TheWebScholarZa
2016-06-07, 10:36 AM
The goal is a samurai that uses wind as a weapon: I am trying to balance the damage done by ablities and what not. This is using a blend of monk, fighter, and some air domain of the cleric. I am using 3.5 rules.
Full BAB, d8 HD, Ref and Will save, No armor, Proficient with katana
Abilities will be re set with a good nights rest.
If I need to add the skills I will but I don't think that is the balancing issue.
Lvl 1: Weapon Finesse with Katana, Add Wis to AC, Quick Strike (Add 5ft reach to the attack, must be made directly in front of the character, do not add strength to the Dmg roll, may be used 1/2 CL + Wis mod per day, quick strike is a move action)
Lvl 2: Evasion, SLA Windwall usable 1/2 CL + Wis mod per day
Lvl 3: Movement speed, Slow Fall as the Monk
Lvl 4: SLA Invisibility number of rounds = to Wis mod, 1/2 CL + Wis mod, Wind Slash ( Range 30 ft, You produce a 15ft arch of wind dealing 1d8 + Wis mod to the targets it hits, 1/2 CL + Wis mod per day increases 1d8, 5ft to the arch and range every 4 lvls)
Lvl 5: Quick Draw, Wind Blast (swift action, cone 15 ft in front of you, You draw your katana so fast a burst of air comes from you, Large creatures and smaller make a Reflex save DC 10 + 1/2 CL + Wis Mod) If they beat the DC by 5 or more they are not pushed back, Anything else they are pushed back a minimum of 5 ft, if they fail they will be knocked prone, for every 5 they fail they are pushed back 5 ft and does 1d4 dmg, 1/2 CL + Wis Mod per day, increases range and extra d4 every 3 lvls)
Lvl 6: Movement Speed, Slow Fall as a Monk
Lvl 7: Improved Evasion, Wind Dash (Full round, may move up to your full speed, may attack each enemy you pass taking at Full BA on the first target -2 on each subsequent attack exp: 6 on the first, 4 on the second attack, 2 on the third attack, enemies must make a Ref save to have AoO for how fast you move DC 10 + 1/2 CL + Wis Mod, may only use this once per encounter, 1/2 CL + Wis mod per day)
Lvl 8: Wind Strike increases, Wind Blast increases, and fly with average maneuverability, in combat rounds = to wis mod
Lvl 9: Movement Speed, Slow Fall, SLA Greater Invisibility
Lvl 10: SLA Whirlwind the range will be decrease 300ft in front of you and does 3d10 on initial hit, if suspend 1d10 for each round in the whirlwind, increase by 2d10 on inital hit and 1d10 in the whirlwind every 5 lvls, last 1/2 CL + Wis mod rounds, may be used 1/2 CL + Wis mod per day
Lvl 11: Add Wis to initiative when wielding your Katana, Wind Blast increase
Lvl 12: Movement Speed, Slow Fall as a Monk, Wind Strike Increase
Lvl 13: Wind Step, you may move to an airborne target in you sight up to 300ft away as a swift action, may only be used once per encounter, 1/2 CL + Wis mod per day,
Lvl 14: One with the wind, Teleport 50 miles away ( +5 miles per lvl) to a place you can see or have been. Takes 1 minute to do, 1/2 CL + Wis mod per day
Lvl 15: Whirlwind Increase, Movement Speed, Slow Fall as a Monk
Lvl 16: Wind Strike Increase, Increase Critical Threat range with your katana by 1
Lvl 17: Wind Blast Increase, Fly with perfect maneuverability in combat a number of rounds = 1/2 CL + Wis Mod
Lvl 18: Movement Speed and Slow Fall as a Monk
Lvl 19:
Lvl 20: Increase Whirlwind(7d10, 3d10), Wind Strike (5d8 35ft arch up to 50 ft away), and Windblast (5d4, cone 30 ft away)
Full BAB, d8 HD, Ref and Will save, No armor, Proficient with katana
Abilities will be re set with a good nights rest.
If I need to add the skills I will but I don't think that is the balancing issue.
Lvl 1: Weapon Finesse with Katana, Add Wis to AC, Quick Strike (Add 5ft reach to the attack, must be made directly in front of the character, do not add strength to the Dmg roll, may be used 1/2 CL + Wis mod per day, quick strike is a move action)
Lvl 2: Evasion, SLA Windwall usable 1/2 CL + Wis mod per day
Lvl 3: Movement speed, Slow Fall as the Monk
Lvl 4: SLA Invisibility number of rounds = to Wis mod, 1/2 CL + Wis mod, Wind Slash ( Range 30 ft, You produce a 15ft arch of wind dealing 1d8 + Wis mod to the targets it hits, 1/2 CL + Wis mod per day increases 1d8, 5ft to the arch and range every 4 lvls)
Lvl 5: Quick Draw, Wind Blast (swift action, cone 15 ft in front of you, You draw your katana so fast a burst of air comes from you, Large creatures and smaller make a Reflex save DC 10 + 1/2 CL + Wis Mod) If they beat the DC by 5 or more they are not pushed back, Anything else they are pushed back a minimum of 5 ft, if they fail they will be knocked prone, for every 5 they fail they are pushed back 5 ft and does 1d4 dmg, 1/2 CL + Wis Mod per day, increases range and extra d4 every 3 lvls)
Lvl 6: Movement Speed, Slow Fall as a Monk
Lvl 7: Improved Evasion, Wind Dash (Full round, may move up to your full speed, may attack each enemy you pass taking at Full BA on the first target -2 on each subsequent attack exp: 6 on the first, 4 on the second attack, 2 on the third attack, enemies must make a Ref save to have AoO for how fast you move DC 10 + 1/2 CL + Wis Mod, may only use this once per encounter, 1/2 CL + Wis mod per day)
Lvl 8: Wind Strike increases, Wind Blast increases, and fly with average maneuverability, in combat rounds = to wis mod
Lvl 9: Movement Speed, Slow Fall, SLA Greater Invisibility
Lvl 10: SLA Whirlwind the range will be decrease 300ft in front of you and does 3d10 on initial hit, if suspend 1d10 for each round in the whirlwind, increase by 2d10 on inital hit and 1d10 in the whirlwind every 5 lvls, last 1/2 CL + Wis mod rounds, may be used 1/2 CL + Wis mod per day
Lvl 11: Add Wis to initiative when wielding your Katana, Wind Blast increase
Lvl 12: Movement Speed, Slow Fall as a Monk, Wind Strike Increase
Lvl 13: Wind Step, you may move to an airborne target in you sight up to 300ft away as a swift action, may only be used once per encounter, 1/2 CL + Wis mod per day,
Lvl 14: One with the wind, Teleport 50 miles away ( +5 miles per lvl) to a place you can see or have been. Takes 1 minute to do, 1/2 CL + Wis mod per day
Lvl 15: Whirlwind Increase, Movement Speed, Slow Fall as a Monk
Lvl 16: Wind Strike Increase, Increase Critical Threat range with your katana by 1
Lvl 17: Wind Blast Increase, Fly with perfect maneuverability in combat a number of rounds = 1/2 CL + Wis Mod
Lvl 18: Movement Speed and Slow Fall as a Monk
Lvl 19:
Lvl 20: Increase Whirlwind(7d10, 3d10), Wind Strike (5d8 35ft arch up to 50 ft away), and Windblast (5d4, cone 30 ft away)