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Messages - Djtooth

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1
Legend Homebrew / Re: Players Handbook 2?
« on: October 29, 2017, 03:04:04 AM »
This is really great. Wish this system was more active for people to see your fantastic work.

2
Legend Homebrew / Re: The Psion
« on: May 03, 2017, 12:45:17 PM »
Can you enable comments on the documents?
Mental Juggernauts capstone pretty much says "You succeed one roll, once per scene" Which although potent, is lacking for a cap stone. Because of its limited use, and it isn't all that game changing. Sure it can stop you from failing a "Save or Die" but, there are capstones that grant you a slew of immunity's against save or dies.
Overall everything looks fun and well put together.

3
General Legend Discussion / Re: Super Saiyan Build
« on: April 18, 2017, 01:24:54 AM »
Any ideas to better incorporate the ranged abilities of saiyans?

4
Announcements / Re: Legend 1.1 Official Release Announcement
« on: April 17, 2017, 12:33:48 PM »
Is there a place for all of the finished material that didn't make it in the book?
Like Lurking Terror, Unicorn, Pegasus, ect?
Also the rule of cool site doesn't have the most recent book.

5
General Legend Discussion / Super Saiyan Build
« on: April 17, 2017, 12:31:35 PM »
Build One
Rage- To go Super Saiyan, fury bonuses are thematically appropriate.
Discipline of the Crane- Flight, instantaneous transmission, revival, this track is full of super Saiyan flavor.
Discipline of the Dragon- Either Careful sun or the indomitable saiyan, or reckless moon for an untouchable saiyan. Saiyans are fearless, and keep fighting at 100% or higher when they are taking a beating.


Build Two
Dervish- Turn super Sayian, and unleash your super speed.
Path of Ancestors- More initiative, Faster healing, And immunity to damage, this screams front line fighter.
Acrobatic Adept- Sayians are fantastic at dodging melee attacks, mainly because if they are hit they must spend the next thirty minutes gliding through mountains.
*Take a feat or item that grants flight.

**Both would need to have at least two weapons. Ki Blast [Distant 1] [Elemental- Electricity] [Parrying] & Martial Arts [Brutal 3] or [Brutal 2] [Magnum]

Any suggestions on how to improve these? Currently their weapons can be disarmed, but I don't think combat maneuvers from Discipline of the Serpent would fit here.

6
Legend Mechanics & Balance / Older Versions of Legend
« on: April 17, 2017, 12:02:19 PM »
I want to check out some older versions of the legend rules without trying to fix my old trashed computer.
Does anyone have a link to it?
Thinking back when Monk had poison abilities.

7
Honestly I think legend would be pretty easy to make as a card game, or even a digital game.

8
Realms of Adventure / Re: Rumble2 [Sign Ups]
« on: November 14, 2013, 02:34:28 PM »
Oh im surprised someone else has taken interest.
Did you want to lead it, or would you want to be a player?

9
Legend Homebrew / Re: Please Rate My Character!
« on: July 04, 2013, 07:39:51 AM »
You have Con as KOM and Charisma as KDM but Sentient construct forces your KOM to be Intelligence, and your KDM to be Dexterity. And since your KDM is Dexterity Dervish cannot make your KOM Dexterity. Not a matter of fluff, but a matter of rules.

10
So I went through and changed alot in the Track.

First circle: gave it a stand alone ability and clarified it.
Second circle: Removed the medicine check due to incompatibility issues.
Third circle: Moved to Fifth and replaced with a different ability.
Fourth circle: Took away potential abuse from self inflicted [HP Reduction]
Fifth circle: Replaced
Sixth circle: Gave a defined list of what it effected.
Seventh circle: Reworded and tweaked.

The Red Scouts: Expanded its usefulness.
Regenerate: Changed to one round.
Hemopilla: Gave a minimum
Cold Blooded: Now allows a save.
Yellow Blooded: Now useful even when you don't focus on fear effects.

The reason Hemoplague is based off of your opponents KDM is to lower the damage from weaker swarm opponents that are within the aura. Awkward? Yes, but sometimes it is the defining quality that we grow to love.

11
Legend Homebrew / Blood Mage (The Heart of a Fossil begins to beat)
« on: July 03, 2013, 09:43:27 PM »
So a few people I'm not naming got me back into Legend. Digging around in my favorite section I found something that was waiting for a pulse. So I provided.

Blood Mage Through meditation you have perfected Sanguinemancy.
When you gain this track choose from Strength, Constitution, Wisdom, or Charisma. This becomes your Track Ability Modifier (TAM) for this track. This decision is permanent.

1st- From the depths of blood - You hear it, deep within but not from you. From them! It is unhappy and begs to be liberated. Are you their savior?

Your presence has the power to command the blood of all creatures around you. You passively emit an aura that extends to [close] range. You receive a pool of  Aura Enhancement points, with points equal to the amount of circles you have in Blood Mage. You may allocate these points to improve your aura with special effects detailed below. At the beginning of each Scene you can reallocate your Aura Enhancement points. At 4th circle you can reallocate your Aura Enhancement points at the beginning of each encounter. At 7th circle you can reallocate your Aura Enhancement points as a move action. Additionally  once per round at the beginning of your turn you may remove [Hp Reduction] up to half your level from any creature in your aura.

2nd-Nanocells - Why would you need a doctor when you have trillions of microscopic band-aids?
As a move action you may make a vigor check and apply the result to all allies within your aura.

3rd Vigor - With proper discipline one can endure the injuries that others suffer.
Once per [Encounter], if  an ally within your aura makes a successful Fortitude against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of “Fortitude half ”), they instead ignore the effect entirely.

4th- The Rush! - Ones greatest protection lies beneath their armor, more specifically their skin. And it is such a waste that by the time the blade hits it, the damage is already done.  Whenever an ally within your aura suffers [HP Reduction]  that is not self inflicted they may gain an equal amount of [Temporary HP]. This [Temporary HP] stacks with itself to a maximum of the allies max HP. Your aura now extends to [medium] range.

5th- The Plasmic Symphony - Do you hear it? The orchestra of trillions coursing through their instruments, makes me feel at ease.
All allies within your aura gain [Fast Healing] equal to your TAM.

6th- Cleanse - With enough focus you can remedy the poisoned blood, and reshape the mangled body.
 As a Move action you may purge an ally of one of the following [Battered], [Bleeding], [Blinded], [Confused], [Dazed], [Deafened], [Energy drained], [Exhausted ], [Fatigued ], [Nauseated ], [Paralyzed], [Petrified], [Sickened] or [Stunned]. When you use this ability you become [sickened] for one round.

7th- Blood Walk - Blood is just another medium of travel for the Blood Mage, and you take pride in your...Explosive entrances.
At will as a Move action you may jump into any living creature within [melee] range and [teleport] adjacent to any creature within your aura. You may choose to make either or both the entrance or the exit “Messy” causing the victim to take 1d8 points of damage per level, and be rendered [Bleeding] and [Battered]. A successful fortitude save (10 + Level / 2 + TAM) halves the damage and prevents the [Battered]. This is a [teleportation] effect. Your aura now extends to [long] range.

Aura Enhancements

1pt The Red Scouts - Of Course the best informants lie deeply embedded within your opponents sense of security.
As a swift action, you can search for living creatures within your aura. This allows you to make a Perception check (DC 10 + creature’s total Stealth modifier) to detect each creature in the area using the Stealth skill, and also allows you to automatically detect any creatures in the area to which you do not have Line of Sight and which are not using the Stealth skill. You are able to tell if the creatures you are aware of in [close] range are unharmed(100%Max Hp), wounded(75% < Max Hp), bloodied(50% < Max Hp), Mangled (25%  < Max hp)  or near death (0%  < Max hp).

1pt Weight of imprisonment - You command the blood of your enemies to stiffen.
 At the beginning of their turns all enemies within your aura must make a fortitude save or suffer -5ft with an additional -5 every odd circle to all movement speed until the end of encounter to a minimum of 5ft per round. This ability doesn’t stack with itself

2pts Hemovexation - Your presence disrupts the balance of the circulatory system in the living.
All enemies within your aura at the beginning of your turn take damage equal to your TAM and on a failed fortitude save(10 + Level / 2 + TAM) are [sickened] for one round.

2pts Pessimistic Viscera - You feel the discomfort within others and you urge them to release themselves from their prison.
Whenever enemies within your Aura suffer [HP Reduction] they suffer an equal amount of damage Before the [HP Reduction] is applied. A successful Fortitude save (10 + Level / 2 + TAM) negates the damage.

3pts Blood Boil  -You convince the blood of your allies to liberate their brethren.
All willing allies within your aura gain a +1 + 1 per Six levels you possess to Initiative and Damage rolls. This is a fury bonus that stacks with other fury bonuses.

3pts  Regenerate - Your presence becomes invigorating causing productivity to sky rocket!
Once per round whenever an ally suffers damage from an enemy source while in your aura they may make a Fortitude save (10 + Opponents level/2 + KOM), on a successful save they gain [Fast Healing] equal to your level for one round.

4pts- Hemophilia - Once freed from their fleshy prison the blood will be hostage no longer.
Reduce all enemy healing within your aura by your character level to a minimum of 0 per instance of healing.

4pts- Open Wounds - Open the door to liberation, and the captives will flow to experience the joy of independence.
Once per turn whenever an enemy within your aura suffers physical damage they must succeed a Fortitude save or suffer from [Vulnerability] to Physical damage until the end of turn.

4pts Cold Blooded - Blood is used by the body to regulate temperature, and it is interesting to see the effects if ones crimson fluids decided not to.
At the beginning of your turn all enemies within your aura gain [Vulnerability] to [Fire] or [Cold] damage for one round. Fortitude Save Negates (10 + Level / 2 + TAM)

5pts- Hemoplague - “That what runs through you shall run you through!”
On the beginning of each opponent's turn, if they are within your aura they emit a pulse of blood expunging miasma that causes all of your enemies within (5ft per circle you possess) to suffer damage equal to the original opponents KDM. The effect is negated by a successful Fortitude save. (10 + Your level / 2 + TAM)

5pts- Yellow blooded - “Relax, don't be so paranoid, you have no need to fear for I am here to help you. But you, the one on the surface however should say your farewells to your pals deep within.”
All enemies within your Aura gain a -2 to all D20 rolls, additionally they receive a -3 penalty to saves against [Fear] effects, and whenever they would be raised one step on the fear latter they are raised one additional step.



Rough Draft
Blood Mage Through meditation you have perfected Sanguinemancy.
When you gain this track choose from Strength, Constitution, Wisdom, or Charisma. This becomes your Track Ability Modifer (TAM) for this track. This decision is permanent.

1st- From the depths of blood - You hear it, deep within but not from you. From them! It is unhappy and begs to be liberated. Are you their savior?

Your presence has the power to command the blood of all creatures around you. You passively emit an aura that extends to [close] range. You have one point per circle to invest in your aura. You may change the allocations of your aura at the beginning of each scene. At 4th circle you can reallocate at the beginning of each encounter. At 7th circle you can reallocate as a move action.

2nd-Nano Cells - Why would you need a doctor when you have trillions of microscopic band-aids?
As a move action you may make a vigor check or medicine check and apply the result to all allies within your aura.

3rd The Plasmic Symphony - Do you hear it? The orchestra of trillions coursing through their instruments, makes me feel at ease.
All allies within your aura gain [Fast Healing] equal to your KAM. You also gain a +2 bonus to your awareness.

4th- The Rush! - Ones greatest protection lies beneath their armor, more specifically their skin. And it is such a waste that by the time the blade hits it, the damage is already done.  Whenever an ally within your aura suffers [HP Reduction] they may gain an equal amount of [Temporary HP]. This [Temporary HP] stacks with itself to a maximum of the allies max HP. Your aura now extends to [medium] range.

5th- Meditation - With proper discipline ones blood can become as resilient as stone.
Any ally within your aura may expend their standard action to gain [Resistance] to damage and a +2 to all saves until the end of the round.

6th- Cleanse - With enough focus you can remedy the poisoned blood, and reshape the mangled body.
 As a Move action you may purge an ally of any temporary status effect aside from [dying], [entangled],[prone] and [checked]. When you use this ability you are [sickened] for one round.

7th- Blood Walk - Blood is just another medium of travel for the Blood Mage, and you take pride in your...Explosive entrances.
You may use instantly travel to any living creature within your aura as a move action. Doing this causes the victim to receive 1d8*CL points of damage and they become [bleeding]. If there is a living creature  with the [Bleeding] condition within [Melee] range you may use this ability to jump through them to another creature causing both victims to be affected by this ability. A successful fortitude save (10 + Level / 2 + KAM) halves the damage. This is a [teleportation] effect. Your aura now extends to [long] range.

Aura Enhancements

1pt The Red Scouts - Ofcourse the best informants lie deeply embedded within your opponents sense of security.You may make a perception check to detect any living creature within [close] range. You are able to tell if the creatures you are aware of in [close] range are unharmed(100%Max Hp), wounded(75% < Max Hp), bloodied(50% < Max Hp), Mangled (25%  < Max hp)  or near death (0%  < Max hp).

1pt Weight of imprisonment - You command the blood of your enemies to stiffen.
 At the beginning of their turns all enemies within your aura must make a fortitude save or suffer -5ft with an additional -5 every odd circle to all movement speed until the end of encounter to a minimum of 5ft per round. This ability doesn’t stack with itself

2pts Hemovexation - Your presence disrupts the balance of the circulatory system in the living.
All enemies within your aura at the beginning of your turn take damage equal to your KAM and on a failed fortitude save(10 + Level / 2 + KAM) are [sickened] for one round.

2pts Pessimistic Viscera - You feel the discomfort within others and you urge them to release themselves from their prison.
Whenever enemies within your Aura suffer [HP Reduction] they suffer an equal amount of damage. A successful Fortitude save (10 + Level / 2 + KAM) negates the damage. Additionally enemies within your aura cannot remove the [bleeding] condition.

3pts Blood Boil  -You convince the blood of your allies to liberate their brethren.
All willing allies within your aura gain a +1 + 1 per Six levels you possess to Initiative and Damage rolls. This is a fury bonus that stacks with other fury bonuses.

3pts  Regenerate - Your presence becomes invigorating causing productivity to sky rocket!
Once per round whenever an ally suffers damage from an enemy source while in your aura they may make a Fortitude save (10 + Opponents level/2 + KOM), on a successful save they gain [Fast Healing] equal to your level until the end of round.

4pts- Hemophilia - Once freed from their fleshy prison the blood will be hostage no longer.
Reduce all enemy healing within your aura by your character level.

4pts- Open Wounds - Open the door to liberation, and the captives will flow to experience the joy of independence.
Once per turn whenever an enemy within your aura suffers physical damage they must succeed a Fortitude save or suffer from [Vulnerability] to Physical damage until the end of turn.

4pts Cold Blooded - Blood is used by the body to regulate temperature, and it is interesting to see the effects if ones fluids decided not to.
All enemies within your aura gain [Vulnerability] to [Fire] and [Cold] damage.

5pts- Hemoplague - “That what runs through you shall run you through!”
On the beginning of each opponent's turn, if they are within your aura they emit a pulse of blood expunging miasma that causes all of your enemies within (5ft per circle you possess) to suffer damage equal to the original opponents KDM. The effect is negated by a successful Fortitude save. (10 + Your level / 2 + KAM)

5pts- Yellow blooded - “Relax, don't be so paranoid, you have no need to fear for I am here to help you. But you, the one on the surface however should say your farewells to your pals deep within.”
Whenever an ability with a fear effect would affect a enemy within your aura they receive a -3 on the save and if they would be [shaken], [frighten] or [panic] increase the fear ladder count by one.

12
Legend Homebrew / Re: Request a Legend Homebrew
« on: July 03, 2013, 08:15:58 PM »
R14 The Commoner Track
A track that encompasses the progression of a new peasant, whether it is a farmer, coal miner, baker, or wood cutter. Then as this plebe progresses through the levels he becomes a more heroic civilian. Around 10th level the Commoner would be the equivalent of a Gold Sheep shearer, Mithril Miner, Hell Chef, or a a Red Wood Cutter. When the Commoner finally qualifies for 7th Circle the Epic Citizen would be the equivalent of those back ground NPCs that you would expect to be the ones responsible for Taming Rocs, Mining(Or somehow obtaining) Adamantine, A magnificent chef that is capable of creating a feast that bestows a temporary divine spark equivalent upon the consumer,  or a World Tree Harvester.
This track can address one occupation of a commoner, somehow represent all of the peasant trades, or even be a class to fill the role.

"I WILL MINE THE FIENDISH MARROW FROM YOUR BONES DEMON!"

13
General Legend Discussion / Re: Announcement: New Legend Developer
« on: July 03, 2013, 08:11:52 PM »
I am Djtooth and I have come active just to say "I approve this announcement."

14
General Legend Discussion / Re: Mystify's Elemental Guide
« on: June 18, 2013, 08:29:23 PM »
Really good read on your opinions but just a few things.

Water Elemental doesn't have a description like Fire, Air, and Earth do.
Water/Air Elemental would sound better as a Fog/Mist elemental in my opinion.

15
Legend Homebrew / Re: Entropic Being track
« on: March 31, 2013, 06:46:26 PM »
Are the circles Supernatural, or Spell-like?

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