+7 exalted, +2 deflection, +2 natural = 11
Like named bonuses don't stack, you just use the highest one.
+5 Dex. +4 Wis. = 9
9+11+10 base = 30 AC
It's really not that bad.
You have good combat abilities all the time as a fighter, and for a few rounds with a mage.
To equal a fighter (temporarily) you need infuse nature for HP, infuse force for attacks, and at least one abjure for AC. That means either three rounds of casting or a lot of MP in one shot. The fighter...
Those are just great! :D
I'll have to use these instead of the standard racial adjustments from now on.
If you do more be sure to post them, I'd be willing to buy a book of stuff like that.
Cool idea. I like the second one better, but I don't know if you should be able to take it multiple times.
It could allow amazingly powerful abjure and infuse spells for little to no cost.
I got the book. It looks great, much better than OA.
I'm not sure where the faith feat, referenced in the Monastic bloodline is. It also lists the Shukke as a favored class.
Are these to be in the next book?
I'm looking forward to the rest of this line!
To run a campaign with Legends of the Samurai, should I just wait for the other books?
I was curious if you could use just the Bushido Handbook for a game without magic.
My players tend to be too freeform and off-the-wall for me to do anything but run things on the fly.
If the adventure assumes the PCs make a deal with a seedy merchant there is a 50/50 chance they'll kill him instead.
These players don' really have a set pattern, so I'm always surprised.
I just extend the core progression of the classes in numeric areas.
Then, work it like the ELH if I can't figure out a good set of abilities.
The problem with that is magic, but I use Elements of Magic instead of the core classes. :)
Beyond Monks: The Art of the Fight is an excellent book, featuring the martial artist class.
The class was a less mystical monk, focused more on combat.
The pdf from Chainmail Bikini games isn't available anymore, but you might find the print version from Goodman Games.
We were considering the Taskmage, maybe with a couple magical calling feats for move lists, for the rogue type.
I don't know if the taskmage, with a mix of skills and magic, or the mage, with more powerful magic, is actually better.
I took it as meaning that for three steps you can move through stone as easily as air, or move through metal as if it were sludge.
The steps are listed from most difficult to easiest.
I believe there are a couple of copy/paste errors in the converted classes. The ones I've noticed are on page 28 in the ranger. It says that the EOM Ranger's class skills are the same as core rules paladin. It also says they have d10 HD I assume that is an error.
My group has been really impressed by EoMR, and finally has a chance to use it.
Now, the hard part is putting together 4 spellcasters to cover enough situations. It will be centered around a mage guild sort of organization, maybe the Lyceum. One player will be using a blast mage style PC with...
With none of the four, I've run a few. The most recent was two barbarians and a ranger (non-spellcasting).
I've run a lot of games with few of them. We've had campaigns in my group that were very centered on one style that we had just one or two classes in the entire group. There've been all...