Post by Lythe Featherblade on Jul 4, 2009 3:19:47 GMT
Yin-Yang Adept
The idea was to make a melee that could hit things melees could normally not hit. I've been tossing this around in my head for a while, until today I thought about Yin-Yang, and I might have gone a little overboard.
For light there is dark, for cold there is hot, and the Yin-Yang adept excels in the fact that there are always opposites. Particularly... if an enemy has heavy protection on the outside, one must strike them from the inside. The opposite to Physical is Incorporal, and the Yin-Yang Adept blurs the separation between the two in order to circumnavigate an enemy's defenses.
Requirements:
10 SD levels and 10 monk levels by level 24
Weapon Focus: Unarmed or Weapon Focus: shuriken
18 base wisdom
_________________________
Benefits:
Upon reaching Ying-Yang status, the adept will receive the following:
-for the purpose of Shadow Evade, an adept will count SD levels + (monk levels -10)
-Shadow evade will no longer give Etherialness. Instead, it will allow the Adept to enter Yin state. (entering this state when using SE can be toggled on or off) Yin state will last for (SD+Monk levels)/6 rounds. Yin state allows the Adept to half phase out of this world, and bypass many defenses of enemies.
-when in Yin state, the following applies:
--Physical damage will be replaced by internal damage. Elemental damage will be 1/4 normal, exotic damage 1/2 normal. Internal damage will use the wisdom modifier instead of the strength modifier. This applies only to unarmed or shuriken. Other weapons will not do any damage in this state. Internal damage will be base weapon damage (shuriken or unarmed) plus (wisdom modifier x2). Enemies will get 3/- internal damage reduction per level of non(monk or SD) that the adept posesses, as the adept must be pure of spirit for full potential.
-- regular Kickback is ignored, instead the adept will receive kickback equal to the regeneration of the enemy x (modifier to be determined) magic damage (negative would be more appropriate, but too easy to counter). Partywide kickback and debuffs will not be triggered through hits in this state.
--Dealing any damage that normally heals the mob will also cause kickback to the Adept
-Due to the semi-corporal nature of Yin state, the adept's connection with the real world will be
affected
--Any benefits from listen are lost
--Pick Pocket will count the wisdom modifier in addition to the dex modifier (or may give the enemy a spot penalty)
--Taunt, intimidate, disarm, knockdown will have a -20 penalty
--Physical check modifiers have a -10 penalty (i.e. Strength Knockdown checks, dextery checks, constitution checks checks). UUU has a 30% chance of failing to apply its bonus on any given check.
--Non-physical checks have a +5 bonus (intelligence, wisom, charisma checks).
-The adept may chose to bring his vision into the Yin state (this can be toggled on or off independently from the full yin state, and the change will apply the next time Shadow Evade is used). The adept must have Blindfighting to use this ability.
--This will reverse concealment. Enemy concealment = 100 - (Base regular concealment squared) + (non adept levels x5). The spot skill will reduce concealment the way listen normally does. Ranger Invisibility Purge will have no effect (or may even give a penalty).
-Stunning Fist
--Replaced with Wounding Blow, usable through both fists and shuriken
--Wounding Blow has the ability to cause an enemy to fester
--Any hitpoints lost to festering are permanently lost. If an enemy that is festering heals, those hitpoints will not heal unless a (caster level = [1/2 monk + SD levels including LL levels] heal) is used. Any innate regeneration an enemy has will reduce the festering and lost HP, though there will always be a minimum of 1 hp lost to festering.
--Multiple successful hits with Wounding Blow will stack festering damage: full for the first hit, and half for additional hits, with a stacking minimum of 1 per success if regeneration hasn't been overcome.
--The plan is that Wounding Blow 'marks' the target like Called shot, and the next hit that lands will force the check. Only 1 attempt could be made a round. The dilemma of monk levels vs SD levels would balance a higher DC vs more stunning fist uses per day. Wisdom may give a bonus, unless this makes zen shuriken users too powerful. The idea is to get the DC high enough to affect boss mobs and slow down their regeneration.
The idea was to make a melee that could hit things melees could normally not hit. I've been tossing this around in my head for a while, until today I thought about Yin-Yang, and I might have gone a little overboard.
For light there is dark, for cold there is hot, and the Yin-Yang adept excels in the fact that there are always opposites. Particularly... if an enemy has heavy protection on the outside, one must strike them from the inside. The opposite to Physical is Incorporal, and the Yin-Yang Adept blurs the separation between the two in order to circumnavigate an enemy's defenses.
Requirements:
10 SD levels and 10 monk levels by level 24
Weapon Focus: Unarmed or Weapon Focus: shuriken
18 base wisdom
_________________________
Benefits:
Upon reaching Ying-Yang status, the adept will receive the following:
-for the purpose of Shadow Evade, an adept will count SD levels + (monk levels -10)
-Shadow evade will no longer give Etherialness. Instead, it will allow the Adept to enter Yin state. (entering this state when using SE can be toggled on or off) Yin state will last for (SD+Monk levels)/6 rounds. Yin state allows the Adept to half phase out of this world, and bypass many defenses of enemies.
-when in Yin state, the following applies:
--Physical damage will be replaced by internal damage. Elemental damage will be 1/4 normal, exotic damage 1/2 normal. Internal damage will use the wisdom modifier instead of the strength modifier. This applies only to unarmed or shuriken. Other weapons will not do any damage in this state. Internal damage will be base weapon damage (shuriken or unarmed) plus (wisdom modifier x2). Enemies will get 3/- internal damage reduction per level of non(monk or SD) that the adept posesses, as the adept must be pure of spirit for full potential.
-- regular Kickback is ignored, instead the adept will receive kickback equal to the regeneration of the enemy x (modifier to be determined) magic damage (negative would be more appropriate, but too easy to counter). Partywide kickback and debuffs will not be triggered through hits in this state.
--Dealing any damage that normally heals the mob will also cause kickback to the Adept
-Due to the semi-corporal nature of Yin state, the adept's connection with the real world will be
affected
--Any benefits from listen are lost
--Pick Pocket will count the wisdom modifier in addition to the dex modifier (or may give the enemy a spot penalty)
--Taunt, intimidate, disarm, knockdown will have a -20 penalty
--Physical check modifiers have a -10 penalty (i.e. Strength Knockdown checks, dextery checks, constitution checks checks). UUU has a 30% chance of failing to apply its bonus on any given check.
--Non-physical checks have a +5 bonus (intelligence, wisom, charisma checks).
-The adept may chose to bring his vision into the Yin state (this can be toggled on or off independently from the full yin state, and the change will apply the next time Shadow Evade is used). The adept must have Blindfighting to use this ability.
--This will reverse concealment. Enemy concealment = 100 - (Base regular concealment squared) + (non adept levels x5). The spot skill will reduce concealment the way listen normally does. Ranger Invisibility Purge will have no effect (or may even give a penalty).
-Stunning Fist
--Replaced with Wounding Blow, usable through both fists and shuriken
--Wounding Blow has the ability to cause an enemy to fester
--Any hitpoints lost to festering are permanently lost. If an enemy that is festering heals, those hitpoints will not heal unless a (caster level = [1/2 monk + SD levels including LL levels] heal) is used. Any innate regeneration an enemy has will reduce the festering and lost HP, though there will always be a minimum of 1 hp lost to festering.
--Multiple successful hits with Wounding Blow will stack festering damage: full for the first hit, and half for additional hits, with a stacking minimum of 1 per success if regeneration hasn't been overcome.
--The plan is that Wounding Blow 'marks' the target like Called shot, and the next hit that lands will force the check. Only 1 attempt could be made a round. The dilemma of monk levels vs SD levels would balance a higher DC vs more stunning fist uses per day. Wisdom may give a bonus, unless this makes zen shuriken users too powerful. The idea is to get the DC high enough to affect boss mobs and slow down their regeneration.