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Topics - Tim4488

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1
Legend Mechanics & Balance / Undead + Discipline of the Dragon
« on: July 20, 2015, 10:19:30 PM »
A player is building a Mummy Monk for a game I'm starting, and C2 of DotD is strictly 2/3 of C3 of Undead. I'm considering letting them swap out C2 of DotD just to avoid the overlap - my first thought is to bring over C2 of Crane, but I was wondering if folks had other suggestions or had this come up in their own games?

2
General Legend Discussion / Fun with "Weapons"
« on: September 04, 2014, 10:50:16 PM »
The more I play Legend, the more I realize how versatile the customizable weapon system is for representing things other than just sword, axe, bow, and gun. For example, I made a sailor NPC that fought with an oar. He could wield it offensively as a [Brutal 2] [Reach] weapon, or shift his grip (as a swift action or part of a move, naturally) to make it [Brutal 2] [Guardian]. [Elemental:Electricity], [Guardian] and [Parrying] makes a personal forcefield generator, which can also be pressed against enemies to give them a static shock (works well as a Natural weapon, too). Anyone else have good examples of creativity with the weapon mechanics?

3
Legend Homebrew / Generous Leech [Racial] feat
« on: June 25, 2014, 11:47:48 PM »
Generous Leech
You're the gift that keeps on giving. Forever.
Prerequisites: Undead track
Benefit: Whenever you would gain hit points due to your Consumption ability, you may choose not to heal yourself. If you do so, an ally of your choice within [Close] range is healed for the same amount you would have received.

The wording is a bit clunky, but I hope it's readable. This went through many versions in my head, including a more general feat that would trigger off of any ability (it was mutually exclusive with Livers), forgoing the healing to give your ally half of what you would have gained, and versions with and without action costs. I erred on the side of underbalanced, or at least I hope I did.

4
General Legend Discussion / Good support builds?
« on: March 11, 2014, 07:29:38 AM »
Gonna be running a game some time in the next month or so, I've got a player who wants to build a heavily support character. He's less interested in healing, although not opposed, more planning to be a buffer. Obviously Tactician is a good place to start, Bastion, Force of Will, Poet, and True Mage all might be useful, but I was wondering if anyone had any support-focused builds they were especially proud of and wanted to show off to give us some ideas?

5
Legend Homebrew / The Engineer [Class]
« on: February 08, 2014, 04:25:46 PM »
I've been building a dieselpunk/pulp world for a little over a year now, and realized that while Rogue can kiiind of get you to that engineer character, a lot of options that would work really well would require a ton of Guild Initiation, etc. So, here's my attempt at cobbling something together from a variety of pre-existing options.

The Engineer
10 HP/level
6 skills
KOM: Int
KDM: Dex

At 1st level, an engineer chooses between either a Good Base Attack Bonus or 2 additional trained skills. This choice is permanent. 
Saves: Choose one of Will or Fortitude; that save is a Good save for you, and the other is Poor. Reflex is always a Good save for engineers.

Role: Engineers vary dramatically from individual to individual, but all are masters of items and gadgetry. Some create shields of technology to protect their allies, while others build a personal suit of armor which plows through the battlefield. Death rays, ice grenades, rocket launchers - all these and more are a potential part of the engineer's arsenal, depending on which direction one chooses to focus in.

Multiclassing Tips: Some engineers even go as far as to modify their own bodies, becoming Sentient Constructs. For a more magitek sort of feel, Arcane Secrets, Combat Alchemist, or Item Creation work well. True Mage is an excellent choice for an engineer who wants to emphasize a support role.

Item Mastery (Fast)
Spoiler
Choose one of the following tracks to be your Item Mastery track.
Forger
Artificer

Weapons of Mass Destruction (Medium)
Spoiler
Choose one of the following tracks to be your Weapons of Mass Destruction track.
Demoman (CR)
Crazed Inventor
Heavy Weapon Expert
Sapper

Shield of Gears (Slow)
Spoiler
Choose one of the following tracks to be your Shield of Gears track.
Mechanist Savant (CR)
Mecha Pilot

What's interesting about this is that while the tracks were chosen more for theme than for actual mechanics, there are no major action conflicts between the three sets of options. The class should actually work fairly well as a self-contained unit. Not 100% sure about borrowing the Rogue's schtick for the chassis, but it made more sense than anything else I tried.

Thanks to Exelixi, Timeless Error, Mystify, and DragoonWraith for their tracks, and to Exelixi for the point-buy chassis system.

6
Games and Recruiting / Legend of Dieselpulp OOC
« on: July 05, 2013, 09:08:10 PM »
Alright you all, you know what to do here. I tried to keep the individual character intros true to each, but if I completely messed something up, please let me know now. It's not hard to tweak if I do it right away, after all. Combat will obviously be through Roll20, and I saw that you all got linked up, so thanks for that. Can players add their own tokens or do I have to put the tokens in for you? I think it's the latter - just send me whatever you want me to use on the game board.

Anyway, I'm looking for one quick intro post from each of you on the IC just to establish where in the bar you are, basically, and then I'll Make Things Happen. So don't worry about needing to interact with each other or get into deep in-character conversation right away.

Draz's handy sheets:

Detective Jacques Négligé
Edie Grey
Sehrg Rachmaninov
Tex Tock
Vithoth Stra

7
Games and Recruiting / Legend of Dieselpulp IC
« on: July 05, 2013, 09:03:42 PM »
   Sky Haven, Free Colorado. You will never find a more wretched hive of scum and villainy. Smugglers, pirates, mercenaries, adventurers, and explorers; the destitute down to their last chance, and the wealthy looking for an adrenaline-fueled diversion; home-grown Americans living outside the system and foreign agents of all kinds drawn by the potential for the big score. While not an urban center on par with Chicago or New York City, it is a melting pot in its own way, drawing together the tough and hardscrabble elements of society, those still with a bit of frontier spirit in them, regardless of origin.
   Nestled deep in the canyons of the Rockies, the land approaches are difficult in the summer and impossible when winter hits. It's mid-September now - maybe another month of safe weather, two if you're lucky. Zeppelins moor at docks spread throughout the city, and brave (or lucky) pilots even manage to land planes on the handful of airstrips carved out of the stone. And, of course, like any good pirate sanctuary, there are bars, taverns, pubs and speakeasies aplenty. You, for whatever reason, have found yourself in the Easy Sailor.
   Jeb, the bartender, is a burly human in his early 40s, the edge of a scar just visible under the open collar of his dust-covered shirt. Whether his baldness is by choice is hard to say, but the regulars know better than to ask. While he's hardly the kind to dispense kindly advice and listen to your sob story, he won't gossip about you either, and that's what people like about his establishment. That, and his strict policy against fighting – you want to get rough, you take it outside, or you learn how Jeb earned his medals in the Great War.
   It's early in the afternoon, so the Sailor is fairly empty for the moment. A lone epesi woman sits at the bar, sipping neat rye whiskey and minding her own company. One table near the end of the bar has three men sitting at it, two humans and a dwarf. Snatches of their conversation drift around the room, breaking the silence – it sounds like they might be looking for a gold mine in the mountains. Whether to work it or rob it is hard to say.

Edie
Spoiler
Well, Edie's deal got her a contract alright. It got her some things besides that as well, but she was set to have a starring role in the new Frank Capra movie – it doesn't get much better than that! But then, a small... misunderstanding involving her dressing room left a hairdresser missing part of her face, and Edie had to get out of town. Fast. She fled east to Free Colorado, where she is currently in hiding from Academy goons (or worse besides).

Jacques
Spoiler
With so many dark emotions flying around the city, it was only a matter of time before the Sentinels sent a Dusk expert to scout the area out. There was no specific report that set them off, but then in a place like Sky Haven, it's hard to say which mysterious disappearances were caused by mortals and which were... something else. Jacques's mission is simply to look around and see what there is to see, though he is experienced enough that he has some discretion in choosing to engage.

Sergei
Spoiler
Sergei is just returning from a visit with his daughter in the Empire State, having had a very nice time with her and her husband. The young couple seems to be quite happy. While his wife went on ahead back to Brazil, Sergei received a message from an old acquaintance, Pyotr Dobronravov, implying that Tsarist agents might be keeping an eye on his family. Pyotr asked Sergei to meet him here at the Easy Sailor so they could speak discreetly in person, and should be arriving in about 15 minutes.

Tex
Spoiler
Having escaped (or blasted his way through) various attempts by Texas's oil barons to reclaim the technology in his body, Tex found himself gradually wandering northwest, performing odd jobs or defending communities from bandits in exchange for the oil and scrap metal he needs to keep himself running. One thing led to another, and he somehow wound up in the Easy Sailor. Jeb isn't quite sure what to do with the metal man, but he said he might be able to siphon something out of his truck out back if Tex'll just give him a minute.

Vithoth
Spoiler
Vithoth's call from Lady Liberty led him west – there weren't many safe places for him in the east, anyway. While he did what he could for the bedraggled workers of the Industrial States of America, one too many confrontations with government agents were putting the very people he was trying to help into danger, and so the paladin continued on. Sky Haven is a peculiar place for someone with the zhadi's sense of nobility, but at least it seems safe from industrialist agents. He is an oddity due to his race, but Sky Haven is tolerant in its own way – people care more if you've got the grit to get the job done than what your face happens to look like.

8
Games and Recruiting / Legend of Dieselpulp (Recruitment/Interest)
« on: June 21, 2013, 12:30:19 AM »
I'm currently running a Legend game via Skype/Infrno, and I think I'd like to try the same world with a different group as a pbp.

It's an alternate history Earth (circa 1936) with fantasy, dieselpunk, and pulp noir elements all kind of mashed together, designed specifically for the Legend system. Reptilian dinosaur-descended orcs ride heavily armored raptors across the grasslands and deserts of Western Australia. Nazi mages attempt to summon einherjar to prepare for the coming war, while engineers begin work on impossible Wunderwaffe. Alexei Romanov, turned into a vampire by his mentor Rasputin, leads the remnants of Tsarist Russia against Soviet forces of abused dwarf miners and Trotsky's CCNMD (Soviet People’s Magical Defense Union). The United States has crumbled in the wake of the economic excesses of the 1920s, leaving the Republic of Texas looking to expand at its neighbors' expense while the Empire State vies with both the Nation of Hollywood for cultural supremacy and the Industrial States of America for economic power. And, of course, there are sky pirates (yes, this was 90% directly lifted from Crimson Skies). Shadowy magical guilds, part university secret society and part mafia, compete for power both supernatural and political. Undead mercenaries roam the globe, fighting in any conflict they can find to feed their... peculiar diets, while other undead settle into progressive metropoli such as New York City, London, and Rome.

Mechanically, the standard races all exist and are mostly the same (dwarves and orcs each have two subraces), though the fluff varies a bit. Any undead race is easy to play, if you want to play Celestial, Demon, Dragon, or Sentient Construct (as races, that is), we'll have to talk details. All classes and tracks are represented somewhere in the setting, though magic-users (particularly Tacticians) may be tied strongly to particular groups. I've never run a pbp before, though I do have a lot of experience GMing in general. If someone has cool ideas, I almost always try to work them in (and large sections of this setting are still undeveloped, so if you want to develop something specific in a corner I haven't filled, you're more than welcome to). My games tend towards a GM's attempt at seriousness in plot while allowing PCs to get away with increasingly absurd solutions to problems, though that may be more a consequence of who I play with than anything else. A mix of combat and roleplaying, few or no puzzles, though there may be investigations. I'm looking for 4-5 people, maybe 6 if someone awesome seems worth it, and I'm thinking a game running 3rd-6th or 7th level, most likely.

Just for a sense of what others have done with this world so far, the current group consists of: Heinrich Mordson (German Ghoul Ranger, Battle's Tempering/Professional Soldier/Ghoul), Clyde Buckner (Free Coloradan Human Rogue, Esoterica Radica/Assassin/Fortune's Friend), Blue Jacket (Shawnee Human Monk, Vigilante/Discipline of the Serpent/Discipline of the Dragon), Eamon Ó Súilleabháin (Irish Republican Elf Shaman, Shaman Spellcasting/Incantation/Force of Will), and Grigoriy Andreyvich Gagarin (Soviet Elf Ranger, Battle's Tempering/Demo Man/Reign of Arrows).

I am happy to provide more detail about anything upon request, I just didn't want to overload this post and make it unreadable.

EDIT: I should probably note, this IS an alternate Earth, which means we're dealing with Christianity, Islam, Hinduism, Buddhism, etc. I've designed the setting such that no one is obviously Correct or Incorrect, but if you prefer not to deal with real-world religions in your game, this might not be for you.

EDIT 2: OH and I forgot to mention, anything (feats, items, tracks, whatever) from the homebrew forums will be allowed on a case-by-case basis. I can say upfront that TimelessError's Fighter and Sorcerer classes, most of Yoder's stuff, and a decent chunk of Mystify's stuff are allowed for sure. My own Discipline of the Mantis is, my own Path of the Guardian is probably not unless I get some rebalancing work done on it. My Highly Skilled [Iconic] feat is actually being used by Grigoriy, in fact.

9
Legend Homebrew / Path of the Guardian (Con-Based Rage/Dervish)
« on: March 24, 2013, 02:52:09 PM »
Over a year later, I finally came back to this.

Goals: Make a defensive, Con-based alternative to Rage and Dervish. Make it play nice with Destruction and Knight.

Old versions

Path of the Guardian 1.0
Your Key Offensive Modifier changes to Constitution, unless your Key Defensive Modifier is already Constitution. All bonuses from this track are fury bonuses, which stack with other fury bonuses from this track. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal [Precision] damage.

1st Circle – Defensive StanceEX: You can buckle down and enter a defensive stance, a state in which you gain increased endurance and resistance to enemy attacks. As a swift action, you can enter a defensive stance, gaining a +1 Deflection bonus to AC, Damage Reduction, and Vigor checks per circle you possess from this track (to a maximum of +7 with 7 circles). You also gain a +1 bonus to Fortitude and Will saves, and a +2 bonus on all saves against Combat Maneuvers. You can maintain this stance for a maximum number of [Rounds] equal to 3 + your Constitution modifier (if positive) at any one time, and you can always prematurely exit the stance as a free action.
When you exit the defensive stance, you are [Fatigued] for as many [Rounds] as you spent in it (minimum 1). You can begin the defensive stance whenever you wish, as long as you are not [Fatigued] or [Exhausted]. You are either in the defensive stance or not, so you cannot begin a new stance while already in one.

2nd Circle – Hold GroundEX: While in a defensive stance, enemies treat all squares within your [Melee] range as difficult terrain. In addition, all enemies within your [Melee] range take damage equal to your KOM at the end of your turn as long as you are in a defensive stance.

3rd Circle – You Shall Not PassEX: As a move action, you may make an Intimidate check against a foe. If this check succeeds, that foe may not target any of your allies (except you) with any ability for one round, in addition to the normal effect of Intimidate. Your foe is still capable of targeting you with an area-of-effect ability that may harm some of your allies, however.

4th Circle – Greater Defensive StanceEX: Your defensive stance increases in potency. Your bonus to Fortitude and Will saves increases to +2, and the bonus on saves against Combat Maneuvers increases to +4. Additionally, select one of the following abilities (this choice is permanent):
   Always Ready: You gain a +1 bonus to attack and damage rolls on attacks of opportunity for every circle of this track you possess (to a maximum of +7 with 7 circles).
   Living Wall: The effects of Hold Ground now extend to [Close] range.

5th Circle – RootedEX: While in a defensive stance, you gain [Immunity] to [Prone] and any effect that would move you from your current square against your will (this includes Bull Rush and Drag combat maneuvers).

6th Circle – Fortress StanceEX: The power of your defensive stance increases again. Your bonus to Fortitude and Will saves increases to +4, and the bonus on saves against combat maneuvers increases to +6. You also gain [Resistance] to physical damage while in your defensive stance.

7th Circle – Loyal ShieldEX: You are considered to always be in your defensive stance. Enemies within range of Hold Ground now take damage equal to twice your KOM at the end of your turn. You may now activate You Shall Not Pass as a swift action.

I know this thing needs some rebalancing. C2 may look better than Air Elemental C2, but keep in mind that Air Elemental is always on, this is only while in a Stance (and this doesn't auto-reveal Stealth). C3, the two options at C4, and C7 are the abilities I'm least confident on, the rest I actually feel is pretty well balanced.

I had trouble deciding if Attacks of Opportunity or close-range AoE should be the focus of the track, and so I tried to give some options for both. I'm not sure if that worked or if it just came out unfocused.

Anyway, any and all comments welcome. Thanks.

Path of the Guardian 1.5
Your Key Offensive Modifier changes to Constitution, unless your Key Defensive Modifier is already Constitution. All bonuses from this track are fury bonuses, which stack with other fury bonuses from this track. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal [Precision] damage.

1st Circle – Defensive StanceEX: You can buckle down and enter a defensive stance, a state in which you gain increased endurance and resistance to enemy attacks. As a swift action, you can enter a defensive stance, gaining a +1 Deflection bonus to AC and Vigor checks per circle you possess from this track (to a maximum of +7 with 7 circles). You also gain a +1 bonus to Fortitude and Will saves, and a +2 bonus on all saves against Combat Maneuvers. Whenever you enter a defensive stance, you also gain 2 temporary HP per level. These temporary HP are lost when your defensive stance ends. You can maintain this stance for a maximum number of [Rounds] equal to 3 + your Constitution modifier (if positive) at any one time, and you can always prematurely exit the stance as a free action.
When you exit the defensive stance, you are [Fatigued] for as many [Rounds] as you spent in it (minimum 1). You can begin the defensive stance whenever you wish, as long as you are not [Fatigued] or [Exhausted]. You are either in the defensive stance or not, so you cannot begin a new stance while already in one.

2nd Circle – Hold GroundEX: While in a defensive stance, enemies treat all squares within your [Melee] range as difficult terrain. In addition, all enemies within your [Melee] range take damage equal to your KOM at the end of your turn as long as you are in a defensive stance.

3rd Circle – You Shall Not PassEX: As a move action, you may make an Intimidate check against a foe. If this check succeeds, that foe may not target any of your allies (except you) with any ability for one round, in addition to the normal effect of Intimidate. Your foe is still capable of targeting you with an area-of-effect ability that may harm some of your allies, however.

4th Circle – Greater Defensive StanceEX: Your defensive stance increases in potency. Your bonus to Fortitude and Will saves increases to +2, and you gain 4 temporary HP per level in your defensive stance instead of 2. Additionally, select one of the following abilities (this choice is permanent):
   Always Ready: Three times per [Encounter], as a non-action, you may make one additional attack of opportunity per round. However, you may never target the same opponent with an attack of opportunity more than once for the same action.
   Living Wall: The effects of Hold Ground now extend to [Close] range.

5th Circle – RootedEX: While in a defensive stance, you gain [Immunity] to [Prone] and any effect that would move you from your current square against your will (this includes Bull Rush and Drag combat maneuvers). Your bonus to saves against combat maneuvers in your defensive stance increases to +4.

6th Circle – Fortress StanceEX: The power of your defensive stance increases again. Your bonus to Fortitude and Will saves increases to +4, and you gain 6 temporary HP per level in your defensive stance instead of 4.

7th Circle – Loyal ShieldEX: You are considered to always be in your defensive stance. Enemies within range of Hold Ground now take damage equal to twice your KOM at the end of your turn. You may now activate You Shall Not Pass as a swift action.

I decided to take out Damage Reduction and put in Temporary HP. Adding to AC, Damage Reduction, Temporary HP, AND [Resistance] at C6 felt too powerful, so now it's just AC and Temporary HP, and C6 is identical to Rage's C6. Always Ready is now 3 additional attacks of opportunity per [Encounter]. The 3/[Encounter] limit is mainly to prevent this track's C4 from completely overshadowing Knight's C3, I'm not sure if it really works or not, but I wanted to make it work with Knight's C7.

Focused on [Damage reduction], no AC bonus any more.

Path of the Guardian 2.0
Your Key Offensive Modifier changes to Constitution, unless your Key Defensive Modifier is already Constitution. All bonuses from this track are fury bonuses, which stack with other fury bonuses from this track. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal [Precision] damage.

1st Circle – Defensive StanceEX: You can buckle down and enter a defensive stance, a state in which you gain increased endurance and resistance to enemy attacks. As a swift action, you can enter a defensive stance, gaining a +1 bonus to [Damage reduction] and Vigor checks per circle you possess from this track (to a maximum of +7 with 7 circles). You also gain a +1 bonus to Fortitude and Will saves, and a +2 bonus on all saves against Combat Maneuvers. Whenever you enter a defensive stance, you also gain 2 temporary HP per level. These temporary HP are lost when your defensive stance ends. You can maintain this stance for a maximum number of [Rounds] equal to 3 + your Constitution modifier (if positive) at any one time, and you can always prematurely exit the stance as a free action.
When you exit the defensive stance, you are [Fatigued] for as many [Rounds] as you spent in it (minimum 1). You can begin the defensive stance whenever you wish, as long as you are not [Fatigued] or [Exhausted]. You are either in the defensive stance or not, so you cannot begin a new stance while already in one.

2nd Circle – Hold GroundEX: While in a defensive stance, enemies treat all squares within your [Melee] range as difficult terrain. In addition, all enemies within your [Melee] range take damage equal to your KOM at the end of your turn as long as you are in a defensive stance.

3rd Circle – You Shall Not PassEX: As a move action, you may make an Intimidate check against a foe. If this check succeeds, that foe may not target any of your allies (except you) with any ability for one round, in addition to the normal effect of Intimidate. Your foe is still capable of targeting you with an area-of-effect ability that may harm some of your allies, however.

4th Circle – Greater Defensive StanceEX: Your defensive stance increases in potency. Your bonus to Fortitude and Will saves increases to +2, and you gain 4 temporary HP per level in your defensive stance instead of 2. Additionally, select one of the following abilities (this choice is permanent):
   Always Ready: Once per [Round], as a non-action, you may make one additional attack of opportunity per round. However, you may never target the same opponent with an attack of opportunity more than once for the same action.
   Living Wall: The effects of Hold Ground now extend to [Close] range. [Flying], [Swimming], and [Burrowing] opponents in these squares treat this difficult terrain as if they did not have those conditions.

5th Circle – RootedEX: While in a defensive stance, you gain [Immunity] to [Prone] and any effect that would move you from your current square against your will (this includes Bull Rush and Drag combat maneuvers). Your bonus to saves against combat maneuvers in your defensive stance increases to +4.

6th Circle – Fortress StanceEX: The power of your defensive stance increases again. Your bonus to Fortitude and Will saves increases to +4, and you gain 6 temporary HP per level in your defensive stance instead of 4.

7th Circle – Loyal ShieldEX: You are considered to always be in your defensive stance. Enemies within range of Hold Ground now take damage equal to twice your KOM at the end of your turn. You may now activate You Shall Not Pass as a swift action. If you chose Always Ready, you gain an +2 untyped (not Fury) bonus to attack and damage rolls with attacks of opportunity.


Switched to a damage mitigation mechanic, took out temporary HP.

Path of the Guardian 3.0
Your Key Offensive Modifier changes to Constitution, unless your Key Defensive Modifier is already Constitution. All bonuses from this track are fury bonuses, which stack with other fury bonuses from this track. At the beginning of your turn, you may choose not to benefit from fury bonuses to attack rolls, damage and save DCs until the beginning of your next turn. Attacks and abilities that benefit from a fury bonus to attack rolls, damage or save DCs cannot also deal [Precision] damage.

1st Circle – Defensive StanceEX: You can buckle down and enter a defensive stance, a state in which you gain increased endurance and resistance to enemy attacks. As a swift action, you can enter a defensive stance, gaining a +1 bonus to Vigor checks per circle you possess from this track (to a maximum of +7 with 7 circles). You also gain a +1 bonus to Fortitude and Will saves, and a +2 bonus on all saves against Combat Maneuvers. You can maintain this stance for a maximum number of [Rounds] equal to 3 + your Constitution modifier (if positive) at any one time, and you can always prematurely exit the stance as a free action.
When you exit the defensive stance, you are [Fatigued] for as many [Rounds] as you spent in it (minimum 1). You can begin the defensive stance whenever you wish, as long as you are not [Fatigued] or [Exhausted]. You are either in the defensive stance or not, so you cannot begin a new stance while already in one.
   Not This Time: Whenever you are in a defensive stance, you may reduce the damage taken from a single attack per [Round] by 5 per circle you possess from this track (to a maximum of 35 with 7 circles). This does not require an action. This ability cannot further reduce damage already reduced by this ability.

2nd Circle – Hold GroundEX: While in a defensive stance, enemies treat all squares within your [Melee] range as difficult terrain. In addition, all enemies within your [Melee] range take damage equal to your KOM at the end of your turn as long as you are in a defensive stance.

3rd Circle – You Shall Not PassEX: As a move action, you may make an Intimidate check against a foe. If this check succeeds, that foe may not target any of your allies (except you) with any ability for one round, in addition to the normal effect of Intimidate. Your foe is still capable of targeting you with an area-of-effect ability that may harm some of your allies, however.

4th Circle – Greater Defensive StanceEX: Your defensive stance increases in potency. Your bonus to Fortitude and Will saves increases to +2, and you may activate Not This Time twice per [Round]. Additionally, select one of the following abilities (this choice is permanent):
   Always Ready: Once per [Round], as a non-action, you may make one additional attack of opportunity per round. However, you may never target the same opponent with an attack of opportunity more than once for the same action.
   Living Wall: The effects of Hold Ground now extend to [Close] range. [Flying], [Swimming], and [Burrowing] opponents in these squares treat this difficult terrain as if they did not have those conditions.

5th Circle – RootedEX: While in a defensive stance, you gain [Immunity] to [Prone] and any effect that would move you from your current square against your will (this includes Bull Rush and Drag combat maneuvers). Your bonus to saves against combat maneuvers in your defensive stance increases to +4.

6th Circle – Fortress StanceEX: The power of your defensive stance increases again. Your bonus to Fortitude and Will saves increases to +4, and you gain [Resistance] to physical damage while in your defensive stance.

7th Circle – Loyal ShieldEX: You are considered to always be in your defensive stance. You may activate Not This Time three times per [Round]. Enemies within range of Hold Ground now take damage equal to twice your KOM at the end of your turn. You may now activate You Shall Not Pass as a swift action. If you chose Always Ready, you gain an +2 untyped (not Fury) bonus to attack and damage rolls with attacks of opportunity.

Damage mitigation replaced the [Damage reduction] bonus, and temporary HP was removed. C6 now grants [Resistance] to physical again, given that the temp HP is gone.

10
And here it is.

All core material up to 1.0. Homebrew material which has been updated post-1.0 has been updated on the spreadsheet as well.

To reiterate the notes on the right side there:

A track name in white text on dark red background means the track grants Fury bonuses. A track name with a yellow background means the track grants Precision damage.
Light red highlighting means some kind of [Encounter] refresh. Light blue highlighting means some kind of [Scene] refresh, almost always once per [Scene].
Abilities marked "CM" affect Combat Maneuvers you already possess, but do not cost an action of their own.
Abilities marked "Attack" enhance attacks or are triggered by attacks in some way, but do not cost an action of their own.
"Passive" can mean always-on or a non-action to activate. Passive abilities with any refresh are not marked, as they don't affect action usage decisions.
Circles with "OR" denote that you must choose one option permanently and only have that option. Circles marked with OR may be highlighted as [Encounter] refresh if one option refreshes as such, even if not all options do.
Circles with Type/Type denote gaining multiple abilities simultaneously, or gaining abilities that affect multiple action types.
Mostly "Mix" means this Track has a variety of options using different action types. Mostly "All" means this Track can dominate 3 or more action types on its own (hi, Demo Man).

I'm sure there are some errors, either in the action type I wrote, or in the highlighting. Please let me know if you catch any so I can fix them.

Forgot to mention, Unicorn/Pegasus were intentionally excluded because I consider them pretty out of date (look at Unicorn C1). When updated versions are officially released, I'll put them in.

The "Mostly..." column lists the one or two action types this Track will mostly lead you to use. This is more of a personal judgment call on my part - Path of Rage mostly grants Passive improvements to Rage, but all of them encourage you to make more Attacks, so I'm calling Path of Rage mostly "Attack."

Material from KJacobs, Mystify, Timeless Error, Yoder, Greybender, Don Jentleman, and myself has been incorporated. More homebrew to be added as it appears.

11
Legend Homebrew / Discipline of the Mantis
« on: March 11, 2013, 09:08:24 PM »
Inspired by Yoder's Discipline of the Tiger and Discipline of the Monkey, here's my attempt at something similar. Frankly, I have no idea if it's over- or under-balanced, though I know it needs some work before it's good to go.

Anywhere you see ellipses, reference the text from the official Discipline of the Serpent track.

Discipline of the Mantis
1st Circle
External TechniquesEX: ...

2nd Circle: Raptor Stance
...
Repeated StrikesEX: You strike your opponent several times in succession, adding injury after injury. As a standard action, make a single melee attack that deals normal damage. Compare your attack roll -5 to your opponent's AC. If this would still result in a hit, you deal an additional 1d6 damage.
Mantis HookEX: By holding your arms in an unusual configuration, you are able to use them for attack as well as defense. As a standard action, make a single melee attack that deals normal damage. You also gain a +2 Deflection bonus to AC against that foe for one round, which stacks with any other Deflection bonuses you may possess (though not with itself).

3rd Circle: The Fist Takes Flight
...
Sweeping StrikeEX: You have trained to face multiple foes at once, splitting your attention equally between the two. As a standard action, make a single melee attack that deals normal damage. Apply the same attack roll to another opponent within [Melee] range. If that attack hits, you deal normal damage to the second opponent as well.
Snap PunchEX: Your attacks are so rapid, opponents never see them coming. Once per [Encounter], you may make a single melee attack at your highest BAB as a move action. This attack suffers a -5 penalty to hit and may not be replaced with a combat maneuver, but otherwise follows all the normal rules for attacking.

4th Circle
Ceaseless FlowEX: ...

5th Circle
Stop the BreathEX: ...

6th Circle: Mantis Perfection
Choose one of the following abilities (this choice is permanent):
Perfect StrikingEX: Repeated Strikes deals an additional 2d6 damage, rather than 1d6. Snap Punch no longer suffers a penalty on the attack roll.
Rapid FistsEX: Repeated Strikes deals an additional 2d6 damage, rather than 1d6. You may use Snap Punch one additional time per [Encounter].
Fight the HordeEX: The Deflection bonus from Mantis Hook now applies to all opponents. Sweeping Strike may be applied an additional time, potentially striking 3 opponents within melee range.

7th Circle
On PowerEX: ...

Note that Repeated Strikes does benefit from External Techniques, as well. I originally had Sweeping Strike at 2nd Circle, but decided that Mantis Hook was too weak for 3rd and that perhaps a Swift-less Cleave was worth bumping up to the 3rd. I'm worried that Perfect Striking might be too obvious a choice over Fight the Horde, but maybe I'm wrong (especially given the possibility to use Fight the Horde with Ceaseless Flow to hit 3 opponents and then still use your normal attack routine). Snap Punch deviates significantly from the standard format of the abilities, and thus probably has the most balance issues.
Raptor Stance is a reference to the "raptorial" grasping limbs of the insect, though frankly I'm open to naming suggestions for any/all of the abilities.

EDIT 1: Made Mantis Hook explicitly not stack with itself, and also made it clear that the AC bonus only lasts for 1 round. Cleaned up Snap Punch for clarity, have not yet rebalanced it.
EDIT 2: Added a -5 penalty to Snap Punch. Adjusted Perfect Striking to remove the Penalty, added Rapid Fists to allow Snap Punch 2/encounter.

12
General Legend Discussion / Unusual Barbarian
« on: March 08, 2013, 11:39:36 AM »
I'm designing a einherjar NPC for my next meet, and a Celestial Barbarian seemed a natural fit. The fact that Celestial sets his KDM to Strength has some... strange consequences with Powerful Rage. For one, his AC actually increases during Rage. Secondly, and perhaps this would be a legitimate problem if it was a PC, his real HP actually fluctuate when entering or exiting Rage. I know this is something that Legend was trying to avoid by using temporary HP for Rage, and it should only be a problem for Celestials and Utter Brutes, but it is very... strange.

I'm not really looking for any changes to the system or anything, I just thought it was an interesting anomaly/corner case.

13
Legend Homebrew / Bane [Weapon] and Defiant [Armor/Shield]
« on: February 10, 2013, 11:56:41 PM »
Note: These enchantments are only appropriate for games in which Creature Type plays a major role, and enemies of several different creature types appear. If the PCs are always fighting Humanoids, or something like that, these enchantments are unbalanced and should not be used at all.

1-Point Enchantments

Bane [Weapon]
This weapon was crafted with a special hatred of certain foes.
Lesser/Greater/Relic/Artifact: Choose a creature type. This choice is permanent and cannot be changed. This item's item bonus is increased by two when attacking enemies of that type.

Defiant [Armor/Shield]
Some foes require special protection to face.
Lesser/Greater/Relic/Artifact: Choose a creature type. This choice is permanent and cannot be changed. When defending against attacks made by that type of enemy, this item's item bonus is increased by two if it is armor; or its deflection bonus is increased by two if it is a shield.

EDIT: They're not terribly original or creative, I'll admit, but then again neither is Masterwork or Resilient. I felt they seemed like reasonable additions to the Legend weapon roster, within appropriate campaigns, anyway.

14
Legend Homebrew / How to make Hit and Run relevant?
« on: November 08, 2012, 03:50:51 AM »
After seeing the Lurking Horror track, I really like the idea of creating a Lurking Horror that attacks the party quickly, does some damage, and then disappears repeatedly over the course of a [Quest]. They'd have to track it down to its lair where it can no longer escape to end its menace, while it whittles down their resources along the way. I think it fits really well with the horror theme that the track is trying to get across, too. The problem is, resources in Legend don't really whittle down the way they do in many other gaming systems. Particularly with a Shaman in the group, if a party member doesn't die in an [Encounter], the party start the next [Encounter] pretty close to or at full power. I looked at [Battered], but (for good reason) nothing inflicts [Battered] across encounters. So, is there anything I'm missing, or any good homebrew, that could be used to make this idea work?

15
Legend Homebrew / Sea Serpent
« on: October 08, 2012, 03:24:32 PM »
I'm working on an encounter for my upcoming Legend game, and I was really enjoying the idea of some kind of sea serpent or kraken-type monster attacking the PCs while they're crossing the ocean. My main idea was for it to tip the ship from side to side throughout the combat, so that they're making saves of some kind of avoid being hurled overboard. The Onrush rules look perfect for this... except that to get [Blown Away] you need Onrush 3, which also does 5d6 damage. The party is 1st level, so 5d6 damage all at once is pretty rough. Obviously I can just remove the damage part, but I'm not really sure how to balance it. Are there options somewhere for a Mass Bull Rush, or a similar ability, that I'm not noticing?

I was considering using Timeless Error's Primordial to get the Crush ability, but that still runs into the general problems with Onrush and balancing it without the damage.

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