| BlueStorm |
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Okay, I seem to have homebrew'd myself a pot of trouble trying to make a set of Powers that a character can take in place of a feat...
... I don't think any of them are quite balanced.
That said, that might not Matter, as the reason I came up with them was to simulate Some extreme Anime style Fights. (Level a mountain with one shot? Yes Please!) And not to mention: they are intended for a bunch of characters that were created to start at LV 61.
-and also Rainbow Dash, but that's not important yet.
So, Have a look. And tell me if they can stay, or if I should shoot them, or just give them a shave.
And now for the list:
Challenge (Ex): The Character Gains a number of Challenges Equal to 1/3 her Total Level, with a Damage bonus equal to current Level. Can only be taken once. Stacks with existing Challenges if the character has them (or gains them).
Ki Pool (Su): The Character gains a Number of Ki points Equal to 1/2 her Total Character Level. Can only be taken once. Stacks with existing Ki Pools if the character has them (or gains them).
Rage (Ex): The Character gains a Number of rounds of Rage Equal to 2x her Total Character Level. Can only be taken once. Stacks with existing Rage rounds if the character has them (or gains them).
Ki Blast (Su): Performs an attack using a focused Ki Wave. A successful Attack deals 1d6 Sonic and an additional 1d6 for every 2 levels above 1st, plus the Charisma Modifier, the Strength Modifier, and the Dexterity Modifier. Costs 5 Ki points. Can be used as a Melee attack or ranged. Uses a Range increment of 60ft.
Ki Blade (Su): Performs an attack by charging the wielder’s Weapon(s). A successful Attack deals Sonic Damage of the Weapon’s Dice type Plus and additional Die for every 2 Levels above 1st (1d10 become 2d10, etc.), plus the Charisma Modifier, the Strength Modifier, and the Dexterity Modifier. Costs 5 Ki points. Can be used as a Melee attack or ranged. Uses a Range increment of 60ft.
Hot Blooded(Su): You may spend 1 point from your Ki pool as a swift action to add your Charisma score for all melee or ranged attacks you make that round. Can be combined with Similar Abilities for more power.
Accelerate (Su): You may spend 1 point from your Ki pool as a swift action to add your Dexterity score for all melee or ranged attacks you make that round. Can be combined with Similar Abilities for more power.
Fury Slice (Su): While raging, you can use your Melee strikes and weapons as though they were ranged weapons with a range increment of 60 ft. Using a solid force of Rage as the attack rather than throwing the weapon or fist.
Ki Wave(Su): Spend 1 Ki point and you can use your Melee strikes and weapons as though they were ranged weapons with a range increment of 60 ft. Using a solid force of Ki energy as the attack rather than throwing the weapon or fist. This effect lasts for 1 Minute.
Perfect Flight (Ex): Improves Flight Quality to Perfect.
Extreme Speed (Ex): While Raging, Flight and/or Land speed is increased by 7050 ft. Alternately; this Ability can also be activated for 1 Minute outside of Rage, or those without the Rage ability, by spending 1 Ki Point.
^Definately overpowered from a pure numbers perspective, it's the Speed of sound in real life. Thing is, I doubt it's going to have much of a impact on play; besides allowing that character to ignore 90% of map details; and being able to just flee when things go bad.
Frequent Rest (EX): Can restore 1/8 of daily allotments of Special Abilities (Rage, Spells, Ki, Challenges) by sleeping or meditating for 1 hour. This does not affect the amount available after a full Night’s Sleep, but does allow one to stave off the effects of fatigue longer.
Sonic Rainboom (Su): This effect causes seven shimmering, multicolored beams of light to spray out in all directions. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams which Deals 1d10 Damage for every two Character Level each, and have additional effects. Costs 5 Ki points to use.
1d8 Color of Beam Effect
1 Red 20 points fire damage (Reflex half)
2 Orange 40 points acid damage (Reflex half)
3 Yellow 80 points electricity damage (Reflex half)
4 Green Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*
5 Blue Flesh to stone (Fortitude negates)
6 Indigo Insane, as insanity spell (Will negates)
7 Violet Sent to another plane (Will negates)
8 Struck by two rays Roll twice more, ignoring any "8" results
Rainbow Road (Su): Creates a vertical, opaque wall trailing behind your movement- a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. Any other creature with less than 8 HD that is within 20 feet of the wall is blinded by the colors for 2d4 rounds if it looks at the wall.
The wall's maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A Rainbow Road Placed in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall. Those trying to pass though the wall also get harmed by 1d6 Damage per 2 Character Levels.
. Costs 4 Ki points to use. Fades after 1 Minute.
1d8 Color Effect of Color
1 Red Stops non-magical ranged weapons.
Deals 20 points of fire damage (Reflex half).
2 Orange Stops magical ranged weapons.
Deals 40 points of acid damage (Reflex half).
3 Yellow Stops poisons, gases, and petrification.
Deals 80 points of electricity damage (Reflex half).
4 Green Stops breath weapons.
Poison (Frequency: 1/rd. for 6 rd.; init. effect: death, sec. effect: 1 Con/rd.; Cure 2 consecutive Fort saves).
5 Blue Stops divination and mental attacks.
Turned to stone (Fortitude negates).
6 Indigo Stops all spells.
Will save or become insane (as insanity spell).
7 Violet Energy field destroys all objects and effects.*
Creatures sent to another plane (Will negates).
8 Affected twice Roll twice more, ignoring any "8" results
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...And now to wait until I get insulted for something I don't fully understand...
| TimD |
Extreme Speed is actually a bit faster than twice the speed of sound (1,126 ft/second), unless you aren't going for earth-normal air density. Does make me wonder what would happen if they hit a wall of force unexpectedly. Sadly walls of force are considerably more fragile in the 3E and beyond era.
As your flavor of epic and mine vary dramatically, that's about all I can contribute.
-TimD
| BlueStorm |
Extreme Speed is actually a bit faster than twice the speed of sound (1,126 ft/second), unless you aren't going for earth-normal air density. Does make me wonder what would happen if they hit a wall of force unexpectedly. Sadly walls of force are considerably more fragile in the 3E and beyond era.
As your flavor of epic and mine vary dramatically, that's about all I can contribute.
-TimD
I just checked... you're right about the speed thing.
I must have rounded up: 6,756/6secs is a bit of a hard number to remember.