Wuxia core classes

cybernetic

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I'm in the process of putting together a d20 fueled D&D infused homebrew Wuxia game...and am only having one difficulty. Classes. I want to put together a handful of classes for this game but I'm having a hard time coming up with ideas. The only one I have right now is the Xia (or chinese Knight-errant). The Xia is going to be a fighter (almost wuxia paladin) type class. I need ideas for a few other core class ideas for the Wuxia genre.
 

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Easiest way to do it, although this may not give you the crunch-level you want, would be to take a page from True20 and just go with 3 classes:

Unarmed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities relating to unarmed coolness, like stunning people, doing pressure-point strikes, and just plain doing heaploads of damage. Fort and Reflex good.

Armed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities that put him on either the tank-y guy path or the untouchable-whirlwind path, and probably does more damage than the Unarmed Guy for the same level (but has to worry about disarming, and doesn't have the same flexibility in terms of what his attacks do -- they either hit for damage or, uh, they hit for a different kind of damage (really -- like havig your attack do fire damage because you superheat the air with your strikes)). Fort and Will good.

Sorcerer: Cleric BAB and 6 skill points or Wizard BAB and 8 skill points; gets to choose a wide range of spell-like stuff, from general self-buffing to actual fireball-like spells and so forth. Reflex and Will good.

You'd encourage multiclassing here, so that a ninja might be a sorcerer/armed guy mix, and a monk might be a sorcerer/unarmed guy mix, and the nonmagical ultimate warrior (where nonmagical means "can leap across mountains and cut trees in half with his kicks) is an armed/unarmed mix.

This is more work on your part -- fewer classes, but a lot of talents that you have to figure out levels for and such. If you went with this, I'd steal liberally from Grim Tales and d20 Modern -- class-specific talents at odd levels, bonus feats at even levels.
 

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takyris said:
Easiest way to do it, although this may not give you the crunch-level you want, would be to take a page from True20 and just go with 3 classes:

Unarmed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities relating to unarmed coolness, like stunning people, doing pressure-point strikes, and just plain doing heaploads of damage. Fort and Reflex good.

Armed Guy: Fighter BAB and 4 skill points or Cleric BAB and 6 skill points; gets to choose abilities that put him on either the tank-y guy path or the untouchable-whirlwind path, and probably does more damage than the Unarmed Guy for the same level (but has to worry about disarming, and doesn't have the same flexibility in terms of what his attacks do -- they either hit for damage or, uh, they hit for a different kind of damage (really -- like havig your attack do fire damage because you superheat the air with your strikes)). Fort and Will good.

Sorcerer: Cleric BAB and 6 skill points or Wizard BAB and 8 skill points; gets to choose a wide range of spell-like stuff, from general self-buffing to actual fireball-like spells and so forth. Reflex and Will good.

You'd encourage multiclassing here, so that a ninja might be a sorcerer/armed guy mix, and a monk might be a sorcerer/unarmed guy mix, and the nonmagical ultimate warrior (where nonmagical means "can leap across mountains and cut trees in half with his kicks) is an armed/unarmed mix.

This is more work on your part -- fewer classes, but a lot of talents that you have to figure out levels for and such. If you went with this, I'd steal liberally from Grim Tales and d20 Modern -- class-specific talents at odd levels, bonus feats at even levels.

These are some darn good ideas. You've definatly helped me find the path I was looking for. :) Thanks!
 


I do plan on balancing thes core classes with the standard D&D core classes as much as possible as well.

Another thought, any idea on how one would manage the lighfoot levitation powers found in the wuxia genre, in a D&D d20 manner that sill allows for balance?
 

Make the lightfoot levitation an actual skill choice, then make a chart of move rates and the DC to achieve the direction/rate (sorta like how tumble works). Allows some to be very good at the maneuver, while low levels cant manage to even get off the ground. You would still need to work out the mechanics, but at least it is a start.

Maybe like
DC 15 to move 1/2 speed horizontally. (else begin fall)
DC 20 to move 1/2 speed at up to 45 degrees. (or fall)
DC 25 to move 1/2 speed between 45 & 90 degrees...
+10 DC to move Full Speed

I am sure others might be able to tweak the amounts to suit.
 
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Ehhh..... I have a set of martial arts feats for D&D that I made for similar purposes. Made for a low-magic campaign though, so might warrant cutting out one or two of the feats for a quicker advancement in balance/leaping/soaring ability.

Also, a few years ago Dragon Magazine's issue related to Oriental Adventures had a feat that grants flying ability, for use in Wuxia-style games; I think I remember it needing at least 9 character levels or something. That's the only other thing I know of that would work (given my limited familiarity with the myriad 3rd-party products).



Leap Of Grasshopper (General, Martial Art)
You can jump incredibly high and rapidly.
Prerequisites: BAB +1 or higher, Strength or Dexterity 13+, Jump 5+ ranks.
Benefits: Your maximum jumping distance and height are doubled. You can make a Jump check as a free action once per round as though it were a 5-foot step, provoking no attacks of opportunity through the movement of that jump, though not necessarily limited to only a 5-foot leap. Even when leaping from a standing position, you count as though you had moved 20 feet before the jump. You get +4 on Jump checks to reduce damage from falling as part of a jump. Leap Of Grasshopper counts as an extraordinary ability.

Ki Leap (General, Martial Art)
You can enhance your leaps and bounds by manipulating your ki.
Prerequisites: BAB +3 or higher, Strength or Dexterity 13+, Wisdom or Charisma 13+, Leap Of Grasshopper, Jump 8+ ranks.
Benefits: You add your Wisdom modifier, if positive, and your Charisma modifier, if positive, combined as an enhancement bonus on all Jump checks. You also have no maximum jumping height or distance based on your size or height. Lastly, once per hour you may take 10 or take 20 on a Jump check regardless of distractions or dangers, and without the extra time usually needed for such an action, as you use a brief surge of ki to propel you on a sure course through the air. This last benefit may not be used when making a Jump check as a free action with Leap Of Grasshopper or Bound Of The Hare. Ki Leap counts as an extraordinary ability.

Tread Like Spider (General, Martial Art)
You have an exemplary natural equilibrium, honed through martial arts and ki training.
Prerequisites: BAB +5 or higher, Strength or Dexterity 13+, Wisdom or Charisma 15+, Leap Of Grasshopper, Ki Leap, Balance 5+ ranks, Jump 8+ ranks.
Benefits: You can use your ki to lighten yourself such that you can tread on water, thin tree branches, rooftops, and so on without falling through, damaging the item with your weight, slipping, or losing your balance. Most of these benefits are automatic, though in the case of retaining your balance in such situations, you simply gain a +10 bonus on your Balance checks. If you lose your balance while standing or treading on water, you topple over into the water. You can also use this to fall more slowly and land lightly, thus ignoring one die of falling damage per two character levels you possess, due to your light landing. It takes no active effort for you to utilize this ability, as it simply activates by instinct or reflex whenever it would apply, so long as you are conscious. Tread Like Spider counts as an extraordinary ability.

Floating Crane Glide (General, Martial Art)
You are so skilled at channeling your ki for great leaps that you seem almost to float like a graceful crane in flight.
Prerequisites: BAB +7 or higher, Strength or Dexterity 13+, Wisdom or Charisma 17+, Leap Of Grasshopper, Ki Leap, Balance 8+ ranks, Jump 10+ ranks.
Benefits: You may fight and perform other actions while you jump, and on any given round you may choose to spend a full round gliding through the air with a series of leaps and bounds, during which your feet hardly even alight upon the ground with each leap before you float back into the air again; you may not perform any free jump actions when doing so, as you already spend the entire round jumping. However, when doing so, you can jump from a standing position and yet treat the jump as though you had been running at your full speed the entire round before leaping, as you use ki to propel you onward even from a stationary position. Also, while jumping in this manner, you can perform any actions normally even through you are airborne and would not ordinarily be capable of acting during a jump; you can even perform 5-foot steps by redirecting your ki to shift position in mid-leap. The only actions you cannot perform then are free jump actions and move actions (although move-equivalent actions are allowed), as you are already counted as moving through the air the entire round as you act. Lastly, you gain a +2 bonus on all Jump skill checks merely from having this feat. Floating Crane Glide counts as an extraordinary ability.

Bound Of The Hare (General, Martial Art)
Your speed and expertise at rapid leaps makes you a formidable foe, swiftly hopping to and fro to evade and confuse.
Prerequisites: BAB +9 or higher, Strength or Dexterity 15+, Wisdom or Charisma 17+, Leap Of Grasshopper, Ki Leap, Tread Like Spider, Floating Crane Glide, Balance 10+ ranks, Jump 10+ ranks.
Benefits: You are capable of making rapid hopping jumps or mighty leaps that span great heights and distances. You may jump as a free action twice per round, in addition to the free jumping action you can take each round from the Leap Of Grasshopper feat. In addition, you double your result when performing a Jump check as a free action, for this feat and for Leap Of Grasshopper. Lastly, your nimbleness in combat grants you a +1 dodge bonus to AC, which stacks with other dodge bonuses as usual. Bound Of The Hare counts as an extraordinary ability.

Soar Like A Sparrow (General, Martial Art)
You can manipulate and project your ki to manipulate air currents and propel yourself through the air on a personal buffet of wind, simultaneously using ki to lighten yourself and float upon the personal breeze you generate.
Prerequisites: BAB +9 or higher, Dexterity 15+, Wisdom or Charisma 17+, Leap Of Grasshopper, Ki Leap, Tread Like Spider, Floating Crane Glide, Balance 8+ ranks, Jump 12+ ranks.
Benefits: When using the gliding ability of Floating Crane Glide, you may choose to instead Fly at your land Speed + 20, with Poor maneuverability, and when doing so you are treated as though you possessed the Fly-By Attack and Hover feats from the Monster Manual, although since you fly with such ease and grace, you may perform even full-round actions as you glide about. Lastly, you may now take 10 on a Jump check as per the Ki Leap feat even when jumping as a free action with Bound Of The Hair or Leap Of Grasshopper, but you cannot take 20 in this manner for such a check. Soar Like A Sparrow counts as a supernatural ability.

Wind Dance (General, Martial Art)
Your graceful, floating movements form a deadly aerial dance.
Prerequisites: BAB +9 or higher, Dexterity 17+, Wisdom or Charisma 17+, Leap Of Grasshopper, Ki Leap, Tread Like Spider, Floating Crane Glide, Soar Like A Sparrow, Balance 10+ ranks, Jump 10+ ranks.
Benefits: When jumping, or gliding with Floating Crane Glide, or flying with Soar Like A Sparrow, you gain an additional +1 dodge bonus to AC for the round and can strike opponents as though they were caught flat-footed, usually denying them their Dexterity bonus to AC and similar AC modifiers unless they possess an ability such as the Rogue's Uncanny Dodge. The dodge bonus to AC granted by this feat is not cumulative with itself, so jumping multiple times in any given round does not grant additional dodge bonuses. However, this dodge bonus stacks normally with other dodge bonuses to AC. Additionally, you may use the Tumble skill while airborne via jumping, gliding with Floating Crane Glide, or flying with Soar Like A Sparrow, allowing you to perform aerial acrobatics to boost your AC or for other purposes. Wind Dance counts as an extraordinary ability.

Aerial Swoop (General, Martial Art)
You can make a powerful diving attack from mid-air, using your superior jumping skills and ki manipulation.
Prerequisites: BAB +11 or higher, Dexterity 17+, Wisdom or Charisma 17+, Leap Of Grasshopper, Ki Leap, Tread Like Spider, Floating Crane Glide, Soar Like A Sparrow, Wind Dance, Balance 12+ ranks, Jump 12+ ranks.
Benefits: While you are in mid-air during a jump, or while gliding with Floating Crane Glide, or while flying with Soar Like A Sparrow, you can choose to end your leap or flight and drop downwards suddenly in an aerial dive to strike an enemy directly below you or within 5 feet horizontally of your position (your height does not matter for this purpose). Performing the Aerial Swoop ends your turn, and immediately after performing the Aerial Swoop you land on your feet at any spot of your choice within 5 feet from the targeted foe. Treat the Aerial Swoop as a melee attack for purposes of attack and damage bonuses. When performing an Aerial Swoop, you make a single attack with a circumstance bonus of +4, and if your attack is successful, you inflict an additional 1d6 damage for every 10 feet you dropped vertically from the air before striking the foe. However, you yourself suffer falling damage of 1d6 per 30 feet dropped, rounded up, which cannot be reduced by Tread Like Spider or Safe Fall. Foes receive no attacks of opportunity against you when performing an Aerial Swoop, but after initiating the Aerial Swoop you suffer a -4 penalty to Armor Class until the beginning of your next turn, due to brief disorientation and the impact. As a note, the benefits of the Wind Dance and Bound Of The Hare feats still apply when using the Aerial Swoop, so their dodge bonuses to AC may counteract or lessen the AC penalty of this ability in many situations, and the other benefits of Wind Dance may make an Aerial Swoop attack more likely to succeed. Aerial Swoop counts as an extraordinary ability.

Blowing Wind Cascade (General, Martial Art)
You can strike like a cyclone with furious, rapid attacks from mid-air, utilizing not only your fists but your legs as well for simultaneous punches and kicks in quick succession.
Prerequisites: BAB +11 or higher, Strength 15+, Dexterity 19+, Wisdom or Charisma 17+, Leap Of Grasshopper, Ki Leap, Tread Like Spider, Floating Crane Glide, Soar Like A Sparrow, Wind Dance, Aerial Swoop, Balance 15+ ranks, Jump 12+ ranks.
Benefits: While in mid-air during a jump, or during the gliding of Floating Crane Glide or the flight of Soar Like A Sparrow, you can rain down a flurry of strikes upon an opponent within melee range, and yet continue your jump, glide, or flight regardless of the brief aerial barrage you unleash. This works similar to the Spring Attack or Fly-By Attack feats, except that you may perform a full-attack action during your movement, and you aren't limited to just moving your speed, but instead just complete the distance of your jump, glide, or flight after unleashing your cascade of blows. While you use Blowing Wind Cascade, you gain an additional two attacks from your full-attack action, each at your highest attack bonus, but all of your attacks during the Blowing Wind Cascade suffer a -4 attack penalty (this overrides the character's Flurry Of Blows ability, if any, as well as any similar abilities). However, because of your momentum and the power you put behind your blows, each of your attacks deals +1 damage if successful (not multiplied on a critical hit, but effective even against foes immune to critical hits). Blowing Wind Cascade counts as a supernatural ability.

Martial Arts Mastery:

Wind Striding Art Mastery
You have mastered the aerial nuances of the graceful Wind Striding Art.
Prerequisites: Leap Of Grasshopper, Ki Leap, Tread Like Spider, Floating Crane Glide, Bound Of The Hare, Soar Like A Sparrow, Wind Dance, Aerial Swoop, Blowing Wind Cascade, Balance 15+ ranks, Jump 15+ ranks, Tumble 5+ ranks.
Benefits: While jumping, gliding with Floating Crane Glide, or flying with Soar Like A Sparrow, you gain a +1 bonus on all melee attack rolls (including the attack roll for Aerial Swoop), and an additional +1 dodge bonus to AC. You also never provoke an attack of opportunity when jumping, gliding, or flying within, through, out of, or into a threatened area.
 

cybernetic said:
I do plan on balancing thes core classes with the standard D&D core classes as much as possible as well.

Another thought, any idea on how one would manage the lighfoot levitation powers found in the wuxia genre, in a D&D d20 manner that sill allows for balance?

For this, I'd just make concessions to how certain skills work in your game. For example, tell everybody, "Yeah, that Jump table? Uh, multiply everything on that table by 20." Then say, "Oh, and it's a Balance check of 10 to wall-run, DC 15 to move on Tree Branches, DC 20 to move on water, and DC 25 to move on smoke or mist, and the rules for moving your full speed rather than moving half-speed are exactly the same."

This is, again, not the coolest flavor of all time, but it lets anyone familiar with D&D do some simple alterations and then roll the dice (or make a character so cool that taking 1 and still succeeding is possible) to play. It also removes the need for new feats or talents. People with a few ranks in Balance do their thing, and people with lots of ranks do their thing. The basic rule of Skills and Feats is still in play.

If you're doing wuxia, my opinion is that you want the rules to be as easy as possible, so that people can get them ingrained quickly and then apply their own flavor and coolness -- which is where the real joy comes in.
 



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