| Post/Author/DateTime | Post |
|---|---|
| stunspore07-04-07, 06:31 AM | Considering the amount of anime depictions of characters dodging spells or taking blasts and still standing, I think some extra feats or combat moves could be made. Ranged Attact Dodge [general feat] Preq - 13+ Dex, The character can expend a move action to add an additional enhancement bonus equivalent to dex modifier (minimum +1) to his reflex save and AC against certain attacks for 1 round. This applies to ranged attacks such as arrows and thrown weapons as well as ray spells. For blast area weapons such as firebombs and fireballs, if the character is able to move away from the affected zone by 1/2 his movement speed, when he does so on a successful reflex save, with the bonus applied. If the character expends a full action round, the character can improve his AC and reflex save to Dex modifier (minimum +1) plus +1 for every 4 points of BAB. Withstanding Shock [general feat] Preq - 13+ Str Basically same as above, except applies to Fortitude saves. The bonus applies to melee attacks which would use Str modifier as a bonus (or penalty). If against a character using weapon finess for instance, this feat is ineffective. |
| mato_hibiki07-04-07, 07:45 AM | Evasion. Toughness. Iron will. Fighting defensively. We already have feats and such to handle this stuff. No need to make up extra things the rules already cover and provide for. |
| Thomar_of_Uointer07-04-07, 01:24 PM | All I say is that hit points are abstract. The standard defensive abilities of the D&D classes are sufficient for most settings and genres. If you want to try something mainstream, check out the class dodge bonuses and massive damage rules that D20 Modern uses. |
| ericSHINRA07-09-07, 11:15 PM | Why not use the Defense Bonus Combat variant from Unearthed Arcana? http://www.systemreferencedocuments.org/35/sovelior_sage/unearthedDefence.html |
| Prime3207-11-07, 05:33 PM | I'd like to see a system where a sorcerer could expend action points to cast a short-duration wall of ice around himself in response to an enemy casting meteor swarm. |
| Darth Sephiroth07-16-07, 12:39 AM | I'd like to see a system where a sorcerer could expend action points to cast a short-duration wall of ice around himself in response to an enemy casting meteor swarm. That could work as a decent feat. Defensive Spellcasting [Metamagic] You can cast spells to defend yourself. Prerequisites: You must be able to cast spells spontaneously, Combat Casting. Benefit: As an Immediate Action, 1/round you may convert a single spell into a Defensive Spell when you are the target of a spell that the chosen spell will either negate or reduce the effects of. You instantly cast this spell. If the chosen spell has a casting time of a full round, you lose 1 standard action during your next turn. Spells with caster times greater than a full round may not become Defensive Spells. Spells effected by Defensive Spellcasting are treated as one spell level higher for spells expended. Special: Unlike normal metamagic spells, Defensive Spellcasting does not increase casting time. |
| Prime3207-16-07, 02:45 PM | Wait a minute, I just realised I described counterspelling. :embarrass A feat to use action points to counter any spell with any other spell would be good though. |
| The_Shaman07-19-07, 07:13 PM | No need to - dispel magic as a counterspell basically does that, too. Now, finding a way to boost the dispel check can be nice, although with the right classes you can do that, too. Master Specialist abjurer + initiate of the 7-fold Veil + Archmage for the improved Cspell ability = one caster can forget about casting :D Mind you, my favourite discipline for emulating anime stuff would be psionics. |
| Holy_Beholder07-20-07, 12:35 PM | Maybe you could spend an action to use a counter spell without readying anything? |
| Thomar_of_Uointer07-20-07, 08:23 PM | Maybe you could spend an action to use a counter spell without readying anything? No, you just have Quicken Spell. Chuck a Quickened spell at your enemy as a swift action, then wait to counter theirs. The tricky part is being able to make Spellcraft checks to properly identify which of your enemy's spells is the Quickened one. A Quickened spell will usually be weaker (4 levels lower), and you don't want to get hit by the higher-level spell because it will usually kill you outright (the problem with d4 Hit Dice). Of course, this really just reveals the flaw of Vancian casting, in that you can't do things like this if you haven't planned for them. |