[Prestige Class]-- Spirit Wave Disciple

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Maxus
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[Prestige Class]-- Spirit Wave Disciple

Post by Maxus »

Spirit Wave Disciple

Requirements:
BAB +5
Concentration 4 Ranks
Iron Will (or) Great Fortitude, Ghost Hunter
Fatal Strike or Improved Unarmed Strike


Good BAB
Good Saves
4 + Int skill points
Balance, Bluff, Climb, Concentration, Diplomacy, Heal, Intimidate, Jump, Knowledge (All), Listen, Move Silently, Sense Motive, Spot, Swim.



1 Spirit Energy, Spirit Boost, Spirit Ray
2 Strength against Adversity
3 Spirit Multi-Ray, Improved Spirit Boost
4 Spirit Donation
5 Greater Spirit Boost
6 Spirit Wave, Spirit Mastery
7 Superior Spirit Boost
8 Improved Spirit Donation
9 Indomitable Spirit
10 Spirit Sun

Spirit Energy (Su): The Spirit Wave Disciple gets a number of uses of spirit energy each day, equal to 2 + class Level + (Higher of Con or Wisdom bonus) Uses of Spirit energy recover over time (one every hour Spirit Energy is not used). If he expends all his uses, he's drained until he gets 8 hours (or racial equivalent) of sleep.

Spirit Boost (Su): The Spirit Wave Disciple immediately learns to use spirit energy to toughen up his body. He may spend a use of Spirit Energy as a free action to either reduce the damage he takes from any source, or to increase the damage he inflicts with unarmed strikes or natural weapons. This boost lasts for one round

He may reduce damage taken by 1 point for every rank in Concentration, or increase it by the same amount.

At 3rd level, his spirit is improved, and he now can absorb or inflict 2 points per rank in Concentration. At 5th level, his spirit is greater and absorbs and inflicts 3 points per rank in Concentration. At 7th level, his spirit is superior, and absorbs or inflicts 4 ranks per rank in Concentration, and at level 9, his spirit is indomitable and each use of the spirit boost absorbs or inflict 5 points of damage per rank of Concentration.

Spirit Ray (Su): The Disciple learns a simple, but effective, technique. By spending a full-round action, he may gather spirit energy into the tip of his index finger and release it as a focused ray. The Spirit Ray’s properties depend on a number of factors:

-For every 4 ranks in concentration, the damage die increases (starting at d4 with 4 ranks of concentration)
-Range is Long.
-The number of damage die is equal to ranks in Concentration.
-It takes one use of his Spirit energy

Strength through Adversity (Su): The Spirit Wave responds to desperation and need by growing stronger. For every 5 HP of damage the Disciple takes, he gets back a use of Spirit Energy


Spirit Multi-Ray (Su): The Spirit Wave technique is very fluid, with sufficient practice. At level 3, a Disciple may fire a whole spray of Spirit Rays at once as a full-round action, affecting a 60-foot cone. Those within the cone take damage as if affected by a Spirit Ray with a step lower die (Reflex DC 10 + ½ Character Level + Wis for half). This likewise takes one use of Spirit energy

Spirit Donation (Su): At 4th level, the Disciple learns to donate some of his spirit energy into others with a touch. If the recipient of the spirit energy is not a Spirit Wave Disciple, their bodies do not how to consciously focus the Spirit energy, but respond it nonetheless by healing an amount equal to the Disciple's ranks in Concentration. If they are a Disciple, they get a use of the Spirit energy.

At 8th level, the Disciple has learned to turn his Spirit energy towards purifying others--a use of his Spirit energy to cleanse another removes all afflictions, including curses, enchantments, level loss, ability score damage/drain, blindness/deafness, and disease; it's pretty much a cure-all. Also, his Spirit energy intensifies and when used to heal HP, it instead heals 4 points per rank in Concentration.

Spirit Wave (Su): At 6th level, the Disciple has achieved the namesake technique of his path of power---the Spirit Wave. Rather than just a concentrated beam of Spirit energy from one point, the Spirit Wave Disciple emits flows and streams from all over his body. It can be used to make ranged touch attacks within short range which do damage a die size smaller than Spirit Ray (and as many of them as the Disciple has attacks per round), but its real strength comes from adding its force to melee attacks.

When used with a successful melee attack, it does the same number and die size of damage as a Spirit multi-ray in addition to the damage from the attack. This also takes one use of his Spirit Energy.

Spirit Mastery (Su): At 6th level, the Disciple of the Spirit Wave has learned to manage his energy more effectively. By using his abilities at substantially less than full power, their drain on his spirit energy is practically non-existent. He may use any of his abilities as if he were 4 levels lower, without expending a use of Spirit power.

Spirit Sun (Su): The Disciple's Spirit energy is now akin to the blaze of the sun, and if he so chooses, he may pour some or all of his power into what he does.

By using more than one use of Spirit Energy, he increases the power of what he's doing.

-For each additional use expended on the Ray, Multi-Ray, or Spirit Wave, he does an extra three dice of damage

-For Spirit Boost each additional use spent adds one point to the amount that can be blocked or inflicted per point of Concentration.

-For Spirit Donation, the amount healed by each point of Concentration likewise goes up by 1 for each additional use, and a use can be expended to purify someone (as per Improved Spirit Donation).
Last edited by Maxus on Wed Dec 03, 2008 5:19 am, edited 12 times in total.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Maxus
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Post by Maxus »

I got called away before I could post my own commentary.

I'm not completely happy with this, although it's a pretty accurate representation of Yusuke from YuYu Hakusho.

Finite-but-renewable supply of energy--check.

Spirit Gun--check.

Getting an energy pick-me-up after taking some punishment--check.

I suppose the problem is the Spirit points are kinda like Lay on Hands with extended uses, and it adds to the bookkeeping.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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JonSetanta
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Post by JonSetanta »

Ka.. Me.... Haaa... Meeee..... HA!

The attacks look decent but the core mechanic of X Spirit Points needs reconsideration.

Personal qualms:
☺ CON + WIS x level is an odd and deeply stat-based method of regulating uses, expecially with the per-day setup. What happens when stats go up or down?
I suggest provide a set amount such as 3 uses + Level + either the higher of CON or WIS and have uses refresh much, much faster.
☺ Recovering SP by "1/2" and similar as by Strength By Adversity is a difficult method of calculation. Try recovery by a set amount based on average expected character HP.
☺ Vancian magic throughout D&D made the same mistake as here with uses per day. Consider your Spirit powers as Evocations, really.
Learn from ToB; it's OK to have more damage more often, especially in 3e.
☺ Why cap at 10? I'm guessing it's unfinished but you really could expand to at least L15 like a Warlock.
☺ I also suggest the capability to at least use some basic powers at will as the PC levels up.
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Maxus
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Post by Maxus »

Thanks for the advice.

1) My reasoning for Con bonus + Wisdom bonus is pretty much fanboyism--in the anime, the amount of total energy someone has is determined by both physical resilience and spiritual strength. Which is what lets a five-and-a-half-foot-tall skinny punk flatten an eight-foot-tall muscle man.

Doing set uses would probably be easier, but seeing as how the Spirit Points are spent on, well, everything the class does...I'd need some way to determine a value...

...Actually. That's easy enough. Spirit Boost can work based off of ranks of Concentration and burns a use, and still scale. Refreshing...welll...I dunno. Maybe getting a use back every ten minutes.

I'll jot some ideas down.

Anyway, the reason I put a finite resource on it was, again, fanboyism. The characters in YuYu Hakusho do get various energy attacks/tricks, but they still spend most of their battles in melee and only occasionally pull out their aces--and when they run out of their energy, they're in a genuine tight spot until they recover some of it (from whatever source. The hero gets energy back from anger and desperation, his best friend recovers it from, apparently, the desire to not look bad in front of his crush.)

So...I'll use your uses formula...

And then the Spirit Ray damage die sizes stay the same, does a number of dice equal to ranks in Concentration.

Spirit Boost...Maybe Concentration + Wisdom (or Con) bonus is the point value, expends a use each time.

Strength Though Adversity can be...Get a use back every 5 HP damage, maybe?

As for it being 10 levels, I honestly don't know what I'd add at level 11, much less 15. The changes would make Spirit Sun the ability to expend more than one use for extra impact/resilience.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
Manxome
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Re: [Prestige Class]-- Spirit Wave Disciple

Post by Manxome »

Some quick observations...
Maxus wrote:Spirit Energy (Su): The Spirit Wave Disciple gets a number of Spirit Points each day. That number is his (Con bonus + Wis bonus) multiplied by his class level. Spirit points recover over a period of time (at a rate of Con + Wis Mod every hour Spirit Points are not used). A full sleep (or equivalent) cycle restores them completely.

Spirit Boost (Su): The Spirit Wave Disciple immediately learns to use spirit energy to toughen up his body. By spending Spirit points as a free action, he may either reduce the damage he takes from any source or likewise increase the damage he does in melee (this damage is bonus damage and is not multiplied on a critical hit).

He may reduce his damage taken by 2 points for every Spirit point he spends, and may increase damage inflicted in melee by 2 points for every Spirit point he spends. Every odd-numbered level (levels 3, 5, 7, 9), the numbers of points of damage absorbed or inflicted by each spirit point goes up by 2.
OK, so at character level 10 (class level 5), with very modest stat mods (say a total of +5 for both stats), you have 25 points and can spend them all on one attack for +150 bonus damage. I think that's instant death (with no save) to any single monster on the level 10 Same Game list. I think you probably want a cap on the maximum used at once.

Also, it's not entirely clear whether you want the player to choose to spend points before rolling the attack, between rolling attack and damage, or after rolling damage. That's potentially a pretty big difference.
Maxus wrote:Strength through Adversity (Su): The Spirit Wave responds to desperation and need by growing stronger. When the Disciple is injured, he recovers spirit points equal to (Con + Wis) multiplied by 1, 2, or 3 (depending on the level of his HP he’s reduced to). He recovers spirit points when reduced to ¾, ½, and ¼ his maximum HP.
You didn't actually specify which multiplier goes with which fraction. You also probably want a clause saying that this can't result in giving you more spirit points than your normal maximum, just to be completely clear.

Additionally, I assume this results in de facto full replenishment of all spirit points between battles (since out-of-battle healing is cheap).
Maxus wrote:Spirit Donation (Su): At 4th level, the Disciple learns to donate some of his spirit energy into others with a touch. If the recipient of the spirit energy is not a Spirit Wave Disciple, their bodies do not how to consciously focus the Spirit energy, but respond it nonetheless by healing one point per Spirit point donated. If the recipient is a Disciple of the Spirit Wave, they get free Spirit Points! At 8th level, the Spirit Wave Monk may heal someone of 3 points of damage per Spirit point used.
As written, Spirit Wave Disciples can heal other classes with their spirit points, but cannot heal themselves or each other (they have the ability to negate damage from earlier, but that's not the same thing). Is this intentional?
Maxus wrote:Spirit Wave (Su): At 6th level, the Disciple has achieved the eponymous technique of his path of power---the Spirit Wave. Rather than just a concentrated beam of Spirit energy from one point, the Spirit Wave Disciple emits flows and streams from all over his body.

It can be used to attack (ranged touch attack with Spirit Multi-Ray damage) within short range, but its real strength comes from adding its force to melee attacks. It does damage a die size lower than the Spirit Ray, but does it in addition to the damage done from a unarmed strike or Slam attack, and applies to all attacks that round. As always, the number of damage die is dependent on the number of Spirit points the Disciple is willing to spend on the attack.
This seems confusing to me. I suggest you break the different uses into separate paragraphs and make sure to spell out all the pertinent information for each one, including the action cost.
Maxus wrote:Spirit Sun (Su): The Disciple's Spirit energy is now akin to the blaze of the sun. At 10th level, his number of spirit points is now determined by (Wis + Con bonuses) multiplied by Character Level.
I assume this is designed primarily to allow you to continue to advance spirit points when you start taking another class, but as written, level 10 alone gives you at least 2/3 as many spirit points as the previous nine levels combined (more if you entered the class late). That seems like a substantial jump...

I am bothered, from a theoretical stance, that these change from scaling with class level to scaling with character level later in the progression. My instinct is that at least one of those has to be unbalanced (one way or the other), because they make incompatible assumptions about scaling.
Last edited by Manxome on Tue Dec 02, 2008 9:17 pm, edited 1 time in total.
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Maxus
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Post by Maxus »

I revised it, although it took me a while.

Also, check your tags. You probably have an extra quote tag somewhere in there.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

Zak S, Zak Smith, Dndwithpornstars, Zak Sabbath. He is a terrible person and a hack at writing and art. His cultural contributions are less than Justin Bieber's, and he's a shitmuffin. Go go gadget Googlebomb!
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Bigode
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Post by Bigode »

Spirit wave disciple (reads better than the rearranged name, IMO): "people seek power". "Improved Unarmed Strike"? "Con or Wis", or "Constitution of Wisdom". :D Parentheses on sleeping should be in the end of the sentence. In the table, I suppose it should be "Indomitable Spirit Boost". Spirit boost: are we actually talking about +115 damage for every attack in a round ... ? If yes, who the fvck needs barbarians/rogues anymore? Strength against adversity: might wanna include a requirement that said damage be dealt by hostile encounter challenges of a minimum CR (since you might, or not, want it to include more than combat with creatures, remember traps are a part of the building's CR as per BoG) - otherwise, they'll recover, worst case, all uses in a bit over 2 min. Spirit multi-ray: as-is, even if you did max Concentration out, you might be dealing a bunch of ... d2 (or d3 if you don't believe in mathematical consistency, but equally hilarious). Spirit donation: might wanna say another disciple could just accept the healing. Spirit wave: wait, isn't the ranged touch attack part the actual point of the previous spirit ray? As for the melee part, might wanna refer directly to "one smaller than spirit ray", since I guess the ranged part of the wave's gonna be chopped (unless I'm on something); also - more damage on every single melee attack ... (though, when you become able to stack uses of the same feature, you stop using spirit wave at all, becuase spirit boost gives distinctly better return - you stack it as many times as you think you can/need - it's just before spirit sun that it actually improves on the boost)? Spirit mastery: also 4 Concentration ranks lower, I guess, since only spirit boost cares about actual level instead of ranks - also, does it allow use of features you didn't have 4 levels ago? Spirit sun: defined twice, if I'm reading right - I guess the second definition counts, because the first was crazier, but even the second rates as insane AFAICT; do the math.
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