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[UPDATED] One Last Exclusive Look At MISTS OF AKUMA: Samurai & Haitoku
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<blockquote data-quote="Saeviomagy" data-source="post: 7700763" data-attributes="member: 5890"><p>Find steed as a bonus paladin spell is a little yuck... once you've cast it, you're not very likely to ever need to cast it again unless your DM really, really likes killing mounts first in ambushes.</p><p></p><p>Dashing strike is a bit awkward - it requires you to rewind time because you must move a set distance after your strike in order to not provoke. If something stops you, then you did provoke after all! Not only that, the damage you just did with your attack has to be reduced back to a non critical hit! I'd just change it to be "As your action you may move your speed and make a melee attack against one foe. You do not provoke attacks of opportunity from that foe this turn. If you moved 10' before the attack, the attack is a critical hit if successful". This stops people from getting multiple criticals in a round from having a high speed (such as being mounted would give you) and stops the need to rewind.</p><p></p><p>First round of combat against a samurai is going to be incredibly lethal. A 7th level samurai with a longsword starts fights with a 14d8+2+str attack. That seems a bit over the top.</p><p></p><p>Unyielding will is a bit odd: paladins and anyone within 10ft of them cannot be frightened at 10th level as long as they are conscious: so this only protects you if you are worried about being frightened while you are unconscious.</p><p></p><p>Immunity to exhaustion seems like it's violating something fundamental: exhaustion is (strangely) supposed to be a hard cap on certain things from how I understand the existing rules. I'd suggest changing this to reducing the side effects of exhaustion (treat your exhaustion as if it were 3 steps less than it is, for instance?). But then again: level 20 ability so it mostly doesn't matter.</p><p></p><p>The haitoku stuff seems pretty cool, and I like the opposing stat idea a lot.</p><p></p><p>The two haitoku feats both seem incredibly good, mainly where they deviate from normal rules. First up - rolling a check to set a DC is probably not the way to do things. The standard is to have a fixed DC of 8+profiency+stat modifier, which avoids unattainable DCs.</p><p></p><p>Second - am I right in thinking most creatures won't have proficiency in dignity saves? That amps up the power of these significantly.</p><p></p><p>Finally - why does instinctual killer have a per-creature limit and not a per short rest limit? It's a much more powerful ability than shameless combatant, but you get to use it way, way more often.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7700763, member: 5890"] Find steed as a bonus paladin spell is a little yuck... once you've cast it, you're not very likely to ever need to cast it again unless your DM really, really likes killing mounts first in ambushes. Dashing strike is a bit awkward - it requires you to rewind time because you must move a set distance after your strike in order to not provoke. If something stops you, then you did provoke after all! Not only that, the damage you just did with your attack has to be reduced back to a non critical hit! I'd just change it to be "As your action you may move your speed and make a melee attack against one foe. You do not provoke attacks of opportunity from that foe this turn. If you moved 10' before the attack, the attack is a critical hit if successful". This stops people from getting multiple criticals in a round from having a high speed (such as being mounted would give you) and stops the need to rewind. First round of combat against a samurai is going to be incredibly lethal. A 7th level samurai with a longsword starts fights with a 14d8+2+str attack. That seems a bit over the top. Unyielding will is a bit odd: paladins and anyone within 10ft of them cannot be frightened at 10th level as long as they are conscious: so this only protects you if you are worried about being frightened while you are unconscious. Immunity to exhaustion seems like it's violating something fundamental: exhaustion is (strangely) supposed to be a hard cap on certain things from how I understand the existing rules. I'd suggest changing this to reducing the side effects of exhaustion (treat your exhaustion as if it were 3 steps less than it is, for instance?). But then again: level 20 ability so it mostly doesn't matter. The haitoku stuff seems pretty cool, and I like the opposing stat idea a lot. The two haitoku feats both seem incredibly good, mainly where they deviate from normal rules. First up - rolling a check to set a DC is probably not the way to do things. The standard is to have a fixed DC of 8+profiency+stat modifier, which avoids unattainable DCs. Second - am I right in thinking most creatures won't have proficiency in dignity saves? That amps up the power of these significantly. Finally - why does instinctual killer have a per-creature limit and not a per short rest limit? It's a much more powerful ability than shameless combatant, but you get to use it way, way more often. [/QUOTE]
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[UPDATED] One Last Exclusive Look At MISTS OF AKUMA: Samurai & Haitoku
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