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[D&D 3.5] Heroes Reborn / Re: Communal OOC
« on: April 08, 2013, 11:31:59 AM »
Snazzy.
Is that a plateau I see?
Is that a plateau I see?
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This is getting off topic, but I've always thought that's a silly argument against monks. Not listing unarmed strike among the monk's proficiencies was an obvious mistake. It could even have been omitted deliberately, so as not to insult the intelligence of the reader. Who would ever read the Monk description and think they weren't proficient with unarmed strike? The answer is, only someone specifically setting out to degrade the monk.
In fact, monks actually are playable, though they have many flaws. In a lower-power campaign, they can be quite fun, especially at lower levels. In a high-power campaign, they have to be multiclass to be competitive, but 1, 2 or 3 levels are still worthwhile (3 to qualify for Psionic Fist). I played a monk-like character (2 levels of monk, focused on unarmed strike) for 25 levels or so without feeling like I was the weakest member of the party. But back on topic...
Pure Metal items cannot be further enanched or changed by any kind of magic or special crafting methods. They have double the hardness and HP of their normal counterparts and their break DCs are 5 bigger than normal. Anyone equiped with a pure metal item cannot cast spells/powers/SLAs or similar, neither activate spell-trigger items such as scrolls and wands or similar as dorjes.
Fine, changed it to 1/day, up to 1/4 your ranks in gardening per week. So that's a 5-day workweek.
Tower Watching Blade's Bullet-Cutting Third Eye
...Not sure you follow. You called the soul thing "Separated Soul".
It is always with you. The maneuver says: "You may initiate this counter whenever an opponent would harm you or any ally whitin sight. If it was an ally, you can move up to twice your movement speed (including trough the air even if you cannot normaly fly) in their direction."
Since the soul thing that is always with you would count as an ally, if you are attacked by an AoE the soul thingie would of course be affected too, which means that can always double move to the enemy to make attacks, getting a fullround's worth of action to waste the action of an opponent despite the clause meant to have it only activate when real allies are being harmed, as in, your party members.
Either way, it doesn't address the critical issue with this stance, which is infinite maneuvers. Everything else it grants is more than what should have been sufficient. That thing shouldn't exist in any form, even if the daze was prolonged by an additional round for each time the Mishap got rolled (which would serve as a more proper cooldown between uses, by the way).