| Post/Author/DateTime | Post |
|---|---|
| Aleolus02-18-08, 02:02 AM | Heh, I'm a fan of Ranma 1/2, and so here's a feat I came up with that Ryoga most definitely has. Breaking Point Prerequisites: Improved Unarmed Strike, Stunning Fist, Improved Sunder, Blind-Fight, Eagle Claw Strike Benefit: You have learned how to make precision attacks against objects, enabling you to strike them for great damage. You may spend one daily use of your Stunning Fist ability to make a special touch attack against an object of any sort. That object is destroyed, as per the Shatter spell. If the object is magical in nature, such as an enchanted sword, an animated object, or a construct, it receives a Fortitude save against this effect, with the normal DC for your Stunning Fist. This ability cannot be used on living creatures of any sort, nor Outsiders, Elementals or Undead, however it can be used on Constructs. When used on a Construct, that construct takes 1d6 points of damage per 2 class levels of the individual striking them (max of 10d6), with a Fortitude save for half. Special: A Fighter may select Breaking Point as a Fighter Bonus Feat. Special: A Monk may select Breaking Point as his sixth-level bonus feat, even if he doesn't normally meet the prerequisites |
| mplindustries02-18-08, 04:04 AM | Heh, I'm a fan of Ranma 1/2, and so here's a feat I came up with that Ryoga most definitely has. Breaking Point Prerequisites: Improved Unarmed Strike, Stunning Fist Benefit: You have learned how to make precision attacks against objects, enabling you to strike them for great damage. You may spend one daily use of your Stunning Fist ability to make a special touch attack against an object of any sort. That object is destroyed, as per the Shatter spell. If the object is magical in nature, such as an enchanted sword, an animated object, or a construct, it receives a Fortitude save against this effect, with the normal DC for your Stunning Fist. This ability cannot be used on living creatures of any sort, nor Outsiders, Elementals or Undead, however it can be used on Constructs. When used on a Construct, that construct must make the Fortitude save or be destroyed, and on a successful save takes 1d6 damage per three character levels (max 5d6), plus your Strength modifier. This is an extraordinary ability. Special: A Fighter may select Breaking Point as one of his Fighter Bonus Feats Special: A Monk may select Breaking Point as his second-level bonus feat No, absolutely not. 1) There is a feat that already demonstrates the extent of what special monk-style training can do to an object. Eagle Claw Attack from Complete Warrior is the best you're going to get. If you really insist, you should at least use it as a pre-requisite. 2) An extraordinary ability, generally, should not have the effect of a spell. If it functions as shatter, it should probably be at least a supernatural ability, if not a spell-like ability. 3) No feat, nevermind one that is attainable by second level, should be able to instant kill any enemy. Shatter, the spell you were basing the effect off of doesn't even do that. Not to mention the wording of what it can be used on is clunky. I'd simply say "only constructs" rather than excluding everything else. You also need to contend with the fact that there are living constructs, such as Warforged. Would they be instantly destroyed on a failed save? Not to mention you never mention what the save DC is actually based on. Even if its as simple as using the Stunning Fist formula, you need to actually state that. All in all, no. Just, no. I'd much rather see you taking Eagle Claw Attack and then maybe create a feat like this: Five-Finger Exploding Brick Technique (I went silly because I don't care what it's called) Prerequisite: Wis 15, Eagle Claw Attack, Improved Sunder, Improved Unarmed Strike, Power Attack, Ki Strike (Magic) Benefit: Your unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. Special: A character with the Ki Strike (Adamantine) class feature may treat his unarmed attack as a two handed weapon for the purposes of the Power Attack feat when used against an object. |
| Aleolus02-18-08, 12:06 PM | First, this feat is only available at second level for Monks who chose to take it as their Monk bonus feat. As for the instant kill, what is the fewest number of HD a construct has? Going by the MM, that would probably be Flesh Golems, with 9. What's the save DC for a 2nd level Monk's Stunning Fist? 15, at best (barring races with a Wisdom bonus). A 9 hit die Construct can easily make a DC 15 Fort save, which means he takes 1d6 damage. Oooo, that's gonna hurt. Though I suppose I should add more prerequisites, and it might be a good idea to drop the Monk bonus feat, because most Monks will be taking this as soon as they qualify for it, anyways. Improved Sunder is a good idea, as is Eagle Claw Strike. Also, considering that the way this works is by 'opening your inner eye' to see the point where all the stresses inherent into the object collect and striking there, Blind-Fight would probably be appropriate as well. |
| Tectorman02-18-08, 04:24 PM | I'm a fan of Ranma 1/2, too, but I wouldn't have gone with feats. Check my sig. You'll find 2 PrCs that I made (one based on the Hiryu Shoten Ha, the other on the Nekoken), plus the Earthen Brawler (based on the Bakusai Tenketsu) made by someone else. Check 'em out. |
| InkBlot02-18-08, 06:42 PM | Have you seen Tome Of Battle? It's great for all kinds of fighters and martial artists who do things other than full attack round after round. Many of the Stone Dragon strikes deal extra damage and ignore hardness and DR. The feat Stone Power lets you subtract a number from your attack bonus (like Power Attack), and gain temporary hit points equal to twice that number for one round. So if you take a -5 to hit, you'll get 10 temp HP until your next turn. These two things perfectly represent the toughness Ryoga developed in training for the breaking point technique, and the ability of the breaking point technique to destroy objects easily. There are also Stone Dragon stances which give you DR. MOUNTAIN SUMMIT ERUPTION TECHNIQUE [FIGHTER] Like a mighty volcano, the power of your Stone Dragon strikes erupts a dangerous blast of flying debris. Prerequisites: Stone Power, Str 15, one Stone Dragon maneuver Benefit: Whenever you successfully destroy a construct or solid object with a Stone Dragon strike, it explodes in a 5-foot-radius blast. This blast deals 1d6 points of damage per level of the strike used, up to a maximum of 1d6 per 10 hit points the construct or object had. A successful reflex save (DC equal to the save DC of the strike used) halves the damage. You take half damage even if you fail the save, unless you are using a reach weapon, in which case you take none. Tome Of Battle presents a system of martial maneuvers and stances. They're organized into nine levels, like spells, but resemble feats more than anything else (you can even take them as feats). Also, your character level -- not just your class level -- is what determines which level of maneuvers/stances you have access to (but not how many you have). Maneuvers come in three varieties: strikes, counters, and boosts. Strikes are standard or full-round actions, and usually involve making one attack with some kind of special effect or extra damage. Counters are immediate actions, so you can perform one when it isn't your turn, and always involve some sort of counter attack or defensive move. Boosts are swift actions, and give you a small buff that lasts for one round or one attack. All maneuvers are only usable once per encounter, or until you recover, so it's impossible to just use the same maneuver over and over and over and over again. Stances take a swift action to start, and last until you change to another stance, fall asleep, or get knocked out. You can only be in one stance at a time, obviously. They give you long term buffs, often with effects similar to boosts but weaker. There are nine disciplines which maneuvers and stances fall into. Each one has a skill and a bunch of weapons associated with it. The weapons only matter for feats and one Swordsage class feature, but several maneuvers use skill checks. You can ignore the silly names if you want to; it's pretty easy to make these generic. •Desert Wind: Moving fast, tumbling, and using fire. Has some fire shooting strikes. •Devoted Spirit: Tanking, tanking, meatshield, tanking, tanking, and diplomacy. This one is great for tanking, not letting any enemies slip past you, absorbing damage, and keeping your allies alive. •Diamond Mind: Fencing, iaijutsu, concentration, split-second reactions, and precise strikes. Has some maneuvers which allow you to make a Concentration check to get a bonus, to replace a damage roll, or to replace a saving throw. •Iron Heart: Big powerful swings, mobility, balance, whirlwind attacks, and dauntless. Has strikes which allow you to strike multiple creature at once. •Setting Sun: Misdirection, counter attacks, clever positioning, sense motive. Has some strikes which involve throwing opponents. •Shadow Hand: Sneaking, black magic, ninjas, hide. This is kind of a grab-bag of ninja magic, rogue tricks, and minor necromancy. •Tiger Claw: Jumping, pouncing, attacking with two weapons, reviling in ferocity. This one has strikes which involve jumping on top of or over opponents, and striking them in mid-air, or when you land behind their backs. •White Raven: Leading the troops, directing combat, marshaling your allies, flanking, squad-based tactics, flanking, and diplomacy. This one has maneuvers which give your allies bonuses if they attack as you attack, charge with you, and such. It also have maneuvers which let your allies move and act without using up their actions. Once again, keep in mind that a strike replaces a full attack with a single special, and that maneuvers cannot be used at will even though you never run out. Here's the Warblade. (http://www.wizards.com/default.asp?x=dnd/ex/20060802a&page=2) Here's all the maneuvers. (http://www.wizards.com/default.asp?x=dnd/we/20061225a) Have fun. |