Talk:Path of Blood (Shinobi World Supplement)
- for iron count, the caster should maybe have proficiency with any creations. Would that be too much?
- for the level 20 feature, what saving throw is it mentioning? also that jutsu is pretty week for a level 20 feature, considering that there is a similar jutsu that can be chosen in a few basic natures. ~~ GentlestGolemn ~~(talk) 01:03, 3 January 2022 (MST)
That's all perfectly reasonable. Sorry for the saving throw confusion, the change from saving throws to upkeep was a little rushed, so there was bound to be a couple artifacts.--Ref3rence (talk) 11:12, 3 January 2022 (MST)
- for the new half cost on Level 20, that is already a feature for level 15 gained in Basic Ketsu. So non implants are already spending 0 a turn to keep it up. Also if you have any ideas on how your going to change level 20 and want to put them in here I can give my opinion at least. if you want to talk on discord in the future I am GentlestGolemn#3001 . If not thats fine too. ~~ GentlestGolemn ~~(talk) 15:54, 3 January 2022 (MST)
Dang, can't believe I missed that. To be honest, I'm not entirely sure what a proper 20th level feature would be, since most, if not all, of the Ketsuryugan's powers have already been added. That being said, I did have a few ideas:
- On a critical hit with an unarmed strike, you may spend 1 or 2 chakra to roll 1d20 if the target isn't a Construct or Elemental. On a 20, they take an additional 100 damage. While this would be interesting, a player without the ability to autocrit (which doesn't exist yet, but might at some point in the future) only has a ~1/400 chance of return on investment, while one that does has 1/20, which is way too high.
- Your unarmed strikes can deal acid damage and decrease the target's maximum hit points by an equal amount if the target isn't a Construct or Elemental. It's interesting and fits a weird niche as anti-healer AND feels 20th level, but at the same time restricts a super powerful ability to unarmed strikes, which would not only be weird, but probably over powered if it effected jutsu too.
- When a creature you can touch regains hit points, you may spend ~5 chakra points to double the number of hit points regained as you maximize their blood flow. Fits a lot of the above concept's notes, but instead of being either UP or OP, just doesn't fit the class outside of a single costly jutsu.
- While your Ketsuryugan is active, you may spend ~5 chakra points at will to manipulate yourself like a marionette, ignoring the effects of any conditions you are suffering from, including being uncoincous from dropping to 0 hit points, or grant yourself a flying speed equal to your movement speed until the end of your next turn. I'm leaning most toward this one.
At the end of the day, no matter what we choose, I'll still probably adapt the rest into unique jutsu.--Ref3rence (talk) 18:05, 3 January 2022 (MST)
A lot of interesting options. I think a little mix and compromise could work:
- I think the ignore is really cool too. Maybe also add the acid unarmed and max reduction, but only 1/4 dmg done by unarmed to keep it a little tame. Or flip it and make unarmed add cumulative temp hp or something as a drain.
- The super crit is very cool even if unlikely. To improve maybe you could make it a rolling crit stack that improves dmg addition; as in the first time you crit with unarmed you can add your martial arts dice, like affinity, and they gain a blood stack which increase the crit dmg by an additional affinity per stack. So second crit would have an additional 2 affinity dmg, 3rd would have 3 and so on. You can even say that it is not affected by auto crits to avoid abuse if you want.
- the healing buff can just be an advanced version of the jutsu or a upcasting for the current jutsu.
- If you don't like any of those or want more or different mixes, you can maybe add some kind of passive start of turn healing hp or chakra may not be a bad idea given the blood manipulation the path focuses on.
- also the kestu is said to be able to manipulate iron outside of blood too. So you could buff jutsu list, add a steel or magnetic affinity like other paths, or add some kind disadvantage to weapon attacks at the mid levels to account for the majority of time you won't be fighting genjutsu?
- You could also add a the presence of blood dragons to the blood mind trap to maybe spice it up with psychic dmg?
Just a few thing off the top of my head. If they end up buff jutsu thats cool too i guess. Hope this helped a little. ~~ GentlestGolemn ~~(talk) 22:55, 3 January 2022 (MST)
- I've kinda split the difference, turning one metal kekkei genkai into Path of Blood Unique Jutsu, and granting two of the options we talked about, each gaining a bonus if you gain it as part of the class feature instead of normally taking it.--Ref3rence (talk) 11:47, 4 January 2022 (MST)
- I like the special bonus for choosing the jutsu as a part of the feature.
- Maybe make Blood Dragon Sea jutsu a minute duration or something, because the couple d8 is not much compared to what can be done normally with just a ninja punch to an incapacitated creature.
- I would maybe just give the metal element nature of their choice, since they have to pick one anyway, so they can choose affinity if they have an unspent nature or in the future if post level 20 possibly. Or maybe at an earlier level for the same reason.
Overall though, i think it's a big improvement and now that I'm invested. I'll give it a shot soon and see if I run into anything worth note later. ~~ GentlestGolemn ~~(talk) 22:50, 4 January 2022 (MST)
- The reason I chose to make the chosen metal nature count as path unique jutsu instead is that a lot of players will have already taken affinity in their path's unique jutsu, and needing to take affinity in two different natures to make the most out of your subclass, especially at 20th level, just doesn't seem all that player oriented.--Ref3rence (talk) 10:17, 6 January 2022 (MST)
- I just thought of it but maybe Genjutsu: Ketsuryūgan should give people who have an active dojutsu disadvantage on the save, since I recall it being an anti-dojutsu dojutsu. A few give adv against genjutsu though so idk how that would work best. ~~ GentlestGolemn ~~(talk) 00:13, 17 January 2022 (MST)
I can't find anything like that around the Ketsuryūgan, but it sounds a lot like Ranmaru's Kekkei Genkai, which has been adapted as part of the Anti-Dōjutsu boon as sort of a watered down/mutated version of the Ketsuryūgan.--Ref3rence (talk) 11:49, 17 January 2022 (MST)
- Also for the level 3 feature about costing less when you reach certain levels, is that character levels or levels in the path? ~~ GentlestGolemn ~~(talk) 14:36, 17 January 2022 (MST)
Character level, though I could see the argument for shinobi level.--Ref3rence (talk) 18:46, 17 January 2022 (MST)
- Got it, so at least late level implantation wouldn't be too bad.
- For the level 3 feature, what if one instance hit multiple people with an unarmed strike? would it be one chakra per target or per instance? ~~ GentlestGolemn ~~(talk) 23:26, 17 January 2022 (MST)
1 chakra per target, since it specifies "when you with an unarmed attack against a creature".--Ref3rence (talk) 23:32, 17 January 2022 (MST)
- If someone successfully Genjutsu traps as a reaction, does it actually cancel the thing they were reacting too? It doesn't actually say it does, so if I genjutsu trap someone casting Exploding Kunai, would I still be effected regardless? ~~ GentlestGolemn ~~(talk) 00:55, 20 March 2022 (MDT)
Sorry for the delay, hopefully this has been clarified on-page.--Ref3rence (talk) 21:16, 21 March 2022 (MDT)
- It does, thanks! It would also be good if there were other level 20 jutsu options but I'm sure you have other things to work on right now. Thanks again.~~ GentlestGolemn ~~(talk) 20:10, 26 March 2022 (MDT)
Unsure what to put here[edit]
Hey there! I play this subclass in a campaign and I'm loving it, and I was wondering if I should expect any adjustments or changes to this subclass anytime soon? Perhaps more jutsu's? ~~ TyCat1999 ~~(talk) 02:58, 26 September 2026 (EST)