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Topics - chaos_redefined

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1
Legend Homebrew / Wrath
« on: July 22, 2015, 06:13:06 AM »
So, the rage track is definitely good.  This is not a complaint about it's power.  But...  it's not exactly inspiring the image of someone who's gonna kill you because he's angry.  So, here's the Wrath track.

KOM switches to Strength, unless KDM is already Strength.
Bonuses from this track are [Fury] bonuses.  You know the deal.  Check out original rage if you don't.

Circle 1 - Don't Tick Me Off: When an enemy deals damage to you, you may treat that enemy as a [Victim] until the end of your next turn.  At the beginning of your turn, if there are no [Victims] alive, you may treat one enemy who harmed one of your allies as a [Victim].  You gain a bonus to attacks against [Victims] equal to the number of circles you possess, and a bonus against damage against [Victims] equal to your level.

Circle 2 - Hunt Them Down: At the beginning of your turn, you may take up to two 5 ft steps.  Both of these must be toward a [Victim].

Circle 3 - You Won't Like Me When I'm Angry: For each [Victim], the first turn you successfully attack them, they must make a will save (DC 10 + lvl/2 + KOM) or become [Shaken] for one [Round].

Circle 4 - Focused Anger: Once per [Encounter], as a swift action, you may stop treating any number of enemies as [Victims].  For each enemy affected this way, you gain a +5 bonus to damage against [Victims] for the remainder of the current turn.

Circle 5 - Wrong Move, Buddy: For one round, whenever an enemy successfully attacks you, after the damage is dealt, they take damage equal to your level

Circle 6 - Beg For My Forgiveness: For each [Victim], the first attack you make against them each round is treated as the Trip combat maneuver.

Circle 7 - Die, Scum: Twice per [Encounter], as a swift action, the next attack you make against a [Victim] this round deals additional damage equal to 5 times your level.  This is a [Death] effect.

2
The Abandoned Laboratory / Publishing this material
« on: July 15, 2015, 05:14:50 AM »
Could the fanbase get together to publish this material?  Some of it is pretty close, some of it needs a lot of work, and some of it is good to release.  We'd also have to make some of our own material (such as feats, items and consumables) to go with it, but I figured I'd check for permission first.

3
Legend Homebrew / Items
« on: July 05, 2015, 11:18:53 AM »
I'll be dumping item ideas I have here.  Feel free to recommend alterations.

Lesser Place of Power
Fighter's Training Grounds
Benefit: Choose a Combat Maneuver.  When you use that combat maneuver, the corresponding saving throw DC increases by 2.

Spoiler
I was gonna whitelist it, but then I remembered that monk was a thing, and someone could create another track like serpent, giving more combat maneuvers.  So, yeah...  as stands, you can use this with Charging or Power Attacking, etc..., but you get no benefit for doing so.

Mage's Training Grounds
Benefit: Choose a first level spell.  You may cast that spell as a spell-like ability once per [Encounter].  If the spell has a DC, the DC is equal to 10 + half your level + your KOM.

Relic Item
Bronze Tactica
Benefit: Choose a [Style] feat that you meet the prerequisites for.  You gain that feat.  You may benefit from two style feats at the same time.

Relic Place of Power
Rogue's Training Grounds
Benefit: Choose a skill.  You gain a +2 [Item] bonus to that skill, and may take 10 on that skill regardless of circumstances. Once you become attuned to this item, you must remain attuned to it for the duration of the [Scene].

Spoiler
I'd been contemplating this item for a while, but had been hesitant to because Esoterica Radica was pretty unique.  With the new material that we got, this concern is apparently less of a concern, with several tracks offering the ability, admittedly as an add-on at higher circles.

4
The Abandoned Laboratory / Large and in Charge
« on: July 03, 2015, 08:27:21 PM »
(mod edit: Large and In Charge
The second post-beta track to be conceived and the first to be executed, Large and In Charge (with a pending rename to Behemoth for inclusion in the Monster Guide) was originally intended to complement Dragon and Utter Brute.
)

So, working through this...

First circle: Normally I'd be weirded out by two natural attacks at first circle, but this track rewards you for using natural attacks, so making one of them ranged and one of them melee is a thing.  You don't wanna be switching out to a third weapon.  Battleforged might actually be a reasonable feat on this track even.  (Smacking someone and throwing rocks at someone seems reasonable)

Big Swings becomes relatively redundant at 3rd circle, when your melee range becomes rather large.  I think it might outpace other characters close range.  On the other hand, an extra weapon property never goes out of style.

Second circle: In the default rules, there is only one way to gain [Immunity] to [Ground] before 5th level ([Fly] speed from the Dragon track).  So, that aspect isn't gonna come up often.  Other than that, I believe it is fine.

Third circle: That much reach is worrying.  I'm not sure if it breaks anything though, so I'm skeptically cautious at the moment.  But I do look forward to playing a Large and in Charge Knight or Large and in Charge Disciple of the Serpent.  (I wanna see how this compares to a regular characters close range.  It might even come out ahead.)

Fourth circle: Seems reasonable.  Moving right along.

Fifth circle: Don't like the name.  You aren't growing.  You're just stomping around.  Now you stomp harder.

Sixth circle: So, you essentially gain [Lesser Resistance] to all damage, which stacks with your previous, and you up your [Fast Healing] from KDM to level-based.  I think it could use a bit of a bump, to be honest.

Seventh circle: I'd be tempted to add something about stopping swift actions to get up, but not certain.

Of particular note, I kinda wish this had something in general to stop swift actions to get up within [Close] range.  Maybe, as an attack of oppurtunity, if an enemy within your [Close] range stands up from [Prone] as a swift action, you may use a ranged natural attack against them?  Not sure where it goes or what it would replace.

5
Legend Homebrew / Monsters
« on: July 02, 2015, 02:14:08 AM »
So, by the looks of it, the bestiary is not coming any time soon, if at all.

As a result, I am gonna see about starting my own Bestiary.  If you wanna add monsters, go for it, and I'll link here.

CR 1:
Spider
T.U.C.K.E.R. (kobold)

CR 2:
Goblin
Worg

CR 3:
Assassin Vine
Dark Creeper
Phantom Fungus

CR 4:
Gibbering Mouther
Griffin

CR 5:
Juvenile Dragon
Owlbear
Tomb Guard

CR 6:
Air Elemental
Draccus
Earth Elemental
Fire Elemental
Troll
Water Elemental

CR 7:
Hill Giant
Salamander
Vampire Spawn

CR 8:
Greymalkin

CR 9:
Chuul (made up of smaller parts)
Remorhaz
The Driver (Mook)
Yuki Onna

CR 10:
Abyssal Ghoul
Adult Dracolich
Adult Dragon

CR 11:
Rag Doll

CR 12:
Elder Air Elemental
Elder Earth Elemental
Elder Fire Elemental
Elder Water Elemental
Mind Flayer (EL 10 + Legendary)
Rakshasa
Wendigo

CR 13:
Kolrayut

CR 14:
Astral Deva
Marilith

CR 15:
Ancient Dracolich
Ancient Dragon
Thunderbird

CR 16:

CR 17:
Planetar

CR 18:

CR 19:

CR 20:
Great Wyrm
Great Wyrm Dracolich
Solar

6
Legend Homebrew / Heal Sticks
« on: June 30, 2015, 03:20:59 AM »
The Infamous Wand of Cure Light Wounds from 3.5/Pathfinder

Lesser Healing Wand:  [Lesser] Item
As a swift action, heal a creature within [Medium] range an amount of HP equal to your KDM.

Medium Healing Wand: [Greater] Item
You gain [Fast Healing] equal to your KDM.  You may forsake this healing for one round to heal an ally within [Medium] range an amount of HP equal to your KDM.

Serious Healing Wand: [Relic] Item
As a swift action, heal a creature within [Medium] range an amount of HP equal to your level.

(Based on Fine belt.  Can heal an ally, but costs an action)

Critical Healing Wand: [Artifact] Item

Twice per encounter, you may cast the Heal spell as a spell-like ability.

7
Legend Homebrew / Latent Sorcerer
« on: June 25, 2015, 10:15:43 PM »
Latent Sorcerer [Skill]
Prereq: 9th level, Arcana trained
Benefit: When you gain this feat, choose a spell of a circle lower than your maximum circle ability. You may use that spell as a spell-like ability once per encounter.  If the spell has a DC, the DC is 10 + 1/2 level + your intelligence modifier, wisdom modifier or charisma modifier, whichever is higher.
 When you gain a new level, you may replace the chosen spell with a new spell. This spell can be a higher circle than the previous spell, as long as it is of a circle lower than your maximum circle ability.

8
Legend Homebrew / Path of War Disciplines as Tracks
« on: April 30, 2015, 12:56:32 AM »
As a larger project to get some more tracks under my homebrewing belt, I'm gonna try to get the disciplines from Path of War as tracks. I'm gonna try to keep the following goals in mind.

1) Each track should represent the aim of the spirit. For example, Solar Wind should be about fire and ranged attacks, Iron Tortoise should be about shields and defense, etc...  Some tracks do things that are poorly represented in Legend, such as Silver Crane's exorcism abilities (extra damage to undead and demons), in these cases, that theme is obviously dropped, but other abilities are played up (such as Silver Crane's ability to heal people as part of an attack).

2) The 7th circle ability should try to represent the discipline's 9th level maneuver. In some cases, this can be problematic, as they attempt to do things that legend, as a rule, doesn't do, or they run contrary to the rest of the track (e.g. a track that wants to be defensive but the discipline has an offensive 9th level maneuver). In such cases, I will either use an 8th level maneuver in it's place, or I will get creative and think of something else to do with a maneuver by that name.

3) Circle names should correspond to the name of a maneuver or stance from that circle.  These names should still match with the ability of the circle.  Ideally, these abilities should correspond with the maneuver, but that is not a hard and fast rule.

To begin with, I'll start with Black Seraph (coz alphabetical order).

Black Seraph: The evil track. Focuses on fear effects and self-sacrifice.
Spoiler
1st Circle - Strength of Hell: At the beginning of your turn, you may take damage up to your level plus your KOM (This damage cannot be reduced by [Damage Reduction], [Resistance] or [Immunity].  If you do, your attacks this round deal additional damage with the [Precision] modifier equal to the damage you voluntarily took.

2nd Circle - Intimidating Force: For each opponent, the first time each round that you make a successful attack against that opponent, that opponent makes a will save (DC 10 + 1/2 your level + your KOM) or become [Shaken] for one round.

3rd Circle - Taunting Laugh: Once per [Round], you may use the in-combat use of the Intimidate skill without using an action. You gain a bonus to the intimidate skill equal to the number of circles you possess in this track.

4th Circle - Mark of Death: Once per [Encounter], as a swift action, you may [Mark] an enemy. That enemy takes a -2 penalty on saves against [Fear] effects, its defence against intimidate reduces by 2 and whenever you deal damage against him, you heal an amount equal to half the damage dealt, to a maximum of your level. Only one attack may benefit from effects that increase healing. When an enemy that you gave a [Mark] to dies or becomes unconscious, you gain an additional use of this ability that can only be used within the current [Encounter]. This effect lasts until the end of the [Encounter].

5th Circle - Apocalyptic Strike: Once per [Encounter], as a standard action, make an attack against an opponent. If it hits, all enemies within [Medium] range take an amount of damage equal to 3 times your level, and must make a Fortitude saving throw or become [Sickened] for 2 rounds.

6th Circle - Abyssal Lance: Once per [Encounter], as a standard action, make a Charge attack.  That attack deals additional damage equal to 6 times your level, and the target of that charge must make a Will save or become [Frightened] for 2 rounds.  You take damage equal to two times your level.

7th Circle - Vampiric Aura: Whenever an enemy begins its turn in your [Melee] range, it takes damage equal to (your level + your KOM)/2.  You heal an amount equal to the damage that they took.

Broken Blade: This is too well represented by Discipline of the Serpent.

Golden Lion: The track about supporting your allies.
Spoiler
First Circle - Encouraging Roar: When you successfully attack an enemy, you deal damage with the [Precision] modifier equal to half your level (minimum 1). Allies gain a bonus to damage against enemies you deal [Precision] damage to this way equal to half your level (minimum 1) until the beginning of your next turn. The additional damage dealt by your allies is not [Precision] damage.

Second Circle - Kill the Wounded: As a standard action, you may create a 15 ft radius spread originating from you, which affects a single ally within the area, plus an additional ally within the area for every circle you possess in this track. Those affected may immediately make a single melee or ranged attack. Allies affected by this cannot be affected by this ability until the beginning of your next turn.

Third Circle - Defending the Pride: Once per [Encounter], as a move action, you may give all allies within [Medium] range a bonus to AC equal to the number of circles you possess in this track. This bonus lasts for one round.

Fourth Circle - Lion's Feast: Once per [Encounter] as a swift action, for the next round, each ally gets temporary HP equal to your level each time they damage an enemy. This temporary HP stacks with itself.

Fifth Circle - Alpha's Roar: Once per [Encounter] as a swift action, your allies gain a +3 bonus to saving throws, and the DCs of all abilities they activate increase by 3. These bonuses last for one round.

Sixth Circle - Roar of Battle: Once per [Encounter], as a standard action, make an attack. That attack deals additional damage equal to twice your level, and each ally gains a bonus to damage on their next attack equal to two times your level.

Seventh Circle - Lord of the Pridelands: Once per [Encounter], as a standard action, you and your allies within [Medium] range get a +2 bonus to attack rolls, damage rolls and saving throws for each ally within [Medium] range. These bonuses last for one round.

Iron Tortoise: The tanking track focused on your shield.
Spoiler
First Circle - Shield Bash: As an immediate action, when an enemy successfully attacks you with a melee attack, you may make an attack against that enemy with your Shield Bash natural weapon. If your attack roll is higher than the attack roll of the triggering attack, the triggering attack is negated.
 You also gain the Shield Bash natural weapon. This weapon is a [Melee][Guardian] weapon and cannot gain any other properties, you are treated as having good BAB with it and, when you hit with the weapon, it deals damage equal to your KOM and cannot receive any bonuses to damage, however it overcomes [Damage Reduction] and [Resistance]. Attacks made with your Shield Bash attack receive an item bonus to the attack roll equal to the number of odd circles you possess in this track.

Second Circle - Angering Smash: Once per [Round], when you make an attack action, you may make an additional attack with your Shield Bash attack. Any enemy struck by your Shield Bash attack during your turn takes a penalty to hit and damage equal to the number of circles you possess in this track when they attack any creature other than you. This penalty lasts until the beginning of your next turn.

Third Circle - Aggravated Wounds: Once per [Encounter], as a standard action, make an attack action.  Each successful attack gives a -1 penalty to attack and damage for one round, including your Shield Bash attack.  This penalty stacks with itself and with the penalty from Angering Smash.

Fourth Circle - Steel Shield: Whenever you use your Shield Bash ability and do not negate the attack, you gain [Greater Resistance] against that attack.

Fifth Circle - Iron Defender's Riposte: You may use the Shield Bash when an enemy makes a successful attack against an ally within your melee range. The Steel Shield ability gives [Greater Resistance] against that attack to the ally.  Additionally, you gain an additional immediate action each round.

Sixth Circle - Thunderous Shell Storm: Once per [Encounter], when you make a Shield Bash attack, you may treat that attack as a [Volley] attack against each enemy within [Medium] range. Each enemy that takes damage from this attack makes a Fortitude saving throw (DC 10 + lvl/2 + KOM) or becomes Stunned for one round.

Seventh Circle - Invulnerable Shell of the Iron Tortoise: Once per [Encounter], as an immediate effect, you gain [Immunity] to all damage for one round, and can immediately negate any effect inflicted upon you during that round.

Primal Hunter: The Charging Track
Spoiler
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 damage with the [Precision] descriptor.

First Circle - Running Hunter: When you make an attack as part of a charge, or any attack you make in a round after you have charged, receives a +1 bonus to attack rolls for every circle of this track you possess, and a bonus to damage equal to your level.  In addition, when you move as part of a charge, you may increase your movement speed by 5 ft per circle of this track you possess.

Second Circle - Devestating Strike: Once per [Encounter], for one round, attacks you make as part of a Charge combat maneuver ignore [Lesser Resistance].  When you reach fourth circle, you ignore [Resistance] instead of [Lesser Resistance] when using this ability, but not [Greater Resistance].  When you reach sixth circle, you ignore any [Resistance] when using this ability.
 Additionally, once per [Round], when you hit an enemy with an attack as part of a Charge combat maneuver, ignore any [Damage Reduction].

Third Circle - Raging Pounce: You may make a [Bonus Attack] at the end of a charge attack.

Fourth Circle - Momentum Crush: When you use the Charge combat maneuver and your melee attack hits, you may immediately attempt the Bull Rush combat maneuver against the opponent hit. If your Bull Rush attempt succeeds, you may deal damage equal to your Key Offensive Modifier to that opponent.

Fifth Circle - Primal Frenzy: As a standard action, you may charge and then immediately charge again.  The bonuses and penalties from charging do not stack.

Sixth Circle - Devestating Momentum: Once per [Encounter], for one round, you deal additional damage on attacks made as part of the Charge combat maneuver. The additional damage is equal to the 1/5 of the number of feet you have moved this round.

Seventh Circle - Wrath of the Primal Hunter: Once per [Encounter], as a standard action, make a charge attack.  In place of the attack made at the end of the charge, you make an attack action (including iteratives).

Scarlet Throne: Originally, a track about Einhander, but that is hard to represent here.  So now, a utility offensive track.
Spoiler
First Circle - Scything Strike: Once per [Round], as a swift action, when you hit an opponent with a melee attack and deal damage to that opponent with that attack, you may compare your attack roll from that attack to the AC of another target opponent within [Melee] range. If the attack roll equals or exceeds that opponent’s AC, you deal damage to that opponent equal to the damage dealt by the attack. This ability is not an attack.

Second Circle - Rising Zenith Strike: Once per [Encounter], as a move action, make a melee attack.  In place of the attack roll, make a Perception check. This attack does not receive bonuses from the Power Attack maneuver.
 Additionally, you receive a bonus to Perception checks equal to the number of circles you possess in this track.

Third Circle - Scarlet Eye's Perception: When you successfully use the in-combat use of Perception, the affected opponent takes a -2 penalty to AC in addition to the penalty to saving throws.  Additionally, when you use the Precise Strike combat maneuver, you receive a +1 bonus to hit for every 2 damage you reduce your attacks by, instead of every 3 damage.

Fourth Circle - Red Zephyr's Dance: When you make an attack action, you may make 2 5 feet steps after each attack.

Fifth Circle - Scarlet Riposte: Once per [Encounter], as an immediate action when an enemy makes a successful melee attack against you, make an attack. If that attack is successful, in addition to the usual effects of the attack, compare your attack roll to that of the incoming attack. If your attack roll is higher, the incoming attack is negated.

Sixth Circle - Royal Blade: Twice per [Encounter], as a swift action, the next attack you make this turn ignores any [Miss Chance], receives a +2 bonus to hit and deals additional damage equal to your level.

Seventh Circle - Heavenly Blade of the Scarlet Throne: Once per [Encounter], as a standard action, make a single attack.  That attack automatically hits and deals additional damage equal to 4 times your level.  Additionally, the target of that attack must make a Fortitude save or be [Paralyzed] for one round.

Silver Crane: The Good track. Focused on healing at the expense of damage.
Spoiler
First Circle - Enduring Crane Strike: Your attacks deal 1 [Precision] damage. When you do [Precision] damage this way, you heal an ally within [Close] range by an amount equal to your Key Defensive Modifier or your level, whichever is higher.

Second Circle - Silver Crane Waltz: You gain a bonus to initiative, reflex saves and AC equal to the number of even circles you possess in this track.  The bonus to AC is a [Deflection] bonus.

Third Circle - Silver Crane's Leap: You gain the [Fly] movement mode.

Fourth Circle - Argent Knight's Banner: When you use the Enduring Crane Strike ability, you instead heal all allies within [Close] range.

Fifth Circle - Silver Crane's Mercy: Once per [Round], when you would heal an ally with Enduring Crane Strike or Argent Knight's Banner, you may instead remove one of the following conditions from that ally: [Shaken], [Entangled], [Nauseated], [Dazzled], [Deafened], [Blinded], or [Sickened].

Sixth Circle - Diamond Wings of the imperial Crane: Once per [Encounter], when you would be affected by a spell or spell-like ability, the creature that cast that spell or used that spell-like ability must make a will save (DC 10 + lvl/2 + KDM). If it fails, you are unaffected by that spell.  Additionally, you gain a +1 bonus to all saving throws.

Seventh Circle - Strike of Silver Exorcism: Once per [Encounter], make a single attack. If that attack hits, you may cast Mass Heal as a free action. This is a [Surge] effect.

Solar Wind: The track focused on Arrows that are on fire.
Spoiler
First Circle - Solar Storm: You gain the mighty Solar Storm. This is a [Ranged] weapon with 3 weapon properties of your choice plus the [Elemental: Fire] property, and is a Lesser Item of your design with enchantments as normal for a magic weapon of its tier, but does not count against your normal limit for attuned magic items. When you reach 4th circle in this track, you redesign this weapon as a Greater Item, and when you reach 6th circle, redesign it as a Relic.  Additionally, you gain a bonus on Perception checks equal to the number of circles you have in this track.

Second Circle - Solar Reflection: Once per [Round], as a standard action, make a number of ranged attacks up to the number of circles you possess in this track. Each attack must be made against a different target.  The first attack deals normal damage, and each successive attack deals the same amount as the previous, plus an additional amount of [Fire] damage equal to your KOM.  You cannot make any attacks outside of this ability in the same round that you use this ability.  (So, no [Bonus Attacks], no Song of Arrows, no A Stitch in Time, etc...) 
 As an example, if you use this ability when you have 3 circles of this track, then you can make up to 3 attacks.  The first deals regular damage, the second deals additional damage equal to your KOM, and the third deals additional damage equal to twice your KOM.

Third Circle - True Shot Stance: Once per [Round], you may use the in-combat use of the perception skill without using an action. You gain a +2 to hit any enemy affected by the in-combat use of the perception skill.

Fourth Circle - Dazzling Solar Flare: When you make a successful ranged attack against an enemy, that enemy becomes [Dazzled] for one [Round] and [Burning].

Fifth Circle - Solar Meteor Blow: Once per [Encounter], as a standard action, make a ranged attack against an enemy. That attack deals additional damage with the [Fire] descriptor equal to twice your level, and knocks the target and all enemies within your [Close] range of the target [Prone]. A reflex save negates the [Prone] condition.

Sixth Circle - Twisting Wind Shot: Once per [Encounter], for one [Round], all attacks you make are critical hits as long as they would hit without this ability.

Seventh Circle - Solar Wind Nova: Once per [Encounter], as a standard action, make a ranged attack against an enemy. If it hits, that enemy and all other enemies within your [Close] range of that enemy take 6 times your level in [Fire] damage.  A successful reflex save halves the damage.

Steel Serpent: The track focused on dipping your weapons in poison.
Spoiler
The DC of all abilities in this track is DC 10 + 1/2 your level + your KOM.

First Circle - Sting of the Rattler: Once per [Round], when you hit an opponent, you may cause that opponent to become [Poisoned] and [Sickened] for one [Round]. A successful Fortitude save negates the [Poisoned] and [Sickened] conditions.  Additionally, when you successfully hit a [Poisoned], [Sickened] or [Nauseated] enemy, you deal extra damage with the [Precision] modifier equal to your level or your KOM, whichever is higher. [Poisoned] carries no effects, but some abilities in this track refer to it.

Second Circle - Poisoned Blood: For each opponent, the first time each round that opponent makes a successful melee attack against you, you deal damage to that opponent equal to your level, and that opponent becomes [Poisoned] and [Sickened] for one [Round]. A successful fortitude save negates the damage and the [Poisoned] and [Sickened] effect.

Third Circle - Hooded Killer's Stance: You gain a +4 bonus to attack against [Poisoned] creatures, as long as you are not currently benefitting from any fury bonuses to attack, damage or save DCs.

Fourth Circle - Sting of the Adder: When an opponent becomes [Sickened] by an ability from this track, that opponent becomes [Battered] as well.  Additionally, once per [Encounter] for each opponent, when that opponent would become [Sickened] by an effect from this track and they are already [Sickened], that opponent must make a saving throw or become [Nauseated] instead of [Sickened].

Fifth Circle - Silencing Strike: You gain [Resistance] to damage that would be dealt to you by [Poisoned] creatures.

Sixth Circle - Adamantine Fang: Once per [Encounter], as a standard action, make a single attack. If it hits, that attack ignores [Damage Reduction] and [Resistance], and the target must make a fortitude saving throw or become [Nauseated] and [Poisoned for two rounds. If it succeeds against the saving throw, it instead becomes [Sickened] and [Poisoned] for two rounds.

Seventh Circle - Five-Fold Hydra Sting: Once per [Encounter], as a standard action, make five attacks against a single enemy. If any of those attacks are successful, the enemy must make a fortitude save or become [Paralyzed]. If the target has [Immunity] to [Paralyzed], it must instead make a fortitude save or become [Stunned] for one [Round]. The target receives a -1 penalty to the saving throw for each of the five attacks that successfully hit.

Veiled Moon: Teleport-based utility track.
Spoiler
First Circle - Half Gone: Once per [Round] per circle you possess in this track, when an opponent attempts to attack you, you may make a Stealth check (DC 10 + opponent's level + opponent's KOM). If you are successful, you gain a 50% [Miss Chance] against that attack. Additionally, you gain a bonus to Stealth checks equal to the number of circles you possess in this track. When you gain the fourth circle of this track, instead of gaining a miss chance, that attack misses you. You must use this ability before the attack roll is made.

Second Circle - Flickering Strike: As a standard action, [Teleport] to a square within your [Medium] range, then make a melee attack. If that melee attack is successful, you may [Teleport] to the square you were standing in directly before using this ability. Attacks made this way deal additional damage equal to your level. When you reach 10th level, you instead [Teleport] to a square within your [Medium] range, then make two attacks.  If either of these attacks are successful, you may [Teleport] to the square you were standing in directly before using this ability, and these attacks deal additional damage equal to twice your level.

Third Circle - Ghostwalk: You gain the [Fly] movement mode.

Fourth Circle - Altered Penumbra: You gain [Fast Healing] equal to your level.

Fifth Circle - Fade Through: Once per [Encounter] per 4 levels, as an immediate action, you can [Teleport] a distance up to your movement speed.

Sixth Circle - Anchoring Spirit: You gain a 50% [Miss Chance]. Any attempt to [Teleport] to a square within your [Close] range fails unless you willingly allow it, although the user is aware of this before attempting to [Teleport]. This ability is a [Binding] effect.

Seventh Circle - Lunar Penumbra: Once per [Encounter], when an opponent would use a spell, spell-like ability or supernatural ability against you, you and that opponent [Teleport] to each other's square. The opponent's effect is negated, and you may immediately use the ability instead. The targets of the ability, the area of effect of the ability and any numerical properties of the ability remain the same, except that the opponent replaces you as a target.

Cursed Razor: Curse your enemies and gain bonuses against cursed foes.
Spoiler
The DC of all abilities in this track is 10 + 1/2 your level + your KOM.

First Circle - Touch of the Witch: Attacks that you make deal damage with the [Precision] modifier equal to half your level (minimum 1). Any enemy dealt precision damage this way makes a Will save or becomes [Cursed] for two rounds. [Cursed] creatures take a -2 penalty to all d20 rolls. When a [Cursed] creature would become [Cursed], instead the duration resets. Add the [Cursed] condition to the list of effects that can be removed by the Cure line of spells and the Restoration line of spells.

Second Circle - Torment the Weak: For each [Cursed] creature, the first time each round you attack that creature, it must make a Will save or be [Sickened] until it stops being [Cursed]. 

Third Circle - Bad Karma: Once per [Round], as an immediate action when an opponent makes a successful attack hits you, that opponent makes a Will save or becomes [Cursed] for 2 rounds.

Fourth Circle - Mockery: You gain [Resistance] against all damage dealt by [Cursed] creatures.

Fifth Circle - Festering Curse: When a [Cursed] creature begins its turn within your [Melee] range, it takes damage equal to your level.  When a non-[Cursed] enemy begins its turn within your [Melee] range, it becomes [Cursed] for 2 rounds.

Sixth Circle - Woedrinker: Once per [Encounter], as a move action, you gain an amount of temporary HP equal to your level times the number of [Cursed] creatures in your [Close] range, and gain a bonus to your AC for one round equal to the number of [Cursed] creatures.

Seventh Circle - Festival of Shadows: Once per [Encounter], as a standard action, each enemy within your [Medium] range takes damage equal to twice your level, is inflicted with the [Cursed] condition for one round, and you gain [Immunity] to damage dealt by [Cursed] creatures for one round.

Riven Hourglass: Track focused on time. Mostly defensive.
Spoiler
First Circle - Sands of Time: You gain a bonus to reflex saves equal to the number of odd circles you possess in this track, and a bonus to initiative equal to half your level.

Second Circle - Unhindered Step: Once per [Encounter], for one round, you can increase your speed by 10 ft per circle that you possess of this track.

Third Circle - Time Skitter: Once per round, as a free action, you may take any action which normally requires part of a move action.

Fourth Circle - Time Thiefs Talons: Once per round, when you successfully attack an enemy, deal additional damage equal to your level and you gain an amount of hit points equal to your level.

Fifth Circle - Temporal Wave: Once per [Encounter], as a standard action, create a cone originating from you. The length has a length of 10 ft per circle of this track you possess. Each enemy caught in the cone must make a Will save (DC 10 + 1/2 level + KDM) or become [nauseated] and [slowed] for two rounds.  Any creature that succeeds on its will save is instead [slowed] for two rounds instead.

Sixth Circle - Heart of the Time Lord: Once per [Scene], when you would be reduced to 0 or less hit points, you may forsake your next move action. If you do, you gain hit points equal to 10 times your level.

Seventh Circle - Break the Hourglass: Once per encounter, as an immediate action when an opponent takes an offensive action against you, you may take a move action and a standard action.  Any action you take as part of these actions must target the triggering opponent. This occurs before the triggering offense action and if that opponent is no longer capable of taking that offensive action after you have completed your standard and move actions, that offensive action is not taken.

Eternal Guardian: Tanking track focused on reach and general stickiness.
Spoiler
First Circle - Stance of the Valiant and Vigilant: Enemies treat squares in your [Melee] range as difficult terrain, and cannot make attacks of opportunity against any creature other than you while in your [Melee] range.

Second Circle - Fear the Reaper: Once per [Round] per circle you possess of this track, when an opponent within your close range attempts to attack an ally, use the in-combat use of the intimidate skill against that opponent. If your intimidate skill check is higher than the attack roll, the attack is negated.

Third Circle - Grim Guard's Laughter: As a standard action, use the in-combat use of the intimidate skill against each enemy within [Close] range. Then, for each enemy within [Close] range affected by any in-combat ability of the intimidate skill or affected by any [Fear] effect, warp to a square adjacent to that enemy and make a melee attack. You choose the order of the enemies.

Fourth Circle - Unbearable Gaze: Whenever an opponent attacks one of your allies other than you within [Close] range, that opponent may make a reflex save (DC 10 + lvl/2 + kom). If they are successful, they may choose to be [Blinded] for one [Round]. Regardless of the result of the save, they take damage equal to twice your level. [Blinded] creatures are [Immune] to this damage.

Fifth Circle - Inescapable Fetters: For each opponent, the first time each round that you successfully attack that opponent with a melee attack, you may have that opponent make a will save (DC 10 + 1/2 lvl + KDM). If that opponent fails, at the end of its next turn, he teleports to a square adjacent to you of your choice, and then gains [Immunity] to this ability for the rest of the encounter.

Sixth Circle - Hammer of the Immortal: Once per [Encounter], as a standard action, make two trip Combat Maneuvers against each opponent within your [Melee] range. If an opponent fails its reflex save against your Combat Maneuver, if it has [Flying], you may have it lose [Flying] before it falls [Prone].

Seventh Circle - Oath of Eternity: Once per [Encounter], as a full round action, you may gain the following benefits:
 - Your reach increases by 30 ft.
 - You gain an 7 additional attacks of oppurtunity, and a +7 bonus to attack and damage rolls when making attacks of opportunity.
 - You may use a combat maneuver in place of an attack when making an attack of opportunity.
 - You gain immunity to [Dying] and [Dead]. If you would take damage that would cause you to be [Dying] or [Dead], you do not gain that condition. When you lose this [Immunity], you become [Dying] or [Dead] if your hit points are below 0.
These effects last until the beginning of your next turn.

Thrashing Dragon: Two Weapon Fighting.
Spoiler
First Circle - Swift Claws: Your attacks with non-natural weapons deal 1 additional damage with the [Precision[ descriptor. Whenever you do damage this way, you may make an additional attack with your Off Hand natural weapon with the same bonus to hit as the attack that triggered this ability.
 Additionally, you gain the Off Hand natural weapon. It has either the [Melee] or [Ranged] property, chosen when you gain this ability, and no other properties. It deals damage equal to your level plus your KOM, and cannot deal additional damage from any source. Attacks made with this weapon receive an item bonus to hit equal to the number of odd circles you possess in this track.

Second Circle - Fangs Strike Low: Whenever you successfully attack an enemy with your Off Hand natural weapon and any other weapon, that opponent must make a reflex save (DC 10 + level/2 + KOM) or become [Prone].

Third Circle - Sharpened Talons: Once per [Encounter] per circle you possess of this track, as a move action, any attacks you make this turn deal additional damage equal to your level.

Fourth Circle - Thrashing Dragon Twist: As a standard action, make an attack with your Off-Hand natural weapon and another attack with any other weapon. Both of these attacks have the [Volley] descriptor, and are applied to all enemies within your melee range. You cannot use the Swift Claws with the attacks made as part of this ability.

Fifth Circle - Alacrity on Wing: Once per encounter, as an immediate action when an opponent makes a successful attack against you, make an acrobatics check with a DC of the attack roll. If you are successful, that attack is negated and make a single attack against that enemy. (You can use the Swift Claws ability with that attack)

Sixth Circle - Dragon Warrior's Talons: Attacks you make inflict the [Bleeding] condition and ignore all [Damage Reduction] and all [Resistances].

Seventh Circle - Deadly Dragon Strike: Once per encounter, as a standard action, make an attack with your Off-Hand weapon and another weapon. Each attack deals additional damage equal to 4 times your level. This bypasses the restriction that your Off-Hand natural weapon cannot have the damage increased. You cannot use the Swift Claws ability with attacks made as part of this ability.

9
Legend Homebrew / Single Attacks
« on: April 20, 2015, 03:34:10 AM »
So, a few times I've seen people request the ability to make one big attack, rather than multiple smaller ones.  The closest that the base system gets is Vigilante or Charge-based tracks, however, those give a second attack at higher levels, so I'm gonna see what I can do in terms of making it work.

Also, this is my first attempt at writing a track, so...  it's probably gonna be bad.  Do not be afraid to criticize.

Finally, yes, I am aware that you can refluff multiple attacks as one attack.  But people still ask for the ability to make one big attack.  So...  meh.  I may write up TWF at a later point, as I have an idea on how to make that work.

Heavy blows

When using any ability from this track, you cannot make any other attacks in the same round.  All abilities from this track are Extraordinary.

First Circle - Mighty Swing : The first attack you make on your turn deals additional damage with the [Precision] descriptor equal to your level or your KOM, whichever is higher.  At tenth level, this damage increases to twice your level plus twice your KOM.  At fifteenth level, this damage increases to three times your level plus three times your KOM.

Second Circle - Glancing Blows : As a move action after you have made a successful attack, you may deal damage equal to your KOM + your level to all opponents within [Melee] range of the opponent you successfully hit.

Third Circle - Unavoidable : If you miss an enemy with the first attack you make in a round, you may deal damage equal to your level to that enemy.  When you gain the fifth circle of this track, you instead deal twice your level.  When you gain the seventh circle of this track, you instead deal three times your level.

Fourth Circle - Felling Blow : The first time you attack any opponent in a round, if your attack hits, that opponent becomes [Prone].  A successful reflex save (DC 10 + level/2 + KOM) negates this.  If the first attack you make in a round is against an enemy who is already [Prone], you deal additional damage equal to your level.

Fifth Circle - Submission : Whenever you successfully hit an enemy with the first attack you make in a turn, you gain [Resistance] to damage dealt by that enemy.

Sixth Circle - Fearsome Blow : Once per [Encounter], as a swift action, if you have made a successful attack against the target and no other attacks, you may have that target make a will save (DC 10+lvl/2+KOM) or become [Panicked] for two rounds.  If they successfully make the save, they instead become [Frightened] for two rounds.  This is a [Fear] and [Mind-Affecting] effect.

Seventh Circle - Can't Miss : Once per [Encounter], as a standard action, make a single attack, except that it automatically hits.  It deals additional damage equal to 4 times your level, plus 4 times your KOM.  This ability does not receive bonus damage from the Power Attack maneuver.

10
Legend Mechanics & Balance / War!
« on: November 07, 2014, 06:19:07 AM »
I have no experience with skill games, however, the players have recently gained control over a warring army.  I figure that this is the kind of thing best represented by a skill game, but I have no idea how to set it up.  So far, I have figured out the following:

The skills should be Geography, History, Nature, Bluff, Perception and Stealth. Geography and Nature are used to figure out oppurtunities on the battlefield, Bluff is used to fool the enemy, Perception is to spot weaknesses in the enemies tactics, and Stealth can be used for scouting or for noting hidden paths that the enemy is unlikely to notice.  Additionally, funds can be used to purchase a token (which will be of limited supply to both sides), representing extra equipment for the soldiers.

I'm currently thinking of a Bidding game, where both sides are sending troops to different areas.  While a side has control of an area, it gains some unique benefit.  However, an Option game could work as well, with both sides taking different actions on one battlefield.  But I'd have no idea how to set up the unique benefit or the options.

Finally, in the case of a Bidding game, a side wins when they control all the areas, or a strong enough majority.  In the case of the options game, I have no idea...

So...  help?

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