Author Topic: Nature's Conduit  (Read 2744 times)

Mystify

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Nature's Conduit
« on: January 17, 2014, 04:56:14 PM »
Nature’s Conduit
Whether from an intrinsic connection to nature, forcible binding, or a faustian bargain, you can channel the power of spirits.

Circle 1 - Animal SpiritsSU: At the beginning of each [Scene], You may draw upon the power of a number of spirits. Each spirit takes a number of spirit points specified in their ability. Your spirits last until the end of the [Scene], at which point your spirit points refresh.
You have 2 spirit points per [Scene ].

You gain access to the following animal spirits, each which costs 2 spirit points.
Hawk spirit- you gain a +4 bonus to perception and awareness.

Wolf spirit- You gain a melee natural weapon with 3 properties of your choice, and a +3 bonus to a physical skill of your choice

Snake spirit- You gain a bonus to your initiative equal to half your level, minimum 1. Moving out of a square of difficult terrain does not cost you extra movement.

Boar spirit- Once per [Encounter], when you make a successful Fortitude or Will save against an offensive action that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half ”), you may instead ignore the effect entirely.

Rhino spirit- Yo do not provoke attacks of opportunity from charging.  Your attacks deal additional damage equal to half of your level, minimum 1. This is an [Arming] effect

Circle 2- Elemental SpiritsSU:  You can channel the power of raw elemental spirits. You gain access to the following spirits, each which costs 3 spirit points.
You have 5 spirit points per [Scene].

Air Elemental- You are [Immune] to [Ground] effects and fall damage. If you are [Flying], you are [Immune] to [Prone]

Earth Elemental- One per [Encounter], as a move action, you may infuse yourself or an ally within [Close] range with earth, granting [Lesser resistance] to [Physical] damage until the end of the [Encounter]

Fire Elemental- The first time each [Round] a creature hits you with a [Melee] attack, you deal damage with the [Fire] descriptor equal to your character level to that creature.

Water Elemental- [Burning] only lasts for 1 [Round] against you, and you have a +3 bonus to saves vs. [Binding] effects

Circle 3- Spirits of WeatherSU:
You can channel the power of weather spirits. You gain access to the following spirits, each which costs  4 points
you have 9 spirit points per [Scene]

Lightning spirit- You may use call lightning at will, as the spell, and gain [Resistance] to [Electricity] damage

Fog spirit- You may use Fog Cloud as a swift action once per [Round]. Creating a fourth fog cloud causes the oldest of your obscuring mists to disperse immediately. You have [Tremorsense] out to your [Melee] range

Wind spirit- As a move action, you may create a 20ft wide line extending from you to your [Medium] range. Creatures in the area must make a fortitude save(DC 10+½ level + KOM) or be [Blown away] from you.

Circle 4 - Spirits of the LandSU:
You gain access to even more powerful spirits, who control vast features. These take 5 spirit points to control
you have 14 spirit points per [Scene]

Forest Spirit- As a standard action once every 5 [Rounds], you can create a number of trees up to your level within [Medium] range. Each tree occupies a 5ft square and is an obstacle with 50hp, and attacks against them automatically hit, and they automatically fail saving throws. Trees cannot grow in spaces occupied by creature or objects.

River spirit- As a move action, you call upon the waters of life to heal 2 hp per level to allies within [Close] range.

Mountain Spirit- Whenever you would be moved as the result of an offensive action taken by an opponent, you may choose to not be moved instead. You are [Immune] to [Slowed]

Desert spirit- You are under the constant effects of endure elements, as the spell. You gain [Lesser resistance] to [Fire] effects, and [Immunity] to [Dazzled] and [Blinded], unless you possess the Justice, Blind feat or other abilities that require you to stay [Blinded].


Circle 5-Spirits of DisasterSU: You gain access to deadly spirits whom control deadly forces of nature that herald in natural disasters. These spirits take 6 spirit points to control
you have 20 spirit points per [Scene]

Volcano Spirit- You call forth the raw powers of the earth to create a volcano. Once per [Encounter] As a standard action, you may create a 30ft spread within [Long] range that lasts until the end of the [Encounter]. Creatures that end their turn in this spread begin [Burning], are [Slowed], and 1d6 damage/level with the fire descriptor. As a move action, you can cause the volcano to erupt, creating a 60ft spread at the location of the first spread. Creatures in this second spread take your level+your KOM [Fire] damage and begin [Burning]

Tornado spirit- Once per [Encounter], as a standard action, you may create a 20ft spread within [Medium] range that lasts until the end of the [Encounter]. Creatures in this spread at the end of one of your turns are [Blown away] from the center of the spread and take 2 damage per level. As a move action, you may move the spread to another place within 50ft of its previous location.

Flood spirit- Once per [Encounter] as a standard action, you may create a spread centered on you that extends out to your [Long] range that floods with water. Creatures in this spread have their movement speed halved unless they possess the [Swim] movement mode. This is a [Ground] effect. As a move action,  you may cause a waterspout to shoot up and hit an opponent in the area of the spread. This opponent loses the [Flying] condition and cannot regain it for 1 [Round]. A successful reflex save (DC 10+1/2 level + KOM) negates this effect

Circle 6 - Rings of the PlanetSU:
You gain access to the most fundamental forces of nature. These forces take 7 spirit points to control.
you have 27 spirit points per [Scene]

Earth- You gain [Lesser Resistance] to physical damage.
           Once per [Encounter], as a standard action, you may create an earthquake. Create a spread with a radius of 5ft per level originating from you. Opponents in that area take 1d8 physical damage/level and fall [Prone]. A successful reflex save (DC 10+½ level +KOM) halves the damage and negates the [Prone] condition. This is a [Ground] effect.
          As a swift action, you can assume the form of Earth. While in this form, your [Lesser Resistance] to physical damage increases to [Resistance]. You may only use one form at a time, and it expires at the end of the [Encounter].

Fire-   You gain [Fast healing] equal to your level
    Once per [Encounter]. as a standard action, you may unleash a gout of flame in a 60ft wedge that deals 1d8 damage per level with the [Fire] descriptor to creatures in the area and starts them [Burning]. A reflex save (DC 10 + ½ level + your KOM) halves the damage.
As a swift action, you can assume the form of Fire. While in this form, opponents that end their turn in your [Melee] range take your KOM in damage and begin [burning].
  You may only use one form at a time, and it expires at the end of the [Encounter].

Wind- you gain the flight movement mode, and a +15ft bonus to your movement speed
As a standard action once per [Encounter], you can buffet nearby creatures with wind. All opponents within [Medium] range take 1d8 damage per level and are [Blown away] in a direction of your choice. A successful fortitude save (SC 10+½ level+KOM) halves the damage and negates the [Blown away] effect
As a swift action, you can assume the form of Wind. While in this form, you are immune to [Binding] effects
  You may only use one form at a time, and it expires at the end of the [Encounter].

Water-  You gain a +3 bonus to all saves, and the [Swim] movement mode
            As a standard action once per [Encounter], you create a waterspout. Create 2 30ft radius spreads within [Medium] range. Creatures in those spreads take 1d8 damage per level and are [Checked] in all directions for 1 [Round]. A successful fortitude save (DC  10+½ level+KOM) negates the [Checked] condition and halves the damage.
As a swift action, you can assume the form of Water. While in this form, You do not provoke attacks of opportunity by moving through threatened squares.
  You may only use one form at a time, and it expires at the end of the [Encounter].

Heart- You may telepathically communicate with any creature within [Long] range, and eavesdrop on telepathic communications. You are aware of the location of every creature within [Long] range, unless they are using stealth, in which case you are only aware of their existence.
   As a standard action once per [Encounter], you can cause a creature within [Close] range to be [Dazed] for one [Round]. a successful will save(DC 10 + ½ level + KOM) negates this effect. This is a [Mind-affecting] effect.
As a swift action, you can assume the form of Heart. While in this form, you are [Immune] to [Mind affecting] and [Fear] effects.
  You may only use one form at a time, and it expires at the end of the [Encounter].


Circle 7 - Mother EarthSU:
You are able to channel mother earth herself, for 8 points
you have 35 spirit points per [Scene]
Gaia - You gain [Fast healing] equal to your level, [Immunity] to [Stunned], [Dazed], and [Nauseated], and may remove one of the following conditions from yourself once per [Round] as a swift action.
[Battered], [Bleeding], [Blinded], [Confused],[Cowering], [Dazed], [Dazzled], [Deafened], [Entangled ], [Exhausted ], [Fatigued ], [Frightened ], [Nauseated ], [Panicked ], [Paralyzed], [Petrified], [Shaken], [Sickened] or [Stunned]
« Last Edit: January 20, 2014, 05:12:01 PM by Mystify »
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Exelixi

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Re: Nature's Conduit
« Reply #1 on: January 18, 2014, 05:38:19 PM »
Boar spirit- Once per [Encounter], when you make a successful Fortitude or Will save against an offensive action that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half ”), you may instead ignore the effect entirely.

This is a second-circle ability by itself, and you've got it at C1 as an option that can be flexibly changed. This is a no-no.
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Mystify

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Re: Nature's Conduit
« Reply #2 on: January 18, 2014, 07:43:09 PM »
discipline of the dragon and construct both have it as a c1.
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Greybender

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Re: Nature's Conduit
« Reply #3 on: January 19, 2014, 09:51:53 PM »
5th circle Volcano really seems stronger than the other two options on a glance through, have you thought these through?
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Mystify

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Re: Nature's Conduit
« Reply #4 on: January 19, 2014, 09:56:44 PM »
Volcano is also the easiest to avoid later.The tornado can chase enemies around, and the flood is just huge.
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Greybender

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Re: Nature's Conduit
« Reply #5 on: January 20, 2014, 04:04:03 PM »
Yes, but Flood spirit is also a [Ground] effect on a relatively high level, not to mention it makes the second part of the text irrelevant, since [Swimming] and [Flying] creatures are immune to it.
The game would implode into rocket tag in a twisted mockery of all that is wrong with 3.5, angels would weep and the skies would fall, and it would all be your fault. Yours and yours alone.

Mystify

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Re: Nature's Conduit
« Reply #6 on: January 20, 2014, 04:59:17 PM »
fly grants immunity to [ground] effects as long as you are capable of using it, you don't have to actually be [flying]. however, you have to actually be [Swimming] to ignore [Ground] effects, so having an exclusion for the swim movement mode is still meaningfull.
I will add something to improve flood.
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Kitsune Inari

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Re: Nature's Conduit
« Reply #7 on: January 27, 2014, 04:05:38 PM »
I have to mention that I loved the selection of spirits for Circle 6. Seriously, I'm still laughing.

Jesus christ, even the order is the same XD

Mystify

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Re: Nature's Conduit
« Reply #8 on: January 27, 2014, 04:26:55 PM »
Thanks, I spent altogether way to much time making it do that.
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