A Prestige Class for a Ranma Fan [Archive] - Wizards Community

Post/Author/DateTimePost
Tectorman

02-21-07, 04:39 PM
This is a prestige class made to try a put Ranma’s Hiryu Shoten Ha attacks into D&D terms. I’ve thought through this quite a bit, but I need help. Specifically, I need to know whether a Monk 10/Dragon Wind Master 10 would be balanced against a Monk 20 or not. Suggestions about changes to the abilities themselves to make them better are also helpful. So, without further ado, I present my prestige class:
THE DRAGON WIND MASTER
Requirements: {These aren’t set in stone, by the way.}
Size: Small or larger {may or may not be necessary, but the parameters of the Hiryu Shoten Ha would seem to suggest this}
Skills: Tumble 8 ranks, Jump 4 ranks
Feats: Deflect Arrows {not directly related to the core idea of the class, but definitely related to the secondary abilities}, Combat Expertise {not sure about this one}
Special: Evasion, Draconic (cold) Fist class ability {from the Dragon Magic book, this is the D&D explanation of the Soul of Ice that Ranma must use to create the Hiryu Shoten Ha}; must spend one continuous week in concentrated study under another Dragon Wind Master with at least 5 levels in Dragon Wind Master {this restriction is to reflect Ranma’s training under Cologne; the 5 level mark is the minimum level necessary to be able to use the Hiryu Shoten Ha}
Hit Dice: d8

Class skills
The Dragon Wind Master’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Move Silently (Dex), Sense Motive (Wis), and Tumble (Dex). See Chapter 4: Skills for skill descriptions. {I may add more class skills.}
Skill Points at Each Level: 4 + Int modifier.
Code:
Lvl BAB Fort Ref Will Special
1 +0 +2 +2 +2 Monk abilities, Wind-Aided Movement +1
2 +1 +3 +3 +3 Air deflector +1
3 +2 +3 +3 +3 Wind run
4 +3 +4 +4 +4 Wind-Aided Movement +2
5 +3 +4 +4 +4 Air deflector +2, Hiryu Shoten Ha 1/week
6 +4 +5 +5 +5 Air stance
7 +5 +5 +5 +5 feather fall, Hiryu Shoten Ha 1/day
8 +6 +6 +6 +6 Air deflector +3
9 +6 +6 +6 +6 Wind-Aided Movement +4
10 +7 +7 +7 +7 Hiryu Hyotoppa, Hiryu Shoten Ha 3/day
Description:
Weapon And Armor Proficiencies: The Dragon Wind Master {abbreviated DWM} gains no new weapon, armor, or shield proficiencies.
Monk abilities: A Dragon Wind Master’s DWM class levels stack with her Monk class levels to determine her unarmed strike damage and her unarmored speed. A Dragon Wind Master’s DWM class levels divided by two (rounded up) stack with her Monk class levels to determine how far her Draconic (cold) Fist has progressed. (i.e., a Monk 10/DWM 4 has 12 Monk levels for this purpose) {switching these around (making unarmed strike damage progress only half as fast and/or making the Draconic (cold) Fist progress as normal) might also be feasible, I don’t know (I do want a DWM to have the same fast movement as a normal Monk, though)}
Wind-Aided Movement (Su): A DWM gains a +1 bonus to her Balance, Climb, Jump, and Tumble checks. These bonuses increase to +2 at 4th level and +4 at 9th level. {in other words, fluff; these abilities are not entirely necessary to the central idea}
Air Deflector (Su): At 2nd level, when fighting defensively, using total defense, and/or transferring at least 2 attack points to AC via Combat Expertise, a DWM adds a +1 deflection bonus to her AC as well. This requires at least one free hand to do. The deflection bonus increases to +2 at 5th level and +3 at 8th level.
Wind Run (Su): At 3rd level, when not wearing any armor and not carrying a medium or heavy load, a DWM may use one daily use of her Draconic (cold) Fist (as a free action) to gain the ability to run at 5 times her normal speed and a +4 bonus on Jump checks and a +2 bonus to Balance checks while running for 1 round. Note: If the DWM also has the Run feat, then the run speed becomes 6 times her normal speed and the bonus on Jump checks (from Wind Run) is reduced to +2 (for a total of +6 to Jump from both the Wind Run and the Run feat). (Example: a Monk 10/DWM 10 human [not taking into account any magic items, by the way] would be able to move [90 x 5] 450 ft per round for up to 15 rounds or 540 ft per round with the Run feat) {I’m also not sure about making this ability dependent on the Draconic [cold] Fist; also, regardless of whatever changes are suggested and used (or not), I want a character with this prestige class to be able to physically outpace a dragon (through sheer physical ability, and not a spell). Why? Bragging rights, of course}
Hiryu Shoten Ha (Su): At 5th level, a DWM can create a cone of intense wind when attacked. To use this ability, a DWM must be attacked (i.e., have an attack roll rolled against her specifically) by an adjacent opponent or an opponent using a natural attack (natural weapon or unarmed attack). {this is to reflect the requirement of the opponent emanating a “hot battle aura”} If the DWM is able to attack when her next turn would normally come up (i.e., not dazed, dead, unconscious, etc.) and the opponent in question has not moved from the position he was in when he attacked, then the DWM may take a full-round action to hit the target with a melee touch attack (with an unarmed strike or a natural attack). If the attack misses, nothing happens (no daily uses or weekly attempts are used up, etc.) and the DWM must be attacked again in order to try again. If her melee touch attack hits, the DWM uses up a number of daily uses of her Draconic (cold) Fist and creates a cone of wind with the DWM as the source and the cone spreading out in the general direction of the target. The cone will have the following statistics based on what size the target was.
Code:
Target Size Category Wind Force Cone Length Draconic (cold) Fist uses
Small Windstorm 15 ft 1
Medium Hurricane 15 ft 2
Large Hurricane 30 ft 2
Huge Tornado 30 ft 3
Gargantuan Tornado 60 ft 3
Colossal Tornado 120 ft 3
Note: Tiny or smaller creatures cannot be targeted by this attack at all. DWMs can only target opponents between one size category smaller than themselves and three size categories larger than themselves.
Second Note: If the target attack while using a rage, frenzy, or similar ability, or with a nonreach weapon or natural attack that also deals some kind of fire damage, or both, then the cone uses the statistics for a creature one size category larger than actual target. {thus, a raging Halfling Barbarian is treated as a Medium creature and a Large Fire Elemental would trigger a Hiryu Shoten Ha appropriate for a Huge creature (and a raging [somehow] Large Fire Elemental would still only be treated as a Huge creature)}
A successful Hiryu Shoten Ha lasts 3 rounds and counts as 1 use. DWMs are limited to 1 use per week at 5th level, then 1 use per day at 7th level, and finally 3 uses per day at 10th level.
Air Stance (Ex): At 6th level, a DWM may act one size category larger than she really is for purposes of determining how wind effects affect her. Activating this ability is a swift action and lasts one round. A DWM may use this ability for a number of times per day equal to her DWM class level. (not sure about making this limited to DWM class level number of times per day) {I’m also considering a second advancement of this ability to allow a DWM to eventually be treated as two size categories larger than she actually is}
Feather Fall (Sp): At 7th level, a DWM may use feather fall at will as the spell. CL: 6th {not entirely necessary, either flavorwise or, um, “nutrientwise” (Monks get Slow Fall), but still a useful thing to do as a spell-like ability}
Hiryu Hyotoppa (Su): At 10th level, a DWM gains the ability to fire a Hiryu Hyotoppa at an opponent. To do this, a DWM must be adjacent to a fire at least as large as her (i.e., her size category). This fire can be nonmagical, magical, a dragon’s breath or similar ability, or even a fire elemental, and so on. As a full round action, the DWM makes a melee touch attack against the source of the fire. If it misses, nothing happens (no daily uses get used up or anything. If it hits, (first off, the DWM takes damage as normal for touching a fire [with no chance of catching on fire]) then the DWM creates a Hiryu Hyotoppa.
Note: If the source of the fire is a creature (for instance, a fire elemental) then they take damage according to the table below.
To hit a target with a Hiryu Hyotoppa, the source of the fire must be between the DWM and her target (using the rules for flanking, except the target need not be near the source of the fire). The Hiryu Hyotoppa has a range of 100 feet, no range increment, after it comes out the other side of the fire source. {just to make sure I’m clear, a Hiryu Hyotoppa does NOT act like a line or ray (it’s a twisting, spinning vortex that the DWM aims at the specific target); thus, it will completely go around or over anyone or anything that is not its specific target} If it misses, the attempt is used up and nothing happens; if it hits (with a ranged touch attack, by the way), {again, to be clear, this ability requires line of effect} then the target takes damage according to the table below.
Code:
Distance Hiryu Hyotoppa Damage Draconic (cold)
Travels Inside Fire Source Dice Fist uses
5 ft 4d6 1
10 ft 5d6 1
15 ft 5d6 1
20 ft 6d6 2
25 ft 6d6 2
30 ft 7d6 2
35 ft 7d6 3
40 ft 8d6 3
45 ft 8d6 3
And so on.
If the DWM rolls a natural 20 and succeeds on confirming the critical hit against a target that would also be vulnerable to a vorpal weapon, then the target dies instantly as surely as if they had been hit by a vorpal weapon.

{Note: If it ever matters, all supernatural and spell-like abilities require the DWM to be in a gaseous fluid atmosphere. Underwater? No. Somehow inside a rock? No. It doesn’t have to be air, but it must at least be a gas.}
{Second Note: The Hiryu Shoten Ha and Hiryu Hyotoppa are both supernatural abilities and thus suppressible by an antimagic field. However, they are considered supernatural at the point of creation only. Thus, if the DWM is inside an antimagic field, she can’t use those abilities. However, once the attack is created, the cone of wind or the supercompacted vortex are entirely unmagical, just really extraordinary. Therefore, a DWM can shoot a Hiryu Hyotoppa at someone inside an antimagic field and expect it to work. Likewise, a Hiryu Shoten Ha whose cone even partially occupies the same space as an antimagic field is still generating wind throughout the entire cone.}

Also, as an alternative to the two primary attacks, what about using the spells Whirlwind and Greater Whirlwind (from the Player’s Handbook and Complete Divine books, respectively)? Change both to where they require a full round action melee touch attack to cast as spell-like ability, make them stationary and centered over where the DWM creates them (making the DWM immune to the effects of her own spell, obviously). Maybe make Whirlwind usable against creatures in general and requiring the DWM to be attacked in order to use the Greater Whirlwind attack. Of course, redesigning the class to use these as spell-like abilities would also require a spell version for the Hiryu Hyotoppa. Maybe Gust of Wind or Polar Ray. Any suggestions?

Any and all constructive comments are welcome. Comments to the effect of “the entire concept is broken, kill it now” will be blissfully ignored. Comments the effect of “well, a prestige class based on a monk won’t be balanced against any spellcasting class because monk is a combat class and combat classes suck and spellcasting classes are the best and only a fool would play anything but a Wizard/Cleric/Druid and “RAAAAGGGH!!”

...(takes pill)…

Such comments will be ignored and tiny little voodoo doll effigies of the people who posted such comments will be stabbed and burned (I’m an avid Star Trek fan so you know I’ll do it, too). Lastly, I will think bad thoughts about those commenters.
Infinitive

02-22-07, 04:45 PM
Coupla things here, so you can be aware of them (I'm a Ranma fan too (manga only)):

Firstly, you never give the damage increments of Hiryuu Shoten Ha. Admittedly, the appropriate statistics for damage based on immersion in a severe weather effect might already be printed (DMG or Stormwrack, maybe?), it would be very nice to know exactly what kind of effect the Hiryuu Shoten Ha is having at the various stages of its power.

Secondly, in terms of pure flavor, I think it's a bad call to go Cone-shaped AOE for HSH. In the manga it generated a massive tornado centered on Ranma and whoever he was fighting; what would work much better would be a burst AOE centered on the caster, to which the caster is immune. Also, the effect is always a tornado (though the size and intensity varies with target size and anger level. Maybe something like this for the burst radius:
Small- 10 ft radius, 1 use
Medium- 15 foot radius, 2 uses
Large 20 foot radius, 2 uses
Huge- 30 foot radius, 3 uses
Gargantuan- 50 foot radius, 3 uses
Colossal 80 foot radius, 4 uses

Thirdly, I think some of the fluff abilities of this class could definitely go. Air Deflector in particular is a likely target; if you want the monk's AC to progress with the class, then let the PrC levels class stack (partially or wholly) with the core monk feature. If not, then don't provide any AC bonus. Anything else just clutters combat and limits a PC's options (No Flurry with Air Deflector, for example).

Fourthly, the Hiryuu Shoten Ha class feature needs to be strengthened considerably. Since it is the core feature of the class, I would suggest opening it up at a lower level, and increasing the frequency with which it is available for use. A monk with this class feature is already expending a lot of resources to use the ability, and he is additionally giving up a LOT of very attractive core monk abilities to have access. As HSH is currently scripted, I would never take this class over a monk 20 build; monk 20 is just plain better. Remember, at 15th level (the lowest level you can be to get the capstone of this class), you're competing with Quivering Palm in the core monk class. Since this PrC doesn't stack Flurry or AC, you're kind of revolving your combat around HSH. Make it flexible and accessible enough to compare with a monk's standard versatility.

Oh, yeah. Make it work against anyone who's struck you in melee, even if they've used a weapon. Not only will that increase functionality, the HSH works against Ryouga when he's wielding his umbrella.

Finally, I'd suggest modifying the Hiryuu Hyoutoppa capstone so that it DOES function as a horizontal line attack. Remember, it IS the capstone ability of the PrC, and D&D is mostly without line attacks that are wider than 5 feet. It'd be a unique and interesting class feature.

Interesting idea, though. I like it.
Tectorman

02-24-07, 03:37 AM
Coupla things here, so you can be aware of them (I'm a Ranma fan too (manga only)):

Firstly, you never give the damage increments of Hiryuu Shoten Ha. Admittedly, the appropriate statistics for damage based on immersion in a severe weather effect might already be printed (DMG or Stormwrack, maybe?), it would be very nice to know exactly what kind of effect the Hiryuu Shoten Ha is having at the various stages of its power.

Secondly, in terms of pure flavor, I think it's a bad call to go Cone-shaped AOE for HSH. In the manga it generated a massive tornado centered on Ranma and whoever he was fighting; what would work much better would be a burst AOE centered on the caster, to which the caster is immune. Also, the effect is always a tornado (though the size and intensity varies with target size and anger level. Maybe something like this for the burst radius:
Small- 10 ft radius, 1 use
Medium- 15 foot radius, 2 uses
Large 20 foot radius, 2 uses
Huge- 30 foot radius, 3 uses
Gargantuan- 50 foot radius, 3 uses
Colossal 80 foot radius, 4 uses

Thirdly, I think some of the fluff abilities of this class could definitely go. Air Deflector in particular is a likely target; if you want the monk's AC to progress with the class, then let the PrC levels class stack (partially or wholly) with the core monk feature. If not, then don't provide any AC bonus. Anything else just clutters combat and limits a PC's options (No Flurry with Air Deflector, for example).

Fourthly, the Hiryuu Shoten Ha class feature needs to be strengthened considerably. Since it is the core feature of the class, I would suggest opening it up at a lower level, and increasing the frequency with which it is available for use. A monk with this class feature is already expending a lot of resources to use the ability, and he is additionally giving up a LOT of very attractive core monk abilities to have access. As HSH is currently scripted, I would never take this class over a monk 20 build; monk 20 is just plain better. Remember, at 15th level (the lowest level you can be to get the capstone of this class), you're competing with Quivering Palm in the core monk class. Since this PrC doesn't stack Flurry or AC, you're kind of revolving your combat around HSH. Make it flexible and accessible enough to compare with a monk's standard versatility.

Oh, yeah. Make it work against anyone who's struck you in melee, even if they've used a weapon. Not only will that increase functionality, the HSH works against Ryouga when he's wielding his umbrella.

Finally, I'd suggest modifying the Hiryuu Hyoutoppa capstone so that it DOES function as a horizontal line attack. Remember, it IS the capstone ability of the PrC, and D&D is mostly without line attacks that are wider than 5 feet. It'd be a unique and interesting class feature.

Interesting idea, though. I like it.


Alright, I'm back and I redid the class. As requested, the Hiryu Shoten Ha is now a vertical attack and the Hiryu Hyotoppa is a line. Fully understanding these changes and abilities may require access to a Player's Handbook (or the SRD), the Dragon Magic book, and the Complete Divine book. If asked, I'll post the basic stats for the spells involved (although I don't know if it's legal or not).

Thus, presenting the revised...

THE DRAGON WIND MASTER
Requirements: {Updated list. Removed the size requirement and Combat Expertise as a requirement. Made the class attainable at 9th level at the earliest (instead of 6th)}
Base Attack Bonus: +6 {results in class being attainable no earlier than 9th level}
Skills: Jump 6 ranks, Tumble 10 ranks {increased number of ranks to reflect importance of these skills (both Jump and Tumble are skills involving the movement of a body through air, something very important for an air-powered Monk to know)}
Feats: Deflect Arrows {not directly related to the core idea of the class, but definitely related to the secondary abilities}
Special: Evasion, Draconic (cold) Fist class ability {from the Dragon Magic book, this is the D&D explanation of the Soul of Ice that Ranma must use to create the Hiryu Shoten Ha}; must spend one continuous week in concentrated study under another Dragon Wind Master with at least 5 levels in Dragon Wind Master {this restriction is to reflect Ranma’s training under Cologne; the 5 level mark is the minimum level necessary to be able to use the Hiryu Shoten Ha}
Hit Dice: d8

Class skills
The Dragon Wind Master’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills for skill descriptions. {Final list, I think.}
Skill Points at Each Level: 4 + Int modifier.
Code:
Lvl-----Minimum Total---BAB----Fort---Ref----Will----Special
-------Character Level
1------------9th---------+0-----+2---+2----+2------Monk abilities, Air deflector +2
2-----------10th---------+1-----+3---+3----+3------Wind run
3-----------11th---------+2-----+3---+3----+3------feather fall
4-----------12th---------+3-----+4---+4----+4------Air deflector +3
5-----------13th---------+3-----+4---+4----+4------Hiryu Shoten Ha 1/day
6-----------14th---------+4-----+5---+5----+5------Air stance 1 up
7-----------15th---------+5-----+5---+5----+5------Air deflector +4, Hiryu Shoten Ha 2/day
8-----------16th---------+6-----+6---+6----+6------Full Power Hiryu Shoten Ha 1/day
9-----------17th---------+6-----+6---+6----+6------Air stance 2 up, Hiryu Hyotoppa, Hiryu Shoten Ha 3/day
10----------18th---------+7-----+7---+7----+7------Air deflector +5, Full Power Hiryu Shoten Ha 2/day
Description:
Weapon And Armor Proficiencies: The Dragon Wind Master {abbreviated DWM} gains no new weapon, armor, or shield proficiencies.
Monk abilities: A Dragon Wind Master’s DWM class levels stack with her Monk class levels to determine her unarmed strike damage and her unarmored speed. A Dragon Wind Master’s DWM class levels divided by two (rounded up) stack with her Monk class levels to determine how far her Draconic (cold) Fist has progressed and her Monk AC bonus. (i.e., a Monk 10/DWM 4 has 12 Monk levels for this purpose) {switching these around (making unarmed strike damage progress only half as fast and/or making the Draconic (cold) Fist progress as normal) might also be feasible, I don’t know (I do want a DWM to have the same fast movement as a normal Monk, though); added half-fast Monk AC progression}
{Removed Wind-Aided Movement (was generally agreed to be pure, uncut fluff)}
Air Deflector (Su): When fighting defensively, using total defense, and/or transferring at least 2 attack points to AC via Combat Expertise, a DWM adds a +2 deflection bonus to her AC as well. This requires at least one free hand to do. The deflection bonus increases to +3 at 4th level, +4 at 7th level, and +5 at 10th level. {this operates during conditions where the DWM would be limiting her attack options in favor of defense, anyway; and who says “No flurry?” a flurry can be conducted with both hands holding a quarterstaff with unarmed strikes added in (courtesy of kicking), so why would requiring ONE unoccupied hand deny a DWM the ability to flurry?}
Wind Run (Su): At 2nd level, when not wearing any armor and not carrying a medium or heavy load, a DWM may use one daily use of her Draconic (cold) Fist (as a free action) to gain the ability to run at 5 times her normal speed and a +4 bonus on Jump checks and a +2 bonus to Balance checks while running for 1 round. Note: If the DWM also has the Run feat, then the run speed becomes 6 times her normal speed and the bonus on Jump checks (from Wind Run) is reduced to +2 (for a total of +6 to Jump from both the Wind Run and the Run feat). (Example: a Monk 10/DWM 10 human [not taking into account any magic items, by the way] would be able to move [90 x 5] 450 ft per round for up to 15 rounds or 540 ft per round with the Run feat) {I’m also not sure about making this ability dependent on the Draconic [cold] Fist; also, regardless of whatever changes are suggested and used (or not), I want a character with this prestige class to be able to physically outpace a dragon (through sheer physical ability, and not a spell). Why? Bragging rights, of course}
Feather Fall (Sp): At 3rd level, a DWM may use feather fall at will as the spell. The DWM’s caster level is equal to her DWM class levels divided by two. {not entirely necessary, either flavorwise or, um, “nutrientwise” (Monks get Slow Fall), but still a useful thing to do as a spell-like ability; although, Ranma is seen walking away from falls over a hundred feet high (and with no wall, at that)}
Hiryu Shoten Ha (Su): At 5th level, a DWM can use the Hiryu Shoten Ha attack. She must use a full-round action to make a melee touch attack against an adjacent opponent {unlike the full-power version, she does not have to be attacked first (this is to reflect the later ease with which Ranma fires off a Hiryu Shoten Ha; i.e., without creating a full spiral)}. If the touch attack misses, nothing happens and nothing gets used up. If it hits, the DWM uses up a number of daily uses of her Draconic (cold) Fist equal to her caster level divided by five and creates an effect equivalent to a whirlwind (as mentioned in the Player’s Handbook). Her caster level is equal to 5 + her DWM class levels + (number of size categories target is larger than the DWM [+1 if opponent is raging or similar effect]) {examples: a 7th level Medium size DWM attacking a Huge creature has a CL equal to 14 (5 + 7 + 2); a 6th level Medium size DWM attacking a raging Large creature also has a CL equal to 13 (5 + 6 + 1 + 1); in both of these situations, the DWM would use up 2 daily uses of her Draconic (cold) Fist} The Hiryu Shoten Ha acts just like a whirlwind with the following changes: the cyclone is always cast centered over the DWM and does not move from this spot at all; the DWM is completely immune to any and all effects of a Hiryu Shoten Ha of her own creation {she would still be vulnerable to another DWM’s Hiryu Shoten Ha, or a Druid’s whirlwind, or a natural cyclone, as normal}. A DWM may perform a successful Hiryu Shoten Ha once per day at 8th level, and twice per day at 10th level. A DWM gains the ability to perform a successful Hiryu Shoten Ha twice per day at 7th level and thrice per day at 9th level. {I think these limitations are enough to make this ability the equivalent of an 7th level spell and thus, introduceable at 13th character level (DWM level 5)}
Air Stance (Ex): At 6th level, a DWM is treated as being one size category larger than she really is for purposes of determining how wind effects affect her. At 9th level, a DWM is treated as being two size categories larger than she really is for this purpose. {this may still be a fluff ability}
Full-Power Hiryu Shoten Ha (Su): At 8th level, a DWM can now perform the full power version of the Hiryu Shoten Ha. A DWM must be struck in combat by an adjacent opponent (meaning a nonreach weapon [which would include certain heavy umbrellas]). If the DWM is able to (not dazed, dead, or unable to act), then she may use a melee touch attack (as a full-round action) against her attacker (provided the attacker hasn't moved since the attack [5-foot steps do not count unless they result in the attacker no longer being adjacent]). If it misses, nothing gets used up. If it hits, then the DWM uses up a number of daily uses of her Draconic (cold) Fist equal to her caster level divided by five and creates an effect equivalent to a greater whirlwind (as mentioned in Complete Divine). Her caster level is equal to 5 + her DWM class levels + (number of size categories target is larger than the DWM [+1 if opponent is raging or similar effect or deals some kind of fire damage with attack]) {examples: a 10th level Small size DWM attacking a Huge creature has a CL equal to 18 (5 + 10 + 3); a 9th level Medium size DWM attacking a raging Gargantuan creature also has a CL equal to 18 (5 + 9 + 3 + 1) (if that raging Gargantuan creature was wielding a flaming weapon against that 9th level DWM, then the CL would still be 18); in all of these situations, the DWM would use up 3 daily uses of her Draconic (cold) Fist} The Full Power Hiryu Shoten Ha acts just like a greater whirlwind with the following changes: the tornado is always cast centered over the DWM and does not move from this spot at all; the DWM is completely immune to any and all effects of a Full Power Hiryu Shoten Ha of her own creation {she would still be vulnerable to another DWM’s Full Power Hiryu Shoten Ha, or a Druid’s greater whirlwind, or a natural tornado, as normal}. A DWM may perform a successful Full Power Hiryu Shoten Ha once per day at 8th level, and twice per day at 10th level. {I think these limitations are enough to make this ability the equivalent of an 8th level spell and thus, introduceable at 15th character level (DWM level 7)}
Hiryu Hyotoppa (Su): At 9th level, a DWM gains the ability to fire a Hiryu Hyotoppa at an opponent. To do this, a DWM must be adjacent to a fire at least as large as her (i.e., her size category). This fire can be nonmagical, magical, a dragon’s breath or similar ability, or even a fire elemental, and so on. As a full round action, the DWM makes a melee touch attack against the source of the fire. If it misses, nothing happens (no daily uses get used up or anything). If it hits, (first off, the DWM takes damage as normal for touching a fire [with no chance of catching on fire]) then the DWM uses up a number of daily uses of her Draconic (cold) Fist equal to her effective caster level divided by five and creates a Hiryu Hyotoppa. A Hiryu Hyotoppa is treated as doing the same thing as the polar ray spell in the Player’s Handbook with the following stipulations.
The DWM’s caster level is 5 + her DWM class levels + (number of squares the ray travels through before coming out the other side [max. 10 (this would basically be a forest fire)] divided by two). Its range is 25 ft + 5 ft per two caster levels, however, this range is measured from the ray’s exit point from the fire source (if the DWM’s fire source IS a forest fire and is longer/wider than 10 squares [50 ft] [or the diagonal equivalent], then the ray’s range begins ticking off when it reaches this distance). Therefore, a 10th level DWM firing across a Huge size bonfire (in the shape of a 15 by 15 square) would have an effective caster level of 16 (5 + 10 + 1) would have a range of 80 ft (25 + [5 x 16/2] + 15). That same DWM using a forest fire longer/wider than 50 ft would have a caster level of 20 (5 + 10 + 5) and a range of 90 ft (25 + [5 x 20/2] + 15).
Second, although the total damage done is xd6 points of damage where x is the caster level, only half of this damage is cold damage. The other half is simply generic, unspecified damage. {This is because Ranma uses the attack on Saffron and we see his broken, frozen body falling to the earth. On the other hand, when the dragon spout is destroyed, none of the pieces look frozen (although considering that it spouts cold water, it may simply have not appeared frozen)}
And finally, if the DWM rolls a natural 20 and succeeds on confirming the critical hit against a target that would also be vulnerable to a vorpal weapon, then the target dies instantly as surely as if they had been hit by a vorpal weapon. {This may make this ability too powerful, I don't know}
Infinitive

02-24-07, 11:26 AM
This is much improved. Referencing spells is the surest way to generate a concise explanation of an ability's effect, and you've done that. Here's a couple of comments:

I can get into this class for my eighth character level. Think Monk 4/Warrior (or Swashbuckler or Ranger or even Paladin)3 with Aescetic whatever is required to make it happen. If that's a major issue for you, adjust Tumble up one rank. Otherwise, I don't see it as a terribly big deal, since the class as a whole is weakened if you don't come in as a pure monk.

Air Deflector: I still don't like this ability, and now that we're up to absolute minimum character level 8 to get in, I like it even less. First, the wording of the ability makes this ability sound like a shield; no monk with a shield can use Flurry. Secondly, as a typed Deflection bonus, it does not stack with a Ring of Protection, one of the most important magic items in the game for a monk (following Monk's Belt and Bracers of Armor). More, i still don't see the Ranma flavor. If you must keep it, make it a shield bonus, because 1- that's what you're describing it as and 2- that's a typed AC bonus that is actually useful to a monk.

Air Stance: I really like the theory behind this ability, and it works very well with the class, but there's something to consider. Does this screw the DWM over when calculating Hiryuu Shoten ha power for enemies larger or the same size as him (in reality), since he counts as being larger for wind effects?

Hiryuu Shoten Ha: I think you've actually nailed this this time, both the normal and powered versions. In essence, you're giving a highly specialized prestige class access to a single spell once or twice a day of a similar level to what the pure caster would be dropping. More, a DWM's caster level is only very rarely going to equal or surpass the pure caster's caster level, so they don;t feel trodden upon. In answer to your questions:
Burst effects: the radius described is the distance in feet to which the spell effect extends, centered on the caster. Thus, if you had a spell with burst radius 20 feet, the affected area would be 20 feet in all directions.
Line effects: Normally, you declare one 5-foot square line (think of how you calculate charge paths) out to the distance called for by the effect. Anybody standing in that line gets affected by the spell or effect. If you need to size-up the line effect, you do it in the same way you size up targets; a 10-foot wide line effect would trace on the lines in between the squares rather than the squares themselves, while a 15-foot line would trace as a standard line attack and affect both lines adjascent.

Hiryuu Hyoutoppa: I think you've lost a little of the flavor of this ability by saying it fires as a Polar Ray spell; Polar Ray, while potent, is a very narrow beam, while Hyoutoppa never was. I think that this ability should be a 10-foot wide line of effect (even though you'd then have to spell the whole ability out), and I think it should be moved to 10th level, to act as the capstone ability for the whole class.

Keep going!
Tectorman

02-25-07, 01:28 AM
This is much improved. Referencing spells is the surest way to generate a concise explanation of an ability's effect, and you've done that. Here's a couple of comments:

I can get into this class for my eighth character level. Think Monk 4/Warrior (or Swashbuckler or Ranger or even Paladin)3 with Aescetic whatever is required to make it happen. If that's a major issue for you, adjust Tumble up one rank. Otherwise, I don't see it as a terribly big deal, since the class as a whole is weakened if you don't come in as a pure monk.

Thanks for pointing that out. Indeed, that is a major issue for me. I just realized that technically all someone would need for this class is 2 levels of Monk and anything to add skill points to Jump and Tumble. So, to the list of Prerequisites I hereforthwith add: Special: Slow Fall 30 ft. If you can think of any two remaining beginning class levels that may interfere with the functioning of this PrC's class abilities, then tell me and I'll just make it Slow Fall 40 ft. I'd prefer to leave some options open, but if a class ability (say, the Ninja's Ki Dodge) could interfere with this class, then I'd rather be safe.

Air Deflector: I still don't like this ability, and now that we're up to absolute minimum character level 8 to get in, I like it even less. First, the wording of the ability makes this ability sound like a shield; no monk with a shield can use Flurry. Secondly, as a typed Deflection bonus, it does not stack with a Ring of Protection, one of the most important magic items in the game for a monk (following Monk's Belt and Bracers of Armor). More, i still don't see the Ranma flavor. If you must keep it, make it a shield bonus, because 1- that's what you're describing it as and 2- that's a typed AC bonus that is actually useful to a monk.

Ok, I see what you mean. So, how about this: At 1st level, when fighting defensively, using total defense, or transferring at least 2 attack points to AC via Combat Expertise, a DWM also gains a 20% miss chance against all ranged attacks that Deflect Arrows would be effective against (i.e., arrows, bolts, spears, but not boulders, Melf's acid arrows, or any flying lions, tigers, or bears [Oh, my!]). At 7th level, this miss chance increases to 50%.

Now, two things. One: I added this because I'm also (or I was) very slightly basing this class on Nickelodeon's Avatar the Last Airbender as well as Ranma 1/2. So, you're right; there is little "Ranma flavor" (someone make a gay joke, I dare you) behind this ability. On the other hand, Ranma managed to "deflect" several hundred "sling bullets" from Ryoga's Bakusai Tenketsu blasts, so there is that (weak argument at best, I know). Two: I'm not sure how multiple % miss chances stack (Ex: a DWM using the Air Deflector while in a fog gets two separate miss chances; do you just roll twice or what?).

Air Stance: I really like the theory behind this ability, and it works very well with the class, but there's something to consider. Does this screw the DWM over when calculating Hiryuu Shoten ha power for enemies larger or the same size as him (in reality), since he counts as being larger for wind effects?

It entirely does not. Let me clarify: a Medium DWM treated as a Huge creature for the purposes of how wind effects affect her would add +1 to her caster level for a Hiryu Shoten Ha against a Large creature. Furthermore, a Medium DWM treated as a Huge creature for the purposes of how wind effects affect her would add +0 to her caster level for a Hiryu Shoten Ha against another Medium DWM treated as a Huge creature for the purposes of how wind effects affect her. This is a constant, ingrained way of carrying oneself to make oneself more steady against violent movement of gas (you may go ahead and laugh at that if you want) that has no bearing on the fact that your battle chi reflects how big you are. Come to think of it, I'd better go ahead and say that your caster level goes down by -1 for every size category your opponent is smaller than you (the odds of this situation cropping up are small, but I better go ahead and say it).

Hiryuu Hyoutoppa: I think you've lost a little of the flavor of this ability by saying it fires as a Polar Ray spell; Polar Ray, while potent, is a very narrow beam, while Hyoutoppa never was. I think that this ability should be a 10-foot wide line of effect (even though you'd then have to spell the whole ability out), and I think it should be moved to 10th level, to act as the capstone ability for the whole class.

I agree with moving the Hiryu Hyotoppa to 10th level. However, I've always thought of the Hiryu Hyotoppa as being a more or less cooler version of Piccolo's Special Beam Cannon. Ranma used the intense heat aura that Saffron was generating to super-compact the cold force of his punch into a bullet (very thin, dense, and fast moving). On the other hand, the Hiryu Hyotoppa that he sends down on the dragon spout looked like it was at least as wide as the spout itself (which was 10 ft). So in terms of the actual source, the line of effect is apparently variable. In D&D terms, however, I'll just go with the description of a line effect as described in the Line Attacks picture (PH 176) (which itself varies from 5 ft wide to 10 ft wide).

Keep going!

I will. I apparently have this thing nearly hammered out. I really appreciate all the help and encouragement you gave me. Now, I have another favor to ask.
Do you know of any other D&D playing Ranma fans on any of these boards? I mean no offense to you (you've been marvellous), but I'd hate to think that only two minds went into this project. A third point of view would be most helpful.
Infinitive

02-25-07, 04:05 PM
I think you're worrying too much about class combinations that can get into this PrC; none of the classes that could make silly things happen have the full BAB progression that you'd need to make it in early. Also, if you look at the Complete books that Wizards has put out, even for the most specialized prestige classes there is usually an alternate route someone can take to get into the class.

As far as your air deflector modification, I'd be down with that. However, fold the effect into something already in the game, so that there aren't weird stacking issues. For example, adjust the 50% miss chance at 7th level to "Grant the DWM all benefits of total concealment against small projectiles such as arrows and sling bullets except that the DWM is fully visible; attackers do not need to fire at squares blindly." Or something similar.

As far as other Ranma fans on the boards? The WotC D&D boards are not terribly active; I get more action on my WoW guild's forums every day than is on this whole board. More, any anime/manga fans and ideas don't tend to be very well-received around here. Extremely realistic ideas are more well-received.
mato_hibiki

02-26-07, 01:58 PM
First, some flavor suggestions.

One, Wind run. "Run like the wind" is a bit more... Saotome-esque... Think of Hell's cradle if you need an example of a Saotome-esque name.

Two, Air stance. Well, since it's just for how a strong breeze effects you... "Bend like a willow". 'Nuff said.

Three, Feather fall. "Ride the wind' again, 'nuff said.

Why? Because if you'd rather say 'energy blast' instead of 'shi shi hoku dan', I'm taking my Takahashi books, and going home then. :P

What surprises me the most, is that you don't have any mention of the Hiryu Korin Dan. Not at all.

Which is weird, really... And could easily be done by letting yourself get sucked up into your own Hiryu Shoten Ha first, then using up another attempt to fire it back down, effectively doubling the power of the attack.

... Well, that's just my two cents.

After all, all I do is write. But I'll give you a bandanna if you get the name reference. ;)
Infinitive

02-26-07, 02:19 PM
Why does that name seem so familiar? Are you a ficcer?

I used to be big into the Ranmafiction thing (even ran a Bet once, though it was much less popular than the original). Why does that name seem so familiar?
mato_hibiki

02-26-07, 02:58 PM
Well, either you've read Mistaken Identity, or more likely seen the name floating around yahoo.

*Smirks, resting his cheek on his fist.* But either way, I'd love to see a Hibiki class on the boards.

I'd try it myself, but I'm afraid I'd make it unbalanced, and way too overpowered. Plus, I'd wind up trying to stat Mato out, and there isn't enough templates to do him properly.

And as for the gear...

Bandanna of many throwing darts, while accurate, sounds a bit odd, don't you think?

Just killin' time until the OP comes back I guess.
Infinitive

02-26-07, 05:18 PM
I'll give it a try, if you want. I've got a couple of ideas for how to make it work and be rather fun.

Edit: As far as your name goes, I figured out why it sounded familiar. It's very similar to Ryouga's sister's name in Ill Met by Starlight.
http://www.thekeep.org/~mike/imbs.html
mato_hibiki

02-26-07, 06:50 PM
Aw weak, did you just call me a chick? :(

Bah, not that it matters. Besides, I've been using this name since '95 or '96 so I'm ORIGINAL dammit! (As original as a fannish character can be, anyways.)

I can thump in with my ideas if you'd like. I'll be honest, I'm not so great at making balanced stuff, but maybe you can wittle away the crap.

*Evil grin.* It's mainly Bakusai Tenketsu revisions and combos, but those are hella fun if you know how to use 'em right.

And here I was thinking I'd have to resort to creating spells to get them down. Bless you, bless you kind soul.
Tectorman

02-27-07, 11:26 AM
First, some flavor suggestions.

One, Wind run. "Run like the wind" is a bit more... Saotome-esque... Think of Hell's cradle if you need an example of a Saotome-esque name.

Two, Air stance. Well, since it's just for how a strong breeze effects you... "Bend like a willow". 'Nuff said.

Three, Feather fall. "Ride the wind' again, 'nuff said.

Why? Because if you'd rather say 'energy blast' instead of 'shi shi hoku dan', I'm taking my Takahashi books, and going home then. :P

What surprises me the most, is that you don't have any mention of the Hiryu Korin Dan. Not at all.

Which is weird, really... And could easily be done by letting yourself get sucked up into your own Hiryu Shoten Ha first, then using up another attempt to fire it back down, effectively doubling the power of the attack.

... Well, that's just my two cents.

After all, all I do is write. But I'll give you a bandanna if you get the name reference. ;)

Well, I was going to rename the abilities eventually. Instead of "Air Stance", how about "Crouch of the Wild Tiger"?

But seriously, I actually did consider the Hiryu Korin Dan. Way back, I had Goad as a prerequisite and used a modified version of that ability to lure an opponent into as close a spiral as the D&D grid map would allow (with the radius of spiral controlling the size of the tornado, etc). The Hiryu Korin Dan would have been a second shot firing of the original attack, combining the damage of being in a tornado with falling damage appropriate to the weight of the DWM (this attack would mainly be used to negate a flying opponent's ability to avoid the falling damage from the initial tornado).

When I switched the class abilities to the ones seen at the very top (with the Hiryu Shoten Ha being a horizontal cone), I couldn't figure out how to put the Hiryu Korin Dan into that setup. And now that the two primary attacks are referencing spells, I would have to see some kind of spell effects that mimic the Hiryu Korin Dan before I put it in. Furthermore, I think I've got the class balanced now; adding the Hiryu Korin Dan might (on top of giving me a headache) unbalance it.

As for adding other things in, here you go: soon to come, Ryoga's umbrella, Ukyo's battle spatula, Samurai Jack's magic sword, and Lady Ruliya's Muerto Gara (from Aqua Knight). Furthermore, I challenge you, cordially challenge you, to come up with the Yamasen-Ken and the Umisen-Ken (the best I came up with involves Ninja class abilities and generic feats, nothing more).
Tectorman

02-28-07, 10:37 AM
Recent changes:
Slow Fall prerequisite reduced to 20 feet (makes more sense as a forerunner to the feather fall ability).
Air Stance will use the same wording as this prestige class I once saw. It allowed you to emulate one specific elemental quality over the course of about 5 levels (I think). I thought it was the Elemental Savant from Complete Arcane, but it's not. (If the description in that class [whichever it is] ends up saying something like "provides concealment and/or cover benefits, but you can still be seen," then I'll just use that description, but I'd like to check first.) If you know where that PrC is, please tell me.
And finally, something I should have added but forgot to: a DWM may freely multiclass with Monk (note: multiclassing Monk with another character class (such as Swashbuckler) without taking an Ascetic Something Or Other feat (or the Monastic Training feat from either one of the Eberron or Faerun books), still prevents you from multiclassing with Monk regardless of DWM's immunity to this restriction)
And yes, I will be making the names sound cooler (eventually).
Tectorman

03-01-07, 04:07 PM
Never found that prestige class, but wind wall describes its effect on ranged weapons as a "30 % miss chance." No concealment, no cover, just a generic miss chance. (It also says that arrows get deflected upward, but I'm not necessitating that for the Air Deflector.) Thus, using Air Deflector in a fog will give you the same thing as using wind wall in a fog: a miss chance and a miss chance due to concealment. The two miss chances would interact as normal. Of course, I have no idea what happens when two miss chances affect the same event (I think you just roll twice; success in favor of [in this case] the target coming up on either roll indicates that the arrow misses). I like this explanation because unlike using the rules for concealment and cover and still being able to be seen, the miss chance here is due to powerful interfering air currents, just like my Air Deflector (no offense, Infinitive).

Will soon be posting my final version of the class. Will be letting this sit for a few days until then should any more suggestions pop up.
Tectorman

03-16-07, 01:06 PM
Last Post! I think I’ve finally hammered out the details. So, I’ll post this one last time (for ease of reference).
THE DRAGON WIND MASTER
Requirements: {Updated list. Removed the size requirement and Combat Expertise as a requirement. Made the class attainable at 8th level at the earliest.}
Base Attack Bonus: +6 {results in class being attainable no earlier than 8th level}
Skills: Jump 6 ranks, Tumble 10 ranks {increased number of ranks to reflect importance of these skills (both Jump and Tumble are skills involving the movement of a body through air, something very important for an air-powered Monk to know)}
Feats: Deflect Arrows {not directly related to the core idea of the class, but definitely related to the secondary abilities}
Special: Evasion, Slow Fall 20 ft. class ability {this means that you must take at least four levels in Monk, something I feel is important}, Draconic (cold) Fist class ability {from the Dragon Magic book, this is the D&D explanation of the Soul of Ice that Ranma must use to create the Hiryu Shoten Ha}; must spend one continuous week in concentrated study under another Dragon Wind Master with at least 5 levels in Dragon Wind Master {this restriction is to reflect Ranma’s training under Cologne; the 5 level mark is the minimum level necessary to be able to use the Hiryu Shoten Ha}
Hit Dice: d8

Class skills
The Dragon Wind Master’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills for skill descriptions. {Final list.}
Skill Points at Each Level: 4 + Int modifier.
Code: {Note: the names have changed and will be explained at the bottom; individual players are in no way required to use the names I’ve suggested}
Lvl---BAB----Fort---Ref----Will----Special
1-----+0-----+2---+2----+2------Monk abilities, Standing With the Howling Wind (20%)
2-----+1-----+3---+3----+3------Dragon Rush
3-----+2-----+3---+3----+3------Leaf on the Wind
4-----+3-----+4---+4----+4------Standing Against the Howling Wind (1 up)
5-----+3-----+4---+4----+4------Hiryu Shoten Ha 1/day
6-----+4-----+5---+5----+5------Standing With the Howling Wind (50%)
7-----+5-----+5---+5----+5------Hiryu Shoten Ha 2/day
8-----+6-----+6---+6----+6------Chou Hiryu Shoten Ha 1/day
9-----+6-----+6---+6----+6------Hiryu Shoten Ha 3/day, Standing Against the Howling Wind (2 up)
10----+7-----+7---+7----+7------Chou Hiryu Shoten Ha 2/day, Hiryu Hyotoppa
Description:
Weapon And Armor Proficiencies: The Dragon Wind Master {abbreviated DWM} gains no new weapon, armor, or shield proficiencies.
Monk abilities: A Dragon Wind Master’s DWM class levels stack with her Monk class levels to determine her unarmed strike damage and her unarmored speed. A Dragon Wind Master’s DWM class levels divided by two (rounded up) stack with her Monk class levels to determine how far her Draconic (cold) Fist has progressed and her Monk AC bonus. (i.e., a Monk 10/DWM 4 has 12 Monk levels for this purpose)
Standing With the Howling Wind (Su): When fighting defensively, using total defense, and/or transferring at least 2 attack points to AC via Combat Expertise, a DWM gains a 20% miss chance {this is the same kind of miss chance as in a wind wall effect} against all ranged attacks that the Deflect Arrows feat would normally be effective against. This requires at least one free hand to do. The miss chance increases to 50% at 6th level. {this makes a DWM very strong against ranged attacks; first, an opponent must beat her AC, then he has to succeed against the miss chance, and finally, the DWM must either be flat-footed or have already used up her 1/round use of Deflect Arrows; only then could she get hit by a conventional ranged attack (unless I’m missing something)}
Dragon Rush (Su): At 2nd level, when not wearing any armor and not carrying a medium or heavy load, a DWM may use one daily use of her Draconic (cold) Fist (as a free action) to gain the ability to run at 5 times her normal speed and a +4 bonus on Jump checks and a +2 bonus to Balance checks while running for 1 round. Note: If the DWM also has the Run feat, then the run speed becomes 6 times her normal speed and the bonus on Jump checks (from Wind Run) is reduced to +2 (for a total of +6 to Jump from both the Wind Run and the Run feat). (Example: a Monk 10/DWM 10 human [not taking into account any magic items, by the way] would be able to move [90 x 5] 450 ft per round for up to 15 rounds or 540 ft per round with the Run feat) {regardless of whatever changes are suggested and used (or not), I want a character with this prestige class to be able to physically outpace a dragon (through sheer physical ability, and not a spell). Why? Bragging rights, of course}
Leaf on the Wind (Sp): At 3rd level, a DWM may use feather fall at will as the spell. The DWM’s caster level is equal to her DWM class levels divided by two. {not entirely necessary, either flavorwise or, um, “nutrientwise” (Monks get Slow Fall), but still a useful thing to do as a spell-like ability; although, Ranma is seen walking away from falls over a hundred feet high (and with no wall, at that)}
Standing Against the Howling Wind (Ex): At 4th level, a DWM is treated as being one size category larger than she really is for purposes of determining how wind effects affect her. At 9th level, a DWM is treated as being two size categories larger than she really is for this purpose. {this has no bearing on determining the caster level of either the Hiryu Shoten Ha or the Chou Hiryu Shoten Ha abilities (either the DWM using it against someone, or another DWM using it against the DWM}
Hiryu Shoten Ha (Su): At 5th level, a DWM can use the Hiryu Shoten Ha attack. She must use a full-round action to make a melee touch attack against an adjacent opponent {unlike the full-power version, she does not have to be attacked first (this is to reflect the later ease with which Ranma fires off a Hiryu Shoten Ha; i.e., without creating a full spiral)}. If the touch attack misses, nothing happens and nothing gets used up. If it hits, the DWM uses up a number of daily uses of her Draconic (cold) Fist equal to her caster level divided by five (rounded down) and creates an effect equivalent to a whirlwind (as mentioned in the Player’s Handbook). Her caster level is equal to 5 + her DWM class levels + (number of size categories target is larger than the DWM [alternatively, -1 for every size category target is smaller than the DWM] [+1 if opponent is raging or similar effect]) {examples: a 7th level Medium size DWM attacking a Huge creature has a CL equal to 14 (5 + 7 + 2); a 6th level Medium size DWM attacking a raging Large creature has a CL equal to 13 (5 + 6 + 1 + 1); in both of these situations, the DWM would use up 2 daily uses of her Draconic (cold) Fist} The Hiryu Shoten Ha acts just like a whirlwind with the following changes: the cyclone is always cast centered over the DWM and does not move from this spot at all; the DWM is completely immune to any and all effects of a Hiryu Shoten Ha of her own creation {she would still be vulnerable to another DWM’s Hiryu Shoten Ha, or a Druid’s whirlwind, or a natural cyclone, as normal}. A DWM may perform a successful Hiryu Shoten Ha once per day at 5th level, twice per day at 7th level, and thrice per day at 9th level. {I think these limitations are enough to make this ability the equivalent of an 7th level spell and thus, introduceable at 12th character level (DWM level 5)}
Chou Hiryu Shoten Ha (Su): At 8th level, a DWM can now perform the full power version of the Hiryu Shoten Ha. A DWM must be struck in combat by an adjacent opponent (meaning a nonreach weapon [which would include certain heavy umbrellas]). If the DWM is able to (not dazed, dead, or unable to act), then she may use a melee touch attack (as a full-round action) against her attacker (provided the attacker hasn't moved since the attack [5-foot steps do not count unless they result in the attacker no longer being adjacent]). If it misses, nothing gets used up. If it hits, then the DWM uses up a number of daily uses of her Draconic (cold) Fist equal to her caster level divided by five (rounded down) and creates an effect equivalent to a greater whirlwind (as mentioned in Complete Divine). Her caster level is equal to 5 + her DWM class levels + (number of size categories target is larger than the DWM [alternatively, -1 for every size category target is smaller than the DWM] [+1 if opponent is raging or similar effect or deals some kind of fire damage with attack]) {examples: a 10th level Small size DWM attacking a Huge creature has a CL equal to 18 (5 + 10 + 3); a 9th level Medium size DWM attacking a raging Gargantuan creature also has a CL equal to 18 (5 + 9 + 3 + 1) (if that raging Gargantuan creature was wielding a flaming weapon against that 9th level DWM, then the CL would still be 18); in all of these situations, the DWM would use up 3 daily uses of her Draconic (cold) Fist} The Chou Hiryu Shoten Ha acts just like a greater whirlwind with the following changes: the tornado is always cast centered over the DWM and does not move from this spot at all; the DWM is completely immune to any and all effects of a Chou Hiryu Shoten Ha of her own creation {she would still be vulnerable to another DWM’s Chou Hiryu Shoten Ha, or a Druid’s greater whirlwind, or a natural tornado, as normal}. A DWM may perform a successful Chou Hiryu Shoten Ha once per day at 8th level, and twice per day at 10th level. {I think these limitations are enough to make this ability the equivalent of an 8th level spell and thus, introduceable at 14th character level (DWM level 7)}
Hiryu Hyotoppa (Su): At 10th level, a DWM gains the ability to fire a Hiryu Hyotoppa at an opponent. To do this, a DWM must be adjacent to a fire at least as large as her (i.e., her size category). This fire can be nonmagical, magical, a dragon’s breath or similar ability, or even a fire elemental, and so on. As a full round action, the DWM makes a melee touch attack against the source of the fire. If it misses, nothing happens (no daily uses get used up or anything). If it hits, (first off, the DWM takes damage as normal for touching a fire [with no chance of catching on fire]) then the DWM uses up a number of daily uses of her Draconic (cold) Fist equal to her effective caster level divided by five (rounded down) and creates a Hiryu Hyotoppa. A Hiryu Hyotoppa is treated as doing the same thing as the polar ray spell in the Player’s Handbook with the following stipulations.
The DWM’s caster level is 15 + (number of squares the ray travels through before coming out the other side [max. 10 (this would basically be a forest fire)] divided by two). Its range is 25 ft + 5 ft per two caster levels, however, this range is measured from the ray’s exit point from the fire source (if the DWM’s fire source IS a forest fire and is longer/wider than 10 squares [50 ft] [or the diagonal equivalent], then the ray’s range begins ticking off when it reaches this distance). Therefore, a 10th level DWM firing across a Huge size bonfire (in the shape of a 15 by 15 square) would have an effective caster level of 16 (5 + 10 + 1) would have a range of 80 ft (25 + [5 x 16/2] + 15). That same DWM using a forest fire longer/wider than 50 ft would have a caster level of 20 (5 + 10 + 5) and a range of 90 ft (25 + [5 x 20/2] + 15).
Second, although the total damage done is xd6 points of damage where x is the caster level, only half of this damage is cold damage. The other half is simply generic, unspecified damage. {This is because Ranma uses the attack on Saffron and we see his broken, frozen body falling to the earth. On the other hand, when the dragon spout is destroyed, none of the pieces look frozen (although considering that it spouts cold water, it may simply have not appeared frozen)}
And finally, if the DWM rolls a natural 20 and succeeds on confirming the critical hit against a target that would also be vulnerable to a vorpal weapon, then the target dies instantly as surely as if they had been hit by a vorpal weapon. {This may make this ability too powerful, but I’m nevertheless putting it in}
Multiclass Note: A monk who becomes a DWM may continue advancing as a monk.
General Note: All DWM spell-like and supernatural abilities, unless otherwise indicated, function only in a gaseous fluid atmosphere (i.e., they will not function inside solid matter, such as rock, or in liquid, such as underwater; the gas need not be air, but it must be a gas).

Now for the names.
Hiryu Shoten Ha: Obviously, this is the name of the attack in Ranma 1/2.
Chou Hiryu Shoten Ha: In all of the pre-Budokai DBZ games, the Chou Kamehameha is simply a more powerful version of the Kamehameha. Hence, “Chou Hiryu Shoten Ha.”
Hiryu Hyotoppa: Again, this is Ranma’s name for the attack.
Dragon Rush: This was the name for the special moves mechanic on DBZ Budokai 3. And since the ability references being able to briefly outpace a dragon, it just fits.
Leaf on the Wind: This is from Washburn’s line in the movie “Serenity”: “I am a leaf on the wind. Watch how I soar.” Incidentally, he dies just as he’s saying it a second time.:eek:
Standing Against the Howling Wind: In the Disney movie “Mulan,” the emperor makes the statement “No matter how the wind howls, the mountain cannot bow to it.” Seems like a good match for an ability like this.
Standing With the Howling Wind: Directly plays off of the name of the above ability. And you’re using the wind to your advantage.:rolleyes: