Author Topic: Omniphage  (Read 3014 times)

Mystify

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Omniphage
« on: June 28, 2013, 06:00:53 PM »
Omniphage
   Omniphages eat. They don’t really care what.

Circle 1 - Piercing bite: Once per [Round]. When you hit an  the ironjaw natural weapon, you heal 1 hit point per level. A successful Fortitude save (DC 10 + ½ your level + your KOM) negates the healing.
Additionally, you gain the the ironjaw natural weapon:
Ironjaw – Melee, range [Melee], [Brutal 3] [Magnum]

Circle 2 - Ever Hungry: Once per [Round], when you would deal damage with the ironjaw natural weapon, you may inflict [HP reduction] equal to twice your character level to the target of your attack before the damage is dealt. You then heal HP equal to half the [HP reduction] inflicted by this ability.

Circle 3- Inhalation: Comparing your eating to a vacuum cleaner is rather apt. As a swift action, you can cause a target opponent within [Close] range to be [Blown away] towards you. If it would enter a square you occupy, it provokes an attack of opportunity and stops in last empty square it passed through before reaching you.  A successful reflex save (DC 10 + 1/2 your level + your KOM) negates this effect.
            Devour walls: You may eat out 5 ft of tunnel through solid rock, soil, or similar material as a standard action. These tunnels are self-supporting and wide enough for a creature creature of your size to move through. If you are [Huge], this instead makes a passage as wide as you are.

Circle 4- Feeding frenzy:You devour the very ground, eating your way through it. You gain the Burrow movement mode. Additionally, you gain [Tremorsense] out to 25 ft, or if you already possess [Tremorsense], you increase its range by 25 ft.

Circle 5- Lockjaw: Your bite is tenacious.
Once per [Round],  You may replace one of your attacks with ironjaw natural weapon, with the Grapple combat maneuver.
 Opponents [Grappled] by you start [Bleeding] at the beginning of their turn. The gain a +3 bonus to the DC for opponents escaping your grapple.
            Landshark: When you lose the  [Burrowing] condition, you may choose one opponent within [Melee] range of you to be  [Flat footed] to you until the end of your [Turn].
 
Circle 6- Spew: Every time you hit with the ironjaw natural weapon, you gain a [Spew] token. As a swift action, you may spend up to 1 [Spew] token per 2 levels you possess to create a wedge with a length of 10ft per [Spew] token you spent originating from you that deals damage with the [Acid] descriptor equal to three times your character level to all opponents in the area and renders them [Prone] and [Entangled]. A successful Fortitude save (DC 10 + ½ your level + your KOM) negates the [Prone] and [Entangled] conditions. Spew can be used 3 times per [Encounter].

Circle 7- Insatiable appetite: the [Hp reduction] and healing from Every Hungry now applies three times per [Round]
« Last Edit: July 01, 2013, 06:01:33 PM by Mystify »
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turalisj

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Re: Omniphage
« Reply #1 on: June 28, 2013, 10:51:16 PM »
 I was wondering when we'd be able to stat up Pac-Man and Kirby.

loganic

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Re: Omniphage
« Reply #2 on: June 28, 2013, 11:56:31 PM »
Omniphage
   Omniphages eat. They don’t really care what.
Love it
Quote
Circle 1 - Piercing bite: Once per [Round]. When you hit an _____  the ironjaw natural weapon, you heal 1 hit point per level. A successful Fortitude save (DC 10 + ½ your level + your KOM) negates the healing.
Additionally, you gain the the ironjaw natural weapon:
Ironjaw – Melee, range [Melee], [Brutal 3] [Magnum]
One too many weapon traits, missing text.
Quote

Circle 2 - Ever Hungry: Once per [Round], when you would deal damage with the ironjaw natural weapon, you may inflict [HP reduction] equal to twice your character level to the target of your attack before the damage is dealt. You then heal HP equal to half the [HP reduction] inflicted by this ability.
Recommend you make this a swift action, or half it again.
Quote
Circle 3- Om Nom: As a standard action, you can attempt to devour your opponent’s equipment. Make an attack with the ironjaw natural attack. If it hits, your target must make a fortitude save (DC 10+1/2 level + your KOM) or lose your choice of its weapon, shield, or armor, which you then swallow. Natural weapons cannot be targeted. The equipment can be retrieved from your [Unconscious] or [Dead] body unharmed before the end of the [Scene].
Additionally, you can eat out 5 ft of tunnel through solid rock, soil, or similar material as a standard action. These tunnels are self-supporting and wide enough for an [Average] creature to move through.
Wow that's powerful. Target a relic item and you could be kaboosh.  It seems like equipment destruction is discouraged. Maybe nerf it a bit by require a swift action to hold it, otherwise it's dropped.
Quote
Circle 4- Feeding frenzy:You devour the very ground, eating your way through it. You gain the Burrow movement mode. Additionally, you gain [Tremorsense] out to 25 ft, or if you already possess [Tremorsense], you increase its range by 25 ft.
Sounds fine
Quote

Circle 5- Swallow whole: Sometimes, you don’t even bother to chew. As a swift action after hitting an opponent with your ironjaw natural weapon, you may attempt to initiate a grapple.
You gain access to the following combat manuevers
Swallow
As a standard action, make a single melee attackfor normal damage against an adjacent opponent that is not [Swallowed] and has been [Grappled] for one or more consecutive [Rounds] that include this [Round]. A hit causes your target to become [Swallowed] by you until the end of your next turn, until you are no longer adjacent to that opponent, or until you become [Dead] or [Helpless].
A successful Fortitude save (DC 10 + ½ your level+ the higher of your STR or DEX modifiers) negates the [Swallowed] condition.

A  [Swallowed] is creature shares your space, lacks line of sight and line of effect to and from anything other than you. If you move, the [Swallowed] creature moves with you. A [Swallowed creature takes a -5 penalty to AC, and as a move or standard action,it can remove the [Swallowed] condition and become [Grappled] by the opponent by which it was pinned instead, moving to a square adjacent to that creature, with a successful Fortitude save (DC 10 + ½ opponent’s level + opponent’s CON). It may make this action even though it is [Grappled]. [Swallowed] is a [Binding] effect.

Digest
Once per [Round], as a move action, you may deal damage with the [Acid] descriptor equal to twice your level to a creature [swallowed] by you and cause that creature to remain [Swallowed] by you until the end of your next turn.
Basically fine, apart from missed replacement.
Quote

Circle 6- Spew: Every time you hit with the ironjaw natural weapon, you gain a [Spew] token. AS a swift action, you may spend up to 1 [Spew] token per 2 levels you possess to create a wedge with a length of 10ft per [Spew] token you spent originating from you that deals damage with the [Acid] descriptor equal to three times your character level to all opponents in the area and renders them [Prone] and [Entangled]. A successful Fortitude save (DC 10 + ½ your level + your KOM) negates the [Prone] and [Entangled] conditions. Spew can be used 3 times per [Encounter].
My necromancers gets to do this once per Encounter :(, although the 1 Round wait maybe helps a bit.
Edit: After looking at this again, this is not quite as powerful, dmg is 15% less and not debuff on fail.
Quote
Circle 7- Insatiable appetite: the [Hp reduction] and healing from Every Hungry now applies three times per [Round]
Every round, heal = 3x character level?? Really? Maybe  spread out the bonuses across Resistance, damage reduction, temporary bonuses. Even grapplers can do more than just choke.

Overall concept has potential, like Gluttony from Fullmetal Alchemist, or Kirby,  but instead all it seems like it is a super self healing ball of meat. Mystify get some sleep, try again. You can make it awesome
« Last Edit: June 29, 2013, 12:05:26 AM by loganic »

Mystify

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Re: Omniphage
« Reply #3 on: June 29, 2013, 12:24:03 AM »
the extra weapon property is part of the power of the first circle. contrast it with ghoul 1, and it trades inflicting sickness for another property.

circle 2 is nearly identical to water elemental 2, only more constrained.

its not actually equipment destruction in practice. If you kill it, you get it back, if you don't, you are dead. Its basically a disarm, only with more flexibility in what you can target. I did add a move action to swallow it.

spew was based on one of iron magi's chin finishers

6xlevel hp reduction a round is pretty formidable.
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Mystify

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Re: Omniphage
« Reply #4 on: June 29, 2013, 12:11:10 PM »
Ok, I've redone some of the more problematic and complex circles.
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loganic

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Re: Omniphage
« Reply #5 on: July 01, 2013, 05:47:11 PM »
Excuse the OCD
C5, row 2  "Opponents [Grappled] by you start [Bleeding]"
C6, Row 1 "As a swift action"

C5 needs some help with flow
Original
Circle 5- Lockjaw: You can bite, and not let go. As a swift action after hitting an opponent with your ironjaw natural weapon, you may attempt to initiate a grapple. Opponents [Grappled] by your start [Bleeding] at the beginning of their turn. The DC to escape your grapple(but not your pin) increases by 3.
            Landshark: If you attack a target immediately after you cease to be [Burrowed], they are [Flat footed] to your attack.

Revised
Circle 5- Lockjaw: You can bite and not let go.
You may replace one of your attacks with ironjaw natural weapon, with the Grapple combat maneuver.
or
After hitting an opponent with your ironjaw natural weapon, as a swift action, you may use the Grapple combat maneuver.
Opponents [Grappled] by your start [Bleeding] at the beginning of their turn.
You a gain a +3 bonus to the DC for opponents attempting to escape [Grappled].
Landshark: When you cease being [Burrowed], opponents are within [Medium] are [Flat-footed] against your first attack, for 1 Round.

Mystify

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Re: Omniphage
« Reply #6 on: July 01, 2013, 06:01:46 PM »
ok, I revised the wording a bit.
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