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View Full Version : Santoryu Master (Base Class) [3.5] [Please Critique]



Covok
2013-04-08, 03:14 PM
Please feel free to critique and give your opinions.
Santoryu Master
http://i474.photobucket.com/albums/rr102/Gao_1/roronoa_zoro_render_17_by_roronoaroel-d5lhovy-Copy_zpsd53e5108.png
Perhaps it looks funny now. As a matter of fact, I bet it looks hilarious. I wonder which one of us will be laughing when I’m cleaning your blood off my blades?

Many would agree there is strength in numbers. So why treat weapons any different. Sure, you only have two hands to hold a sword. Hell that would be pretty limiting to most people, but not to a master of santoryu.

While holding two blades in their hand, they hold a final blade in their mouth. This added weapon is more than just an extra threat, it is a sign: only true weapon masters could use such an impossible fighting style.

Impossible truly is the best word for some of the feats they can accomplish.

Making A Santoryu Master

An endless dream holds your heart. It has brought you this far and it will take you farther. Never give up is not a motto to you; it is a lifestyle.

You have taken up a style used by few and mastered by less: multiple weapon fighting. Not just two, but three weapons are at your disposal. In many ways, this choice of style shows your dedication: to be great, you never gave up when mastering an impossible art.

Alignment: Any
Hit Die: d12
Skill Points at First Level: (4 + Int Modifier) X 4
Skill Points at Each Additional Level: 4 + Int Modifier
The Santoryu Master’s class skills (and the key ability for each skill) are Acrobatics (Dex), Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Swim (Str), Tumble (Dex).

SANTORYU MASTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Dexterous Swordsman

2nd|
+2|
+3|
+3|
+0|Santoryu

3rd|
+3|
+3|
+3|
+1|Hound’s Loyalty

4th|
+4|
+4|
+4|
+1|Dragon’s Fang

5th|
+5|
+4|
+4|
+1|Demon Strike

6th|
+6|
+5|
+5|
+2|Raven’s Swipe

7th|
+7|
+5|
+5|
+2|Hound’s Loyalty (No Swaying)

8th|
+8|
+6|
+6|
+2|Santoryu (No Penalties)

9th|
+9|
+6|
+6|
+3|Dragon Twister

10th|
+10|
+7|
+7|
+3|Feline Reflexes

11th|
+11|
+7|
+7|
+3|Gorilla's Strength

12th|
+12|
+8|
+8|
+4|Monkey’s Leap

13th|
+13|
+8|
+8|
+4|Feline Reflexes (No Awareness), Fly Swatter

14th|
+14|
+9|
+9|
+4|Dragon Twister (Damage targets)

15th|
+15|
+9|
+9|
+5|Gorilla’s Strength (Three rounds)

16th|
+16|
+10|
+10|
+5|Feline Reflexes (Spells)

17th|
+17|
+10|
+10|
+5|Kyutoryu

18th|
+18|
+11|
+11|
+6|Asura’s Slash

19th|
+19|
+11|
+11|
+6|Gaurda’s Swipe

20th|
+20|
+12|
+12|
+6|Dragon’s Inferno[/table]

Weapon and Armor Proficiencies: You are proficient in all simple and martial weapons and with Light Armor.

Dexterous Swordsman(Ex): Using multiple weapons requires one to be more limber than powerful. That isn’t to say strength isn’t a factor as weapons do tend to weigh a ton, but a quick hand is considerably more useful.

A Santoryu Master uses his dexterity modifier in place of his strength modifier on attack rolls.

Santoryu(Ex): As outrageous as this might seem, a Santoryu Master can utilize a third weapon in their mouth during combat. Though many may scoff or even laugh at such a notion, few can ever do either again after battling a master of santoryu.

A Santoryu Master receives Multiweapon Fighting as a bonus feat.The third weapon a Santoryu Master uses must be a light or one-handed melee weapon and is held in its mouth.

At 8th level, a Santoryu Master no longer takes penalties for using multiple weapons.

Hound’s Loyalty(Ex): A Santoryu Master is a true warrior. There is an honor among allies that he abides by and never strays from. Those who would battle alongside another with duplicity in their hearts are scum and a Santoryu Master is anything, but scum. Even the power of magic cannot sway a Santoryu Master from this code.

A Santoryu Master treats any command to attack allies as a suicidal command. If any ally is knocked unconscious or killed, a Santoryu Master gains an attack bonus of 2 + 1/2 levels in Santoryu Master against the creature who knocked out or killed the ally. A Santoryu Master also receives a damage bonus equal to their levels in Santoryu Master against the creature. This does not stack if the same creature knocks another party member unconscious or kills them.

At 7th level, a Santoryu Master treats any command to foil a party’s plans as a suicidal command. The Santoryu Master now receives an attack bonus when an ally is attacked against the attacking enemy. This attack bonus is equal to 2 + 1/4 levels in Santoryu Master. A Satnoryu Master also receives a damage bonus equal to half their levels in Santoryu Master against the attacking creature. This does not stack if the same enemy knocks unconscious or kills the ally. Instead, the 3rd level bonus replaces this bonus. Nor does it stack if the same enemy attacks another ally.

Dragon’s Fang(Ex): To master santoryu, one must have a fire in their soul. To match their burning souls, a Santoryu Master can light their own blades on fire by striking the ground with enough speed.

As a swift action, the Santoryu Master can ignite his weapons. On a successful attack, the target has to beat a reflex DC of 10 + 1/2 level + Dex to avoid taking additional fire damage of 2d6 + 1/5 level in Santoryu Master and being set on fire. The weapons will remain ignited for three rounds. This is an at will power.

Demon Strike(Ex): A Santoryu Master did not spend years mastering this art to simply strike with each weapon individually.

The Santoryu attacks with all three of his weapons in a single blow as a standard action. The player rolls weapon damage for all three weapons. This is enhanced by any damage bonuses the Santoryu Master has. If this attack is a critical hit, critical hit rules apply as normal and all weapons deal critical hit damage.

Raven’s Swipe(Ex): The edge of a weapon is not the end of a Santoryu Master’s range. Air itself becomes his blade and strikes his foes from afar. With a swift strike, a Santoryu Master can strike the air with such speed that it compresses until it is as sharp as a sword’s edge.

The strike does 3d6 damage + 1 die for every two levels in Santoryu Master. The Santoryu Master can divide the damage, appropriately, of this attack to hit up to three enemies who are within one full movement of the Santoryu Master. Each strike has to pass their AC to hit. This action receives a full base attack bonus to its roll. The Santoryu Master must announce which enemy he is attacking before rolling the individual strikes.

Dragon Twister(Ex): With a powerful swirl of blades, the Santoryu Master can force the air around him into a whirlwind. The swirling mass of air expands out and knocks his foes off their feet.

As a standard action, a Santoryu Master can knock all enemies within range prone if he can pass their touch ACs. This move functions similar to a trip attack, however, it does not provoke an attack of opportunity. Flying enemies who are 15ft or less above the ground and within range are affected. This action receives full base attack bonus to its roll. A Santoryu Master can do this move a number times equal to his dexterity modifier per encounter.

At 14th level, the Dragon Twister will also damage its targets. The targets take damage from the Santoryu Master’s primary weapon.

Feline Reflexes(Ex): As many know that fighting a master of santoryu can lead to a shorter than average life span, Santoryu Master often find themselves facing archers. From these many encounters, a Santoryu Master has learned how to dodge such attacks with ease.

As an immediate action, a Santoryu Master can make a ranged attack aimed at themselves miss. They need to be aware of the attack. This does not work against ranged spells or ranged touch attacks. A Santoryu Master can do this a number of times equal to their dexterity modifier per encounter.

At 13th level, a Santoryu Master does not need to be aware of the attack to use Feline Reflexes.

At 16th level, a Santoryu Master can use this ability on a ranged spell if he passes an acrobatics check. The DC is 15 + 2 for every level of the spell. The DC is 15 for a 0th level spell, 17 for a 1st level spell, 19 for a 2nd level spell, and etcetera.

Gorilla Strength(Ex): Lifting a single weapon can be arduous for most men. Holding three weapons, especially holding one in your mouth, is almost unheard of. As such, a Santoryu Master spends almost every day training his body to take the strain. However, sometimes that isn’t enough. So an old practitioner of the art developed a technique to use all of his bodies’ muscles to their fullest potential.

A Santoryu Master gains a strength bonus of +4, scaling by +2 every 3 levels thereafter, as a swift action. This wears off at the end of the round. The Santoryu Master can do this move a number of times equal to his constitution multiplier per encounter.

At 14th level, Gorilla Strength can last up to three rounds.

Monkey’s Leap(Ex): Santoryu Master’s are not fools. Just because they need to lift heavy swords with their hands and mouth does not mean they neglect to train their legs. Through a near inhuman level of exercising, a Santoryu Master has learned how to pull off impossible leaps. However, such impressive bounds can get taxing if repeated too often.

A Santoryu Master can jump four times their movement speed as a full round action. A Santoryu Master can perform this move a number of times equal to his dexterity modifier per encounter.

Fly Swatter(Ex): If one is to expect another to watch their back, they themselves must be looking out for the other as well. A Santoryu Master knows this well and will always try their best to ensure their allies are safe and unharmed. It might put themselves at risk, but brothers-in-arms do not sit idly by and let their friends die. Even if they are farther away then the edge of his blade, a Santoryu Master can still use air to save his friends.

As an immediate action, a Santoryu Master can make a ranged attack aimed at an ally miss. The ally must be within 5 + 1ft per level in Santoryu Master. A Santoryu Master can use this ability on a ranged spell if he passes an acrobatics check. The DC is 15 + 2 for every level of the spell. The DC is 15 for a 0th level spell, 17 for a 1st level spell, 19 for a 2nd level spell, and etcetera.

Fly Swatter and Raven's Swipe share a pool of uses per encounter. If the ally is within 5ft of the Santoryu Master, however, it will not exhaust a use if the range attack is not a spell.

Kyutoryu(Ex): A true master of the art can move his weapons at such high speeds that one believes they hold nine blades instead of three. The nine blades are only an illusion, but the speed is real. This is the final evolution of the Santoryu fighting style.

A Santoryu Master rolls damage twice for the the first X attacks in a round, where X is a quarter of the Santoryu Master's class level, have their base damage doubled. Both rolls are kept and inflict damage to the target. This is a passive effect.

Asura’s Strike(Ex): A Santoryu Master can perform the legendary Asura’s Strike. An evolution of Demon Slash, this strike utilizes the speed of Kyutoryu to strike with nine blades in a single attack.

A Santoryu Master rolls damage twice and keeps both rolls when performing Demon Slash. Alternatively, a Santoryu Master can choose to attack up to three enemies with Demon Slash if they are within range. Damage is split depending on the number of enemies.

Gaurda’s Swipe(Ex): A Santoryu Master can split their Raven Swipes further and target even more enemies without losing force. This is the epic feat known as the Garuda’s Swipe.

A Santoryu Master can target up to nine enemies with Raven’s Swipe. When targeting nine enemies, the damage each enemy receives is one-third of the total damage. The Santoryu Master rolls damage for each weapon normally to determine total damage.

Dragon’s Inferno(Ex): At 20th level, a Santoryu Master learns the ultimate technique of santoryu: Dragon’s Inferno. While Asura’s Strike is strong and Guard’s Swipe is versatile, there is not a move in their arsenal more destruction than Dragon’s inferno. A merger of the Dragon’s Fang and Dragon Twister techniques, Dragon’s inferno creates a swirling, tower of flames around the Santoryu Master that incinerates all his foes who are foolish enough to be in range of it. Through years of mastery and control, the Santoryu Master can actually ensure that the fire will not hit his allies.

A Santoryu Master with ignited blades can attack all enemies within a 40 ft radius as a standard action. All targets take damage twice from all three of the Santoryu Master’s weapons. They must all roll a reflex save of 10 + 1/2 lvl+ Dex. If they pass, they only take the lower of the two damage rolls. If they fail, they take full damage, are knocked prone, are set on fire, take an additional 4d6 of fire damage, and are dazed for one round. Flying creatures that are 15ft or less above the ground are affected. A Santoryu Master can only perform this move a number of times equal to their dexterity modifier per day.

Quiddle
2013-04-09, 01:45 AM
The class seems cool, I'll critique in red.

Please feel free to critique and give your opinions.
Santoryu Master
Perhaps it looks funny now. As a matter of fact, I bet it looks hilarious. I wonder which one of us will be laughing when I’m cleaning your blood off my blades?

Many would agree there is strength in numbers. So why treat weapons any different. Sure, you only have two hands to hold a sword. Hell that would be pretty limiting to most people, but not to a master of santoryu.

While holding two blades in their hand, they hold a final blade in their mouth. This added weapon is more than just an extra threat, it is a sign: only true weapon masters could use such an impossible fighting style.

Impossible truly is the best word for some of the feats they can accomplish.

Making A Santoryu Master

An endless dream holds your heart. It has brought you this far and it will take you farther. Never give up is not a motto to you; it is a lifestyle.

You have taken up a style used by few and Mastered by less: multiple weapon fighting. Not just two, but three weapons are at your disposal. In many ways, this choice of style shows your dedication: to be great, you never gave up when mastering an impossible art.

Alignment: Any
Hit Die: d12
Skill Points at First Level: (4 + Int Modifier) X 4
Skill Points at Each Additional Level: 4 + Int Modifier
The Santoryu Master’s class skills (and the key ability for each skill) are Acrobatics (Dex), Balance (Dex), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Swim (Str), Tumble (Dex).
Seems good
SANTORYU MASTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0|Dexterous Swordsman

2nd|
+2|
+3|
+3|
+0|Santoryu

3rd|
+3|
+3|
+3|
+1|Hound’s Loyalty

4th|
+4|
+4|
+4|
+1|Dragon’s Fang

5th|
+5|
+4|
+4|
+1|Demon Slash

6th|
+6|
+5|
+5|
+2|Raven’s Swipe

7th|
+7|
+5|
+5|
+2|Hound’s Loyalty (No Swaying)

8th|
+8|
+6|
+6|
+2|Santoryu (No Penalties)

9th|
+9|
+6|
+6|
+3|Dragon Twister

10th|
+10|
+7|
+7|
+3|Feline Reflexes

11th|
+11|
+7|
+7|
+3|Gorilla's Strength

12th|
+12|
+8|
+8|
+4|Monkey’s Leap

13th|
+13|
+8|
+8|
+4|Feline Reflexes (No Awareness)

14th|
+14|
+9|
+9|
+4|Dragon Twister (Damage targets)

15th|
+15|
+9|
+9|
+5|Gorilla’s Strength (Three rounds)

16th|
+16|
+10|
+10|
+5|Feline Reflexes (Spells)

17th|
+17|
+10|
+10|
+5|Kyutoryu

18th|
+18|
+11|
+11|
+6|Asura’s Slash

19th|
+19|
+11|
+11|
+6|Gaurda’s Swipe

20th|
+20|
+12|
+12|
+6|Dragon’s Inferno[/table]

Weapon and Armor Proficiencies: You are proficient in all simple and martial weapons and with Light Armor.

Dexterous Swordsman(Ex): Using multiple weapons requires on to be more limber than powerful. That isn’t to say strength isn’t a factor as weapons do tend to weigh a ton, but a quick hand is considerably more useful.

A Santoryu Master uses his dexterity modifier in place of his strength modifier on attack rolls.
Makes sense
Santoryu(Ex): As outrageous as this might seem, a Santoryu Master can utilize a third weapon in their mouth during combat. Though many may scough or even laugh at such a notion, few can ever do either again after battling a master of santoryu.

Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands. A Santoryu Master receives an additional off-hand attack (for a total of 2). The third weapon a Santoryu Master uses must be a light or one-handed weapon.

I'm not sure I understand, do they do some variation of two weapon fighting or make full attacks with extra attacks from their secondary weapons?

A Santoryu Master entering combat has to designate which weapons are being held in their primary hand, their off-hand, and their mouth.

At 8th level, a Santoryu Master no longer takes penalties for using multiple weapons.

Hound’s Loyalty(Ex): A Santoryu Master is a true warrior. There is an honor among allies that he abides by and never strays from. Those who would battle alongside another with duplicity in their hearts are scum and a Santoryu Master is anything, but scum. Even the power of magic cannot sway a Santoryu Master from this code.

A Santoryu Master treats any command to attack allies as a suicidal command. If any ally is knocked unconscious or killed, a Santoryu Master gains an attack bonus of 2 + 1 for every level in Santoryu Master against the creature who knocked out or killed the ally. This does not stack if the same creature knocks another party member unconscious or kills them.
Might want to add some bonus damage as well. So you want people to beat up your friends?
At 7th level, a Santoryu Master treats any command to foil a party’s plans as a suicidal command.
Not great unless people are constantly hitting you with mind control effects
Dragon’s Fang(Ex): To master santoryu, one must have a fire in their soul. To match their burning souls, a Santoryu Master can light their own blades on fire by striking the ground with enough speed.

As a swift action, the Santoryu Master can ignite his weapons. On a successful attack, the target has to beat a reflex DC of 10 + 2 for every level in Santoryu Master to avoid taking additional fire damage and being set on fire. The weapons will remain ignited for three rounds.
How much fire damage?
Demon Strike(Ex): A Santoryu Master did not spend years mastering this art to simply strike with each weapon individually.

The Santoryu attacks with all three of his weapons in a single blow as a standard action. The player rolls weapon damage for all three weapons. This is enhanced by any damage bonuses the Santoryu Master has.
In the table the name is demon slash, strong ability early. So you make one attack roll, how does this interact with crits?
Raven’s Swipe(Ex): The edge of a weapon is not the end of a Santoryu Master’s range. Air itself becomes his blade and strikes his foes from afar. With a swift strike, a Santoryu Master can strike the air with such speed that it compresses until it is as sharp as a sword’s edge.

In santoryu, the strike does 3d6 damage + 1 die for every two levels in Santoryu Master. The Santoryu Master can divide the damage, appropriately, of this attack to hit up to three enemies who are within one full movement of the Santoryu Master. Each strike has to pass their AC to hit. The Santoryu Master must announce which enemy he is attacking before rolling the individual strikes.
Is this at will? What bonuses does this attack roll get(dex? full BAB?)?
Dragon Twister(Ex): With a powerful swirl of blades, the Santoryu Master can force the air around him into a whirlwind. The swirling mass of air expands out and knocks his foes off their feet.

As a standard action, a Santoryu Master can knock all enemies within range prone if he can pass their touch ACs. This move functions similar to a trip attack, however, it does not provoke an attack of opportunity. Flying enemies who are 15ft or less above the ground and within range are affected. A Santoryu Master can do this move a number times equal to his dexterity modifier per encounter.
Cool move, again what bonuses to attack rolls? Also on your table it says you get the dmg at lvl 14 while here it says 13.
At 13th level, the Dragon Twister will also damage its targets. The targets take damage from the Santoryu Master’s primary weapon.

Feline Reflexes(Ex): As many know that fighting a master of santoryu can lead to a shorter than average life span, Santoryu Master often find themselves facing archers. From these many encounters, a Santoryu Master has learned how to dodge such attacks with ease.

As an immediate action, a Santoryu Master can make a ranged attack miss per round. They need to be aware of the attack.
Currently this applies to ranged touch attacks and rays.
At 13th level, a Santoryu Master does not need to be aware of the attack to use Fly Swatter.
Eh, a little weak if this is all that they get at 13th lvl.
At 16th level, a Santoryu Master can use this ability on a ranged spell if he passes an acrobatics check. The DC is 15 + 2 for every level of the spell. The DC is 15 for a 0th level spell, 17 for a 1st level spell, 19 for a 2nd level spell, and etcetera.
Already works on spells with a ranged touch attack currently.
Gorilla Strength(Ex): Lifting a single weapon can be arduous for most men. Holding three weapons, especially holding one in your mouth, is totally unheard of. As such, a Santoryu Master spends almost every day training his body to take the strain. However, sometimes that isn’t enough. So an old practitioner of the art developed a technique to use all of his bodies’ muscles to their fullest potential.

A Santoryu Master gains a strength bonus of 1 for every two levels in Santoryu Master (for a bonus of 5 at 10th level) as a swift action. This wears off at the end of the round. The Santoryu Master can do this move a number of times equal to his constitution multiplier per encounter.
Not great not bad.
At 14th level, Gorilla Strength can last up to three rounds.

Monkey’s Leap(Ex): Santoryu Master’s are not fools. Just because they need to lift heavy swords with their hands and mouth does not mean they neglect to train their legs. Through a near inhuman level of exercising, a Santoryu Master has learned how to pull off impossible leaps. However, such impressive bounds can get taxing if repeated too often.

A Santoryu Master can jump twice a full movement as a standard action. This will consume his move action as well. A Santoryu Master can perform this move a number of times equal to his dexterity modifier per encounter.
Reword, say they jump four times their movement speed as a full round action.
Kyutoryu(Ex): A true master of the art can move his weapons at such high speeds that one believes they hold nine blades instead of three. The nine blades are only an illusion, but the speed is real. This is the final evolution of the Santoryu fighting style.

A Santoryu Master rolls damage twice for the first three normal attacks during his turn. Both rolls are kept and inflict damage to the target. This is a passive effect.
I would say that the first 1/four lvl in this class attacks that hit deal double damage.
Asura’s Strike(Ex): A Santoryu Master can perform the legendary Asura’s Strike. An evolution of Demon Slash, this strike utilizes the speed of Kyutoryu to strike with nine blades in a single attack.

A Santoryu Master rolls damage twice and keeps both rolls when performing Demon Slash. Alternatively, a Santoryu Master can choose to attack up to three enemies with Demon Slash if they are within range. Damage is split depending on the number of enemies.

Gaurda’s Swipe(Ex): a Santoryu Master can split their Raven Swipes further and target even more enemies without losing force. This is the epic feat known as the Garuda’s Swipe.

A Santoryu Master can target up to nine enemies with Raven’s Swipe. When targeting nine enemies, the damage each enemy receives is one-third of the total damage. The Santoryu Master rolls damage for each weapon normally to determine total damage.
4d6 to nine targets, seems ok.
Dragon’s Inferno(Ex): At 20th level, a Santoryu Master learns the ultimate technique of santoryu: Dragon’s Inferno. While Asura’s Strike is strong and Guard’s Swipe is versatile, there is not a move in their arsenal more destruction than Dragon’s inferno. A merger of the Dragon’s Fang and Dragon Twister techniques, Dragon’s inferno creates a swirling, tower of flames around the Santoryu Master that incinerates all his foes who are foolish enough to be in range of it. Through years of mastery and control, the Santoryu Master can actually ensure that the fire will not hit his allies.

A Santoryu Master with ignited blades can attack all enemies within a 40 ft radius as a standard action. All targets take damage twice from all three of the Santoryu Master’s weapons. They must all roll a reflex save of 30. If they pass, they only take the lower of the two damage rolls. If they fail, they take full damage, are knocked prone, are set on fire, take an additional 4d6 of fire damage, and are dazed for one round. Flying creatures that are 15ft or less above the ground are affected. A Santoryu Master can only perform this move a number of times equal to their dexterity modifier.
A number of times per what? Make the DC your the reflex be 10 + lvl + str(or dex).
I like the fluff behind this class, you did a good job. :smallsmile:

Covok
2013-04-10, 01:45 AM
I liked alot of your critiques and tried my best to address them in my edits.

Santoryu(Ex): As outrageous as this might seem, a Santoryu Master can utilize a third weapon in their mouth during combat. Though many may scough or even laugh at such a notion, few can ever do either again after battling a master of santoryu.

Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands. A Santoryu Master receives an additional off-hand attack (for a total of 2). The third weapon a Santoryu Master uses must be a light or one-handed weapon.

I'm not sure I understand, do they do some variation of two weapon fighting or make full attacks with extra attacks from their secondary weapons?

To address this, I changed the text to:

Santoryu(Ex): As outrageous as this might seem, a Santoryu Master can utilize a third weapon in their mouth during combat. Though many may scough or even laugh at such a notion, few can ever do either again after battling a master of santoryu.

A Santoryu Master receives Multiweapon Fighting as a bonus feat. A Santoryu Master receives an additional attack at its off-hand penalty with a third weapon. The third weapon a Santoryu Master uses must be a light or one-handed melee weapon.



Hound’s Loyalty(Ex): A Santoryu Master is a true warrior. There is an honor among allies that he abides by and never strays from. Those who would battle alongside another with duplicity in their hearts are scum and a Santoryu Master is anything, but scum. Even the power of magic cannot sway a Santoryu Master from this code.

A Santoryu Master treats any command to attack allies as a suicidal command. If any ally is knocked unconscious or killed, a Santoryu Master gains an attack bonus of 2 + 1 for every level in Santoryu Master against the creature who knocked out or killed the ally. This does not stack if the same creature knocks another party member unconscious or kills them.
Might want to add some bonus damage as well. So you want people to beat up your friends?
At 7th level, a Santoryu Master treats any command to foil a party’s plans as a suicidal command.
Not great unless people are constantly hitting you with mind control effects

As a 7th level power, it isn't all that useful. So I decided to change it. Also, the original intent was to help players get back from a losing situation. Essentially, if an ally falls, you're more likely to hit to help you turn the tides.

This is the revised text:


Hound’s Loyalty(Ex): A Santoryu Master is a true warrior. There is an honor among allies that he abides by and never strays from. Those who would battle alongside another with duplicity in their hearts are scum and a Santoryu Master is anything, but scum. Even the power of magic cannot sway a Santoryu Master from this code.

A Santoryu Master treats any command to attack allies as a suicidal command. If any ally is knocked unconscious or killed, a Santoryu Master gains an attack bonus of 2 + 1 for every level in Santoryu Master against the creature who knocked out or killed the ally. This does not stack if the same creature knocks another party member unconscious or kills them.

At 7th level, a Santoryu Master treats any command to foil a party’s plans as a suicidal command. The Santoryu Master now receives an attack bonus when an ally is attacked against the attacking enemy. This attack bonus is equal to 2 + 1 for every two levels in Santoryu Master. This does not stack if the same enemy knocks unconscious or kills the ally. Instead, the 3rd level bonus replaces this bonus. Nor does it stack if the same enemy attacks another ally.

For Dragon's Fang, I set the fire damage at 2d6 + 1 for every five levels in Santoryu Master

I added a rule for critical hits with Demon Strike as well as fixed that typo you pointed out.

If this attack is a critical hit, the lowest damaging weapon the Santoryu Master has will deal double damage.

I added the rule that Raven's Swipe and Dragon Twister receive a full base attack bonus to its roll and Ravne's Swipe is at-will.

For Feline Reflexes, I altered the tenth level version to not work against ranged spells. I do, however, feel my wording could be better:

As an immediate action, a Santoryu Master can make a ranged attack aimed at themselves miss. They need to be aware of the attack. This does not work against ranged spells or ranged touch attacks. A Santoryu Master can do this a number of times equal to their dexterity modifier per encounter.

I also added a new power to make level 13 less dead.
Fly Swatter(Ex): If one is to expect another to watch their back, they themselves must be looking out for the other as well. A Santoryu Master knows this well and will always try their best to ensure their allies are safe and unharmed. It might put themselves at risk, but brothers-in-arms do not sit idly by and let their friends die. Even if they are farther away then the edge of his blade, a Santoryu Master can still use air to save his friends.

As an immediate action, a Santoryu Master can make a ranged attack aimed at an ally miss. The ally must be within 5 + 1ft per level in Santoryu Master. A Santoryu Master can use this ability on a ranged spell if he passes an acrobatics check. The DC is 15 + 2 for every level of the spell. The DC is 15 for a 0th level spell, 17 for a 1st level spell, 19 for a 2nd level spell, and etcetera.

Fly Swatter and Raven's Swipe share a pool of uses per encounter. If the ally is within 5ft of the Santoryu Master, however, it will not exhaust a use if the range attack is not a spell.

I didn't feel the need to change Kyutoryu as, mathwise, changing it to 1/4 level would only increase the number of attacks receiving double damage by 1 (another one is received at level 20)

Actually, I changed my mind on that that one:

Kyutoryu(Ex): A true master of the art can move his weapons at such high speeds that one believes they hold nine blades instead of three. The nine blades are only an illusion, but the speed is real. This is the final evolution of the Santoryu fighting style.

A Santoryu Master rolls damage twice for the first (1/4*level in Santoryu Master) attacks during his turn. Both rolls are kept and inflict damage to the target. This is a passive effect.

I liked your suggestion on the reflex roll for Dragon's Inferno so I altered it to:

They must all roll a reflex save of 10 + lvl+ Dex.

I also set the limit of uses at:

A Santoryu Master can only perform this move a number of times equal to their dexterity modifier per day.

So, do you feel this version is better or worse than the previous one? Personally, I feel this is an improved version, but I'm interested to hear your thoughts. Of course, I'm interested to hear anyone's thoughts on it, but that's beside the point.

Amechra
2013-04-10, 06:09 AM
Dragon's Inferno should have a save DC of 10 + 1/2 Level + Dex.

Because otherwise the save is 30 + Dex, which is too darn high.

Actually, pretty much all of the saves should be calculated like that; it results in fair DCs. Unlike Dragon Fang, which comes out to a DC of 50 at 20th level; considering that a +28 is considered a high-ish save bonus for your good save, and that the only way that they could pass a DC 50 save would be if they rolled a 20...

Also, Santoryu can actually drop a lot of the explanation (Multiweapon fighting itself includes the rest of those rules; you just need to specify that your mouth is the third hand.)

Again with the numbers... Hound's Loyalty can grant a +22 untyped bonus to hit against an enemy. This is obscenely high.

I'd actually suggest something like giving them a smaller bonus to-Hit (maybe 1/4 their class level) while they get a bonus to damage against enemies who've attacked their allies equal to half their class level, which improves to full against creatures that have killed one of your allies.

With Demon Strike, I would suggest instead letting them get maximum damage or something similar if they crit; as it is, it means that crits aren't really that good with Demon Strike, and they should feel special.

Kyutoryu should be rewritten for clarity; I think what you want is "the first X attacks in a round, where X is a quarter of the Santoryu Master's class level, have their base damage doubled." Or something similar.

Quiddle
2013-04-10, 11:49 PM
You can drop the "this is a passive effect" text on Kyutoryu. The changes look good.

Covok
2013-04-11, 09:38 PM
Dragon's Inferno should have a save DC of 10 + 1/2 Level + Dex.

Because otherwise the save is 30 + Dex, which is too darn high.

Actually, pretty much all of the saves should be calculated like that; it results in fair DCs. Unlike Dragon Fang, which comes out to a DC of 50 at 20th level; considering that a +28 is considered a high-ish save bonus for your good save, and that the only way that they could pass a DC 50 save would be if they rolled a 20...

Also, Santoryu can actually drop a lot of the explanation (Multiweapon fighting itself includes the rest of those rules; you just need to specify that your mouth is the third hand.)

Again with the numbers... Hound's Loyalty can grant a +22 untyped bonus to hit against an enemy. This is obscenely high.

I'd actually suggest something like giving them a smaller bonus to-Hit (maybe 1/4 their class level) while they get a bonus to damage against enemies who've attacked their allies equal to half their class level, which improves to full against creatures that have killed one of your allies.

With Demon Strike, I would suggest instead letting them get maximum damage or something similar if they crit; as it is, it means that crits aren't really that good with Demon Strike, and they should feel special.

Kyutoryu should be rewritten for clarity; I think what you want is "the first X attacks in a round, where X is a quarter of the Santoryu Master's class level, have their base damage doubled." Or something similar.

Damn, 20 levels. You really got to be careful with the math when scaling, apparently. I adjusted it accordingly.

Also, good idea on the damage boost. Might make the move a little powerful, but it does serve the original intent better this way.


You can drop the "this is a passive effect" text on Kyutoryu. The changes look good.

Thank you for reviewing the changes.

Amechra
2013-04-11, 09:43 PM
The attack bonus on Hound's Loyalty is still pretty high, but it isn't unreasonably high, so...

On the hand... Gorilla's Strength can afford to be a lot stronger than what you currently have; I'd suggest that it gives a +4 to strength, which improves by 2 every 4 levels thereafter.

Covok
2013-04-11, 09:52 PM
The attack bonus on Hound's Loyalty is still pretty high, but it isn't unreasonably high, so...

On the hand... Gorilla's Strength can afford to be a lot stronger than what you currently have; I'd suggest that it gives a +4 to strength, which improves by 2 every 4 levels thereafter.

I think that'd actually make the move weaker.

Gorilla Strength(Ex): Lifting a single weapon can be arduous for most men. Holding three weapons, especially holding one in your mouth, is almost unheard of. As such, a Santoryu Master spends almost every day training his body to take the strain. However, sometimes that isn’t enough. So an old practitioner of the art developed a technique to use all of his bodies’ muscles to their fullest potential.

A Santoryu Master gains a strength bonus of 1 for every two levels in Santoryu Master (for a bonus of 5 at 10th level) as a swift action. This wears off at the end of the round. The Santoryu Master can do this move a number of times equal to his constitution multiplier per encounter.

At 14th level, Gorilla Strength can last up to three rounds.

You get the move at 11 and it gives you a +1 for every two class levels. So you get a +5 at 11th level. At twentieth, that maxes out at +10. And it get stronger every two levels.

However, your method starts at +4 at 11th level and maxes out at +8 at 20th level. And it gets stronger at level at 15th and 19th level only.

Amechra
2013-04-11, 10:59 PM
The wording led me to misread it as maxing out at +5.

And just to point this out... very few things hand out odd ability score boosts, since you only care about the modifier in play, and an even score will always give you a +1 to the modifier; an odd score has a 50% chance of getting you the full modifier.

So, for example, a +4 bonus always gives you +2 to your modifier; a +5 will only be better 50% of the time.

Covok
2013-04-12, 01:36 AM
Is this wording a little better or is it worse?

A Santoryu Master gains a strength bonus of 1 for every 2 levels in Santoryu Master (for a bonus of 5 at 10th level, and a bonus of 10 at 20th level) as a swift action

As for the boost being an odd number every other level, I can't see a method of stacking the ability where this doesn't become a problem. Of course, there might be a way that I just don't know of.

Amechra
2013-04-12, 02:54 AM
You get the same results (pretty much) if you go with +4, scaling by +2 every 3 levels thereafter. That way, you still get a +10 at level 20, but you don't have odd ability score bonuses to worry about.

And could I suggest having it so that, instead of limiting it to Constitution Modifier times per encounter, you could just make Gorilla's Strength usable either once every X rounds, or some thing to the same effect? As it is, you'll probably be able to use it at will, simply because Constitution is an ability score pretty much everyone wants to have high.

Covok
2013-04-12, 07:44 PM
You get the same results (pretty much) if you go with +4, scaling by +2 every 3 levels thereafter. That way, you still get a +10 at level 20, but you don't have odd ability score bonuses to worry about.

And could I suggest having it so that, instead of limiting it to Constitution Modifier times per encounter, you could just make Gorilla's Strength usable either once every X rounds, or some thing to the same effect? As it is, you'll probably be able to use it at will, simply because Constitution is an ability score pretty much everyone wants to have high.

Hmm, that would make the scaling more effective as it makes the move get better every 3 levels instead of 4 levels.

You're right, by a certain level the constitution modifier might be pretty high. Thing is, what's a good set number? 3? 4?