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Twowolves' Scarred Lands PrCs
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<blockquote data-quote="Twowolves" data-source="post: 3604230" data-attributes="member: 18093"><p>Honestly, I never worked out the exact consequences of weilding a weapon. Fortunately, the group I run for understands the concept that the class represents and the player in question just won't try to push it. Ergo, I'm not in a big hurry to write up the consequences.</p><p></p><p>The epic feat just increases the save DC for the Stunning Fist by +2. Big whoop, right? It must not be that great, because it ranks pretty low on the player's list of feat priorities.</p><p></p><p>Ever read any comics? Wolverine with his adamantium skeleton is often portrayed as hitting much harder with his bare fists due to his heavier and more reinforced skeleton. Likewise, if your bones are unbreakable (or nearly so), it should provide some degree of armor protection, since lots of your vital organs are encased in them. As for Ironskin giving +1 to fortitude saves.... I dunno. I got nothin'. That's just how it was first described in the Creature Collection I (pre-revised version), so I didn't mess with it. But it's just flavor text, really. The in-game rationalle is that whole doing-situps-while-flunkies-pound-our-abs-with-bamboo thing, as well as taking herbal baths, application of strange ointments (and unguents!) and constant skin toughening exercises.</p><p></p><p>I haven't really thought much on the high level consequences, and I actually thought the trade off of not being able to be returned from the dead to be a bit of a balancing factor for reaching level 10 in the class. But if I were to redo this class, I'd probably reduce the bonus feats by one or two. But so far, we have a 5th level monk/5th level exemplar in the party, and he certainly isn't a combat machine. Maybe the player just can't roll very well, but he does exactly what monks do typically, get into the enemy's rear ranks and occupy the spellcasters. Or just run really fast. The archer and the paladin run rings around his damage output. </p><p></p><p>And I couldn't take away the flurry progression, because his favorite phrase is "FLURRY....of blows". <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Twowolves, post: 3604230, member: 18093"] Honestly, I never worked out the exact consequences of weilding a weapon. Fortunately, the group I run for understands the concept that the class represents and the player in question just won't try to push it. Ergo, I'm not in a big hurry to write up the consequences. The epic feat just increases the save DC for the Stunning Fist by +2. Big whoop, right? It must not be that great, because it ranks pretty low on the player's list of feat priorities. Ever read any comics? Wolverine with his adamantium skeleton is often portrayed as hitting much harder with his bare fists due to his heavier and more reinforced skeleton. Likewise, if your bones are unbreakable (or nearly so), it should provide some degree of armor protection, since lots of your vital organs are encased in them. As for Ironskin giving +1 to fortitude saves.... I dunno. I got nothin'. That's just how it was first described in the Creature Collection I (pre-revised version), so I didn't mess with it. But it's just flavor text, really. The in-game rationalle is that whole doing-situps-while-flunkies-pound-our-abs-with-bamboo thing, as well as taking herbal baths, application of strange ointments (and unguents!) and constant skin toughening exercises. I haven't really thought much on the high level consequences, and I actually thought the trade off of not being able to be returned from the dead to be a bit of a balancing factor for reaching level 10 in the class. But if I were to redo this class, I'd probably reduce the bonus feats by one or two. But so far, we have a 5th level monk/5th level exemplar in the party, and he certainly isn't a combat machine. Maybe the player just can't roll very well, but he does exactly what monks do typically, get into the enemy's rear ranks and occupy the spellcasters. Or just run really fast. The archer and the paladin run rings around his damage output. And I couldn't take away the flurry progression, because his favorite phrase is "FLURRY....of blows". :D [/QUOTE]
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