str 13)
Amora Game |
March 25th Kata
Fleet of the Hare Technique (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
A rabbit moves quickly when startled and leaps chaotically about, yet shows grace and flexibility in its travel. Katas of this form focus on speed and maneuverability of a practitioner’s actions as they dance around their opponents. Maneuvers for this kata can involve holding stretch positions that flex and pull the muscles. It can also involve performing a rhythmic dance that involves jumping and leaping about.
Requirements: Dexterity 13, May only benefit from this kata while wearing light or no armor.
Effects: You gain a +2 insight bonus to initiative checks and increase your base movement by 5 feet, but suffer a -4 to all full round attack action rolls that do not involve at least 10 feet of movement.
April 1st Kata
Center Focus (Basic Form Kata, Meditation)
Preparation Time: 20 minutes
Duration: One Day
Those that take a moment to clear their thoughts through quite focused concentration, restore a portion of their energy. This channeled energy is held in reserve until the point where the kata user may put it to good use. This kata focuses the ki of an individual. Maneuvers of this kata typically are those where the student sits, stands, or lays down, perfectly still and unmoving. Tuning out all of their sensory perceptions and becoming one with nothing.
Requirements: Wisdom 13
Effects: While meditating you focus your energy gaining 1 ki point, even if you do not have a source that grants you a ki pool. While this ki point gives you a single point, you do not gain access to any ki pool class feature. However it does give you access to spend this ki point to fuel ki based feats, abilities, powers, katas, or techniques that you already possess.
If you have a ki pool this restores 1 point to it, but may not take you over your maximum number of allowable ki points. This single regained ki point qualifies and may be spent in any way that you would normally spend points from your pool.
This kata may only be performed once per day.
Special: If you do not have a ki pool given from any source, center focus qualifies as a ki pool for the purpose of qualifying for feats and katas, such as the Extra Ki feat, but still does not gain any benefit given from a ki pool feature.
If you have selected the Extra Ki feat, after performing and meeting the required preparations you would gain the benefit of gaining the additional points granted by Extra Ki, along with the 1 point gained from this kata.
Adam B. 135 |
Wait, is Center Focus an advanced or a basic form kata? It says Advanced, but basic once unspoiled.
Also I love Fleet of the Hare technique! Very cool indeed. I like feats that encourage mobility.
Also, the idea of classes based around Kata usage sounds interesting. I eagerly await seeing how that all turns out.
Rynjin |
These seem...incredibly weak. Why would I spend a Feat on something that takes forever to "cast", and has a duration, which provides only minor benefits with drawbacks added on top.
Why would I ever take a Feat that gives me Fleet (usually cited as one of the worst Feats in the game) and Reactionary (a Trait) for 2 hours, but gives me a -4 to attack rolls?
It doesn't "encourage mobility" it DISCOURAGES full attacking, for a tiny benefit.
Adam B. 135 |
After looking again, I do think the drawbacks could be cut down a little. Though I don'don't think the penalty is that bad when you consider other 3rd party classes and their improved mobility while still having better damage than someone just vital striking.
Also you can drop kata as a free action, so if you need that full attack to happen, you can lose the penalty and still have gotten use from the kata with it's initiative bonus and movement speed enhancement.
Amora Game |
HOF is in the middle phase of development, so we loves suggestions and feedback.
@Rynjin - Fleet of Hair, actually encourages you to take Wind and Water Techniquekata.
Basic Katas are the essence of standard form. Everything builds and grows on top of it. We have only shown you basic form katas, which are purposely designed to be weak. Hence after feedback, we designed the March 20th trait.
With our current rule set (which the first post is only a brief outline) you can learn any kata, not just basic form katas. Wait till you see an advanced form kata, or we might just call them Form Katas. We aren't sure yet on the naming convention.
If you gander at Center Focus, you will notice there are no penalties, it actually is not a basic kata (despite our editing).
To address preparation time: we like the idea of martial warriors being prepared for their task. Also there is a feat/trait that does let you prepare a kata but not start the duration till you wish to, one to extend duration, Kata Mastery, etc. Also one that lets combine the prep of several katas at once. Many rules that have yet to be revealed here. These are mostly teasers.
Did we answer all of the questions? I feel I may have missed one. Keep letting me know your feedback, publishers love the interactions!
@Adam B. It should actually be a form kata or advanced kata. We are unsure what to name the non-basic forms.
Next up: A non-basic kata - Living Sword Technique (Form Kata)
In May we will start to show the class variants designed for the campaign setting. It will help demonstrate where katas fight in.
To help explain HOF a little, we offer this short introduction narrative.
What is project Hands Over Fisticuffs:
Hand Over Fisticuffs is a world setting where bushido meets wuxia. Martial arts, katas, and ki are as common place to the farmer as it is to the Purple Lotus Emperor. Youxia wander the lands protecting its people from burdening lords, as the samurai hold their ground against the “barbaric” warlord armies. Feats of wushu masters running up bamboo trees and punching holes into walls, while a ninja clan moves swiftly along the moon clad roads skirting patrols as they infiltrate a castle. Elemental benders of the village are summoned by the council to intercept and negotiate with the demon possessed monks that torment local farmers, all while avoiding hungry ghost at night.
Join me for an evening of listening to the guqin and shamisen. If we are lucky, we might see a geisha dance this time.
Please sit and have some tea. Let us discuss the heroes of the Lotus Empire.
-Greg
(any time I use "us" or "we" in reference to Amora Game, it is usually the royal form. Just call me, Greg)
Rynjin |
HOF is in the middle phase of development, so we loves suggestions and feedback.
@Rynjin - Fleet of Hair, actually encourages you to take Wind and Water Techniquekata.
Basic Katas are the essence of standard form. Everything builds and grows on top of it. We have only shown you basic form katas, which are purposely designed to be weak. Hence after feedback, we designed the March 20th trait.
"This is purposefully designed to be weak" is a big warning sign when it comes to class features, and doubly so for Feats.
Perhaps I'm wrong, and the later Katas are spectacular enough to justify burning a Feat on Fleet and a Trait, plus a massive attack roll penalty, but even if they are...nobody likes Feat taxes. They're not a good balancing factor. Nobody has ever said "Golly gee, Whirlwind Attack is so much more balanced because it costs me 6 Feats" or "Man, I love that I need Combat Expertise to do the simplest thing".
Even a single Feat for two Katas, or taking them as a class feature doesn't change the fact that you're spending something to get something that gives a negligible, almost nonexistent benefit, for a HUGE drawback.
Purposefully designing something to suck because the later stuff is good, rather than giving an actually balanced benefit that is worth the cost involved is, frankly, bad design.
I think you might be well served looking at the low level Maneuvers from Path of War, or even many of the Paizo published Discoveries or Rage Powers to see what people generally expect to get out of their class features at low level.
An extra 5 feet of movement and +2 Initiative for the cost of -4 to-hit doesn't stack up to, say, growing claws or adding an extra d6 of fire damage to every attack. Especially the "-4 to-hit" part. +5 speed and +2 Init is already a dud, on par with some of the worst Feats in the game already, like Prone Shooter or Fleet. Tacking on the to-hit penalty is just adding insult to injury on something nobody would willingly take anyway.
Amora Game |
@Adam B. 135 - I am working on corrections to "lessen" the drawbacks. As always, keep the feedback coming.
@Rynjin - I am working on revising the rules for the basic form katas. Many of the katas themselves are being converted from the OGL from L5R 3rd Ed. We enjoy Path of War, and it will actually have incorporation rules for the HOF project. Thank you for the feedback on them.
We are actually making things a little different due to the campaign and new mechanics of the project setting. I guess a good way to describe basic form katas would be traits with built in draw backs. We'll work on the balance.
Living Sword Technique (Form Kata)
Preparation Time: 60 minutes performing a craft or trade
Duration: 240 minutes
Manual labor and craftsmanship shares a dedication to improvement as it does for those that practice the way of the sword. The movements and philosophy of the swordsmanship is parallel to the focus of honing ones craft. Each endeavor requires training, devotion, purpose and an end goal. Maneuvers of this kata can vary in movements, stances, and motions. Those that undertake fishing do not perform the same movements of a leatherworker or cook.
Requirements: 1 basic form kata or meditation feat, Craft (any) or Profession (any) skill 5 ranks; may only be applied to swords
Effects: You select one Craft or Profession skill. After an hour of performing that trade or craft, you apply these practices to your ability to use a sword. You may only use your ranks in your chosen Craft or Profession skill in place of your class(es) base attack bonus for the duration of this kata.
Face Changing Technique (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
Bian Lian is the secretive practice of “face changing” with the use of mask and the over dramatized faces of kabuki theater make up inspired the basics of this technique. The maneuvers of this kata are practiced in a series of exercises that focus on facial expressions: scrunching up a nose, wriggling ones brow, or stretching their jaw open as far open as possible. Students are encouraged to let their body take natural stances as they practice each facial motion. Students of this form aim to intimidate and distract their opponents in battle with facial expressions and various shouts.
Requirements: Charisma 13, Must wear a mask or have a painted face for the duration of this kata
Effects: You a +2 insight bonus to Bluff, Intimidation, and performance checks while in combat situations to distract and feint your opponents. As your face is hard to read you suffer a -2 penalty to Diplomacy or Bluff skill checks and other social situations in which you must “save face” or attempt to lie, while this kata is active.
Amora Game |
We are working on lengthening the flavor text of the katas, as we also revamp the rules. Let us know how we are doing on the fluff.
Tide of Trial (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
The tide of the sea comes in each day to wash away the footprints and divots made in the sand from those that walk its coastline. When the tide goes back out to sea it leaves an undisturbed surface and makes a clean slate for the next day patrons to add to its memories. With each new swing of a weapon, so too does a student. The maneuvers of this kata are patient and thought out. Students of this form are taught to improve with each swing, and to treat each move as a new lesson that builds upon what they learned from the last.
Requirements: Wisdom 13
Effects: Each time you fail on an attack roll against an opponent, you gain a +1 insight bonus to your next attack against them. This bonus is cumulative with each missed attack until you are successful on an attack roll against them, but may not exceed your character level. If this opponent is no longer the focus of your attack, any cumulative bonus is forfeit. While this kata is active, you may not fight defensively or declare a total defense action.
Amora Game |
Stone Wall Stance (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
Fortifications are built up around towns, villages, and cities to protect them from the ravages of invaders. Once these walls are erected that stand as a symbol of defensive strength. Maneuvers of this basic kata commonly require the participant to stand with their feet squared with their shoulders while keeping bent knees. Digging in their heels they tightening their core stomach muscle and hold this position.
Requirements: Strength 13, Fighting Defensively.
Effects: You add 1 ½ times your Strength modifier to your CMB and CMD instead of just your normal Strength modifier, but suffer a -2 penalty to Dexterity based checks for the duration of this kata.
Shadow of Self (Basic Form Kata)
Preparation Time: 10 minutes
Duration: 120 minutes
A student wanting to manipulate their own force of personality, studies themselves to explore their own shadow aspect. Knowing one’s darker temptations can bring understanding and provide a path in which to bring balance should they ever fall prey to it. By controlling this, they learn how use it to manipulate the world around them. This kata focuses on using shadows, deception, and manipulation. Maneuvers of this kata usually are done through meditation and holding of position, while imagining the bending of light around them to grow shadows.
Requirements: Charisma 13
Effects: You gain an insight bonus to +2 to Sleight of Hand, Bluff, and Stealth skill checks when facing anything that is considered an opponent. Cloaking oneself in shadow clouds the mind and blocks sight and results in a -2 penalty to Perception and concentration checks.
Amora Game |
Sorry for Delay
Brother Bear Sleep (Basic Form Kata)
Preparation Time: 10 minutes
Duration: Taking a full night’s rest
Brother Bear sleeps through the winter and teaches that wounds heal over time. Brother Bear enters a deep meditative state, does not move, and becomes very hard to wake. This kata focuses on clearing one’s mind while resting and channels that energy to the areas of a student’s body that needs repair. Followers of this technique practice a perfected form of meditative trance that also makes it difficult to be awoken from.
Requirements: Constitution 13
Effects: You heal one additional point per Constitution modifier after a full night’s rest as a result of a type of hibernation. However, you suffer a -6 on any check made to wake up while in this trance, and are considered flat-footed for 1d4 rounds after waking.
Drejk |
As a feat it would have to be better - Fast Healer adds only half Constitution bonus to healing, and has bloated prerequisites (Endurance and Diehard) but it also applies to any magical healing received at any time which greatly increases its utility, especially on higher levels when the character have tendency to be targeted with multiple healing effects per adventuring day.