Author Topic: Secondary energy tracks(Finished)  (Read 4807 times)

Mystify

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Secondary energy tracks(Finished)
« on: September 10, 2012, 01:29:17 AM »
These are meant to give you ways to specialize in different energy types without being your primary offensive track. Fire elemental already fulfills the role for fire, so I will not be making a fire one. For electricity, cold, and acid I will. Of course,these pair well thematically with elementalsit, but should mesh with pretty much any archetype you want.

Charged
Pretty damage focused, with an interesting(I hope) charge up mechanic that allows for more flexible play

Frozen
This one is clearly more defensive, and offers a couple of options. 

Caustic
Spew acid everywhere and have a protective slime coating
« Last Edit: September 11, 2012, 11:59:15 PM by Mystify »
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Tharinock

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Re: Secondary energy tracks(Finished)
« Reply #1 on: September 12, 2012, 09:30:17 PM »
Read through the charged track. My advice for that: getting something for doing nothing (charge up) seems like a bit much. maybe rephrase the first circle to say "As a swift action, you gain one point of electric charge. You may not have more points of charge than you have circles in this track. While you have at least 1 point of electric charge, you may treat any weapon attack as if it had the [Electric] property." Also, jolt should probably be a standard action, cuz of the damage ramp while you are doing other attacks.

Circle two can say "When you use jolt, you may expend all of your electric charge to add KOM * Points of Charge to the damage."

Mystify

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Re: Secondary energy tracks(Finished)
« Reply #2 on: September 12, 2012, 09:44:24 PM »
Read through the charged track. My advice for that: getting something for doing nothing (charge up) seems like a bit much. maybe rephrase the first circle to say "As a swift action, you gain one point of electric charge. You may not have more points of charge than you have circles in this track. While you have at least 1 point of electric charge, you may treat any weapon attack as if it had the [Electric] property." Also, jolt should probably be a standard action, cuz of the damage ramp while you are doing other attacks.

Circle two can say "When you use jolt, you may expend all of your electric charge to add KOM * Points of Charge to the damage."
The damage increase from charge up is basically an extra KOM damage a round. That is easily acquired in other ways, as various additions to existing actions can improve things. The base damage on jolt is lower than comparable abilities(namely earth spike), so you have to charge a round between attacks just to get that level of output. It also doesn't expand to [Close] like earthspike does.
Jolt would be very underpowered as a standard action. to reach the baseline 1d6/level damage a spell would do, you would need to charge for 5 rounds, assuming you had a KOM of 10, which wouldn't happen till later game. Which would take longer than most battles just to be on-par, effectively making it a 1/[Encounter] ability that really sucks. Plus, it would defeat the purpose of this being a secondary track. Though adding a cap on the charge wouldn't be a bad idea. 
You also have conflicting pressures against letting it charge for long periods. If you aren't using it frequently, the [Entangled] ability doesn't help you, and you are losing out on that aspect of the track. If you are waiting till the end to use it, the [Entangled] is similarly not useful.
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Mystify

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Re: Secondary energy tracks(Finished)
« Reply #3 on: June 26, 2013, 02:25:43 PM »
Charged

While the Elementalist does a good job of covering a elemental specialist who uses various elements with their standard actions, a more secondary elemental role is rarer. Currently, only fire elemental fulfills that role. This track is designed to do roughly the same thing for electricity.

1st Circle - Electrified: As a free action, you can electrify a weapon you are wielding, adding the [Elemental] property with [Electricity] damage to it until you stop wielding it. If it already has the [Elemental] property, you instead switch it to use [Electricity] damage
JoltSU: One per round, you can spend a move action to deal your character level in [Electricity] damage to all opponents in [Melee] range.

2nd Circle -  Charge UpSU: On any [Round] you do not use Jolt, you gain a point of charge. When you use Jolt, you add your KOM damage to the attack for each point of charge you have and lose all charge. You cannot have more points of charge than you have circles in this track, and points of charge expire at the end of the [Encounter]

3rd Circle - SpasmsSU: Opponents damaged by Jolt are [Entangled] for 1 [Round].

4th Circle - Bolt of GlorySU: Once per [Encounter], as a move action you can [Teleport] to a square within [Medium] range. All enemies within [Melee] range of the path between your start and end square must make a reflex save (DC 10+ ½  your level + your Key Offensive Modifier) or take 2x your KOM in [Electricity] damage.

5th Circle - RechargeSU:  You gain [Fast healing] equal to your character level, and deal an extra 3xKOM with the first Jolt you use in an [Encounter]

6th Circle - Ball LightningSU: Once per [Round] as part of a move action, you can create a ball of lightning in a square adjacent to you. It may move up to 100ft per round on your turn, and if it ends your turn in a creature’s space, that creature takes your KOM in [Electricity] damage and is [Entangled] for 1 round. A creature in melee range of a ball of lightning may discharge it with a move action, destroying it. A ball lightning expires at the end of the [Encounter]

7th circle - OverloadSU: Once per [Encounter] as a standard action, you can supercharge your next use of Jolt. It will deal an additional 4x your  level in [Electricity] damage, and everyone damaged by is [Battered] for 3 [Rounds] and must make a fortitude save (DC 10 + ½ your level + your Key Offensive Modifier) or be [Stunned] for 1 [Round].
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Mystify

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Re: Secondary energy tracks(Finished)
« Reply #4 on: June 26, 2013, 02:27:49 PM »
Frozen

Much like Charged, this is a track to fulfill the role of a secondary elemental track, this time for [Cold] damage.

Circle 1- Deep Chill: As a move action, you can deal half your level + KOM in [Cold] damage to an enemy in [Close] range, and half their speed for 1 [Round].

Circle 2- Ice armor: You gain a +1 item bonus to AC for every circle you possess in this track.

Circle 3-  Icy Veins: You gain [Resistance] to [Cold] damage and a +2 bonus to fortitude saves.

Circle 4 - Frozen Power:
Choose one of the following abilities:

Glacier: You are as slow and inevitable as a glacier. As part of a move action, you gain [Lesser resistance] to all damage.

Slip ‘n slide: As a swift action, you can create an area of ice, as if casting the grease spell, only it covers a number of 10ft squares equal to your level. You do not need to make checks to move across it, and can move at double speed while on ice. Effects that inflict [Fire] damage in an area burn away the ice in the area that they do damage.

Circle 5- Arctic Wraith: At will, as a swift action, if you do not already have a cold spread, you may create a cold spread with a radius of your [Close] range originating from you that moves with you and lasts until it is  dismissed as an immediate action. Opponents you who begin their turn in this spread are dealt energy damage with the [Cold] descriptor equal to your KOM. A successful Fortitude save (DC 10 + ½ your level + your KOM) negates the damage.

Circle 6 -  Sub Zero: Your Frozen Power increases:
Glacier: You now gain [Resistance] to all damage when you use Glacier

Slip ‘n Slide: As a swift action, you can form ice around a creature. They must make a reflex save (DC 10+ ½ level + KOM) or be knocked [Prone], and are [Checked] in all directions until they spend a move action to free themselves.

Circle 7- Frozen Solid: Once per [Encounter],you can freeze an enemy effected by Deep Chill in a block of ice. The ice renders them both incapable of acting and blocks line of effect to them. After 1 [Round], they break free. A successful reflex save (DC 10+1/2 level + KOM) negates this effect.
« Last Edit: June 26, 2013, 07:33:01 PM by Mystify »
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Mystify

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Re: Secondary energy tracks(Finished)
« Reply #5 on: June 26, 2013, 02:29:30 PM »
Caustic
Another secondary energy track, rounding out with Acid.

Circle 1 - Acid SpitSU: As a swift action, you spit acid at an opponent within [Close] range. Make an attack roll; if it hits, it deals it deals your Level+KOM [Acid] damage and the target must make a fortitude save (DC 10 + ½ level + KOM) or be [Sickened] for 1 [Round]

Circle 2 - Acid SlimeEX: Your skin is covered in an acidic slime, which protects you and harms those who touch you. You are immune to [Burning] and at the beginning of your turn,  if you are [Grappled] by an opponent, or you are Grappling an opponent, that opponent takes your KOM in [Acid] damage.


Circle 3-Blinding spitEX: Enemies who fail their save against your Acid Spit are [Blinded] for 1 [Round]

Circle  4 -Protective SlimeEX: Your slimes protective abilities increase, giving you [Resistance] to elemental damage.

Circle 5- Acid SpewSU: Once per [Encounter], as a move action, you can affect everyone in [Close] range as if they were the target of Acid Spit. Make a single attack roll and use it to determine which targets are affected.

Circle 6- Armor eaterSU: Your Acid Spit is now so powerful it can eat through the armor and hide of your opponents.Opponents who fail their save against it take a -1 penalty to AC, and have any [Resistances] or DR reduced by 5. This can only affect a creature once per [Round] and stacks up to 3 times. This effect ends at the end of the [Encounter]

Circle 7 - Acid FountainEX: You may use Acid Spew any number of times per [Encounter]
« Last Edit: June 26, 2013, 07:35:52 PM by Mystify »
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Greybender

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Re: Secondary energy tracks(Finished)
« Reply #6 on: June 26, 2013, 02:43:31 PM »
Cool nice to see these updated to 1.0 :D  I'm gonna have fun throwing acidic slimes at the party xD
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Mystify

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Re: Secondary energy tracks(Finished)
« Reply #7 on: June 26, 2013, 02:44:58 PM »
it was really easy,I just had to change a [on fire] to [burning]. I figured I may as well post them here properly while I was at it, since people complained about not being able to access gdocs
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Draz

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Re: Secondary energy tracks(Finished)
« Reply #8 on: June 26, 2013, 06:59:55 PM »
Charged C1: I like the concept!

Charged C2: I'm a little skeptical how often this ability will actually get used; generally, if someone takes this track, they are probably planning to use Jolt for most of their move actions.  Later circles don't upgrade the utility of "charge points" as much as I'd hoped.

Charged C4: Severely underpowered.  Would be weak even without offering a save.

Charged C6: Needs clarification.  When during your turn can you move it 100 ft?  Can more than one of them be moved onto the same opponent, dealing their damage multiple times?  Also, my hunch is that the "can be canceled out by a move action" clause is weaker than a 6th circle should be, but I'm not positive about that.

Frozen C1: Someone with more tactical balance sense than I should judge whether this will have the same kiting abuses as Ray of Frost did in early 5e.  Also, giving the ability to turn a wielded weapon into Elemental (cold), like Charged C1 does, would be flavorful without being a big boost in power.

Frozen C5: Legend 1.0 has mostly moved away from aura-type abilities having "friendly fire" drawbacks.   I think this should too.

Frozen C7: Seems weak compared with Bag of Tricks C7 or Tactical Insight C7 or Runesong Scholar C6.  I think I'd make it 2 [Rounds], with a save for half duration.

Caustic C1: Significantly better than Cleave, which is a C2 effect.  Many characters don't even have a use for swift actions at low levels (other than default things like switching weapons), and this is a relatively powerful extra attack as a swift action.  Yikes.  I'd take a page from Fire Elemental and make this start out as (part of?) a move action, then upgrade it to swift action usage later on, perhaps as part of C3.  I'd also limit it to 1/Round.

Caustic C2: Does anything else in Legend grant Immunity to Burning?  Seems like that could have some issues -- mostly by being too much of an "I win" button against Fire Elementals.  Also, the retributive damage vs. grapplers needs some clean-up in its wording.  How often and when does it occur?  Does it work if the Caustic is the one initiating the grapple?  (That would make this Circle much less situational in its utility.)

Mystify

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Re: Secondary energy tracks(Finished)
« Reply #9 on: June 26, 2013, 07:32:24 PM »
Charged C2: I'm a little skeptical how often this ability will actually get used; generally, if someone takes this track, they are probably planning to use Jolt for most of their move actions.  Later circles don't upgrade the utility of "charge points" as much as I'd hoped.
The point is that you don't need to use jolt for all of your move actions. You can afford to move, to use other abilities, lure people in close, then hit them with a full charge.
Charged C4: Severely underpowered.  Would be weak even without offering a save.
its a medium range teleport as a move action. That alone would make it useful, the wide swath of damage along the path is just icing.
Charged C6: Needs clarification.  When during your turn can you move it 100 ft?  Can more than one of them be moved onto the same opponent, dealing their damage multiple times?  Also, my hunch is that the "can be canceled out by a move action" clause is weaker than a 6th circle should be, but I'm not positive about that.
it can move anytime on your round. Moving multiple onto a target can do more damage. I don't have restrictions listed for those because there aren't restrictions.
If the opponent doesn't elect to destroy them, you can very quickly build up a lot of ongoing damage on them. If they do, you are spending partial moves to do damage and consume your opponent's moves.

Frozen C1: Someone with more tactical balance sense than I should judge whether this will have the same kiting abuses as Ray of Frost did in early 5e.  Also, giving the ability to turn a wielded weapon into Elemental (cold), like Charged C1 does, would be flavorful without being a big boost in power.
you are using your move action to half their speed- they still come out ahead in the basic case, and if we get into the complex case there are far more things that could be doing this easier. hungry shadows halves their speed, and then stuff, for longer, and its  a standard so it doesn't hamper your own mobility.
Frozen C5: Legend 1.0 has mostly moved away from aura-type abilities having "friendly fire" drawbacks.   I think this should too.
You are right, stealing from unbearable radiance and modifying it.
Frozen C7: Seems weak compared with Bag of Tricks C7 or Tactical Insight C7 or Runesong Scholar C6.  I think I'd make it 2 [Rounds], with a save for half duration.
This is a rider effect on a move action attack, its effect should be weaker.

Caustic C1: Significantly better than Cleave, which is a C2 effect.  Many characters don't even have a use for swift actions at low levels (other than default things like switching weapons), and this is a relatively powerful extra attack as a swift action.  Yikes.  I'd take a page from Fire Elemental and make this start out as (part of?) a move action, then upgrade it to swift action usage later on, perhaps as part of C3.  I'd also limit it to 1/Round.
Its not a normal attack, it just has an attack roll to hit. I also question part of a move being a more expensive action.

Caustic C2: Does anything else in Legend grant Immunity to Burning?  Seems like that could have some issues -- mostly by being too much of an "I win" button against Fire Elementals.  Also, the retributive damage vs. grapplers needs some clean-up in its wording.  How often and when does it occur?  Does it work if the Caustic is the one initiating the grapple?  (That would make this Circle much less situational in its utility.)
a fire elemental is not going to win because you are burning. fire elemental shuts down fire elemental far harder than this track does. They lose out on some relatively minor damage, can't fatigue you, an lose out on some very minor healing.
I'll clarify when it occurs, but I explicitly say it triggers if you are grappling them.
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Draz

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Re: Secondary energy tracks(Finished)
« Reply #10 on: June 26, 2013, 09:14:12 PM »
its a medium range teleport as a move action. That alone would make it useful, the wide swath of damage along the path is just icing.
Hmmm.  I guess I'm underwhelmed with [Teleport] effect in general in Legend, then, because there seem to be so many of them.  I guess this does let you move a LOT further than most builds would normally be able to move in one action, and the [Teleport] descriptor is also mostly icing on the cake.
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If the opponent doesn't elect to destroy them, you can very quickly build up a lot of ongoing damage on them. If they do, you are spending partial moves to do damage and consume your opponent's moves.
Good point.

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hungry shadows halves their speed, and then stuff, for longer, and its  a standard so it doesn't hamper your own mobility.
Also a good point.
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This is a rider effect on a move action attack, its effect should be weaker.
I still think it's underwhelming for a C7.  If you don't want to lengthen the duration, then maybe it just makes them [Slowed] or [Entangled] for 1 round on a successful save?

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Its not a normal attack, it just has an attack roll to hit. I also question part of a move being a more expensive action.
At low levels, swift actions are pretty much garbage for most builds.  After about Level 4 or 5, I would agree with your questioning.

And it's still way better than Cleave.

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a fire elemental is not going to win because you are burning. fire elemental shuts down fire elemental far harder than this track does. They lose out on some relatively minor damage, can't fatigue you, an lose out on some very minor healing.
Yes, fire elemental shuts down fire elemental obnoxiously hard, but at least it's reciprocated shutting down.

And I still feel like I'd feel pissed if I ever played a Fire Elemental and ran into this track.

Mystify

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Re: Secondary energy tracks(Finished)
« Reply #11 on: June 26, 2013, 09:33:47 PM »
And it's still way better than Cleave.
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cleave will hit way harder than this will, all of the effort you put into boosting your attacks will affect it. This is just a basic SU.
And I still feel like I'd feel pissed if I ever played a Fire Elemental and ran into this track.
What if you ran into one of the things that actually have fire resistance? that will shut down nearly all of your damage without  further effort on your part to get through.
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