Ok, so the danddwiki.com version of the 3.5 katana is a tad broken. But I like the spirit of the rules for it. It's a dynamic that allows multiple options to the wielder depending on their style of use (it can be finessed, wielded two handed, and the crit range and multiplier changes depending on training and use).
But it is perhaps the single most powerful mundane weapon if allowed to be used as written.
The problem with the standard 3.5 katana is that it's just a bastard sword. But would William Wallace and a samurai really use the same weapon?
Without some change, the only reason a player would pick up the katana for their character would be for role playing flavor. I wanna find a middle ground.
To the exasperated reader who stomped feet about a two-handed finesse-able weapon being stupid and without precedent: FAIL. It's already been done in 3.5. Please read the spiked chain entry.
How about this? Stats are for a medium katana.
Katana (Exotic One/Two-Hand Melee)
Cost: 150gp
Dmg 1h: d8
Dmg 2h: d10
Crit: 19-20/x2
Weight: 5lb
You can use your weapon finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a katana, but this may only be used while wielding the weapon one-handed.
Wielding the weapon with two hands increases the damage to d10 and adds 2 to damage when sundering.
Comparative notes on balance: When wielded one-handed, this weapon hangs in the balance between the longsword (d8 dmg, 19-20 crit, no finesse) and the elven thinblade (d8 dmg, 18-20 crit, finesse). Wielded with two hands, this weapon lies in between the greatclub (d10 dmg, 20 crit, no special feat required if 2h) and the bastard sword (d10 dmg, 19-20 crit, no special feat required if 2h).
So if this weapon lies in between existing weapons on the spectrum, why would you wield it? OPTIONS.
If your character is William Wallace, choose the bastard sword, or the greatsword. If your character is Elebros Moonblade, wispy loafer-light fighter, choose the thinblade. But if you have an above average dexterity, and want to have OPTIONS when fighting without changing weapons, wield the katana.
This katana is truly for the Asian-inspired martial artist character.
The more research I did on the katana the more I saw a similar thread. This blade was made for samurai to react suddenly to their foes. By sheathing it blade up, they could strike while drawing it. I couldn't find any 3.5 feats to this effect, so here's one I made.
NEW FEAT:
Draw Strike
Prerequisites: Base Attack +6, Exotic Weapon Proficiency: Katana, Weapon Focus: Katana, Quick Draw
This feat allows the wielder to draw their katana and strike in the same motion. When drawing the katana, the wielder may make a single melee attack at his highest base attack bonus as a free action in conjunction with drawing the weapon. He may then 'complete' a full attack as a standard action, using any remaining attacks from his normal total number of attacks.
Example: Kao Kao, a tenth level fighter, walks into an ambush with his weapon sheathed. He notices his foes and gets to act during the surprise round. During the surprise round (assuming the ambushers were in melee range) he may draw his katana and strike in one motion using his highest base attack bonus (+10). As this is a free action, he may still take either a move action or standard action during this surprise round. He chooses to take a standard action to 'finish' his full attack, and attacks again using his next-highest base attack (+5). He could also take a single move after his draw strike.
Another Example: Kao Kao, now fifteenth level, is parlaying with a sinister feudal lord. Negotiations go sour, and the lord draws his blade and casts an abjuration on himself. Kao, seeing his opportunity, draws and strikes as a free action using his highest base attack bonus (+15). He now has options: finish his attack (two more attacks, using his progressively lower base attack bonuses (+10/+5) as a standard action then and a single move; or give up the full attack and make a sprint move, or plenty of other options.
Showing posts with label homebrew. Show all posts
Showing posts with label homebrew. Show all posts
Monday, April 19, 2010
Wednesday, March 10, 2010
3.5 Sorcerer, I Can't Stop Myself
Something I have considered and am now reconsidering is treating sorcerer spells like psionic powers. Those unfamiliar with psionics...well, instead of spell slots and spells per day, the psionicist gets points which they spend to evoke powers, and they can spend more points to augment those powers as they see fit (increasing damage, extending duration, adding secondary effects, etc.)
In my experience, psionics come with their own set of pains, but (like many non-standard ideas) they work if used responsibly.
A spell point system truly opens up the caster to (near) complete freedom. He could throw everything he has into his fireball, augmenting it to max damage, but leaving himself spell-less until the next day.
Here is a good basic spell point concept. What it lacks is the complete freedom of augmentation (this one only allows for increasing of damage dice from the minimum).
Here's an example of a psionic power and the augmentation possibility: The first-level power force screen (the psionic equivalent to shield) allows this: "For every 4 additional power points you spend, the shield bonus to Armor Class improves by 1."
And another: This is found in the power energy bolt, a third-level Wilder power: "For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1."
In summary, I'm considering changing sorcerer spell slots to spell points, using an amalgam of the variant spell point rules and psionic power augmentation. If I do that, I'll remove the bonus feats from the sorcerer.
Friday, February 12, 2010
Wednesday, February 10, 2010
3.5 Sorcerer, Beta Playtest
The new 3.5 sorcerer is finished.
I don't know how to post a PDF file here, so let me know if you want to take a look at it. Here's a summary:
Unchanged: Base Attack, Saves, Hit Points, Skills, Spell List, Spells Known, Spells Per Day, Proficiencies
Removed: Summon Familiar
Added:
Native Spellcasting (+4 to Spellcraft DC to determine your spells)
Arcane Source (Bloodline or Awakened, bloodline traits or bonus feats)
Eschew Materials bonus feat at level 1
Pseudospell Powers
I don't know how to post a PDF file here, so let me know if you want to take a look at it. Here's a summary:
Unchanged: Base Attack, Saves, Hit Points, Skills, Spell List, Spells Known, Spells Per Day, Proficiencies
Removed: Summon Familiar
Added:
Native Spellcasting (+4 to Spellcraft DC to determine your spells)
Arcane Source (Bloodline or Awakened, bloodline traits or bonus feats)
Eschew Materials bonus feat at level 1
Pseudospell Powers
Thursday, December 10, 2009
Retooling the 3.5 Sorcerer
I think most people agree that the 3.5 sorcerer needs retooling in order to keep up with the wizard. I want to make it a class people want to play.
I like the bloodlines introduced by Unearthed Arcana and championed by Pathfinder. I think these and their powers should be standard and not require feats or class feature substitutions (but perhaps feats to enhance the bloodlines would work).
One thing I think a sorcerer should have in her repertoire is the ability to produce quasi-spell effects. Variations on traditional spells should come as a standard power for sorcerors.
Example: a sorcerer with burning hands should be able to light a fire similar to the effect of a match without expending a spell slot.
I need to think about this more.
I like the bloodlines introduced by Unearthed Arcana and championed by Pathfinder. I think these and their powers should be standard and not require feats or class feature substitutions (but perhaps feats to enhance the bloodlines would work).
One thing I think a sorcerer should have in her repertoire is the ability to produce quasi-spell effects. Variations on traditional spells should come as a standard power for sorcerors.
Example: a sorcerer with burning hands should be able to light a fire similar to the effect of a match without expending a spell slot.
I need to think about this more.
Labels:
homebrew,
house rules,
magic,
sorcerer,
variant
Friday, October 30, 2009
Throwing People
Long ago, when the internet was relatively new, I ran across a list called, "The Greatest Things About D&D."
Only one item on the list stuck in my head to this day: "Having to calculate the trajectory of a thrown goblin."
I've never actually had anyone try to throw another creature since about year 2000, when I was still in 2e. It's never come up, so I've never considered the d20 rules for such an attempt...until now.
I've got a player in one of my games who just made a character who could very well have the ability (and motivation) to throw people. He bugged me for rules on how this would work, so I had to oblige.
Here is a new house rule for throwing creatures.
"Creatures are considered two handed improvised melee weapons for the purposes of throwing them. This means you must use two hands as a full round action to throw them. Tiny and Diminuitive creatures have a range increment of 10ft. Small and medium creatures have a range increment of 5ft.
If targeting a specific floor square, treat the creature as a splash weapon for determining the result of the throw. The AC is typically 5 for a segment of floor, and the directional rules for a miss also apply. If targeting another creature with the throw, a ranged touch attack is required.
Damage from being thrown - A thrown creature is dealt falling damage when thrown. The distance thrown equals distance fallen for the purposes of determining damage taken. Add 1.5x the throwing creature's strength modifier to damage dealt.
Damaging other creatures - Tiny and Diminuitive creatures do no damage if they hit another being. Small creatures do 1d6 damage per 10ft traveled if they hit another creature, and Medium creatures do 2d6 damager per 10ft traveled.
Thrown creatures that hit another being also perform a bull rush (use the thrower's strength modifier and the thrown creature's size modifier to determine the outcome of the bull rush). The thrown creature must continue with the opponent as it moves."
Here's an illustration: Clayton's got a pipsqueak of a goblin berating him, and it's hard as heck to hit with his hammer. Finally, though, he gives up conventional means of slaughter and is able to grapple it. Now, holding onto it, he wants to make it really pay for all the nasty things it just said to him. He stands 10ft from a cliff and decides it should plummet to its doom. He rolls d20 + his ranged attack bonus - 4 (improvised weapon) - 2 (range increment). The AC in this case is HUGE (wide open spaces). Chances are, he successfully flings the thing to it's doom. It takes the appropriate falling damage and likely dies.
Here's another illustration: That goblin's worg comes after him, and he's got no time to dance with it, for he sees that his friend Amrielle is currently surrounded by a group of goblins by the same cliff. He grapples the puppy normally, then decides to fling it at a goblin in an attempt to knock it off. Clayton is 15 feet from the goblin, who happens to be 10ft from the cliff. He throws the worg, rolling a d20 + his ranged attack bonus - 4 (improvised weapon) - 6 (range increment). If he hits the goblin's touch AC with the attack, the worg deals damage to the goblin, receives damage, and initiates a bull rush versus the goblin.
Clayton get's to represent the worg in the bull rush (it is his attack, after all). He rolls d20 + his strength bonus + 0 (worg size) vs. the goblin's roll. Let's say the worg successfully bull rushes the goblin. If the worg win's by 5 or more, it must choose to follow the goblin and move it further, successfully pushing them both off the cliff.
Thoughts?
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