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Author Topic: Risada's Library  (Read 5067 times)
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Risada
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« on: September 29, 2008, 10:15:21 PM »

In this topic I will post feats, maneuvers and spells made by me.
Feel free to PEACH....

Will add stuff periodically...

Feats

Maneuvers

Spells
« Last Edit: October 30, 2008, 05:51:25 PM by Risada » Logged

Risada
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Wearing this outfit in the name of SCIENCE!


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« Reply #1 on: September 29, 2008, 10:15:36 PM »

Feats

Greater Blade Meditation
Prerequisites: Concentration 5 ranks, base attack bonus +8, Blade Meditation for any discipline
Benefit:  You gain a +1 bonus on damage rolls with all the preferred weapons of the discipline chosen for the Blade Meditation feat when using a strike combat maneuver, as well as a +2 bonus on checks involving the discipline’s key skill. The save DCs of any maneuvers that you perform from the chosen discipline are increased by 1, if they have a save DC. These bonus stack with those granted by the Blade Meditation feat.


Parry
Prereqs: BAB +1, Combat Reflexes
When an enemy makes a melee attack against you, you can try to block the attack by making an attack roll with any melee weapon you are holding. If you are using a one handed weapon and a buckler or nothing in the other hand, you gain a +2 bonus on this roll. Use the higher of your AC or your attack roll as your effective AC against the attack. The bonus increases by +1 for every feat that has Parry as a prerequisite. This is considered an attack of opportunity.

Swift Counterattack
Prereqs: BAB +4, Parry
Whenever you successfully block an attack using the Parry feat, you may make a single attack with your highest bonus against the opponent who attacked you. This is considered an attack of opportunity.

Sliding Counterattack
Prereqs: BAB +8, Dodge, Swift Counterattack
Whenever you successfully block an attack using the Parry feat, you may take a single 5 ft step (this doesn't count as your 5ft of the round) before or after using the Swift Counterattack feat.

Baffling Counterattack
Prereqs: BAB +11, Sliding Counterattack
Whenever you successfully block an attack using the Parry feat, you may choose a target adjacent to the opponent that attacked you to receive that attack as a free action. That target is flat-footed until the end of the next turn. This can be used with the Swift Counterattack and the Sliding Counterattack feat. If you do, and your attack hits, the enemy you hit becomes flat-footed until the end of your next turn.

Mighty Grip
Prereqs: Str 15, BAB +1, Power Attack
You can use a melee weapon one size category larger than you without penalty. This ability doesn't stack with the Powerful build racial ability. Additionally, you add half your Strength bonus to all damage rolls using a one handed or two handed melee weapon.

Unstoppable Strike
Prereqs: BAB +6, Mighty Grip
All melee attacks you make ignore a number of an object's hardness and a creature's damage reduction equal to your Strength bonus.

Ultimate Grip
Prereqs: Str 17, BAB +11, Unstoppable Strike
You can use a melee weapon two size categories larger than you without penalty. This ability doesn't stack with the Powerful build racial ability. Additionally, you add your Strength bonus to all damage rolls using a one handed or two handed melee weapon.

Titan's Smash
Prereqs: BAB +16, Ultimate Grip
When using the Power Attack feat, you may gain a free bull rush attempt against any struck foe with a bonus to the opposed roll equal to the penalty to your attack. If this attempt succeeds you cannot follow the target. Whenever you successfully bullrush a target into any other creature or solid surface you deal that creature damage equal to twice your Strength modifier.
« Last Edit: November 19, 2008, 05:22:25 PM by Risada » Logged

Risada
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« Reply #2 on: September 29, 2008, 10:16:58 PM »

Maneuvers

Desert Wind

Devoted Spirit
Shield Stun
Devoted Spirit (Strike)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: one creature
Duration: 1 round
Saving Throw: Fortitude negates

You focus your power on your shieldarm and prepare to attack.

Make a single melee attack with your shield. If you hit, this attack deals no damage. Instead, the target must make a Fortitude saving throw (DC 13 + your Strength modifier + your shield's enhancement bonus, if any) or be stunned for 1 round.


Majesty
Devoted Spirit (Boost)
Level: Crusader 2
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1d4 rounds

As you empower your defenses, you seem to have an air of greatness around you.

You gain a +4 profane (if you are evil)or a +4 sacred (if you are good) bonus to AC for the duration of this maneuver.


Retributive aura
Devoted Spirit (Stance)
Level: Crusader 5
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

You exhale an incredibly aggressive aura that looks like it will attack anytime.

While you are in this stance, whenever you are hit by a melee attack, the attacker takes damage equal to your initiator level. This damage can't be reduced in any way.

Diamond Mind

Iron Heart
Battle Roar
Iron Heart (Boost)
Level: Warblade 4
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute

You let loose a mighty roar through the batlefield, and you seem to become more vigorous.

You gain a number of temporary hit points equal to your level for 1 minute.


Full Sweep
Iron Heart (Strike)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 standard action
Range: melee attack
Target: all adjacent enemies

You hold your weapon tightly, then spin it around you with great power, striking through any enemies in its way.

When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. Each attack is made at your highest attack bonus and deals an extra 8d6 points of damage.


Wide Sweep
Iron Heart (Strike)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Action: 1 standard action
Range: melee attack
Target: up to three adjacent enemies

You perform a powerful horizontal cut with your weapon, hitting various enemies.

When you initiate this strike, you make a melee attack against up to three adjacent enemies. Resolve each attack separately. Each attack is made at your highest attack bonus and deals an extra 4d6 points of damage.


Thunder Storm
Iron Heart (Strike)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 standard action
Range: melee attack
Target: all adjacent enemies

As a lightning bolt, you hit all enemies close to you, shocking them.

When you initiate this strike, you make a melee attack against all enemies adjacent to you. Resolve each attack separately. Each attack is made at your highest attack bonus, and if it hit dazes the target for 1 round unless they succeed on a Fortitude saving throw (DC 16 + your Strength modifier).


War Cry
Iron Heart (Boost)
Level: Warblade 5
Prerequisite: Two Iron Heart maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: end of round

You let loose a terrifying howl as you strike down your opponents with increased power.

You gain a bonus to all damage rolls equal to your level until the end of this round.

Setting Sun

Shadow Hand

Stone Dragon

Tiger Claw

White Raven
« Last Edit: November 12, 2008, 04:53:25 PM by Risada » Logged

Risada
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« Reply #3 on: September 29, 2008, 10:18:44 PM »

Spells

Abjuration
1 spell  
Seraphic Law
Abjuration [Good]
Level: Clr 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100ft + 10ft/level)
Area: 20 ft radius burst
Duration: Instantaneous
Saving Throw: Will partial; see text
Spell Resistance: yes

Ye of detestable virtue and name, false apostle; thou shalt be bayed back into the abyss! Seraphic Law!

This spell unleashes a blast of divine energy with purifying properties. All creatures in the area takes 1d6 points of damage per caster level (max 25d6). Additionally, any undead in the area must make a Will save or be destroyed; and any evil outsider in the area must make a Will save or be forced to return to its home plane (as the banishment spell).


Conjuration
3 spells  
Frost Bolt
Conjuration (Creation) [Cold]
Level: Sor/Wiz 3
Casting time: 1 standard action
Components: V, S
Range: Medium (100 ft + 10 ft/level)
Target: one creature
Save: fortitude partial; see text
Duration: 1 round/level
Spell Resistance: no

You feel the air around you get cold and gather at your front, creating a small blade of ice, that flies towards your enemy.

You must make a ranged touch attack to hit with this spell. The creature struck takes 1d6 points of cold damage per level (max 15d6) and must make a Fortitude saving throw or become slowed for 1 round per level.


Frost Shackles
Conjuration (Creation) [Cold]
Level: Sor/Wiz 4
Casting time: 1 standard action
Components: V, S, F
Range: Long (400 ft + 40 ft/level)
Area: 20 ft radius burst
Save: Reflex negates
Duration: 1 round/level
Spell Resistance: yes

Chains made of ice appear below your enemies and attack, ensnaring them.

All creatures in the area that fail a Reflex Saving throw becomes entangled and takes cold damage equal to your caster level  at the start of each round for the duration of the spell.

Focus: one strand of silk


Hydro Blast
Conjuration (Creation) [Water]
Level: Sor/Wiz 4
Casting time: 1 standard action
Components: V, S
Range: Long (400 ft + 40 ft/level)
Area: 20 ft radius burst
Save: Reflex half
Duration: instantaneous
Spell Resistance: yes

As you finish casting this spell, your enemies are engulfed by a blast of water from below them, knocking them off balance.

All creatures in the area takes 1d6 points of damage per level (max 20d6) and are knocked prone. Those that succeed on a Reflex saving throw takes only half damage and are not knocked prone.


Divination

Enchantment

Evocation
5 spells  
Calamity Blast
Evocation [Fire]
Level: Sor/Wiz 9, Wu Jen 9(fire)
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft + 10 ft/level)
Area: 20 ft radius spread
Duration: Concentration + 1 round
Saving Throw: Reflex half
Spell Resistance: yes

The time of the exorcism is at hand! Venomous servants, unleash thy dark flames! Calamity Blast!!

You create a globe of scorching flames above you that releases small fireballs each round you keep concentrating on the spell. Each small fireball works just like the fireball spell, except that they deal 1d6 fire damage per level (max 25d6).


Cosmic Spear
Evocation [Darkness]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or Medium (100 ft + 10 ft/level); see text
Area: none or 20 ft radius burst; see text
Duration: 1 round/level or instantaneous; see text
Saving Throw: None (harmless) or Reflex half; see text
Spell Resistance: no or yes; see text

If ye trust that thy eternal bonds shall be broken, then let my words be as a vengeful blade upon thee! Cosmic Spear!

When you cast this spell, you create a spear made of black energy. You can freely make a cosmic spear retract or grow to any length from 1 foot to 20 feet, but it always remains a straight lance of darkness. This effect gives you a natural reach of 20 feet. You can use a cosmic spear to make melee attacks. When doing melee attacks with the cosmic spear, your base attack bonus is equal to your caster level. You can wield it either one or two handed, dealing a base 4d6 points of damage (crit 20/x3). Instead of your Strength, you can add either your Charisma or Intelligence  modifier, whichever is greater, to attack and damage rolls. At anytime during the duration of the spell, you can throw the spear a distance of up to Medium range and make it burst into a powerful blast of darkness, dealing 1d6 points of damage per caster level (max 20d6). A reflex save halves this damage. Using this effect end the spell immediately.
Focus: a small crystal shaped like a spear worth at least 100 gp.
  

Gravity Blessing
Evocation
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: close (25 ft+5 ft/2 levels)
Area: 20 ft radius
Duration: 5 rounds; see text
Saving Throw: Fortitude partial; see text
Spell Resistance: yes

Hark! Lightning that rides the ashen depths, descend now as a storm upon my foes! Gravity Blessing!!

You create a 20 feet radius black sphere of concentrated gravity above your enemies, then drop it, crushing everyone below and dealing 1d6 damage per caster level (max 25d6), plus all targets in the area are slowed for 5 rounds unless they make a Fortitude saving throw.


Negative Gate
Evocation [Darkness]
Level: Sor/Wiz 4
Casting Time: 1 standard action
Components: V, S
Range: Medium (100 ft.+10 ft/level)
Area: 20 ft. radius; see text
Duration: 1 round/3 levels
Saving Throw: Fortitude half; see text
Spell Resistance: yes and no; see text

O twisted door of distortion, open wide! Negative Gate!

You conjure a black sphere of arcane energy that deals 1d6 points of damage per level (max 15d6) to all creatures within the area. A successful Fortitude save halves the damage. Additionally, all creatures and objects within 10 ft. from the affected area must succeed on a Fortitude save or be dragged 15 ft. into the affected area (and be affected by the spell as well). Creatures within the affected area who succeeds on their saves can move at half speed for that round.


Wind Blast
Evocation [air]
Level: Sor/Wiz 4
Casting time: 1 standard action
Components: V, S
Range: Long (400 ft + 40 ft/level)
Target: one creature
Save: Reflex partial; see text
Duration: instantaneous
Spell resistance: yes

You point your hand towards the target of this spell, and then release a blast of wind from your hand towards him.

The creature struck takes 1d6 points of damage (max 20d6) and you can start a bull rush attempt against the target. The spell's bonus to the Strength check is equal to your main casting stat plus half your caster level +4 and is considered as Large for the purpose of the maximum size category that can be affected. The wind blast always move with the opponent to push the target back the full distance allowed, and you can exceed your normal movement limit with a sufficiently high check result, unlike a normal bull rush. An airborne target is considered one size category smaller for the purpose of resisting the bull rush. If the target hits another creature or an obstacle (such as a wall), both creatures are knocked prone (or only the target it it hits an obstacle). If the target succeeds on a Reflex saving throw, both the damage and the distance it is pushed back by the bull rush are halved.


Illusion

Necromancy
3 spells   1 new
Curse Gloom
Necromancy
Level: Cleric 4, Dread Necromancer 4, Sor/Wiz 4
Casting time: 1 standard action
Components: V, S, DF
Range: Medium (100 ft + 10ft/level)
Target: one creature
Save: Will half
Duration: 1 round/level
Spell resistance: yes

The target of this spell seems to have lost some of its color as his body becomes more fragile against magic.

The creature affected by this spell takes a -2 penalty to all saves, a -5 penalty to its spell resistance (if any) and takes additional 2 points of damage per die of all spells, spell-like abilities and supernatural abilities. If such effect does not deal damage expressed in dice, it deals additional damage equal to your caster level. The penalty to saves and spell resistance increase by 1 for every 4 levels beyond 8th level, and both the penalties and extra damage are halved on a successful save (rounded down).


Death Spike
Necromancy
Level: Cleric 3, Dread Necromancer 3, Sor/Wiz 3
Casting time: 1 standard action
Components: V, S, DF, M
Range: Medium (100 ft + 10 ft/level)
Target: one creature
Save: none
Duration: instantaneous
Spell resistance: yes

The piece of bone you hold disappears when you finish casting this spell. Then an arrow made of bone appears in your front and flies towards its target.

This spell requires a ranged touch attack and deals 1d6 points of negative energy damage per level (max 20d6) if it hits. Undead creatures affected by this spell take half damage instead of being healed by this spell's damage.

Material Component: a small piece of bone.

Vampiric Claw
Necromancy
Level: Cleric 4, Dread Necromancer 4, Sor/Wiz 4
Casting time: 1 standard action
Components: V, S, DF
Range: Medium (100 ft + 10 ft/level)
Target: one creature
Save: Fortitude half
Duration: instantaneous
Spell resistance: yes

You point your open hand towards your target, then close it as you finish casting this spell and a claw made of darkness appears briefly near your target. It slashes at the target's flesh, causing some of its vitality to seep from its wounds in the form of a red sphere of energy and move into your direction, so you can absorb it and replenish your own health.

This spell deals 1d6 points of negative energy damage per level (max 15d6), and you heal hit points equal to half the damage dealt. Excess hit points are lost. A successful Fortitude saving throw halves this damage. Undead creatures affected by this spell take half damage instead of being healed by this spell's damage.

Transmutation
3 spells  
Death Whisper
Transmutation
Level: Sor/Wiz 4, Cleric 5
Components: V,S
Range: Close (25 ft + 5 ft/2 levels)
Target: one weapon
Duration: 1 min/level
Saving Throw: none
Spell Resistance: no

As you say the words for this spell, your ally holding the affected weapon seems to hear a faint whisper coming from the weapon.

This spell increases the target weapon's critical multiplier by 1. For every 5 levels beyond 7th, the critical multiplier bonus increases by 1.


Ground Dasher
Transmutation[Earth]
Level: Sor/Wiz 5, Wu jen (Earth) 5
Components: V, S
Casting time: 1 standard action
Range: medium (100 ft +10 ft/level)
Area: 60 ft line
Duration: instantaneous
Saving Throw: Reflex half
Spell Resistance: no

O roar of the earth, bring forth the fangs of the mighty dragon! Ground Dasher!!

This spell makes the earth shake and break violently, damaging those in the affected area for 1d6 points of damage per level (max 20d6) and falling prone. A reflex save halves the damage and negates falling prone. Additionally, the area of the spell becomes difficult terrain.


Petro Disruption
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting time: 1 standard action
Range: medium (100 ft +10 ft/level)
Area: 20 ft spread
Duration: 1 round/5 levels
Saving Throw: Fortitude negates
Spell Resistance: yes

Lo, ye shall look upon the calamities of heresy with beclouded eyes! Petro Disruption!

This spells functions like solid fog spell. Additionally, all creatures within the area of the spell must make a fortitude saving throw or become stone, like the flesh to stone spell each round while inside the area. Creatures immune to poison or don't need to breath are affected normally.

Material component: a handful of dust that is thrown into the air at the moment of casting.

« Last Edit: October 15, 2011, 08:26:10 AM by Risada » Logged

Risada
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Wearing this outfit in the name of SCIENCE!


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« Reply #4 on: October 04, 2008, 12:10:41 AM »

New stuff added: new Iron Heart maneuvers
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Risada
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Posts: 1827


Wearing this outfit in the name of SCIENCE!


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« Reply #5 on: October 30, 2008, 05:47:29 PM »

Ported over my stuff from this post and edited the spells' post...
« Last Edit: October 30, 2008, 05:51:07 PM by Risada » Logged

bkdubs123
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« Reply #6 on: November 11, 2008, 08:13:18 PM »

RISE FROM YOUR GRAVES!

These are all very nicely done! I especially LOVE the Valkyrie Profile inspired spells (seriously. one of the best. games. ever.)!
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Risada
Grape ape
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Posts: 1827


Wearing this outfit in the name of SCIENCE!


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« Reply #7 on: November 12, 2008, 03:47:12 AM »

RISE FROM YOUR GRAVES!

These are all very nicely done! I especially LOVE the Valkyrie Profile inspired spells (seriously. one of the best. games. ever.)!

Oh, thanks a lot bkdubs! and +1 for your last comment...
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Risada
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Wearing this outfit in the name of SCIENCE!


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« Reply #8 on: November 16, 2008, 01:35:00 PM »

Added 6 new spells...
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Risada
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« Reply #9 on: November 19, 2008, 05:23:43 PM »

Added the feats I posted on bkdubs' Create-a-chain-feat thread...
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Risada
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« Reply #10 on: March 12, 2009, 06:14:51 AM »

Bump from hell....

Added Seraphic Law to the spell list.
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Risada
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« Reply #11 on: March 13, 2009, 08:02:16 PM »

Bump...

Moved Seraphic Law to Abjuration and added Cosmic Spear under Evocation.
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Radmelon
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« Reply #12 on: March 16, 2009, 08:12:57 PM »

wait, PEACH? whats that? i've heard it, but i/m still stumped Confused
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Risada
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Posts: 1827


Wearing this outfit in the name of SCIENCE!


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« Reply #13 on: March 16, 2009, 08:46:01 PM »

wait, PEACH? whats that? i've heard it, but i/m still stumped Confused

Please Examine And Comment(Critique) Honestly.

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veekie
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« Reply #14 on: March 17, 2009, 02:05:57 PM »

wait, PEACH? whats that? i've heard it, but i/m still stumped Confused
A fruit.
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The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
Radmelon
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Posts: 512



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« Reply #15 on: March 17, 2009, 02:46:10 PM »

to Risada: thank you. to Veekie: Censored, "BOCTAOE"
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Risada
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Posts: 1827


Wearing this outfit in the name of SCIENCE!


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« Reply #16 on: March 17, 2009, 04:41:27 PM »

May this thread be on its way again...

Added Petro Disruption to the spell list, under Transmutation.
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Risada
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Wearing this outfit in the name of SCIENCE!


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« Reply #17 on: August 02, 2009, 09:19:58 AM »

Added a new Evocation spell and changed Curse Gloom a little...
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Risada
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« Reply #18 on: February 04, 2010, 05:04:25 AM »

*thread ressurection*

Linking some Vestiges I made to this thread....

Linky

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Risada
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« Reply #19 on: October 14, 2011, 11:00:21 PM »

Added Vampiric Claw to Necromancy list, and increased most damage caps on Evocation spells...

Edit: wait... didn't this thread belong in the When Inspiration Strikes subforum? When it got moved!? Twitch
« Last Edit: October 14, 2011, 11:03:37 PM by Risada » Logged

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