| Post/Author/DateTime | Post |
|---|---|
| Tectorman03-06-07, 05:56 PM | My second Ranma-based PrC, this is... The Cat-Fu Fighter Requirements: Skills: Balance 8 ranks, Jump 8 ranks, Move Silently 4 ranks, Tumble 6 ranks Feats: Weapon Finesse {Obvious choice}, Versatile Unarmed Strike {for the whole slashing thing; decided it'd be more appropriate for a Monk to have to be able to do this before entering the class} Speak Language: Feline Special: Flailing Strikes class ability {The Flailing Strikes are a class feature of the Chaos Monk, a chaotically-aligned alternative class to the Monk (featured in one of the Dragon magazines). Basically, you roll a dice to determine how many extra flailing attacks you get instead of a set one or two extra attacks. The way I have it set up is 1d4-1 extra attacks at 1st level, 1d5-1 extra attacks at 5th level, 1d5 extra attacks at 10th level, and 1d6 extra attacks at 15th level. The penalties begin at -2 at 1st level, then drop to -1 at 5th level, and finally go away at 9th level, just like the Flurry of Blows or the Decisive Strike. There are other class features, but I won’t go into them now.} Hit Dice: d8 Class Skills The Cat Fu Fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex). See Chapter 4: Skills for skill descriptions. Skill Points at Each Level: 4 + Int modifier. {I’m also considering the idea of removing some of the class skills from the list, lowering the skill points per level, and making the BAB progress as a fighter’s.} Lvl-------Minimum Total------BAB------Fort--Ref---Will-----Special ---------Character Level 1------------6th-------------+0-------+2---+2----+2------Monk abilities, nekoken 1/day 2------------7th-------------+1-------+3---+3----+3------Improved Sunder 3------------8th-------------+2-------+3---+3----+3------(Augmented flailing strikes) 4------------9th-------------+3-------+4---+4----+4------Kip up, Nekoken 2/day 5-----------10th-------------+3-------+4---+4----+4------Improved Critical (unarmed strike) 6-----------11th-------------+4-------+5---+5----+5------Acrobatic charge 7-----------12th-------------+5-------+5---+5----+5------Nekoken 3/day, (pounce) 8-----------13th-------------+6-------+6---+6----+6------Chi claw attack, Eagle Claw Attack 9-----------14th-------------+6-------+6---+6----+6------(Augmented critical multiplier) 10----------15th-------------+7-------+7---+7----+7------Nekoken 4/day, super nekoken {Note: all class abilities in parentheses only take effect during the Nekoken} Description: Weapon and Armor Proficiencies: The Cat Fu Fighter {abbreviated CFF} gains no new weapon, armor, or shield proficiencies. Monk Abilities: A Cat Fu Fighter’s CFF class levels stack with his Chaos Monk class levels to determine his unarmed strike damage, his flailing strike class ability progression, and his unarmored speed. Nekoken (Ex): {Written in the same format as the Barbarian’s Rage ability} Once per day, a CFF enter a fearless fighting mindset known as the Nekoken state, also called the Nekoken burst. He gains a +4 bonus to Dexterity, a +1 dodge bonus to his AC against one specific opponent (he may, but is in no way required to, designate the same opponent for this ability as for the Dodge feat and the bonuses will stack), a +2 bonus on saving throws against Enchantment (compulsion) spells and spell-like effects, and immunity to all fear effects while in the Nekoken state. Furthermore, while in the Nekoken state, the CFF suffers a -4 penalty to Intelligence {note: this will not reduce the character’s Intelligence score below 3; however, turning right around and casting something like Fox’s Cunning seems cheap to me [but I’m not quite sure how other situations like this are dealt with]}, and a -2 penalty on saving throws against Enchantment (charm) spells and spell-like effects (Note: Enchantment spells and spell-like effects not of either subschool are treated as normal), nor can he use any Intelligence- or Charisma-based skills, the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. {This ability is based on the Barbarian’s Rage, furthermore, Ranma-neko didn’t do much in the way of thinking. This is my attempt to match that. Any suggestions are more than welcome.} He can use any feat he has except item creation feats and metamagic feats (a CFF can use Combat Expertise during the Nekoken, assuming he has taken that feat). Lastly, he may only speak in Feline (he can still understand any other language he can speak, and he can still read any such language [so long as such reading does not take any amount of time that results in it requiring patience or concentration {i.e., he may read only in passing}]; writing takes patience and concentration and thus cannot be performed). {I want to make the Nekoken seem like a powerful attack that makes the user seem more animal-like, hence the penalty to Intelligence and only speaking in Feline} A Nekoken burst will last a number of rounds equal to 5 + the character’s Cha modifier (min. 1). A CFF may prematurely drop out of the Nekoken state as a free action on his turn. At the end of the burst, the CFF returns to normal and is considered staggered until the end of the first full round that passes for him. {In other words, ending the Nekoken as a swift action at the beginning of your turn results in you being staggered for that turn and acting normally at the beginning of your next turn. Ending the Nekoken as a swift action in the middle or end of your turn results in you being considered staggered until the end of your next turn.} A CFF can enter the Nekoken state only once per encounter. At 1st level, he can use the Nekoken once per day. Every three levels thereafter, he can use it one additional time per day (to a maximum of four times per day at 10th level). Entering the Nekoken state is a swift action. However, if a CFF becomes panicked and still has at least one daily usage of the Nekoken left, there is a 20% chance he will automatically enter the Nekoken state (this effect can take place even during a combat encounter where the CFF has already used the Nekoken earlier). {In other words, a CFF may only voluntarily enter the Nekoken once per combat encounter but potentially could use all of his daily uses in the same combat encounter. If his first use of the Nekoken in an encounter is provoked, then he may only reenter the Nekoken involuntarily during that encounter. This is to reflect the fear triggered nature of the Cat-Fu.} Improved Sunder (Ex): A CFF who attains 2ndh level gains Improved Sunder as a bonus feat even if he does not meet the prerequisites. {This reflects Ranma’s treatment of Kuno’s bokken (and the gym floor, and the tree, and the Shark Fist attack.} NK Augmented Flailing Strikes (Ex): Upon gaining 3rd level, a CFF in the Nekoken state may roll twice for the purposes of his Flailing Strikes class ability and take the better of the two rolls. Kip Up (Ex): Starting at 4th level, a CFF can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability works only if the CFF wears no armor and carries no more than a light load. {This represents a cat's ability to go from lounging to all-out running in less than a second.} Improved Critical (unarmed strike) (Ex): A CFF who attains 5th level gains Improved Critical (unarmed strike) as a bonus feat even if he does not meet the prerequisites. Acrobatic Charge (Ex): Starting at 6th level, a CFF can charge in situations where others cannot. He can charge over difficult terrain that normally slows movement or through allies blocking his path. This ability enables him to charge across a student-filled gym, leap across suburban rooftops, or scramble in between people's legs to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain. {Did you like the example situations I mentioned? I added this because it has precedent, unlike my Bounding Charge idea.} NK Pounce (Ex): Upon gaining 7th level, a CFF in the Nekoken state can make a full attack after charging a foe. {An attack style based on attacks available to feline animals in the game anyway.} NK Chi Claw Attack (Ex, Su): Upon gaining 8th level, a CFF in the Nekoken state may apply the benefit of the Eagle Claw Attack feat (gained at the same time) even when he is dealing damage in a non-sundering fashion, but still only with his unarmed attacks. In simpler language, a CFF in the Nekoken state applies a bonus equal to his Wis modifier (min. +1 {even if unfortunate enough to have a negative Wis modifier at the time}) whenever he deals damage with his unarmed strikes, either by virtue of this ability for a nonsundering attack or by the Eagle Claw Attack feat for a sundering attempt {thus, the two abilities do not stack}. This part of the Chi Claw Attack is an extraordinary ability. The Chi Claw Attack also allows a CFF in the Nekoken state to treat his unarmed strikes as if they were equipped with the ghost touch special weapon property (as described in the DMG). {Ranma gave Mao Mo Lin the Ghost Cat quite a beating while using Cat-Fu, so this should be a fair recreation of that ability.} This part of the Chi Claw Attack is a supernatural ability. Eagle Claw Attack (Ex): At 8th level, a CFF gains the Eagle Claw Attack feat (found in Complete Warrior), even if he does not meet the prerequisites. {A further improvement on the CFF's sundering ability; Neko-Ranma could really shred things, couldn't he?} Note: if for some reason the CFF in question has a negative Wis modifier, the benefit of this feat does not apply {thus protecting the CFF from being forced to take a penalty equal to his Wis penalty to damage on a sunder attempt}. Also, take note that this protective aspect of the Eagle Claw Attack feat does not occur while the CFF is in the Nekoken state; during that time, his benefit is always no lower than +1 for this ability. NK Augmented Critical Multiplier (Ex): Upon gaining 9th level, a CFF in the Nekoken state deals 3x damage on a critical hit with his unarmed strikes instead of 2x damage. {This basically makes a CFF’s unarmed strike critical range and multiplier 19-20/x3. Most exotic weapons don’t get it this good. Any thoughts?} Super Nekoken (Ex): At 10th level, a CFF in the Nekoken state gains a +8 bonus to his Dexterity instead of +4, and his dodge bonus increases to +2.{This is supposed to be the PrC’s capstone.} Comments are welcome. Comments to the effect of "Monks suck," please see the link (click until you find it) to my other PrC, the Dragon Wind Master. Take note of the bottom of the starting post on that thread. Be warned: I have unmarked leftover Star Trek writer voodoo dolls, and I know how to burn them. |
| Crispy_Spellthief03-10-07, 09:23 AM | Humm, afgter going over this class carefully, I think youve done an excellent job of recreating Ranma's ultimate ability, and I cant find a lot wrogn with it. The augmented crit might be a bit much, but other than that, awesome job! I am so gonna bug my DM until he lets me try this class out. :D |
| Tectorman03-10-07, 02:55 PM | Thank you for being the first to respond (just a tinge of impatience there, just ignore that, thank you). Please take notice: I'm really considering changing the Unbound Leap and the Bounding Charge to the Kip-Up and Acrobatic Charge abilities (identical to the Thief-Acrobat's abilities). Reason why: while jumping around while charging would accurately emulate Ranma's Nekoken style of movement, there's just no mechanic for it. Acrobatic Charge allows you to use Jump checks to charge over difficult terrain (basically the same thing). Kip-Up seems reasonable for a cat-themed PrC (I've seen my cat go from lying on her back like a cute little otter to bolting into the other room in less than two seconds). The Bounding Charge would cut into the Erratic Advance of the Chaos Monk abilities (in my version, I rewrote it to also allow for a nonlinear charge [will post full changes if asked]). Finally, while the Unbound Leap matches Ranma's ability to jump high (which he's capable of without using the Nekoken anyway), it seems less in line with the main idea of the class, which is to create a Monk-style fighter that is both hard to hit and hits hard. Still mulling it over, though. |
| Tectorman04-14-07, 12:14 AM | Take note that I have changed the PrC. Rather than post another big long post repeating most of what was already established sans whichever changes I made, I simply edited my OP and bumped this thread up with this notice. The major changes are an increase in prerequisites, the addition of the Eagle Claw Attack feat, and a related class ability that also gives the Cat Fu Fighter the ghost touch ability. See the newly revised OP for details. I am satisfied with the content and quantity of class abilities featured above. However, I am concerned about there being three "capstones" in the last three levels as well as the overabundance of bonus feats (not sure what to do about them, though). Any advice? |
| Sssargoth04-14-07, 02:27 PM | Special: Flailing Strikes class ability {The Flailing Strikes are a class feature of the Chaos Monk, a chaotically-aligned alternative class to the Monk (featured in one of the Dragon magazines). Basically, you roll a dice to determine how many extra flailing attacks you get instead of a set one or two extra attacks. The way I have it set up is 1d4-1 extra attacks at 1st level, 1d5-1 extra attacks at 5th level, 1d5 extra attacks at 10th level, and 1d6 extra attacks at 15th level. The penalties begin at -2 at 1st level, then drop to -1 at 5th level, and finally go away at 9th level, just like the Flurry of Blows or the Decisive Strike. There are other class features, but I won’t go into them now.} On the special part of the prerequisites, quoted above, you should have that they must be thrown into a pit of hungry cats with fish sausage, or other fish-based products, attached to them. This process makes them intensley affraid of cats of any kind, which grants them the flailing attack ability, if they didn't already have it. Then you put in the flailing attack, so everyone knows what it does. Also, with the extra number of attacks it should go 1d4-1, 1d4, 1d4+1, and 1d6. You can get rid of the Minimum Total Charicter Level as well, the skill ranks required to get into this make sure they can't get in before that, and I'm pretty sure anyone playing DnD knows basic addition and subtraction. That change would make it so that anyone that trys hard enough can get into it, since most people don't have the issue with the chaos monk in it. Oh, yeah. In the last line of the Kip Up ability, before your italicized descripter, you left in thief acrobat. Don't worry, even Wizards makes that kind of mistake preiodically. |
| Tectorman04-14-07, 04:57 PM | On the special part of the prerequisites, quoted above, you should have that they must be thrown into a pit of hungry cats with fish sausage, or other fish-based products, attached to them. This process makes them intensley affraid of cats of any kind, which grants them the flailing attack ability, if they didn't already have it. Then you put in the flailing attack, so everyone knows what it does. Also, with the extra number of attacks it should go 1d4-1, 1d4, 1d4+1, and 1d6. Wouldn't that require that either a) all Chaos Monks (even those with no intentions of becoming Cat-Fu Fighters) would be scared of cats or b) that the particular Chaos Monk in question know for sure that he's going to try for this PrC (not everyone builds a character concept to the 20th level, you know)? Also, my version has the Nekoken state achievable both voluntarily and due to exposure to fear, so it's different. And finally, I know good and well that the official attack progression is 1d4-1, 1d4, 1d6-1, and 1d6 (I think we may have two different sources), but I had problems with that. With that version, you go from having a minimum of 0 extra attacks to being guaranteed an extra attack back down to possibly not having any extra attacks and back up to having a minimum of one extra attack. The most number of attacks would be 3, 4, 5, and 6. In your version, the minimum number of attacks goes 0, 1, 2, then 1, with the max number of attacks the same. In my version, your minimum number of attacks is 0, 0, 1, 1, and, even considering the fact that the Chaos Monk is, well, chaotic, I like having my minimum number of attacks go up and stay up. Also, you'll notice I specifically said the words "the way I have it set up". You can get rid of the Minimum Total Charicter Level as well, the skill ranks required to get into this make sure they can't get in before that, and I'm pretty sure anyone playing DnD knows basic addition and subtraction. That change would make it so that anyone that trys hard enough can get into it, since most people don't have the issue with the chaos monk in it. Oh, yeah. In the last line of the Kip Up ability, before your italicized descripter, you left in thief acrobat. Don't worry, even Wizards makes that kind of mistake preiodically. I have that in there as a helpful reminder so that people looking and critiquing can see whether certain abilities or combinations of abilities are balanced for their level or not. And thanks for the notice on the Kip Up ability (I can't believe I did that. I'm a Trekkie; it's my job to find errors made by the creators of Sci-Fi fandom, not repeat them. I'm so ashamed.) |
| Sssargoth04-14-07, 05:49 PM | Wouldn't that require that either a) all Chaos Monks (even those with no intentions of becoming Cat-Fu Fighters) would be scared of cats or b) that the particular Chaos Monk in question know for sure that he's going to try for this PrC (not everyone builds a character concept to the 20th level, you know)? Also, my version has the Nekoken state achievable both voluntarily and due to exposure to fear, so it's different. Well, if you want to stay close to it in Ranma 1/2, then the fear of cats makes sense. In both the anime and manga the art of cat-fu is technically banned due to the severe psychological trauma inflicted on the tranee. I would just have the cat phobia be aquired at the first level, and willingly going into the Nekoken state requiring a concentration check for them getting into the mindset. Also, I did mention in my last post making the Flailng Attack being aquired at the first level of this PrC if they didn't already have it, to make the PrC accessable to classes other than the Chaos Monk. And finally, I know good and well that the official attack progression is 1d4-1, 1d4, 1d6-1, and 1d6 (I think we may have two different sources), but I had problems with that. With that version, you go from having a minimum of 0 extra attacks to being guaranteed an extra attack back down to possibly not having any extra attacks and back up to having a minimum of one extra attack. The most number of attacks would be 3, 4, 5, and 6. In your version, the minimum number of attacks goes 0, 1, 2, then 1, with the max number of attacks the same. In my version, your minimum number of attacks is 0, 0, 1, 1, and, even considering the fact that the Chaos Monk is, well, chaotic, I like having my minimum number of attacks go up and stay up. Also, you'll notice I specifically said the words "the way I have it set up". Well, they are chaotic, and I would really like to see a physical d5. I have that in there as a helpful reminder so that people looking and critiquing can see whether certain abilities or combinations of abilities are balanced for their level or not. Fair enough, and I think you are the only one here that does that. And thanks for the notice on the Kip Up ability (I can't believe I did that. I'm a Trekkie; it's my job to find errors made by the creators of Sci-Fi fandom, not repeat them. I'm so ashamed.) Don't be, every one does it sometimes. |
| Tectorman04-15-07, 01:45 AM | Well, if you want to stay close to it in Ranma 1/2, then the fear of cats makes sense. In both the anime and manga the art of cat-fu is technically banned due to the severe psychological trauma inflicted on the tranee. I would just have the cat phobia be aquired at the first level, and willingly going into the Nekoken state requiring a concentration check for them getting into the mindset. Also, I did mention in my last post making the Flailng Attack being aquired at the first level of this PrC if they didn't already have it, to make the PrC accessable to classes other than the Chaos Monk. I want it close to Ranma 1/2 to a point. Right now is where I've reached that point where I'm just interested in balance. Also, can you think of any PrCs out there that grant you a Monk's flurry without you having it prior to the PrC (I don't mean augments it or stacks with a Monk's class levels to determine its progression.)? I mean, as far as I've seen, the Exotic Weapon Master gives you the Flurry of Strikes (not quite the same thing, but close) and the Kundala from the Book of Erotic Fantasy also has the flurry (unarmed strikes only, no special kundala weapons), but that's it. So if no other PrC does that, then neither will I. Well, they are chaotic, and I would really like to see a physical d5. Okay, I will. Right after you show me a physical d3. Seriously, though, just use a d10 and use every priorly agreed upon set of two as one number (alternatively, use 1-5 as 1-5 and say that rolling a 6-0 means a reroll; it's the same thing). |
| Sssargoth04-15-07, 03:51 PM | I want it close to Ranma 1/2 to a point. Right now is where I've reached that point where I'm just interested in balance. Also, can you think of any PrCs out there that grant you a Monk's flurry without you having it prior to the PrC (I don't mean augments it or stacks with a Monk's class levels to determine its progression.)? I mean, as far as I've seen, the Exotic Weapon Master gives you the Flurry of Strikes (not quite the same thing, but close) and the Kundala from the Book of Erotic Fantasy also has the flurry (unarmed strikes only, no special kundala weapons), but that's it. So if no other PrC does that, then neither will I. I don't know of any, but I'm going to check with a friend of mine. He might know of a couple. I thought I knew of one in Dragon 319, but you just get the AC, and unarmed damage of a monk, and you don't even have to be a monk to qualify for it. |
| DarkRhystar04-15-07, 04:02 PM | For the love of all things good, pure, and just in this world... Please locate the Enter/Return key(s) on your keyboard and put it to good use. The Nekoken ability is painful to read. |
| Tectorman04-16-07, 08:25 AM | The Nekoken ability is as painful to read as the Barbarian's rage is (I was looking at the rage ability's format when I wrote it). The only thing that makes it more difficult is the fact that I put in helpful notes to clarify intent and certain special situations as I thought of them. If you want, I could always just put the notes in after the basic description (you know, where if I talk about the penalty to speak, it's conveniently not next to the part it's talking about :rolleye2:). If more people complain about the same thing, I may just do that, but if only 1 out of 25 million people spill a cup of McDonald's coffee, I'm more inclined to think that those people should just be more careful (or, you know, just not drink coffee). |
| Tectorman04-18-07, 10:24 AM | All right, I dismissed the idea of the Nekoken being largely a conditional-not-usable-at-will, but I didn't explain why. So check this out and then tell me if you can think of any way to fix it. Oh, and bump, by the way. The barbarian has an alternate class feature in the PHB II that does the same thing, except it's activated by the barbarian's hp being below his barbarian level x 5. So, could a barbarian count on his hp being reduced to that level to be able to use the berserker strength more or less as often as a normal rage? Yeah, probably (the class is primarily concerned with melee combat, having a lot of hp, being able to both dish out a lot and take it, as well {I'm not talking about massive damage save-or-die effects here}). So if I made a CFF's Nekoken dependent on either a Concentration check or a fear effect (one of those entirely under the purview of the DM; a masochistic barbarian would not be so limited), would he be able to rely on the technique as well as if it was mostly voluntarily? I wouldn't think so. Also remember: Ranma uses the Cat-Fu, what?, 3 or 4 times max in the manga. On the other hand, he has a host, nay, a plethora of other abilities, techniques, and so on that he can use as well. One of which, the Hiryu Shoten Ha, I've made into a PrC as well. I mean, to really replicate Ranma in his full abilities, you have to have a game well into the 30th-level range. So you can't really say the Nekoken should be mostly involuntary because that's how it is in the comic. So, any thoughts based on that? |
| Tectorman05-02-07, 11:06 AM | :bump: and also, I'm thinking about putting in a "Dispel Ray" ability, for how Ranma was able to shred Cologne's Shark Fist. Or if that's too specific, a "Dispel Area Effect" ability. Maybe usable a limited number of times per day. Any thoughts to that? |