Author Topic: Zen Fundamentalist [base] (Magipunk)  (Read 23303 times)

Offline sirpercival

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Zen Fundamentalist [base] (Magipunk)
« on: February 04, 2012, 04:53:41 PM »
I had prestige class brainstorms today.  Woot!  EDIT: Now with more levels!  EDIT: Now completely redone! (with the same amount of levels...)

ZEN FUNDAMENTALIST


Picture Credit: alexandervonsass.com
   
"I have heard the whispered knowledge of the world: it is death, come in the night."
-Allas Wraith, Zen pioneer

A Zen Fundamentalist uses all of the tools of his body and mind against his opponents.

MAKING A ZEN FUNDAMENTALIST
A zen fundamentalist applies the correct amount of force in the correct location to neutralize threats.
Abilities: All abilities can be important for a Zen Fundamentalist.  Luckily, all abilities are increased with levels of Zen Fundamentalist.
Races: Any.
Alignment: Any.
Starting Gold: 5d4 x 10gp (125)
Starting Age: As monk.

Class Skills
 The Zen Fundamentalist's class skills class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Concentration (Wis), Heal (Wis), Martial Lore (Int), Perception (Wis), Scholarship (Int), and Stealth (Dex).
Skill Points at 1st Level: (4 + Int) x4
Skill Points at Each Additional Level: 4 + Int

The Zen FundamentalistHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5
+16/+11/+6/+1
+17/+12/+7/+2
+18/+13/+8/+3
+19/+14/+9/+4
+20/+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Ability boost (+2), fundamentals 1/day
Bonus feat
Evasion
Ability boost (+2), zen touch
Bonus feat, fundamentals 2/day
Uncanny dodge
Ability boost (+2)
Bonus feat
Improved uncanny dodge
Ability boost (+4), fundamentals 3/day
Bonus feat, improved zen touch
Improved evasion
Ability boost (+4)
Bonus feat
Fundamentals 4/day
Ability boost (+4)
Bonus feat
Greater zen touch
Ability boost (+6)
Bonus feat, fundamentals 5/day

Maneuvers
Known
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25

Maneuvers
Readied
4
4
5
5
6
6
6
7
7
8
8
8
9
9
10
10
10
11
11
12

Stances
Known
1
2
2
2
3
3
3
3
4
4
4
4
4
5
5
5
5
5
5
6

Weapon and Armor Proficiencies: A zen fundamentalist is proficient with simple weapons, as well as the bastard sword (exotic), falchion, flail, kukri, longsword, nunchaku, rapier, sai, scimitar, shortsword, siangham, spiked chain, trident, and two-bladed sword.  He is also proficient with light and medium armor (but not shields).

Maneuvers: A zen fundamentalist begins his career with knowledge of six martial maneuvers. The disciplines available to him are Coin's Edge, Diamond Mind, Riven Hourglass, Setting Sun, Shadow Hand, and Sublime Tapestry. Once he knows a maneuver, a zen fundamentalist must ready it before he can use it (see Maneuvers Readied, below). A maneuver usable by zen fundamentalists is considered an extraordinary ability unless otherwise noted in its description. A zen fundamentalist's maneuvers are not affected by spell resistance, and he does not provoke attacks of opportunity when he initiates one.

A zen fundamentalist learns additional maneuvers at higher levels, as shown on the above table. He must meet a maneuver’s prerequisite to learn it. The highest-level maneuvers he can learn are based on his initiator level, as normal. Upon reaching 4th level, and at every even-numbered zen fundamentalist level after that (6th, 8th, 10th, and so on), a zen fundamentalist can choose to learn a new maneuver in place of one he already knows. In effect, he loses the old maneuver in exchange for the new one. He can choose a new maneuver of any level he likes, as long as he observes his restriction on the highest-level maneuvers he can learn; he need not replace the old maneuver with a maneuver of the same level.

Unlike other martial adepts, a zen fundamentalist's disciplines do not have associated skills.  Instead they require ability checks, which also gain a bonus equal to his Initiator Level + 3.  The ability associated with each discipline is as shown in the table below.  A zen fundamentalist who gains access to other disciplines (such as through the Martial Study feat or by taking levels in a maneuver-granting prestige class) uses the key ability score for those disciplines' associated skills.


Discipline
Ability
Score
Coin's EdgeCharisma
Diamond MindConstitution   
Riven Hourglass    Strength
Setting SunWisdom
Shadow HandDexterity
Sublime Tapestry    Intelligence   

Maneuvers readied: A zen fundamentalist can ready four of his six maneuvers per encounter at level 1, and as he advances in level and learns more maneuvers, he is able to ready more, but still must choose which maneuvers to ready.  A zen fundamentalist readies maneuvers by meditating and exercising for 5 minutes; once readied, the maneuvers remain so until he spends 5 minutes to ready new ones.

A zen fundamentalist begins an encounter with all his maneuvers unexpended, regardless of how many times he might have already used them since he readied them. When he initiates a maneuver, he expends it for the current encounter, so each of his maneuvers can be used once per encounter unless he recovers them.  A zen fundamentalist can spend a move action at any time to recover maneuvers; if he does so, he rolls 1d6 and recovers a number of expended maneuvers of his choice up to the associated ability score modifier, minimum 1, as given in the table below.  He can't use a recovered maneuver in the same round that he recovers it, or recover a maneuver in the same round that he expended it.

d6
Result   
Ability
Score
1Strength
2Dexterity
3Constitution   
4Intelligence
5Wisdom
6Charisma

Stances Known: A zen fundamentalist begins play with knowledge of one 1st-level stance from any discipline open to him. At 2nd, 5th, 9th, 14th, and 20th level, he can choose additional stances. Unlike maneuvers, stances are not expended, and he does not have to ready them. All the stances he knows are available to him at all times, and he can change the stance he currently uses as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, a zen fundamentalist cannot learn a new stance at higher levels in place of one he already knows.

Ability boost (Ex): At 1st level, and every 3 levels after, a zen fundamentalist increases his lowest ability score by the indicated amount.  If two or more ability scores are tied for the lowest, he chooses one of them to which to apply this ability.

Fundamentals (Ex): A zen fundamentalist learns how to apply his physical and mental attributes in unusual ways, to his own benefit.  He may apply an insight bonus equal to the ability score modifier of his choice to any one damage or d20 roll; he may do so once per day for each ability score modifier.  At 5th level, and every 5 levels after, he gains an additional daily use of this ability per ability score modifier.   

Bonus feat: At 2nd level, and every 3 levels after, a zen fundamentalist gains a bonus feat.  He may choose any zen fundamentalist, combat form, luck, or other fighter bonus feat for which he meets the prerequisites. 

Evasion (Ex): At 3rd level, a zen fundamentalist learns to avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.  A helpless zen fundamentalist does not gain the benefit of evasion.

Zen touch (Ex): Upon reaching 4th level, a zen fundamentalist gains the ability to imbue his allies with the same calm and focus that he himself makes use of.  By spending a swift action to touch a willing ally other than himself, he can grant that ally an insight bonus to attack rolls, damage rolls, saves, or skill checks (his choice) equal to one of the zen fundamentalist's ability score modifiers.  This bonus lasts for 1 round per zen fundamentalist level, and he can grant each ability score modifier as a bonus once per day, to the same or a different ally.

Uncanny dodge (Ex): Starting at 6th level, a zen fundamentalist can react to danger before his senses would normally allow her to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.  If a zen fundamentalist already has uncanny dodge from a different class, he automatically gains improved uncanny dodge instead.

Improved uncanny dodge (Ex): A zen fundamentalist of 9th level or higher can no longer be flanked.  This defense denies a dodger the ability to sneak attack the character by flanking him, unless the attacker has at least four more dodger levels than the target does zen fundamentalist levels.  If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum dodger level required to flank the character.

Improved zen touch (Ex): Beginning at 11th level, a zen fundamentalist may use his zen touch to affect any willing ally within 30 feet.  In addition, the bonus applies to any two of attack rolls, damage rolls, saves, or skill checks (his choice).

Improved evasion (Ex): At 12th level, a zen fundamentalist only takes half damage on a failed Reflex save (he still takes no damage on a successful save) whenever evasion would apply.  A helpless zen fundamentalist does not gain the benefit of improved evasion.

Greater zen touch (Ex): Upon reaching 18th level, a zen fundamentalist may use his zen touch to affect any willing ally that he can see.  In addition, the bonus applies to all of the target's attack rolls, damage rolls, saves, and skill checks for the duration of the effect.
 
PLAYING A ZEN FUNDAMENTALIST
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

ZEN FUNDAMENTALIST IN THE WORLD
"A quote of somebody else talking about your class!"
-name of quote originator
A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

ZEN FUNDAMENTALIST IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions


EPIC ZEN FUNDAMENTALIST

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability.
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 10th
« Last Edit: August 11, 2012, 05:40:17 PM by sirpercival »
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Offline sirpercival

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #1 on: February 04, 2012, 07:22:18 PM »
Zen Fundamentalist Feats

Lasting Focus
The calm and inspiration granted by your Zen Touch lingers for quite some time.
Prerequisites: Zen Touch class feature.
Benefit: The bonus granted by your Zen Touch class feature lasts for one minute per Zen Fundamentalist level.
Normal: The duration of Zen Touch is one round per Zen Fundamentalist level.

(click to show/hide)
« Last Edit: April 27, 2012, 08:54:52 AM by sirpercival »
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Offline sirpercival

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #2 on: February 04, 2012, 07:22:25 PM »
Done!
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Offline littha

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #3 on: February 11, 2012, 08:14:30 PM »
I really like the idea of the fundamantals, I could definitely see myself wanting some of those abilities but I have to ask. Who do you think will take levels in the class?

Combat classes won't take levels because of the low BAB and caster classes are also unlikley to want more than a 1 level dip (which is essentially free for them) because losing caster levels is a big no no...

I would probably make the progression 6/7 (not first level unless you add stronger requirements) and bump the BAB to 3/4. That should hopefully make the class more desirable overall.

I myself was contemplating Mecanosynth 5/Zen Fundamentalist 7/xxx 8 with a heavy con focus until I noticed the BAB. This is an issue because Synthevolvers get the most out of this class (as they can boost their stats) and still don't really want to enter it.

Offline sirpercival

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #4 on: February 11, 2012, 08:27:38 PM »
I can make the progression a little better.  It's already 3/4 BAB, though... it's only 7 levels, so your eyes (which are used to 10 levels) pick up the BAB as 1/2 instead of 3/4.

EDIT: Also note that you can't apply Con to everything, you can only apply each stat once.
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Offline littha

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #5 on: February 11, 2012, 08:30:52 PM »
EDIT: Also note that you can't apply Con to everything, you can only apply each stat once.

I had missed this, I will correct myself:

Nobody will ever take the class.

Offline sirpercival

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #6 on: February 11, 2012, 09:20:21 PM »
Hm... I see where you're coming from, and I think it's a problem of escalation -- all of the classes in Magipunk are now so cool and powerful that a PrC has to be even more cool and powerful to be worthwhile.

I think I have a solution, anyway: I have good ideas for making this into a base class.  So, I shall do so.
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Offline Nanshork

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #7 on: February 11, 2012, 09:44:52 PM »
Hm... I see where you're coming from, and I think it's a problem of escalation -- all of the classes in Magipunk are now so cool and powerful that a PrC has to be even more cool and powerful to be worthwhile.

I think I have a solution, anyway: I have good ideas for making this into a base class.  So, I shall do so.

That could be interesting.

Offline sirpercival

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Re: Zen Fundamentalist [prc] (Magipunk)
« Reply #8 on: February 11, 2012, 11:11:00 PM »
OK, it's now a base class!  Who knew?  :)
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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #9 on: February 13, 2012, 12:42:42 AM »
So this is the Magipunk jack-of-all-trades base class.  Well, it seems to be effective at doing almost anything.  It gets lots of stat upgrades, lots of bonus feats, it is a very interesting class but I don't know how I actually feel about it.

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #10 on: February 13, 2012, 01:46:18 AM »
What kind of Zen Fundamentalist feats do you have in mind?

Offline Flay Crimsonwind

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #11 on: February 13, 2012, 01:59:43 AM »
It's like a monk/factotum; flavor of what the monk should be able to do with the mechanics of a factotum, plus a bit of customizable versatility so though similar no two will necessarily be the same. I like it! Now I know what to make if someone dies!

Minor error in listing; Fundamentals text states there are more gained at level 20, but there is no next level in the text and no listing on the table, so I'm guessing that's a mistake.

My only real concern is with the "Number of swift actions in a round" fundamental. Now, normally, that would be a fantastically powerful ability; the only thing that comes close is the RKV, which technically should only get the single extra use. However, I can't really see a way that the Zen fundamentalist would use it... so I'm less concerned. Then again, I don't know what ex or su abilities he has that he could add any modifiers too either, unless the zen fundamentalist takes some fantastically ex/su heavy race that uses DCs. So while they are good abilities.... I simply don't know how this class would use them. Then again, I'm also study weary, so don't change anything yet; just might be something to look into.

Then again, there could be fun SU/EX abilities given by the Zen feats. While unorthodox... interesting...  :D
« Last Edit: February 13, 2012, 02:40:41 AM by Flay Crimsonwind »
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Offline sirpercival

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #12 on: February 13, 2012, 08:03:43 AM »
What kind of Zen Fundamentalist feats do you have in mind?

Not sure yet... I'll have to see what I can come up with!

It's like a monk/factotum; flavor of what the monk should be able to do with the mechanics of a factotum, plus a bit of customizable versatility so though similar no two will necessarily be the same. I like it! Now I know what to make if someone dies!

Minor error in listing; Fundamentals text states there are more gained at level 20, but there is no next level in the text and no listing on the table, so I'm guessing that's a mistake.

My only real concern is with the "Number of swift actions in a round" fundamental. Now, normally, that would be a fantastically powerful ability; the only thing that comes close is the RKV, which technically should only get the single extra use. However, I can't really see a way that the Zen fundamentalist would use it... so I'm less concerned. Then again, I don't know what ex or su abilities he has that he could add any modifiers too either, unless the zen fundamentalist takes some fantastically ex/su heavy race that uses DCs. So while they are good abilities.... I simply don't know how this class would use them. Then again, I'm also study weary, so don't change anything yet; just might be something to look into.

Then again, there could be fun SU/EX abilities given by the Zen feats. While unorthodox... interesting...  :D

Thanks for the typo catch, yes I'll fix that.  And, I completely forgot one of the class features that would give you a Su or Ex!  Doip!  I'll fix it ASAP.

The swift action thing... I don't know either!  But there's always a possibility that someone could use it, so I'm going to leave it there (and few people will take it :D ).
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Offline sirpercival

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #13 on: February 13, 2012, 10:58:06 AM »
OK, I fixed the typo, added Zen Mirror, and a feat.
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Offline Garryl

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #14 on: February 13, 2012, 11:23:51 AM »
Fundamental needs clearer wording. The nearest I can tell from the current version is that you pick 6 from the list, then pick one of those, and apply each of your ability modifiers to it, but only one at a time. From reading the PrC version, I know that isn't the intent.

You shouldn't be disallowed from selecting an attribute to which you already apply a given ability modifier. Instead, the two should simply not stack. This allows you to improve multipliers less than 1 (such as Crossbow Sniper's 1/2 Dex to damage), allows you to permanently benefit from things that only situationally use a modifier (like Dex to attack rolls if you only want to use melee weapons, not ranged), and prevents stacking (as appears to be intended) if you later add an ability modifier to something (like picking up Intuitive Attack after choosing Wis to attack rolls).

Getting extra attacks for a BaB above 20 needs to be properly defined. The basic rules don't specify a formula, only that you get extra attacks at a given value below your normal BaB at specific BaB values.

Zen Mirror should say what happens if you fail the check (just a wasted action, right?). Its power and versatility pretty much mandates taking the unique checks option of Attribute II, though.

Offline sirpercival

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #15 on: February 13, 2012, 11:53:46 AM »
Fundamental needs clearer wording. The nearest I can tell from the current version is that you pick 6 from the list, then pick one of those, and apply each of your ability modifiers to it, but only one at a time. From reading the PrC version, I know that isn't the intent.

You're right, that's not the intention.  I'll try and reword to clarify -- it should be that you apply each ability to a different attribute.

Quote
You shouldn't be disallowed from selecting an attribute to which you already apply a given ability modifier. Instead, the two should simply not stack. This allows you to improve multipliers less than 1 (such as Crossbow Sniper's 1/2 Dex to damage), allows you to permanently benefit from things that only situationally use a modifier (like Dex to attack rolls if you only want to use melee weapons, not ranged), and prevents stacking (as appears to be intended) if you later add an ability modifier to something (like picking up Intuitive Attack after choosing Wis to attack rolls).

I like that better, I'll change it.

Quote
Getting extra attacks for a BaB above 20 needs to be properly defined. The basic rules don't specify a formula, only that you get extra attacks at a given value below your normal BaB at specific BaB values.

Will do.

Quote
Zen Mirror should say what happens if you fail the check (just a wasted action, right?). Its power and versatility pretty much mandates taking the unique checks option of Attribute II, though.

It's a wasted action (of the appropriate type) and a wasted daily use, I'll make that a little clearer.  Should I make that Attribute not apply to Zen Mirror?  Or just accept that everyone will take it?  Also, should there be more of a limit (like you can't mimic abilities from creatures with HD > X)?
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Offline Garryl

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #16 on: February 13, 2012, 01:21:03 PM »
I wouldn't play a Zen Fundamentalist 20, but I'd multiclass one like crazy with Zen Training. Synthevolver 2/Morphling 1/Dodger 1/ZF 16 has a lot of swag, and most of it is at full strength or close to it. More classes than that runs into diminishing returns, unfortunately.

Offline Nanshork

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #17 on: February 13, 2012, 01:24:46 PM »
What is the action type for Zen Mirror?

Offline sirpercival

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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #18 on: February 13, 2012, 01:50:56 PM »
What is the action type for Zen Mirror?

Depends on what you're trying to mirror.
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Re: Zen Fundamentalist [base] (Magipunk)
« Reply #19 on: February 13, 2012, 02:06:39 PM »
What is the action type for Zen Mirror?

Depends on what you're trying to mirror.

You should put something about that in the ability description.   :P