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| #1bathedinshadowsMay 17, 2012 20:23:34 | So the idea was to begin this project and see how it goes. Thank you all for looking into it for me. Yes there is another thread but I was told it is easier to pull apart the class from the start. So here I go. There is still a fair amount of work to be done. Flavouring is still something I am working on. |
| #2bathedinshadowsMay 17, 2012 20:24:19 | Judoka The art of Grappling and Throwing You avoid strikes using gripping techniques, throws and grappling to destroy your opponents. Armor is just a burden to you. You control the space around you as if it is your domain throwing and knocking down enemies with complex moves honed over years of training. Role: Controller Power Source: Psionic Key Abilities: Dexterity, Strength, Wisdom Armor Proficiencies: Cloth Weapon Proficiencies: Unarmed Strike, Grab, Grip Fighting Implements: Ki Focuses, Weapons with which you are proficient Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will Hit Points at 1st Level: 12+ Constitution Score Hit Points per Level Gained: 5 Healing Surges: 7+ Constitution Modifier Trained Skills: From the class skills list below, choose 4 trained skills at 1st level. Class Skills: Acrobatics (Dex), Athletics (Str), Diplomacy (Cha), Endurance (Con), Heal (Wis), Insight (Wis), Perception (Wis), Religion (Int), Stealth (Dex), Thievery (Dex) Class Features: Kata, Grip Fighting, Unarmored Defence, Unarmed Combatant
Creating a Judoka: You can choose any powers you want, though your choice of Kata is likely to influence your choices. Dexterity is the most important ability for Judoka, since all Judoka attacks rely on it. Depending on your Kata you might favour Wisdom or Strength as your second ability score. Ne Waza Kata You specialise in taking an opponent to the ground and once there applying pinpoint pressure to limbs and bodies to inflict maximum pain and severe damage. Dexterity should be your highest score, Wisdom should be your second and Strength can be your third, since you will probably want to select a mix of powers that use Wisdom and Strength. Class Feature: Ne Waza Suggested Feat: Inescapable Hold Suggested Skills: Perception, Athletics, Acrobatics, Insight Suggested At-Will Powers: Tai Otoshi, Osoto Gari Suggested Encounter Power: Juji Gatame Suggested Daily Power: Uchi Mate
Tachi Waza Kata The floor is your weapon. Using your opponent’s momentum you slam them into the ground, breaking bones.
Class Feature: Tachi Waza Suggested Feat: Improved Grab Suggested Skills: Acrobatics, Athletics, Endurance, Perception Suggested At-Will Powers: Ippon Seionage, Kumikata Suggested Encounter Power: Tomae Nage Suggested Daily Power: Tsurikomi Goshi
KATA TRADITION: Judoka train for hours each day honing their bodies to become the perfect fulcrum, a living pivot that destroys and dissipates oncoming force. Choose either Ne Waza or Tachi Waza as your Kata. The choice grants you an offensive and defensive benefit.
Ne Waza The Ne Waza Kata focuses on honing your awareness of the weak points of an assailant to better pin them to the ground. The Kata teaches you to control them with minimum effort for maximum gain. Ne Waza: You gain the Ne Waza power. Mental Equilibrium: You gain +1 bonus to Fortitude. This bonus increases to +2 at 11th level and +3 at 21st Level. Ne Waza: You throw the opponent to the ground, prone you apply a hold pinning them in one place and applying increasing damage: At Will * Psionic No Action Melee 1 Trigger: You hit with an attack during your turn Target: One creature Level 11: +1d6 damage Level 21: +2d6 damage Effect: The Target takes damage equal to 2+ your Wisdom Modifier and is prone and grabbed. Save Ends. On a failed Save takes 2 + your Wisdom Modifier and a -2 Penalty to the next Saving throw. 3 Failed Saves and opponent is unconscious. Special: You can use this power only once per round.
Tachi Waza The Tachi Waza Kata focuses on hurling the opponent bodily as far as possible. The Kata teaches the use of pivotal strength applied as a fulcrum to maximise distance. Tachi Waza: You gain the Tachi Waza Power Mental Bastion: You gain +1 bonus to Will. This bonus increases to +2 at 11th level and +3 at 21st Level. Tachi Waza You throw your opponent with force and control causing them to collide with solid objects disabling them. At Will * Psionic No Action Melee 1 Trigger: You hit with an attack during your turn Target: One creature Level 11: +1 Squares Level 21: +2 Squares Effect: The Target takes damage equal to 3+ your Strength modifier and is pushed a further 1 square taking 1d4 damage per square (1d6 at 11th level and 2d4 at 21st level) Special: You can use this power only once per round. Damage includes the original square you pushed them through.
GRIP FIGHTING You gain a +2 bonus to Grab Attacks and can grab creatures equal to your size and 2 larger. Increases to +3 at 11th level +4 at 21st level.
UNARMED COMBATANT You can make unarmed attacks with much greater effectiveness than most combatants can. When you make a weapon attack such as a melee basic attack, you can use the judoka unarmed strike, which is a weapon in the unarmed weapon group. This weapon has the off-hand weapon property and a +3 proficiency bonus, and it deals 1d8 damage. You must have a hand free to use your judoka unarmed strike, even if you’re kicking, kneeing, elbowing, or head-butting a target. Also, your judoka unarmed strike can benefit from a magic ki focus if you have one (see “Implements” below).
IMPLEMENTS Judoka usually channel their psionic energy through an item called a ki focus, which is a wooden practice weapon, prayer beads, a manual of lore, or some other object a judoka studies or uses during training or meditation. After you attune yourself to a ki focus, you can use it as an implement when it is on your person (see the “Ki Focuses” sidebar).
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| #3bathedinshadowsMay 17, 2012 20:25:32 | ATTACKS:
At Will Level 1
Ippon Seionage: You throw the opponent to the ground, sliding forward they end up where you stood At Will * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Requirement: You must have a hand free Attack: Dexterity vs. Ref Hit: 1d8 + Dex modifier and you slide the target into your square and you shift 1 square into the space they left. Tachi Waza Kata: +1d6 force damage (2d6 at 11th level, 3d6 at 21st level) Special: 2d8 at 11th level, 3d8 at 21st level.
Kumikata: Grabbing an opponent you hold them close readying them for a formidable strike At Will * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Requirement: You must have a hand free Attack: Dexterity vs. Ref Hit: 1d6 + Dex modifier and you grab the target. The grab ends automatically at the end of your next turn. Special: 2d6 at 11th level, 3d6 at 21st level.
Tai Otoshi: Stepping in you drop the opponent to the floor At Will * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Requirement: You must have a hand free Attack: Dexterity vs. Ref Hit: 1d10 + Dex modifier and the target is knocked prone Ne Waza Kata: You gain a +2 to damage for your Ne Waza (+4 at 11th level, +6 at 21st level) Special: 2d10 at 11th level, 3d10 at 21st level.
Osoto Gari: You hook an oncoming opponent throwing them to the ground At Will * Psionic Immediate Interrupt Melee Touch Target: One creature Keywords: Martial, implement, grab Trigger: An enemy moves into a square adjacent to you Requirement: You must have a hand free Attack: Dexterity vs. Ac Hit: 1d6 + Dex modifier, the target is knocked prone. Special: 2d6 at 11th level, 3d6 at 21st level.
Ouchi Gari: Reaching through you throw your opponent to one side forcing them to move. At Will * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Requirement: You must have a hand free Attack: Dexterity vs. Ac Hit: 1d6 + Dex modifier and you slide the target 1 square. Special: 2d6 at 11th level, 3d6 at 21st level.
Encounter Level 1:
Tomae Nage: You drop down throwing an opponent over your head. Encounter * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, Requirement: Target must be Grabbed Attack: Dexterity vs. Ref Hit: 2d6 + Dex modifier and you push the target 1 square (2 squares at 11th level, 3 squares at 21st level) Tachi Waza: +1 square to push Special: 3d6 at 11th level, 4d6 at 21st level.
Juji Gatame: Grabbing an opponent you apply an armbar Encounter * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Attack: Dexterity vs. Fort Hit: 3d4 + Dex modifier and the target is dazed. Save ends. Ne Waza: Opponents main hand is disarmed. Special: 3d6 at 11th level, 3d8 at 21st level.
Yama Arashi: Lifting the opponent you hurl to the ground disabling them Encounter * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Attack: Dexterity vs. Fort Hit: 2d8 + Dex modifier target is knocked prone and is dazed. Save ends. Special: 3d8 at 11th level, 4d8 at 21st level.
Daily Level 1:
Tsurikomi Goshi: Pulling the opponent over you hurl them to the ground. Daily * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Attack: Dexterity vs. Ref Hit: 2d8 + Dex modifier target is dazed. Dazed ends automatically at the end of your next turn. Special: 3d8 at 11th level, 4d8 at 21st level.
Uchi Mata: Twisting you throw the opponent with force Daily * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Attack: Dexterity vs. Ref Hit: 3d10 + Dex modifier and the target is knocked prone. Special: 4d10 at 11th level, 5d10 at 21st level.
Encounter Level 3:
Uki Waza: Floating technique Encounter * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Attack: Dexterity vs. Ref Hit: 2d8 + Dex modifier Effect: Slide the target 1 square if something occupies that square target takes 1d6 damage. If the occupier is a creature it takes 1d6 damage and is slid 1 square away. Special: 3d8 at 11th level, 4d8 at 21st level.
Tawara Gaeshi: You roll over throwing the target across your body. Encounter * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement, grab Attack: Dexterity vs. Fort Hit: 2d10 + Dex modifier and the target is knocked prone. Your opponents off hand is disarmed. Special: 3d10 at 11th level, 4d10 at 21st level.
Daily Level 5
Soto Makikomi: Wrapping the opponent you throw them to the ground Daily * Psionic Standard Action Melee Touch Target: One creature Keywords: Martial, implement Attack: Dexterity vs. Ref Hit: 3d10 + Dex modifier slide the target 1 square and the target is knocked prone. If the target ends next to blocking terrain apply your Str modifier as Force damage. Special: 4d10 at 11th level, 5d10 at 21st level.
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| #4bathedinshadowsMay 17, 2012 20:27:53 | Utilities:
Level 1:
Pass Forward: At Will * Move Action With perfect timing you slip by your foe without dropping your guard. Keyword: Martial Effect: You pick an adjacent enemy and move up to your speed. As long as you end this movement in a square adjacent to that enemy your movement does not provoke opportunity attacks from that enemy
Makeshift Shield: Daily * Immediate Interrupt You snatch a piece of furniture, a body or a discarded item to block and enemy’s attack. Keyword: Martial Requirement: You must have a hand free Trigger: An enemy hits you with a close or melee attack. Effect: You gain a bonus to defences against the attack equal to your Dex modifier.
Stone Resolve: At Will * No Action You see the biggest target and ignoring all others pit yourself against them. Keyword: Martial Effect: You can make grab attacks against a creature one size larger than your level allows until the end of your turn.
Level 6:
Forceful Throw: Encounter * No Action Your technique is unmatched and you crush the target to the ground Keyword: Psionic Effect: Apply your Str modifier to your next attack and damage.
Hidden Weakness: Encounter * No Action You know the workings of your opponent’s body and aim for his weakness. Keyword: Psionic Effect: Apply your Wis modifier to your next attack and damage.
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| #5bathedinshadowsMay 17, 2012 20:29:20 | Feats:
Level 1:
Inescapable Hold: Resist grab escape attempts with Fortitude Judoka Guard +1 Shield bonus to AC and Reflex when one hand is free Improved Grab +4 to grab attacks. Unarmored Agility +2 to AC when wearing cloth armor or no armor Obi Expertise Gain Proficiency with your Obi. +1 bonus to AC
Level 2:
Judoka Challenge Mark foes you attack. They get a -2 to attacks not including you. Make a basic melee attack against adjacent marked foe who shifts or makes an attack not including you. Mark lasts until the end of your next turn or marked by other. Judogi Expertise Gain Proficiency with your Judogi. +1 bonus to AC Focused Technique: Gain +2 damage to powers that slide or push a target.
Level 4:
Oceans Throw; Gain +1 push to all powers that push Mountains Throw: Gain +2 damage to powers that prone a target
Level 6: Inner Kata You have internalised your Kata making it first nature to all that you do. Gain +1 to speed and +1 to attack and damage to powers that have your Kata in them.
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| #6bathedinshadowsMay 17, 2012 20:44:47 | Items: Level 1: Obi: Waist Slot: An Obi can be enchanted. Giving you bonuses to attack and damage.
Judogi: Armor Slot Basic cloth armour. Can be enchanted.
Level 3: Yellow Obi Waist Slot: Proficiency +1 +1 to attack and +1damage
Yellow Judogi Armor Slot; Proficiency +2 +2 to AC and Reflex
Yellow Mountain Judogi Armor Slot Proficiency +2 Requirements: You must take the Judogi Expertise Feat +2 to AC and Reflex. Add your Str modifier to powers that prone
Yellow Mountain Obi Waist Slot Proficiency +1 Requirements: You must take the Obi Expertise Feat +1 to AC, +1 to Attacks and damage These are pointers as to what I am thinking of doing. The idea is that the basic Obi and Gi scales but you don't get the other advantage of Mountain etc unless you take the feat that allows you to. I am also thinking that they could come in sets and will have to open that up later. |
| #7bathedinshadowsMay 17, 2012 20:51:20 | So as you can see a bit to do but this is the start. Yes everything scales, thus in Judo it is the same, someone that makes a speciality out of a throw just gets better and better with it and even at the highest level a simple early throw can be devasting. You won't get that benefit though when you retrain back into it. You have to hold the throw right from the begining but I didn't know how to word that. |
| #8EisenritterMay 17, 2012 22:43:36 | Tl;dr version: It's a brawler fighter, but several times more complicated than it has to be because I refuse to listen to reason. [/****ish] That being said, I have utterly no idea how to help you with any of this in a way that doesn't take into account that it already exists. |
| #9bathedinshadowsMay 18, 2012 1:46:01 | ok so this is similar to a Brawler but not quite. As yet the Brawler wasn't even close to what I wanted and this is a punic exercise in fun. But hey you are entitled to your opinion. If you can point out where the Brawler does all of these things I would be grateful thus saving me some work. |
| #10Reg06May 18, 2012 3:15:04 | Try out power2ool. It'll make posters more likely to read the powers. |
| #11bathedinshadowsMay 18, 2012 4:00:45 | Thanks will look into it and get it done. |
| #12WhisperMagellanMay 18, 2012 12:24:21 | Wow. That took quite some time and effort. |
| #13WhisperMagellanMay 25, 2012 17:23:52 | OK, so a couple of thoughts: Don't sweat the smaller details. There already is magical cloth armor. See if there is some form of existing enchantment that has psyonic augments. Skip Yellow belt. White, Green, Brown, Black. The difference between 9th kyu and 7th kyu isn't as important. 9th Kyu can be lvl1-5, 5th Kyu can be 6-7. 2nd Kyu for 8&9. Shodan for 10. 12-dan for lvl30 Multi-class with wizard or sorceror for Renshi (sp? master/wizard) |