deathbydoughnut |
Hello community. I am starting a new campaign with many good friends. I have decided to implement an idea I've had for a long time about story abilities. These are abilities that make the character fairly unique, story driven (for the most part), and completely unbalanced.
I am in the process of coming up with a total of 10 story driven abilities. I have a total of 6 so far. Here they are with a brief description.
Powers: Player can cast Wish at will. Every time the character does so, they must make a fortitude save DC 30, on a failed save the character’s body explodes in a brilliant divine radiance, the deity’s mortal frame was not able to withstand the awesomeness of the divine power coursing through its body.
Powers: Mind Blast; creatures with Int score must make will save DC 10+INT mod or be staggered until the end of its next turn. Detect Minds; (tremorsense 30 to sense creatures with an Int Score) and Psychic weapon; can manifest a weapon of any type the character has proficiency with, PC chooses type, identical to normal weapon of that type, but made of pure thought, can manifest and dismiss as free action, if weapon is disarmed or dropped the weapon simply disappears.
Change shape (Ex); All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid, hybrid form and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead. An involuntary change always changes a werewolf to its animal form.
Lycanthropic Empathy; In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Rage (Ex) When first involuntary transformed per full moon a werewolf is possessed by inner reserves of strength and ferocity. A werewolf rages for a number of rounds per day equal to 4 + Constitution modifier. Entering a rage is a free actions. A werewolf in a rage gains a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, the werewolf takes a –2 penalty to Armor Class. The increase to Constitution grants the werewolf 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a werewolf cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics) or any ability that requires patience or concentration. Also while in a rage the werewolf cannot distinguish between friend or foe and attacks the nearest creature until it is slain or until it receives damage from another creature, where it turns its attention. The werewolf will always attack the last creature to harm it. A werewolf is fatigued after a rage for a number of rounds equal to 2 times the number of rounds spent in the rage
Ability Scores: +2 Wis, –2 Cha, in all forms; +2 Str, +2 Con and the scent ability, in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.
So what do you all think? Again I know it's unbalanced, but my players are my close friends, mature, and we've been role playing together for a long time. Any ideas or tips for 4 additional abilities, I would prefer them as different from already stated abilities as possible, but something inherent within the PCs that can be unlocked through story and character development. Happy gaming.
deathbydoughnut |
Just thought of another one. Yay I only need 3 more. Also feel free to comment, and critique these.
deathbydoughnut |
d% Ability
1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2 You possess some type of extra sensory organ, granting you all-around vision.
3 You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4 You can use mage hand 3 times per day as a spell-like ability.
5 Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6 You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7 You can eat and gain nourishment from ash, cinders, dust, and sand.
8 You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9 You gain an additional +2 racial bonus on your Charisma.
10 You possess a bite that is treated as a natural weapon and deals 1d4 damage.
11 Once per day you can exhibit a burst of speed, moving as if your base land speed were 50 for one move action.
12 You do not need to sleep. You are not immune to sleep effects.
13 You gain a +2 bonus on saving throws against disease.
14 Your base land speed increases by 5 feet.
15 You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16 You have oversized limbs, allowing you to use Large weapons without penalty.
17 You possess claws that are treated as natural weapons and deal 1d4 damage.
18 You gain DR 2/bludgeoning.
19 You gain a Swim speed of 30 feet.
20 You gain a +2 bonus on your CMB.
21 You possess fiendish luck. Once per day you can reroll one die. You must take the result of this second roll.
22 You can detect evil, as per the spell, three times per day.
23 You never need to drink to survive.
24 You can produce a barb from your body once per day. This barb is removable and is treated as a dagger.
25 You gain acid resistance 5.
26 Your body produces searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27 You can speak two additional languages spoken by extraplanar beings.
28 Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29 You gain a +1 bonus on all Reflex saving throws.
30 You can alter your shadow to make it appear as any creature or object of your size or smaller.
31 You can burrow through dirt, sand, and loose ground at a rate of 5 feet per round.
32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you reach –5 hit points.
35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36 You can communicate telepathically with any sentient creature with which you are in contact.
37 You can use death knell once per day as a spell-like ability.
38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39 Once per day you can benefit from a burst of speed, moving at double your normal speed for 1 round.
40 As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.
41 You possess spell resistance equal to 10 + half your Hit Dice.
42 The spell animate dead can return you to life as per the spell raise dead 1d4 times.
43 Your fiendish sorcery ability treats your Charisma as if it were 3 points higher.
44 You are unusually short, granting you all the traits of a Small creature.
45 Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46 You gain an additional +2 racial bonus on your Intelligence.
47 You can use curse water 3 times per day as a spell-like ability.
48 You are invisible to all unintelligent undead. This is a supernatural ability.
49 You are healed by both positive and negative energy.
50 Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51 You can speak to all birds.
52 You gain a +2 bonus on saving throws against poison.
53 You possess the scent special ability.
54 You gain DR 2/piercing.
55 You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56 Once per day you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57 Your body exudes freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
58 You heal double the normal amount of damage by resting.
59 You gain a +1 bonus on all Will saving throws.
60 You gain a +2 bonus to your initiative at night.
61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
62 You can use deathwatch 3 times per day as a spell-like ability.
63 You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against gaze attacks.
64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65 Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.
67 Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68 You gain damage reduction 2/cold iron.
69 You can use fog cloud once per day as a spell-like ability.
70 You are aware of and can choose the result of any attempt to detect your alignment.
71 You can spend a full-round action once per day eating from a corpse to regain 1d6+1 hit points.
72 You can communicate telepathically with any evil creature within 50 feet.
73 You can use minor image 3 times per day as a spell-like ability.
74 Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75 You gain sonic resistance 5.
76 You can hold your breath for 3 rounds longer than normal.
77 You can speak to insects.
78 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79 You receive a +1 bonus on all Fortitude saving throws.
80 You gain a +2 bonus on your CMD.
81 You can use rage on yourself once per day as a spell like ability.
82 You gain a +2 bonus on saving throws against mind-affecting effects.
83 Once per day exposure to fire heals you 1d6 hit points. This does not negate fire damage.
84 You are immune to magic sleep and paralysis effects.
85 Supernatural awareness grants you a +2 racial bonus on all Perception checks.
86 Your anatomy is slightly unusual, giving you a 15% chance to ignore any critical hit.
87 You can survive on one-quarter the amount of food and water a human requires.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
89 You can use inflict light wounds once per day as a spell like ability.
90 You gain an additional +2 racial bonus on your Wisdom.
91 You gain damage reduction 2/slashing.
92 You can see creatures on the Ethereal Plane.
93 Once per day you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94 You gain a +2 bonus on saving throws against nausea.
95 You are flexible and slightly slimy, possessing a +2 racial bonus on all Escape Artist checks.
96 You can use ventriloquism at will as a spell-like ability.
97 As a standard action, once per day, you may suppress your unusual physical features for a number of minutes equal to your Con modifier, thus appearing human.
98 You receive +1 bonus hit point per level.
99 Once per week you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
100 Roll on this table twice, ignoring any further rolls of 100.
Not sure where I got is, but I was just looking through some old documents when I found this table. When I thought to myself, "Hmm I could use this." Added a quick description, and bam another one down only two more to go.
Revel |
This amuses me. I have always enjoyed interesting and different ideas provided they are implemented well. May I make some suggestions/alteration? Never mind, I’m going to regardless ;P
The following are your ideas but with some changes to each, use anything you like and don’t if you don’t. I’m just having fun thinking about how I might use your idea should I even choose to xP
Description: A PC is the child of a deity they just don’t know it yet.
Powers: The player’s character may attempt to cast limited wish at will. Each time this is attempted they must make fortitude save and a will against the spells DC in order. Failing the fortitude save results in their failure to hold on the enormous energies required causing the attempt to fail and dealing 4d6 points of damage to the them. Failing the will save means that they fail to properly control the energies resulting in either a random result chosen by the GM or a corrupted wish in which case it works but not as intended.
Mastery: A character that has mastered this ability may choose to either use a limited wish as a full round action with no chance for error or a full wish as per the ninth level spell with the same stipulations they would normally use for a limited wish, using the “spell” DC of the ninth level wish.
Description: A PC is an ancient, a descendent of a lost branch of their race that were mentally superior even gaining access to mental powers that rivaled magic.
Powers: Mind Blast; cone effect, range 20 feet, creatures with Int score must make will save DC 10 + INT mod or be staggered until the end of its next turn. Detect Minds; (acts similar to tremorsense with a range 15 feet, allowing them to sense creatures with an Int Score), and Psychic weapon; can manifest a weapon of any type the character has proficiency with, PC chooses type, identical to normal weapon of that type, but made of pure thought, can manifest and dismiss as free action, if weapon is disarmed or dropped the weapon simply disappears.
Mastery: A character that has mastered this ability has the following adjustments made to their powers. Mind Blast: range increased to 40 feet, DC increased to 10 + ½ their character level + INT, Detect Minds: range increased to 30 feet, and Psychic weapon: the weapon created can have “magical” properties equal to the equivalent of a +3 weapon.
Powers: When a PC is attacked by a monster using a specific named ability (i.e. Ankheg's Acid Line), as long as the PC survives the attack. That PC is then able to mimic the ability once per day until they have absorbed a new attack. This does not work against spells or spell like abilities. The characters basic physical characteristic change slightly depending on the ability gained and this change is noticeable accentuated when using the ability they gained.
Mastery: A PC that has mastered this ability may use the named ability as often as the creature the gained it from. Additionally, when attacked by a new named ability they may choose whether or not to absorb it in place of their current ability. If the choose to absorb it they gain a +4 circumstance bonus to any saving throw against the attack.
Description: A PC is a standard race, but has the blood of a legendary dragon in their family’s linage that grants them powerful abilities.
Powers: Dragon’s breath: Once per day the character may use dragon’s breath as per the spell of the same name using their character level as their caster level. Additionally, the character may only use the breath weapon appropriate for the legendary dragon whose blood flows in their veins. Form of the dragon: As a full round action the PC may attempt to transform into a dragon as per the spell form of the dragon I. This transformation requires a successful fortitude save against a DC of 20 and can only be used for a number of minutes equal to their character level. The character may revert back to normal as a standard action at any time preserving remaining minutes but any time spent transformed is always rounded up to the nearest minute to determine time remaining. As with dragon breath the color of the dragon form must be the same as the legendary dragon in their family history.
Mastery: A character that has mastered this ability has the following adjustments made to their powers. Dragon’s breath is now usable twice a day in their humanoid form. Form of the dragon: no longer requires a fortitude save to transform and now mimics the affects of the spell form of the dragon II. Additionally, the character gains their resistance against the appropriate element permanently even while in their humanoid form.
Description: A PC is a standard race, but is born immortal (highlander style).
Powers: The PC’s body doesn’t age past middle age, or whenever they “die” the first time. At death the PC dies, however after 24 hours have past their body restores itself, whole and uninjured, any body parts removed are restored and the removed piece withers into dust. Can only truly die when the PC’s head is cut off or their body is completely destroyed.
Mastery: The PC gains fast healing: 3. Since the character only dies if they are decapitated or have their body destroyed this fast healing is always in effect, if they are killed they waken uninjured after either 24 hours or however long it takes for this ability to completely heal their injuries, whichever come first.
Description: The PC is the child of a werewolf with astounding mental discipline that mastered their transformation and preserved they mind and alignment (magic my or may not have been used to aid in this).
Powers: The character is a natural lycanthrope. As a result of their parent control and whatever magic was used the PC does not begin showing symptoms until later in life (when the GM decides to introduce it during a full moon).
Changes at night on full moon. Type; shapechanger, Natural armor +2, dr 5/silver in animal and hybrid form.
Change shape (Ex); All lycanthropes have three forms—a humanoid form, an animal form, and a hybrid form. Equipment does not meld with the new form between humanoid, hybrid form and animal form. A natural lycanthrope can shift to any of its three alternate forms as a move-equivalent action. An afflicted lycanthrope can assume animal or hybrid form as a full-round action by making a DC 15 Constitution check, or humanoid form as a full-round action by making a DC 20 Constitution check. On nights when the full moon is visible, an afflicted lycanthrope gains a +5 morale bonus to Constitution checks made to assume animal or hybrid form, but a –5 penalty to Constitution checks made to assume humanoid form. An afflicted lycanthrope reverts to its humanoid form automatically with the next sunrise, or after 8 hours of rest, whichever comes first. A slain lycanthrope reverts to its humanoid form, although it remains dead. An involuntary change always changes a werewolf to its animal form.
Lycanthropic Empathy; In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Rage (Ex) When first involuntary transformed per full moon a werewolf is possessed by inner reserves of strength and ferocity. A werewolf rages for a number of rounds per day equal to 4 + Constitution modifier. Entering a rage is a free actions. A werewolf in a rage gains a +4 morale bonus to Strength and Constitution, as well as a +2 morale bonus on Will saves. In addition, the werewolf takes a –2 penalty to Armor Class. The increase to Constitution grants the werewolf 2 hit points per Hit Dice, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, a werewolf cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics) or any ability that requires patience or concentration. Also while in a rage the werewolf cannot distinguish between friend or foe and attacks the nearest creature until it is slain or until it receives damage from another creature, where it turns its attention. The werewolf will always attack the last creature to harm it. A werewolf is fatigued after a rage for a number of rounds equal to 2 times the number of rounds spent in the rage.
Ability Scores: +2 Wis, –2 Cha, in all forms; +2 Str, +2 Con and the scent ability, in hybrid and animal forms. Lycanthropes have enhanced senses but are not fully in control of their emotions and animalistic urges. In addition to these adjustments to the base creature's stats, a lycanthrope's ability scores change when he assumes hybrid or animal form. In human form, the lycanthrope's ability scores are unchanged from the base creature's form. In animal and hybrid form, the lycanthrope's ability scores are the same as the base creature's or the base animal's, whichever ability score is higher.
Mastery: When raging the character may make a will save DC 20 to control their actions for that round. They get a +4 bonus to their save to avoid hurting loved ones or close friends.
Description: The character’s mother is/was a powerful spell caster that was forced to use powerful dangerous magic frequently during her pregnancy. Somehow they survived against all odds and as a result developed a unique ability to absorb magical energy.
Powers: Character absorbs arcane magic in the form of levels. Whenever an arcane spell, which is subject to spell resistance, is cast upon the character, the character makes a will/fortitude save DC 10 + twice the spells level. If successful the character absorbs the spell into their body negating all effects of the spell. The player can release any amount of spell levels as a bolt of arcane lightning in a 30-foot line, a wave of arcane energy in a 20-foot cone, or a close explosive burst of energy with a 10-foot radius. If a character chooses to release their stored spell levels, they must release all stored spell levels. For each spell level absorbed the burst or cone does 1d6 damage, reflex save for half DC 10 + ½ the character level + int modifier. A character can only absorb a number of spell levels equal to their HD. Any excess is immediately released as a 10 ft. burst emanating from the character. A character is always immune to its own arcane damage resulting from this ability.
Mastery: The PC can now absorb up to twice their character level in spell levels and can release however many spell levels they want rather then all of nothing. Additionally the ranges/area of effects of all three possible releases are doubled.
Character is touched by chaos, once per day roll on the table below, the character is affected by the result until the character either next rests for 4 or more hours or until 24 hours have past at which time the character rolls again.
Power: d% Ability
1 You can animate a 1 HD skeleton, as per animate dead, once per day as a spell-like ability.
2 You possess some type of extra sensory organ, granting you all-around vision.
3 You enjoy being cut. The first time each day you take slashing damage, you gain a +1 bonus on attack and damage rolls for the following round.
4 You can use mage hand 3 times per day as a spell-like ability.
5 Inherited memories grant you a +2 racial bonus on one Knowledge skill of your choice.
6 You can levitate yourself plus 10 pounds at will, as per the spell levitate. This is a supernatural ability.
7 You can eat and gain nourishment from ash, cinders, dust, and sand.
8 You gain a +1 bonus on all attack and damage rolls against good-aligned outsiders.
9 You gain an additional +2 racial bonus on your Charisma.
10 You possess a bite that is treated as a natural weapon and deals 1d4 damage.
11 Once per day you can exhibit a burst of speed, moving as if your base land speed were 50 for one move action.
12 You do not need to sleep. You are not immune to sleep effects.
13 You gain a +2 bonus on saving throws against disease.
14 Your base land speed increases by 5 feet.
15 You possess a fiendishly cunning tongue, granting you a +2 racial bonus on all Diplomacy checks.
16 You have oversized limbs, allowing you to use Large weapons without penalty.
17 You possess claws that are treated as natural weapons and deal 1d4 damage.
18 You gain DR 2/bludgeoning.
19 You gain a Swim speed of 30 feet.
20 You gain a +2 bonus on your CMB.
21 You possess fiendish luck. Once per day you can reroll one die. You must take the result of this second roll.
22 You can detect evil, as per the spell, three times per day.
23 You never need to drink to survive.
24 You can produce a barb from your body once per day. This barb is removable and is treated as a dagger.
25 You gain acid resistance 5.
26 Your body produces searing heat. Any creature that grapples you takes 1d4 points of fire damage per round.
27 You can speak two additional languages spoken by extraplanar beings.
28 Any evil creature you call via summon monster remains for 3 rounds longer than usual.
29 You gain a +1 bonus on all Reflex saving throws.
30 You can alter your shadow to make it appear as any creature or object of your size or smaller.
31 You can burrow through dirt, sand, and loose ground at a rate of 5 feet per round.
32 You can sense weakness, granting you a +1 bonus on all rolls to confirm critical hits.
33 You gain DR 2/silver.
34 You do not lose consciousness until you reach –5 hit points.
35 You possess long limbs and a powerful grip, features that grant you a +2 racial bonus on all Climb checks.
36 You can communicate telepathically with any sentient creature with which you are in contact.
37 You can use death knell once per day as a spell-like ability.
38 At will, you can spend a full-round action concentrating to receive the benefits of tremorsense 60 feet for 1 round.
39 Once per day you can benefit from a burst of speed, moving at double your normal speed for 1 round.
40 As a full-round action, you can bleed and collect 5 sp worth of precious blood per day.
41 You possess spell resistance equal to 10 + half your Hit Dice.
42 The spell animate dead can return you to life as per the spell raise dead 1d4 times.
43 Your fiendish sorcery ability treats your Charisma as if it were 3 points higher.
44 You are unusually short, granting you all the traits of a Small creature.
45 Your features are subtly malleable, granting you a +2 racial bonus on all Disguise checks.
46 You gain an additional +2 racial bonus on your Intelligence.
47 You can use curse water 3 times per day as a spell-like ability.
48 You are invisible to all unintelligent undead. This is a supernatural ability.
49 You are healed by both positive and negative energy.
50 Your skin is unnaturally tough, granting you a +1 natural bonus to your AC.
51 You can speak to all birds.
52 You gain a +2 bonus on saving throws against poison.
53 You possess the scent special ability.
54 You gain DR 2/piercing.
55 You are unnaturally sly, granting you a +2 racial bonus on all Sleight of Hands checks.
56 Once per day you can spit acid. This glob deals 1d4 points of acid damage and has a range increment of 5 feet.
57 Your body exudes freezing cold. Any creature that grapples you takes 1d4 points of cold damage per round.
58 You heal double the normal amount of damage by resting.
59 You gain a +1 bonus on all Will saving throws.
60 You gain a +2 bonus to your initiative at night.
61 You can manipulate any armor, gauntlets, or shield you wield, causing them to grow spikes. These spikes last only as long as you wear your armor.
62 You can use deathwatch 3 times per day as a spell-like ability.
63 You have some manner of inhuman sensory organ. You gain a +2 bonus on saving throws against gaze attacks.
64 Once per day, for 1 round, you may see through any substance less than 5 feet thick—except for lead—as if it were glass. This is a supernatural ability.
65 Your strange physiology grants you a +2 racial bonus on all Acrobatics checks.
66 You can drink and gain nourishment from ash, cinders, dust, and sand.
67 Your eyes glow fiendishly and you possess the see in darkness ability as if you were a devil.
68 You gain damage reduction 2/cold iron.
69 You can use fog cloud once per day as a spell-like ability.
70 You are aware of and can choose the result of any attempt to detect your alignment.
71 You can spend a full-round action once per day eating from a corpse to regain 1d6+1 hit points.
72 You can communicate telepathically with any evil creature within 50 feet.
73 You can use minor image 3 times per day as a spell-like ability.
74 Once per day, as a spell-like ability, you can animate a Small or smaller object for a number of rounds equal to your level. Treat this object as an animated object.
75 You gain sonic resistance 5.
76 You can hold your breath for 3 rounds longer than normal.
77 You can speak to insects.
78 Your skin is spiky. Any creature that attempts to grapple you takes 1d4 points of damage.
79 You receive a +1 bonus on all Fortitude saving throws.
80 You gain a +2 bonus on your CMD.
81 You can use rage on yourself once per day as a spell like ability.
82 You gain a +2 bonus on saving throws against mind-affecting effects.
83 Once per day exposure to fire heals you 1d6 hit points. This does not negate fire damage.
84 You are immune to magic sleep and paralysis effects.
85 Supernatural awareness grants you a +2 racial bonus on all Perception checks.
86 Your anatomy is slightly unusual, giving you a 15% chance to ignore any critical hit.
87 You can survive on one-quarter the amount of food and water a human requires.
88 Any damage you deal with a melee weapon is treated as evil for the purposes of overcoming damage reduction.
89 You can use inflict light wounds once per day as a spell like ability.
90 You gain an additional +2 racial bonus on your Wisdom.
91 You gain damage reduction 2/slashing.
92 You can see creatures on the Ethereal Plane.
93 Once per day you may ask a corpse one yes-or-no question, as per the spell speak with dead. This is a spell-like ability.
94 You gain a +2 bonus on saving throws against nausea.
95 You are flexible and slightly slimy, possessing a +2 racial bonus on all Escape Artist checks.
96 You can use ventriloquism at will as a spell-like ability.
97 As a standard action, once per day, you may suppress your unusual physical features for a number of minutes equal to your Con modifier, thus appearing human.
98 You receive +1 bonus hit point per level.
99 Once during the day you may mentally contact a fiendish ancestor to gain information, as per the spell commune. This is a spell-like ability.
100 Roll on this table twice, ignoring any further rolls of 100.
Mastery: The PC has two abilities from the list instead of one, always knows what their current ability is, and may force a reroll of the powers or effects they gained once per day but must take the new results regardless of what they think of them.
Note: I would increase this table to include more non-fiendish things. Chaos does not mean demon. But that’s just my opinion.
Ok, I may have overdid a little. These are, I think, a little stronger then you intended. But hey, I was having fun xP
As far as mastery and how that’s attained, if you like the idea I’ll leave it up to you. The idea of story driven abilities made me think it’d be fun if, at higher levels, when the abilities weren’t all that powerful anymore they could get a nice power boost. Hopefully you find some of this useful/usable but either way it entertained me for a while and that’s what’s important right? ;P
deathbydoughnut |
Oh man I am a fan of those alterations. The mastery element is a glorious addition.
As for them being more powerful, that is actually kind of the point, that for some way and some reason the player who has one of these abilities is unique and much stronger than a standard character of the same race and class combination.
These are the protagonists in a story of epic proportions, they are meant to be a little op. Besides I will be throwing many difficult challenges in their way.
While I haven't exactly decided when these powers are going to manifest they will be at varying times, probably determined by player participation, story elements, and roleplaying more than by level or any numerical advancement.
An idea for another.
Super fun idea is to give this to a player whose character is good aligned.
Revel |
I played with your idea and added another possibility, hope you like them :)
Description: Character is a former lord of hell. He was usurped by another devil lord, and transformed by his successor Asmodeus chose to spare the devil lord's life instead of allow s/he to be destroyed, Asmodeus wipe the character's identity and implanted the character's soul into a baby, to grow and to suffer as a mortal. They are followed by an imp who swears fealty to them, but stays invisible most of the time yet does not (or cannot) reveal his true past. Eventually the character will start to develop devilish features and abilities.
Powers: Darkvision 60 foot (use the range of the characters base race if it is better), resist fire: 5, damage reduction 5/good, +4 bonus to all saves vs poison, protection vs good (3/day), summon devil 1/day (treat as summon monster but only may be used to summon CR equivalent devils or creatures with the fiendish template)
Mastery: A PC that has mastered this ability has their abilities enhanced as follows, darkvision now allows them to see through magical darkness as well as normal darkness, resist fire: 10, damage reduction becomes 5/good and silver, immune to poison, protection vs. good becomes circle of protection against good (3/day), and their summoning ability can be used twice per day instead of once.
Note: Lords of hell often have one or more abilities that are unlike typical abilities of other devils. After character creation I would create one additional ability specifically geared toward the character that had a hellish theme to it as well as an improved version for mastery.
Redemption (an alternate to mastery): If the character maintains a good alignment and adamantly refuses to use their active powers unless there is truly no other choice for an extended period of time, they may eventually be given a chance at redemption by a celestial being or good deity. How this plays out and if it’s successful is up to the GM and the player’s choices, the PC will not be told that they are being tested. If it is successful the PC’s power fade and seem to go away entirely and the imp will be killed, driven off, or leave on it’s own if it has not already happened.
At some future point when the character does something particularly noble and good that endangers them they will feel new power stir within them, a power completely different then what they felt before. The exact powers gained will depend of their alignment, a lawful good character would gain powers similar to that of an archon, neutral good characters would gain powers similar to that of an angel or agathion, and chaotic good characters would gain powers similar to an azata.
Additionally their custom power from being a lord of hell will undergo a dramatic transformation as well and they may gain a new celestial creature that follows them and keeps watch for signs of retribution from their previous life.
And no not Doctor Who ;P
Description: The character has a unique relationship with time. This could be a result of magic experimentation, the blood of a powerful race in their background or something else altogether.
Powers: Each day the character gain a number of motes of time equal to half their level. These motes can be use the same way a time thief uses them.
Mastery: A character that masters this ability gains 2 aevum and two aevum powers appropriate for their charcter from the list under time thief
Note: I really like the time thief, it has some interesting and unique abilities your players probably haven’t seen so I’m stealing the idea for the time lord. Naturally I decreased the number of motes and such since they shouldn’t get a full class worth of abilities. Still I think this should be plenty to keep the player of the time lord entertained.
Revel |
So I made a few changes to flush them out a bit and give an idea of what you could do with them. The time thief is still the basis for everything but I made a few adjustments to make it more interesting, giving them a few flavorful abilities.
Description: The character has a unique relationship with time. This could be a result of magic experimentation, the blood of a powerful race in their background or something else altogether.
Powers: The character has a number of motes of time equal to 2 + half their level, each day after resting they regain any motes they have used. Motes of time may be spent to use any of the following powers. Each power uses exactly one mote of time unless otherwise stated in the description.
1) Act in the surprise round when the character would not normally be able to do so.
2) Gain a bonus to one attack roll, skill check, ability check, or saving throw provided the roll represents a single action that occurs entirely within a one round. When used the character gains a +2 bonus for each time mote spent up to a maximum of +8 if four are used.
3) Take an additional swift action that does not count against the characters normal limit of one per round.
4) Take a move action as a swift action.
5) Heal injuries as if having rested for a full day.
6) Take 10 on any single skill check made before the end of the characters next round.
7) Reroll one attack roll, skill check, ability check, or saving throw provided the roll represents a single action that occurs entirely within a one round.
Mastery: A character that masters this ability gains 2 aevum and the following two powers.
1) Rewind Personal Time – During the characters turn they may spend an aevum to “rewind” their bodies backwards in time. This causes them to undo any and all damage or other effects caused to them during the last round no matter what they were (including healing). Alternatively this may be used on another person for the same effect but doing so cost 2 aevum. Note that this can be used to even bring someone back to life if they died in the previous round. If used on an opponent they are allowed a Will save DC 10 + ½ the time lord character level + INT to negate its effects.
2) Celerity – By spending 1 aevum as a free action the character gains the benefits of an improved version of haste for 1 round per 2 character levels. This has the following benefits.
When making a full attack action, the character may make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by haste or a speed weapon, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
The character gains a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
All of the characters modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice her normal speed using that form of movement. This increase counts as an enhancement bonus and it affects the time thief’s jumping distance as normal for increased speed.
Each round, the character may automatically dodge the first ranged attack they are aware of that would otherwise strike them.
Note: You may also want to consider allowing the character to learn other talents, advanced talents, and aevum abilities such as those listed under the time thief by using feats if the player want to expand their abilities further.
You will probably want to add a little more fluff to a few of the abilities but hopefully this works well for you.
Kryzbyn |
If you want to get all 'class'y for the dragon one, I did this homebrew class based off of the Divinity II: Ego Draconis game.
Meat |
Might take more work but I would scale it...
Simple but potent ability at first (equal to a 2nd level combat or 3rd level non-combat spell)
Around 4th unlock a further ability:
Around 7th maybe choice of two paths of abilities
Around 12th unlock the big ability on the path, plus a drawback...
Let your players choose, but they only know the starting ability.