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Topics - MrVoid

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Legend Mechanics & Balance / Regenerative aura and Bastion
« on: July 05, 2014, 04:14:52 PM »
Due to a power gamer in my group, we have discovered a potential overpowered flaw in the combination of Bastion and Regenerative aura's wording.  Regenerative aura provides healing out to medium range and has a duration.  Give the bastion regenerative aura and then the entire party has a regenerative aura.  This means that the party has stacking fast healing equal to the party's total wisdom modifiers.  A party with two or three characters with wisdom modifiers can easily outstrip most non-focused damage.  Is this supposed to happen?

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Legend Homebrew / Outpost: The Seven Circles of Instability
« on: September 05, 2013, 04:42:51 PM »
Outpost: The Seven Circles of Instability
A counter to a paladin's Bastion ability and as such can not be used with Bastion.
1st Circle- The SpearSU: As a swift action, you may create a spread with a radius of 10 ft plus 5 ft per two character levels you poses originating from you called the Outpost Aura.  This spread moves with you.
Whenever a spell of the first circle that has a duration targets an enemy within your Outpost Aura, if you are not already affected by it, you may copy it for yourself.  The spell that you have copied is bound to the original spell and should a [Dispelling] effect end any of the same spell within the Outpost Aura, end any instance of the spell within the Outpost Aura.  Additionally, when the original spell ends, barring any additional instances of the spell, the copied spell also ends and the copied spell ends when the target leaves the Outpost Aura.
As a Swift action, you may end this spread.
2nd Circle - The CestusSU: Whenever a spell of second circle or lower that has a duration targets an enemy within your  Outpost Aura, if you are not already affected by it, you may copy it for yourself.
3rd Circle - The VeilSU: Whenever a spell of third circle or lower that has a duration targets an enemy within your Outpost Aura, if you are not already affected by it, you may copy it for yourself. Each [Encounter], you may decide to prevent the first [Dispelling] effect made against any spell within your Outpost Aura, that has a duration.
4th Circle - The TrainingSU: Whenever a spell of fourth circle or lower that has a duration targets an enemy within your Outpost Aura, if you are not already affected by it, you may copy it for yourself.  Additionally each ally gains a +3 bonus to attack rolls as long as they are within the Outpost Aura.
5th Circle - The MindSU]: Whenever a spell of fifth circle or lower that has a duration targets an enemy within your Outpost Aura, if you are not already affected by it, you may copy it for yourself. Each [Encounter], you may decide to prevent the second[Dispelling] effect made against any spell within your Outpost Aura, that has a duration.
6th Circle - The SurprisedSU: You gain a pool of points equal to half your character level.  These points may be spent after you know the result of a single saving throw, attack roll or skill check to add a penalty to that roll equal to the number of points spent.  These points may only spent on enemies affected by the Outpost Aura.  The pool refreshes each [Scene].
7th Circle - The WeakSU: When an enemy within the Outpost Aura is reduced to half or fewer hit points of its original health, it gains [Immunity] to [Healing] effects, [Stable], or [Ward] effects, for one [Round].

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Legend Homebrew / Living in Sin (a Seven Deadly Sins Track)
« on: March 20, 2013, 10:27:55 PM »
Legend Track: Living in Sin
You persistence in debauchery and sin has begun to twist your body, mind and the minds of those around you.  Whether or not you ever cared no longer matters, the power that comes with your corruption is far too good to pass up.

1st Circle-Wrath: Anger is meaningless if it is not directed at something.  Attacks towards the last enemy to target you have an additional +1 fury bonus to attack and +2 fury bonus to damage per circle of Living in Sin you possess.

2nd Circle-Sloth: You don’t like running very much.  You would much rather have people either come to you or stay out of your way.  As a move action, you may select a creature within [Close] range to make a Will save (DC 10 + 1/2 your level + your KOM) or allow you to move them 15 + 5 feet per two character levels.

3rd Circle- Greed: You gain the ability to project an avaricious aura, turned on and off with a swift action.  It manifests itself as an emanation with a radius of 10ft + 5 ft per two character levels.  While the aura is active any beneficial spells of third circle or lower currently affecting an enemy in your aura also affect you.  This does not persist once the creature leaves the aura. Dispelling attempts automatically affect the original copy, and thus if successful remove the spell from both you and the targeted enemy.

4th Circle-Lust: Your desire for the carnal pleasures of the flesh leads you to tempt other creatures into obeying you.  With the promises you whisper, so long as it has a sex drive, it will be conflicted.  Once per [Encounter],as a standard action, you may gain the effects of a sanctuary spell with a DC of 10 + ½ your level +your Key Offensive Modifier and cause all opponents within [Close] range to become [Confused]for three [Rounds]. A successful Will save (DC 10 +½ your level + your Key Offensive Modifier) negates the [Confused] condition.

5th Circle- Envy: You covet what others have, the generosity of others is no exception.  As an immediate action once per [Encounter], you may redirect a spell, spell like or supernatural ability to yourself so long as the caster or the target would be subject to the effects of Wrath.  The original target is not affected by the skill.  Effects gained through this method expire at the end of the [Encounter].

6th Circle-Gluttony: If it is edible, you may have tried to consume it at least once.  You gain [Lesser Resistance] to all damage while there is an enemy in range of your Greed, which improves to [Resistance] against any enemy is subject to your Wrath.
 
7th Circle-Pride: Your Hubris prevents you from ever accepting defeat.  Once per [Scene] if you are killed you may return to life after 1 [Round] at half of your maximum hit points.  You may delay your resurrection any number of [Rounds] or choose not to return at all.  Upon your return, you automatically gain the effects of Wrath towards every enemy that has hit you this [Encounter] and an additional +3 fury bonus to attack and damage rolls against the enemy who slew you.

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