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[PTU] Aura Disciple
Topic Started: Jul 23 2017, 03:04 PM (487 Views)
l33tmaan
Pokémon Trainer
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The Aura Disciple utilizes Aura just like its Guardian counterpart - while Guardians utilize their spiritual energy to read emotions and protect their friends, the Aura Disciple trained under one of the 108 distinct schools of the Holy Fist and specialize in hardening parts of their body with Aura, resulting in a cruel style where the Aura Disciple can slice into enemies with their bare hands, destroying the body from the outside. The multitude of schools has resulted in a diverse and versatile martial style where skilled practitioners can look nothing alike.
Trainer Combat: 5

Aura Disciple
[Class][+Attack]
Prerequisites: Elemental Connection (Any), Novice Combat/Acrobatics
1 AP - Free Action
Effect: You learn the move Slash. When using a damaging move, you may spend 1 AP to change its type to match your Elemental Connection. If the move already matches your Elemental Connection, it deals +10 damage. None of the Features of the Aura Disciple class can be used with a weapon unless it is specifically built for unarmed combat.

Six-Starred School
[Ranked 2][+Attack]
Rank 1 Prerequisites: Aura Disciple, Holy Fist
Rank 2 Prerequisites: Aura Disciple, Expert Combat OR Acrobatics
Static
Effect: You learn a technique of the Six-Starred School of your choice, found below.

Holy Fist
[+Attack]
Prerequisites: Aura Disciple
Bind 2 AP - Standard Action
Effect: Your hands and feet become hard as steel. When dealing physical damage, you reduce your target's Defense by X for three turns, where X is equal to half your Combat skill, and you also ignore 5 points of Damage Resistance. The Defense-reducing effect can stack up to three times on a single enemy.

Flying Swellow Flowing Dance
[+Attack]
Prerequisites: Aura Disciple, Expert Combat OR Acrobatics
Static
Effect: You learn the move Dual Talons.

Talons of Destruction
[+Attack]
Prerequisites: Aura Disciple, Master Combat OR Acrobatics
2 AP - Swift Action
Effect: When you use a damaging melee move, it gains the 'Pass' keyword. When you use a damaging ranged move, it gains the 'Line X' keyword, where X is the range of the move.

Six-Starred School Techniques

Added Moves

Obviously this is a counterpart to my Aura Warrior class, but with an entirely different approach to combat. Any feedback would be appreciated as I'm not sure how powerful some of this stuff is. I tried to make it a little less strong than the Aura Warrior class, but please point out anything weird you see.
Edited by l33tmaan, Sep 1 2017, 05:02 PM.
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The Black Glove
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A Man Of Heart
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l33tmaan
Jul 23 2017, 03:04 PM
Aura Disciple
[Class][+Attack]
Prerequisites: Elemental Connection (Any), Novice Combat/Acrobatics
1 AP - Scene x 2 - Free Action
Effect: You learn the move Slash. When using a damaging move, you may spend 1 AP to change its type to match your Elemental Connection. If the move already matches your Elemental Connection, it deals +10 damage. None of the Features of the Aura Disciple class can be used with a weapon unless it is specifically built for unarmed combat.
So I think what this feature is saying is that you learn Slash as a static effect, and then twice per scene, you get to spend 1 AP to change its type to that of your EC type, correct? The AP cost is a little negligible when you've already put a Scene x2 Frequency which is tied to an EoT frequency Move. I dislike the type versatility being included here, but it's not so bad when it's limited in frequency like this.
Quote:
 
Six-Starred School
[Ranked 2][+Attack]
Rank 1 Prerequisites: Aura Disciple
Rank 2 Prerequisites: Aura Disciple, Expert Combat OR Acrobatics
Static
Effect: You learn a technique of the Six-Starred School of your choice, found below.
Let's go over these one at a time.
Six-Starred School Techniques
Quote:
 
Holy Fist
[+Attack]
Prerequisites: Aura Disciple, Adept Combat OR Acrobatics
Static
Effect: Your hands and feet become hard as steel. When dealing physical damage, you reduce your target's Defense by X for three turns, where X is equal to half your Combat skill, and you also ignore 5 points of Damage Resistance. This effect can stack up to three times on a single enemy.
Damage "Reduction". Also, does this count with Moves that have multiple hits, such as Double/Triple Kick and the Fivestrike Moves? Braviary Fist confuses the issue.
Quote:
 
Flying Swellow Flowing Dance
[+Attack]
Prerequisites: Aura Disciple, Expert Combat OR Acrobatics
Static
Effect: You learn the move Bounce. If you know Bounce already, its AC becomes 2 and you gain High Jump +1.
Strangely weak feature, despite granting more type coverage. Has a caveat if you're an Acrobat or Wind Runner, basically. If I would learn Bounce from another class if I took it after taking this feature?
Quote:
 
Talons of Destruction
[+Attack]
Prerequisites: Aura Disciple, Master Combat OR Acrobatics
2 AP - Scene x 1 - Swift Action
Effect: When you use a damaging melee move, it gains the 'Pass' keyword. When you use a damaging ranged move, it gains the 'Line X' keyword, where X is the range of the move.
"Scene" doesn't need x1 to denote a number.

So here's my primary thoughts:
1.) There is a lot of potential type coverage in this class. So much. That can be a bit game-breaking.
2.) Of course, that might not even matter because it can take an already powerful setup and break it even further (STAB Technician Martial Artist with Signature Move Triple Kick as a Priority that drops a target's defense up to potentially 4-12 points, with the only caveat being that you have to wait until turn 2 to get the priority).
3.) There's a lot of mixing of AP costs and frequencies in here. Consider dropping AP costs from some of the higher frequency stuff, or removing higher frequencies for effects that can survive off an AP cost.
4.) Holy Fist needs an AP cost per hit. Just.... see thought 2.
5.) Given the class's theme and goal, Divine Blissey Fist really doesn't fit.
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l33tmaan
Pokémon Trainer
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What an in-depth response, how wonderful! Before I go messing around with the features, let me address your post.

Quote:
 
So I think what this feature is saying is that you learn Slash as a static effect, and then twice per scene, you get to spend 1 AP to change its type to that of your EC type, correct?
Correct, in a sense. However, the type changing can apply to any damaging move you have, whether it's from Aura Disciple or not, as long as you aren't using a weapon.
Quote:
 
So now we've established that this class has (potentially) access to 1-3 types depending on your build before reaching other features. This time, you gain a fighting type Move, and an Ability that only works with this Move or a Martial Artist from the Technician/Reckless branches. We really don't need At-Will Priority Technician Triple Kick to be a thing.
I'll admit, I would prefer having a normal-type Kick move to use instead of Rolling Kick, but the only one is Mega Kick, which seems too strong this early in the class, so I'm stuck with a Fighting move here. Or Blaze Kick, but... no. However, let's not forget that Lightning Kicks can only be activated once a scene, so at best, you'd get one Priority Technician Triple Kick per fight. Does that sound that bad?
Quote:
 
Type coverage rises to 2-4 types. Again, synergizes well with Martial Artist (although this time, with Iron Fist)
Thematically speaking, something like X-Scissor or Cross Chop would fit better with this school than Fire Punch, but we have the issue of type coverage with X-Scissor, and Cross Chop has the same problem that Mega Kick does. I'm honestly not sure what to do here.
Quote:
 
Did you intend for them to learn Air Slash, or do you just perform it as a Scene x3 Standard with the bonus effect?
No, they don't learn Air Slash. Having a ranged move all the time seemed like a bit much.
Quote:
 
I would like to note that this has the potential to drop a target's defense by 20 while ignoring 25 points of damage reduction.
The defense drop was intended, but I forgot about the damage piercing as well. I'll make a clause for that.
Quote:
 
The AP cost is negligible here. Can Fearow Fist be triggered by AoOs?
If you say so. I want to say it can't, but perhaps you can use it during AoOs by spending 1 AP? Nothing like paralyzing someone trying to get away.
Quote:
 
This ability choice confuses me. The rest of the class is about dealing damage and striking with Kung-Fu moves, so why is this healing effect included?
Source material. To be honest, I was confused, too, but the other alternative was including the 5 schools that protect this one, and... no.
Quote:
 
Damage "Reduction". Also, does this count with Moves that have multiple hits, such as Double/Triple Kick and the Fivestrike Moves?
Whoops, wonder what I was thinking of? And no, it does not count with multiple hit moves, only with Braviary Fist.
Quote:
 
Strangely weak feature, despite granting more type coverage. Has a caveat if you're an Acrobat or Wind Runner, basically. If I would learn Bounce from another class if I took it after taking this feature?
Hm? I don't understand, Tumblers learn Bounce at Expert Acrobatics plus another move. I also have no idea what you're going for with your second question. Can you think of any other moves that involve flying through the air doing crazy somersaults?

To be honest, a lot of what I'm going for seems like it would be better achieved just by throwing the features that grant moves into the bin and making my own damn moves, but then I'd have to do that for most of the class.
EDIT: I did it.
Edited by l33tmaan, Jul 23 2017, 10:11 PM.
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l33tmaan
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I hate to bump this, but no feedback to the changes? They were sort of drastic, if you ask me.
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