PDA

View Full Version : Monk PrC (PEACH)



tarkisflux
2008-05-16, 07:35 PM
First of all, I'm not all that sure what the PEACH tag means. I gather that it means 'please pick apart my creation mercilessly' but I'm new and may have misunderstood it. If I'm using it wrong, please critique my creation honestly and as harshly as you feel it deserves. I've put a lot of work / thought into it, but that just means I'm blind to it's deficiencies now.

As to this, it's a monk/rogue PrC that is designed to replace the last 10 levels of monk advancement, but also be entertaining for rogues who wanted to cross over (not that this would ever happen...). It gives up all of the cerebral abilities that monks get in exchange for specialized movement and defensive abilities. It's not my first PrC, but it is the first that I've worked a new mechanic into (credit to DjinnInTonic, I borrowed some of his sacrifice pool ideas to clean up things here, but the numbers behind the new mechanic haven't changed).

The name is subject to change, and is something I've been having issues with. Hardest part of anything right? :smallwink:

Fist of RLK

Minor Fluff

There was once a monk of tremendous physical potential, but only middling mental acuity. What he lacked in insight, however, he made up in stubbornness and dedication. His name has been lost to history, but his initials and unique style of fighting have survived to this day. Fists of RLK specialize in brief surges of speed that allow them to move faster than can be followed by the eye, and their combat style is built around utilizing this speed.

Monks and rogues are the only classes to master the quick dodges necessary to continue training as a fist of RLK, and so they are the only classes able to progress along this path.

As NPCs, fists of RLK tend to be confident loners, perhaps bordering on arrogant. This is not due to any personal choice on their parts, there just are not that many of them in the world and few people who can keep up. Other monks see them as an interesting offshoot, not true followers of the way but cousins to it. Occasionally they will take on an apprentice, but most in the world have reached their level by following notes left by those who walked the path before them and training intensely.

Crunch

Requirements
To qualify to become a fist of RLK, a character must meet all of the following criteria:
Skills: Balance 12 ranks, Escape Artist 7 ranks, Jump 12 ranks, Tumble 12 ranks.
Feats: Run
Special: Improved Evasion class feature

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

1st|
+1|
+2|
+2|
+0|Fast Acrobatics, Hidden Step (+10 ft.)(std action)
2nd|
+2|
+3|
+3|
+0|Return Fire, Steady Stance
3rd|
+3|
+3|
+3|
+1|Hidden step (move action), Unhindered Step
4th|
+4|
+4|
+4|
+1|Hidden Step (+20 ft.), Kip Up, Standing Step
5th|
+5|
+4|
+4|
+1|Abundant Step 1/day, Hidden Step (swift action)
6th|
+6|
+5|
+5|
+2|Unbound Step, Unseen Sprint
7th|
+7|
+5|
+5|
+2|Extraordinary Reflexes, Hidden Step (+30 ft.), Open the Gate of Life
8th|
+8|
+6|
+6|
+2| Abundant Step 2/day, Hollow Step, Standing Step (50%)
9th|
+9|
+6|
+6|
+3|Void Step
10th|
+10|
+7|
+7|
+3|Hidden Step (+40 ft.), Open the Gate of Death
[/table]
Hit Die: d8

Class Skills: The fist of RLK’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (religion) (Int), Move Silently (Dex), Perform (Chr), Profession (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions.
Skill points at each level: 4 + Int modifier.

Class Features
All of the following are class features of the Fist of RLK prestige class.

Weapon and Armor Proficiency: Fists of RLK gain no proficiency in any weapon or armor. Note that armor check penalties for armor heavier than leather apply to skill as noted in the Player’s Handbook, and wearing armor of any type inhibits some of their abilities.

Monk Abilities: Levels in Fist of RLK stack with Monk levels for determining Flurry of Blows, Unarmed Strike damage, Slow Fall, and AC Bonus progressions. If you did not previously have those abilities, you gain them as a monk of level equal to your Fist of RLK class level. Fists of RLK also gain Fast Movement (+10 ft.); this ability does not stack with any other Monk’s Fast Movement ability.

Faster than the Eye Abilities: The Fists of RLK practice a physically intensive form of martial arts with a strong focus on extraordinarily quick movement. The training allows them to create effects that are undetectable by sight, blindsense, blindsight, and even true seeing; there is no illusion or trickery to defeat in their techniques, merely unparalleled speed. The individual abilities are described below, but they all follow the mechanics presented here.

Faster than the Eye techniques take a toll on anyone who practices them, and this toll is represented by tracking the ‘Strain’ placed on their bodies. Each Faster than the Eye technique adds a number of points of ‘Strain’ to a Fist of RLK, as described in the ability description. As long as the Fist of RLK is not fatigued or exhausted, these points recover naturally at the rate of 3 + ½ Fist of RLK class level per hour, or twice that rate if the character is resting.

These techniques also require focus, and so are subject to interruption. If a Fist of RLK suffers damage while activating a Faster than the Eye ability, they must make a Concentraion check, DC 10 + damage dealt. If they do not succeed on this check, they do not activate the ability and the activation action is wasted. The do not gain additional ‘Strain’ for abilities interrupted in this way.

Faster than the Eye abilities require freedom of movement to use, and so can only be used while unarmored and unrestrained. These abilities can be used while carrying a light load without penalty, but if a Fist is carrying a medium load they gain twice as much ‘Strain’ for each ability that they use; carrying a heavy load increases that to four time the listed ‘Strain’ per ability. If a Fist becomes fatigued, they gain twice the normal ‘Strain’ for any abilites they use; this penalty stacks with the load penalties above. If a Fist becomes exhausted, succumbs to a slow, hold, or paralysis effect, or becomes grappled they are unable to use any Faster than the Eye abilities and any active effects immediately end.

After any round in which you use a Faster than the Eye ability, you must make a Fortitude save. The DC for the save is 20 plus your current level of ‘Strain’. For example, if you had gained 5 points of strain in the previous rounds, your Fortitude DC would be 25. If you fail the Fort save for this effect, you suffer no immediate ill effects. If you use another Faster than the Eye ability before you have recovered any 'Strain' you become fatigued immediately afterwards. At the end of the round, you must make a save against your ‘Strain’ as usual. If you fail a save against ‘Strain’ while fatigued, you become exhausted immediately after, and thus unable to perform any additional Faster than the Eye moves. Unlike traditional exhaustion and fatigue, these effects pass after an hour of rest (exhaustion recovers to fatigued).

For example, a Monk 9/Fist 1 uses his Faster than the Eye abilities in combat. The first round he gains 2 points of ‘Strain’ by using his Hidden Step ability to charge; his save DC that round is 22, which he succeeds at. The second round, he does not use an ability, but the third round he uses a regular Hidden Step. He makes his DC 23 save at the end of the round. Next round, his third Hidden Step increases his DC to 24, which he does not succeed at. He uses a Hidden Step again the following round, becoming fatigued and increasing his ‘Strain’ pool to 5 (he is not fatigued when he uses the ability, so he does not gain 2 ‘Strain’ for the ability). At the end of the round he succeeds at his DC 25 Fortitude save. If the fight continued, he could use additional Faster than the Eye abilities, but would gain twice the listed ‘Strain’ for each use. If he failed another save against ‘Strain’ he would be one use away from exhaustion.

Fast Acrobatics (Ex): Trained in speed and the necessary precision of movement above almost all else, a Fist of RLK takes no penalty for Accelerated Balance, Accelerated Climbing, or Accelerated Tumbling. See the skill descriptions for additional information.

Hidden Step (Ex): Fists of RLK do not pursue the same path as a Monk, and so do not advance in speed as Monk’s do. Instead they sacrifice continuous speed for short, unseen bursts. They call this ability Hidden Step.

As a standard action that provokes attacks of opportunity, you can move up to your base speed plus your Hidden Step bonus. Any movement during this action does not provoke attacks of opportunity, so only the space you started in needs to be considered. This movement occurs faster than can be followed by the eye, and you cannot be targeted by any effects or attacks while moving in this way, nor can opponents who are holding their initiative react to you immediately at the end of your movement.

You can use this ability to charge as well, gaining the standard melee attack at the end of your movement. All benefits and penalties of a normal charge apply. A hidden step charge counts as 2 uses of a Faster than the Eye ability.

At 3rd level, a Fist of RLK can use a Hidden Step as a move action, instead of as a standard action. At 5th level they can use Hidden Step as a swift action, but they only move half of their normal distance.

The Hidden Step bonus of a Fist of RLK is equal to 10 feet, plus 10 feet for each 3 class levels (20ft at 4th level, 30 ft at 7th level, etc.).

Return Fire (Ex): If you have the Deflect Arrows feat, when you successfully deflect a thrown weapon you may immediately catch and throw the weapon at a new target of your choosing. You use your full ranged attack bonus for this attack, but add 1 1/2 times your strength modifier to the damage and the target is considered flatfooted for the purposes of this attack. You can use this ability with your own throw weapons when attacking normally to deal increased damage, but the target is not automatically flatfooted for the attack. Use of this ability counts as one use of your Faster than the Eye ability.

Steady Stance (Ex): As a fist learns the precise movements necessary to achieve their feats of speed, they also learn control and balance. He is not considered flat-footed while balancing or climbing. If he takes damage while balancing or climbing, he adds his class level to his checks to retain his footing and position.

Unhindered Step (Ex): While using your Faster than the Eye movement, you can take 10 on all Balance, Escape Artist, Jump, and Tumble checks that you make to move through terrain, including entanglement effects, even if distractions would normally not allow you to do so.

Kip Up (Ex): A fist of RLK may stand up from prone as a free action, so long as they are not wearing armor and not carrying more than a light load. This action does not provoke attacks of opportunity.

Standing Step (Su): At 4th level, you learn to move around your immediate area at great speed, granting yourself concealment (20% miss chance) similar to the Blur spell. Because the fist of RLK is causing the blurring effect with his movements, this penalty is applied to any creature attacking the fist’s square, including blind creatures or those with special senses, and the effect is not countered by True Seeing. In most ways, this effect is treated as a localized concealment that affects only the fist. This effect lasts for 2 rounds, and the fist gains 1 point of ‘Strain’ upon activation. You can end this ability at will.

At 8th level you can move even more quickly, generating an effect similar to the Displacement spell. This effect follows all rules of the basic standing step, except that the miss chance increases to 50% and each round adds 1 point of ‘Strain’. In most ways, this enhanced effect is treated as a localized total concealment affecting only the fist. You can choose at activation whether to use the standard or increased version of this ability.

Abundant Step (Su): Since they follow a less spiritual path, a fist of RLK doesn’t generally reach the same understandings of the universe as other monk’s do. The monk’s Abundant Step ability is the only technique they both come to understand, but because they come to it through intense practice instead of meditation on the way, it takes a fist of RLK significantly more time to understand it.

Beginning at 5th level, a fist of RLK may slip between spaces, as if using the dimension door spell, once per day. At 8th level, he may use this ability twice per day. His caster level for this effect is half his character level. This ability is not a Faster than the Eye ability, and generates no ‘Strain’ when used. This ability cannot be used while the fist is carrying a load heavier than light, or while they are restrained.

Unbound Step (Ex): Eventually, a Fist of RLK trains enough that his abilities become second nature. Once he reaches this critical stage of his training, his Faster than the Eye abilities no longer provoke attacks of opportunity.

Unseen Sprint (Su): You may use your Faster than the Eye movement to run at 6 times your Hidden step rate, provoking no attacks of opportunity while doing so. As with the normal run action, this movement must be in a straight line. If you continue to use this ability over several rounds, you are briefly visible between moves. Each round sprinting in this fashion adds 1 ‘Strain’.

Extraordinary Reflexes (Ex): When you are targeted by a spell that allows a Reflex save, you can use your Hidden Step ability as an immediate action, but only move half of your normal Hidden Step distance. You must have succeeded on your Reflex save or failed it by no more than 2 to use this ability; if you failed your save but use this ability to move out of the area of effect you take no damage. ‘Strain’ is gained as normal for using your Hidden Step in this fashion.

Open the Gate of Life (Su): Fists of RLK train their bodies to exceed their normal limits, and this ability is one of their triumphs. Once per day, as a full round action that does not provoke attacks of opportunity, you can 'open the Gate of Life' and force your body to overcome fatigue and become stronger than it normally is. Any fatigue or exhaustion immediately passes as soon as you activate this ability. As long as you are in this state, you are immune to fatigue and exhaustion. You gain a +4 circumstance bonus to Strength and Dexterity, damage reduction 4/-, and temporary use of the Spring Attack feat (if you don't already have it) for as long as you remain in this state. Lastly, your Hidden Step bonus increases by 10’ while you remain in this state. Because you are immune to fatigue, you do not need to make saves after using any Faster than the Eye ability and can use them without limit, though ‘Strain’ continues to accumulate normally. This effect lasts for a maximum of 2 rounds per class level and can be ended at will. At the end of the effect you are fatigued for 30 minutes per round spent in this state.

Since this is not a Faster than the Eye ability, this effect does not end if you become bound, grappled, held, or slowed. Any of those conditions will still disable use of faster than the eye abilities however. This effect does not end immediately if you become unconscious, but will instead continue until its maximum duration is reached. If your wounds exceed your revised maximum hit points by 10 or more after the effect ends, you die for having -10 or fewer hit points.

Hollow Step (Su): At this level, you have learned to use your speed to move beyond your normal plane and towards a coexistent destination, the ethereal plane. When you activate this ability, you are treated as if under the effect of a Blink spell for up to 2 rounds per class level, and you can end this effect at will. This effect does not stack with the Standing Step ability, and it replaces that ability if it is currently in use when hollow step is activated. Hollow Step lasts for two rounds per activation, and each activation generates 1 ‘Strain’.

Void Step (Su): You can use your Hidden Step ability to travel in any direction you desire, including straight up or down, moving through objects and creatures as if they weren't there. This is treated as a Dimension Door effect with one exception, if you end your movement without anything supporting you are treated as if under the effect of a Feather Fall spell for one round. Adding this ability to your Hidden Step ability adds 1 ‘Strain’ on top of the normal use of the ability.

Open the Gate of Death (Su): Only the most devoted Fists of RLK ever train hard enough to learn this technique, and fewer of them use it. While opening the Gate of Life pushes a body to its limits, opening the Gate of Death pushes far beyond them and forces the body to do whatever it takes, even consume itself, to push past all natural limitations. Once per day, as a full round action that does not provoke attacks of opportunity, you can open the Gate of Death and force your body into an enhanced state. The bonuses gained in this state replace the bonuses gained from the Open the Gate of Life ability if that ability was in use before this was activated. Using this ability also counts as a daily use of the Open the Gate of Life ability, if it has not already been used that day.

As long as you are in this state, you are immune to fatigue, exhaustion, and only suffer half damage from non-lethal sources. While in this state, you gain a +8 circumstance bonus to Strength and Dexterity, and damage reduction 8/-. Additionally, you gain temporary use of the Spring Attack and Whirlwind Attack feats if you don't already have them. Finally, you gain a 10 foot enhancement bonus to your base speed and your Hidden step bonus increases by an additional 20 feet. This effect lasts for a maximum of 2 rounds per class level and can be ended at will.

This state is harmful to your body, and it quickly wears you down. You gain 1 point of ‘Strain’ each round spent in this state, but do not otherwise acquire ‘Strain’ for any Faster than the Eye abilities, regardless of how many you use. Since you are immune to fatigue, you do not need to Additionally, each round in this state deals 4 points of damage to you; this damage is not affected by your damage reduction. This damage cannot reduce your hit points below -1, but can render you unconscious. If you fall unconscious for this or any other reason, you are unable to stabilize and take 2 points of damage per round while your body continues to cannibalize itself.

If you aren't already dead when the duration ends, you need to make a Fort save. The DC for this save is equal to 30 plus your ‘Strain’ pool after this effect ended. For example, if you had 6 ‘Strain’ before you used this ability, and you spent 6 rounds in this state, you need to make a DC 42 fort save. If you succeed on your save, you are fatigued but can act normally. If you fail by 15 or less you are exhausted, reduced to 0 hit points, and cannot regain hit points by any means until you have rested for 24 hours. A Heal spell cast upon a person in this state will not heal damage, but will allow them to recover hit points normally, as if the 24 hour recovery period had passed. If you fail by more than 10, you suffer the same condition and take 1 point of damage for each point beyond 10 that you missed the roll by; if this reduces you hit points to -10 or below you die immediately.

Since this is not a Faster than the Eye ability, this effect does not end if you become bound, grappled, held, or slowed. Any of those conditions will still disable use of faster than the eye abilities however. This effect does not end immediately if you become unconscious, but will instead continue until its maximum duration is reached. If your wounds exceed your revised maximum hit points by 10 or more after the effect ends, you die for having -10 or fewer hit points.


**EDIT** Updated with suggestions from below, but still interested in further tweaks if anyone has suggestions.

Bandededed
2008-05-16, 08:05 PM
Wow. Nice class here.

First: PEACH stands for "Please examine and critique honestly", I believe. Which is frightening, since you have it almost correct in your post.

Second: Since this class focuses more on physical attacks than a normal monk, wouldn't it make sense to have full BAB?

Third: I'm not the best adjudicator of balance, but ignoring all non-lethal damage may be a bad idea. There's something, somewhere, that lets you treat lethal damage as non-lethal... and then while using the life or death gates: you're invincible.

Fourth: Really good job, and way more originality than I can manage. Hope this goes over well with everyone else too!

Hadrian_Emrys
2008-05-16, 08:34 PM
Band: You're thinking of regen. A Lernian Troll Monk/Fist, that is immune to Fire and Acid, would be a three step IKEA Tarrasque.

tarkisflux
2008-05-16, 08:41 PM
@ Bandededed

1) Yay getting it right!

2) About full BAB, it's only an extra +3 to hit over the 10 levels, but I'm worried that it would unbalance Flurry of Blows (which they do get full advancement on). Haven't run the numbers on it though, so I'll take a look and kick it around.

3) Hrm... I hadn't considered the Regeneration case for those abilities. Half damage from everything while Lifing, none while Deathing... yeah, I can see where that might be problematic. Once a day half damage from everything for 20 rounds followed by 20 rounds of immunity to everything, with a strong chance of dying or being incapacitated at the end... yup, gotta kick that one around too now.

4) Thanks! I wish I could claim originality on this, but the inspiration came from a character in my game who is giving up monk in a level because he doesn't think he's wise enough for it. The abilities are liberally stolen and adjusted from a couple of animes. I'm quite glad that it looks like a coherent whole on the outside :smallbiggrin:

Hadrian_Emrys
2008-05-16, 08:45 PM
Seeing as how the single most popular homebrew alteration to monks is a fulll BAB (unarmed strikes are nowhere near broken, especially with flurry being a full roung action).

Aleron
2008-05-16, 10:45 PM
I've always been a big fan of Naruto, great job here making Rock Lee into a DND class! Now...hm...wonder what Lee's actuall build would be :)

Now, on the class it's self:

Gate of Death. This is the only real "issue" I have, and it's a minor one. Are you sure that this should be a once a day ability? With the strain it put on Lee's Body he was incapacitated for nearly a month or more. And I don't think he even made it to the Death gate in that one sequence.

tarkisflux
2008-05-17, 02:18 AM
@ Hadrian_Emrys


Seeing as how the single most popular homebrew alteration to monks is a fulll BAB (unarmed strikes are nowhere near broken, especially with flurry being a full roung action).

You're probably right, since hitting things is the biggest issue facing monks at higher levels (given their lack of magical weapon bonuses and combat feats), but I'm still rather new to the group homeberw scene and haven't seen a lot of monk homebrews. I appreciate the point though, and will probably adopt it. Just want to run the numbers to satisfy my own OCD.

@ Aleron


Are you sure that this should be a once a day ability? With the strain it put on Lee's Body he was incapacitated for nearly a month or more. And I don't think he even made it to the Death gate in that one sequence.

Yeah, you got me :smallwink:, I borrowed some from Rock Lee (and from Bleach too, though I like to think I added quite a bit as well). And to be honest, no, I'm not sure it should be a once a day ability, but not because of how it was shown in the show (if memory serves he was incapped for that time largely because of Garra's Sand Coffin/Burial, though his gate openings were certainly a part of it). I set it at once a day because I wanted it to be more useful than once a week, expecially since it comes with substantial drawbacks and a save-or-die scenario at the end.

I'll admit that I took the names from there because I couldn't think of anything better, but I'm not trying to recreate that system exactly (hence not doing all 10 or whatever gates). I thought it made a fitting ability that also fit the flavor of what I was building: a guy who pushed himself so hard he learned how to exceed his natural limits and safeties at his own peril. So I borrowed it and statted it. I don't really mind ignoring the direction the show went, since I wasn't trying to recreate it.

Edit: @ Everybody :smallbiggrin:

After thinking about the regen case and the non-lethal damage, I went back and removed the half-damage from non-lethal from the Open the Gate of Life ability, and set non-lethal damage to half in the Open the Gate of Death ability. I'm fairly comfortable with a 19th level character who plans ahead being able to make themselves suffer half damage from everything for 20 rounds once a day (though I should probably exclude the auto damage from regen, like starvation), especially when each round in that state increases their chance of being dead at the end of the day... but that's what PEACHing is for, so others can point out if it's really still broke and needing work.

Ethrael
2008-05-17, 02:42 AM
The only definite thing that comes to me right now is : Wow.

Incredibly good job with this. It looks really great. Unfortunately I didn't have the time to read all of it but what I did read looks excellent. I agree with you as well on the fact that a level 19 character can be that powerful, after all, look at what all the other classes can do...

Congratulations yet again. :smallbiggrin:

Aleron
2008-05-17, 07:38 AM
Not saying you have to follow the show, wasn't sure how close you wanted to follow. As it is, I think it works ok...Still a little unsure about GoD being useable 1/day, but I don't think it unballances. I really like it. :)

Djinn_in_Tonic
2008-05-17, 10:00 AM
Hah! Wonderful use of the sacrifice pool mechanic there! I like how it turned out.

Looks pretty good to me, although I find the Gate abilities a little to cumbersome (so many things to keep track of). I'd recommend changing it to the following (as you seem to want a sort of "super-mode")

Gates of Life:You gain a +4 circumstance bonus to Strength and Dexterity, Damage Reduction 4/-, and temporary use of the Spring Attack feat (if you don't already have it) for as long as you remain in this state. Because you are immune to fatigue, you do not need to make saves after using any Faster than the Eye ability and can use them without limit, though ‘Strain’ continues to accumulate normally. This effect lasts for a maximum of 2 rounds per class level and can be ended at will. At the end of the effect you are fatigued for 10 minutes round spent in this state.

Since this is not a Faster than the Eye ability, this effect does not end if you become bound, grappled, held, or slowed. Any of those conditions will still disable use of faster than the eye abilities however. This effect does not end immediately if you become unconscious, but will instead continue until its maximum duration is reached. If your wounds exceed your revised maximum hit points by 10 or more after the effect ends, you die for having -10 or fewer hit points.



Open the Gate of Death (Su): Only the most devoted Fists of RLK ever train hard enough to learn this technique, and fewer of them use it. While opening the Gate of Life pushes a body to its limits, opening the Gate of Death pushes far beyond them and forces the body to do whatever it takes, even consume itself, to push past all natural limitations. Once per day, as a full round action that does not provoke attacks of opportunity, you can open the Gate of Death and force your body into an enhanced state. When you activate your Open the Gate of Life ability, you may instead choose to activate Open the Gate of Death instead.

As long as you are in this state, you are immune to fatigue, exhaustion, and all damage dealt to you is treated as non-lethal damage. While in this state, you gain a +8 circumstance bonus to Strength and Dexterity, Damage Reduction 8/-, and temporary use of the Spring Attack and Whirlwind Attack feats if you don't already have them. This effect lasts for a maximum of 2 rounds per class level and can be ended at will.

This state is harmful to your body, and it quickly wears you down. You gain 1 point of ‘Strain’ each round spent in this state, but do not otherwise acquire ‘Strain’ for any Faster than the Eye abilities, regardless of how many you use. Since you are immune to fatigue, you do not need to.

If you aren't already unconscious when the duration ends, you need to make a Fort save. The DC for this save is equal to 30 plus your ‘Strain’ pool after this effect ended. For example, if you had 6 ‘Strain’ before you used this ability, and you spent 6 rounds in this state, you need to make a DC 42 fort save. If you succeed on your save, you are fatigued but can act normally. If you fail by 10 or less you are exhausted, reduced to 0 hit points, and cannot regain hit points by any means until you have rested for 24 hours. A Heal spell cast upon a person in this state will not heal damage, but will allow them to recover hit points normally, as if the 24 hour recovery period had passed. If you fail by more than 10, you fall immediately unconscious.

Since this is not a Faster than the Eye ability, this effect does not end if you become bound, grappled, held, or slowed. Any of those conditions will still disable use of faster than the eye abilities however. This effect does not end immediately if you become unconscious, but will instead continue until its maximum duration is reached.



I edited them slightly, making the latter less fatal, and giving it Damage Reduction rather than an arbitrary half damage from all lethal sources. Since all damage is non-lethal in that form, unconsciousness at the end of a battle is likely, especially with the massive Strain costs you'll no doubt accrue. I removed the small bonuses (Dodge and bonuses to Hidden Step and Speed) because those, while flavorful, are just more to keep track of, and it's nice to keep it simple. I also removed the Con bonus, but that was just because it already got so many stat bonuses.

Still, it's just a suggestion, so take it or leave it as you see fit.

Excellent work, though. :smallbiggrin:

-The Djinn

Dancing_Zephyr
2008-05-18, 12:54 AM
http://narutofan.blog.playersrepublic.fr/album/rock_lee/cover-naruto_lee0048.jpg
^
Inspiration?

Awesome. That is all.

tarkisflux
2008-05-19, 11:19 PM
@Dancing_Zephyr

Actually, while I did wind up stealing a lot from Rock Lee, the inspiration for the class was the Blade of Orien PrC in Eberron. It looked like an interesting class that could do some fun battlefield movement work but was fairly underwhelming overall. It was also an Eberron PrC, and I needed to redo it dramatically to fit it into my world. And this is what came out of it.

@Djinn

The 'super-mode' is probably the most straightforward theft from other sources. I thought it interesting and useful as an ability, but I'm not married to it and if you've got something else to suggest I'd be interested in hearing it.

Still, it's here for now, you've got some good suggestions, so that's what I'll work with... The dodge bonus removal was a good call; it actually got removed in an earlier version but snuck back in somehow; not really necessary with the stacking Dex boosts they already get after all. Pulling the half damage from non-lethal entirely (it is slightly problematic and certainly complicated) is a fair call, and the DR certainly fits the idea of bringing physical damage down. It doesn't include the minor fort benefit, but oh well. I think I'm going to keep the speed bonuses, but the rest of the suggestions on bonuses were good calls.

Some of the wording you changed so that you could only use one or the other in a day. I'd specifically intended them to be used one after the other if necessary (not that I ever expect them to be necessary in the same encounter, but I want the option), so I'm going to revert that. The ending save wind down isn't a bad call, but I wanted to keep it dramatic (and it's not like death is anything but a minor annoyance at those levels), so I'm gonna readd the death possibility for severe save failures.

@Everyone who said this needed full BAB

You were right. Editing it in shortly.