Prime32
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Organ Grinder

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« on: August 15, 2010, 10:32:31 AM » |
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So I made a post... Anyone want to try statting up some martial disciplines based on various BlazBlue characters' fighting styles? Once there's some working stuff, the maneuvers can be shuffled around to create a more cohesive set of schools (eg. put Rachel and Tagers' electric abilities in one school, maybe put Rachel's lightningrods and Mu's Steingunner drones in one school). ...and now I made a thread. Now let's see some INFERNO DIVIDAH! IndexSoul Eater (Ragna the Bloodedge) Level 1 - Gauntlet Hades (Strike): ?
- Life Draining Swipe (Strike): ?
- Relentless Assault (Stance): ?
Level 2 - Hell's Fang (Strike): ?
- Neck Slash (Boost): ?
- Threatening Glare (Counter): ?
Level 3 - Belial Edge (Strike): ?
- Life Draining Flurry (Strike): ?
- Terrifying Assault (Stance): ?
Level 4 - Blood Kain (Boost): ?
- Inferno Divider (Strike): ?
- Infernal Drop Kick (Boost): ?
- Infernal Push (Boost): ?
Level 5 - Fierce Parry (Counter): ?
- Gauntlet Hades II (Strike): ?
- Death Spike (Strike): ?
Level 6 - Death's Grasp (Stance): ?
- Hell's Fang II (Strike): ?
Level 7 - Belial Edge II (Strike): ?
- Carnage Scissors (Strike): ?
Level 8 - Devoured by Darkness (Strike): ?
- Unlimited Blood Kain (Stance): ?
Level 9 - Black Onslaught (Strike): Make full attack which may disintegrate opponent
Feats: Grim Reaper, Rebellion Associated Skill: Intimidate Preferred Weapons: Falchion, Greataxe, Greatclub, Greatsword, Scythe Frost Bite (Jin Kisaragi) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Arctic Dungeon (Strike): ?
Feats: ?, Lust Sin Associated Skill: ? Preferred Weapons: Elven courtblade, Elven thinblade, Longsword, Rapier, Scimitar Chain Revolver (Noel Vermillion) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Valkyrie Veil (Strike): ?
Feats: Melee Shot, Bullet Dance Associated Skill: Tumble Preferred Weapons: All crossbows Burning Heart (Bang Shishigami) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Ultimate Bang (Strike): ?
Feats: Burning Will, Gale Associated Skill: ? Preferred Weapons: Dire pick, Heavy pick, Shuriken, Unarmed strike, ? Prestige Class: Ikaruga Disciple Mantenbo (Litchi Faye-Ling) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Nine Gates of Heaven (Strike): ?
Feats: ?, Oriental Flower Associated Skill: ? Preferred Weapons: Unarmed strike, quarterstaff, ? God Slash (Hakumen) Level 1 - Guren (Strike): ?
- Powerful Grip (Stance): ?
- Reversing Riposte (Counter): ?
Level 2 - Delayed Strike (Strike): ?
- Horizontal Stab (Strike): ?
- No Escape (Counter): ?
Level 3 - Renka (Strike): ?
- Stunning Riposte (Counter): ?
Level 4 - Cut Magic (Stance): ?
- Zantetsu (Strike): ?
Level 5 - Dimension Cutter (Boost): ?
- Tsubaki (Strike): ?
Level 6 - Delayed Strike II (Strike): ?
Level 7 - Kokuujin: Shippuu (Strike): ?
- Kokuujin: Yukikaze (Counter): ?
Level 8 - Destiny Intervention (Counter): Reroll one die you just rolled.
Level 9 - Retribution: Perish Evil (Counter): Make a full attack after an attack of opportunity.
Feats: Opportune Cut, Susanooh Associated Skill: Sense Motive Preferred Weapons: Bastard sword, Falchion, Greatsword, Longsword, Scimitar Voltic Battler (Tager) Level 1 Level 2 - Shocking Charge (Strike): ?
Level 3 - Atomic Collider (Strike): ?
- Power of Science (Boost): ?
Level 4 Level 5 - Magna Tech-Wheel (Strike): ?
Level 6 Level 7 - Magna Tech-Wheel + Terra Break (Strike): ?
Level 8 - Genesic Emerald Tager Buster (Strike): ?
Level 9 - King of Tager (Strike): ?
Feats: ?, Motor Head Associated Skill: Knowledge (science) Preferred Weapons: Unarmed strike, Slam, Gauntlet, ? Silpheed (Rachel) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Feats: Silpheed Summoner, Queen of Rose Associated Skill: Diplomacy Preferred Weapons: ? Ouroboros (Hazama) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Thousand Dark Souls (Strike): ?
Feats: ?, Gluttony Fang Associated Skill: Bluff Preferred Weapons: Dagger, Katar, Kukri, Kusari-gama, ? Sword Summoner (Nu-13, Lambda-11) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Sword of Destruction (Strike): ?
Feats: ?, Awakening the Chaos Associated Skill: Knowledge (the planes) Preferred Weapons: All swords Crimson (Arakune) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 Feats: ?, Thin Red Line Associated Skill: Knowledge (arcana) Preferred Weapons: All natural weapons Dancing Edge (Taokaka) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Attack Meow Pow! (Strike): ?
Feats: ?, Catus Carnival Associated Skill: Jump Preferred Weapons: Claws, ? Automaton (Carl Clover) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Deus Ex Machina: (Something with a 1 round initiation time - no, not 1 full-round action)
Feats: ?, Marionette Purple Associated Skill: Knowledge (architecture and engineering) Preferred Weapons: ? Install (Tsubaki Yayoi) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Requiem Aeternam (Strike): ?
Feats: Blind Justice, Condemnation Wings Associated Skill: Spot Preferred Weapons: ? Impact (Makoto Nanaya) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Planet Crusher (Strike): ?
Feats: ?, Alexandrite Associated Skill: ? Preferred Weapons: ? Steingunner (Mu-12) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Sword of the Godslayer (Strike): ?
Feats: ?, Sword of Doom Associated Skill: Knowledge (religion) Preferred Weapons: All swords Wehrwolf (Valkenhayn R. Hellsing) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Blut Vollmond (Strike): ?
Feats: ?, Howling Moon Associated Skill: Control Shape Preferred Weapons: All natural weapons Magical Symphony (Platinum the Trinity) Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8 Level 9 - Shining Layered Force (Strike): ?
Feats: ?, Active Angel Associated Skill: Perform Preferred Weapons: Greatclub, Greathammer, Quarterstaff, Lucerne hammer, ?
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« Last Edit: July 27, 2011, 05:02:42 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #1 on: August 15, 2010, 11:12:37 AM » |
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Let's see what I can do... Soul EaterFeats: Grim Reaper, Rebellion Associated Skill: Intimidate Preferred Weapons: Falchion, Greataxe, Greatclub, Greatsword, Scythe Feat DescriptionsGrim Reaper [Fighter] Prerequisites: Cha 13, One Soul Eater stance Benefit: While in a Soul Eater stance, your critical multiplier for all attacks is increased by 1 (ie. x2->x3, x3->x4, x4->x5). This does not stack with any other effect which increases critical multipliers. Special: Grim Reaper can be used in place of the Improved Critical feat to qualify for a feat, prestige class, or other special ability. You can possess both this feat and Improved Critical. Rebellion [Tactical]Prerequisites: Proficiency with a Soul Eater preferred weapon, Grim Reaper, base attack bonus +6, two Soul Eater maneuvers. Benefit: The Rebellion feat enables the use of three tactical options. - Die Already!: To use this option you must reduce an opponent to negative hit points. You may immediately inflict 10 points of damage to the opponent.
- Weakening Blow: To use this option you must use a Soul Eater maneuver that heals your hit points. All enemies affected by this maneuver take a -2 penalty to AC for 1 round.
- Not Over Yet!: To use this option you must knock an opponent prone. You can make an extra attack as if you had Improved Trip, but with a -5 penalty to the attack roll.
Level 1Gauntlet Hades Soul Eater (Strike) Level: 1 Prerequisite: none Initiation action: 1 standard action Range: melee attack Target: one creature
Make a Jump check to leap into the air and make a melee attack against one target. The Jump check's DC is equal to your opponent's AC. If you succeed, you may make another attack at a -5 penalty against the same target. If this second attack hits, you heal a number of hit points equal to your weapon's base damage. If any of these attacks hit, you may also attempt a trip check against the target without provoking an attack of opportunity. If you lose the trip check, the opponent can't try to trip you. If your Jump check fails, you can attack normally, but gain no other benefit.
This is a supernatural ability. Life Draining Swipe Soul Eater (Strike) Level: 1 Prerequisite: None Initiation Action: 1 standard action Range: melee attack Target: one creature
Make a single melee attack. If it hits, you heal a number of hit points equal to half your weapon's base damage.
This is a supernatural ability. Relentless Assault Soul Eater (Stance) Level: 1 Prerequisite: none Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
While in this stance, you gain a +1 bonus on attack and damage rolls while attacking a target you have attacked last round. Level 2Hell's FangSoul Eater (Strike) Level: 2 Prerequisite: None Initiation action: 1 full-round action Range: melee attack Target: one creature As part of this maneuver, you charge an opponent. If your attack hits, you may make an additional attack at -5 penalty. If this second attack hits, you heal a number of hit points equal to your weapon's base damage. Neck Slash Soul Eater (Boost) Level: 2 Prerequisite: none Initiation action: 1 swift action Range: Personal Target: You Duration: 1 round
Until the end of the round, whenever you successfully hit a flat-footed enemy, or denied its Dex bonus, your attack also deal 2 points of Constitution damage. Threatening Glare Soul Eater (Counter) Level: 2 Prerequisite: none Initiation Action: 1 immediate action Range: 30 ft Target: one creature Duration: instantaneous
You can attempt an Intimidate check against an opponent attacking you. If you succeed, the opponent takes a -4 penalty on that attack, struck with fear. Level 3Belial Edge Soul Eater (Strike) Level: 3 Prerequisite: One Soul Eater Maneuver Initiation Action: 1 standard action Range: melee attack Target: one creature
Make a Jump check to leap into the air and make a melee attack against one target. The Jump check's DC is equal to your opponent's AC. If you succeed, your attack deals an additional 4d6 points of damage. If your Jump check fails, you can still attack, but it deals normal damage. Life Draining Flurry Soul Eater (Strike) Level: 3 Prerequisite: One Soul Eater maneuver Initiation Action: 1 full-attack action Range: personal Target: you
This maneuver works like Flashing Sun maneuver (Tome of Battle pg 54) except that you heal a number of hit points with each attack equal to half your weapon's base damage.
This is a supernatural ability. Terrifying Assault Soul Eater (Stance) Level: 3 Prerequisite: One Soul Eater maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Whenever you make a full attack or initiate a Soul Eater strike, you can attempt to demoralize your target (or targets, if applicable) as a free action. You can use this ability once per target per round. Level 4Blood Kain <-- fixing spoiler tag here, just in case... Soul Eater (Boost) Level: 4 Prerequisite: Two Soul Eater maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Until the end of your round, all attacks you make deal additional damage equal to half your initiator level plus your Charisma modifier, and you heal an amount of damage equal to your weapon's base damage plus your Charisma modifier. However, when you initiate this maneuver you take damage equal to your initiator level. This is a supernatural ability. Inferno Divider Soul Eater (Strike) Level: 4 Prerequisite: One Soul Eater Maneuver Initiation Action: 1 standard action Range: melee attack Target: one creature
Make one attack at your highest bonus. This attack deal an additional 1d6 points of damage. If it hits, the target is thrown 10 ft into the air and you may make a DC 20 Jump check to make an additional attack at your highest bonus, with a -2 penalty on the roll. The enemy falls knocked prone at the end of this maneuver. Infernal Drop KickSoul Eater (Boost) Level: 4 Prerequisite: Inferno Divider maneuver, plus one Soul Eater Maneuver Initiation Action: 1 swift action Range: personal Target: you Duration: instantaneous You can use this boost after you successfully hit with both attacks of your Inferno Divider maneuver. Make an additional attack at -5 penalty against the same creature you hit with your last successful attack. If it hits, the target is knocked prone. Infernal PushSoul Eater (Boost) Level: 4 Prerequisite: Inferno Divider maneuver, plus one Soul Eater Maneuver Initiation Action: 1 swift action Range: personal Target: you Duration: instantaneous You can use this boost after you successfully hit with both attacks of your Inferno Divider maneuver. Make an additional attack at -5 penalty against the same creature you hit with your last successful attack. If it hits, you push the target horizontally 10 ft. Level 5Death Spike Soul Eater (Strike) Level: 5 Prerequisite: Two Soul Eater maneuvers Initiation action: 1 standard action Area: 10 ft x10 ft square in front of you Target: all creatures in range
You swing your weapon from the ground into the air, summoning a wave of dark energy that deals 8d6 points of damage to all creatures in the area, and you heal a number of fit points equal to 2d6 for every creature in the area (if two creatures were affected, you would heal 4d6 points of damage from both of them).
This is a supernatural ability. Fierce Parry Soul Eater (Counter) Level: 5 Prerequisites: Two Soul Eater maneuvers Initiation action: 1 immediate action Range: Personal Target: you Duration: instantaneous
This maneuver works like Wall of Blades (Tome of Battle pg ??), except that if your attack roll stops the attack, the opponent that attacked you must make a Will saving throw (DC 15 + your Charisma modifier) or become frightened for 1 round. If the opponent succeeds, he is shaken for the same duration instead.
This is a mind-affecting ability. Gauntlet Hades II Soul Eater (Strike) Level: 5 Prerequisite: Two Soul Eater maneuvers
This maneuver works like Gauntlet Hades, except that each attack deals an additional 5d6 points of damage, the amount of damage healed is equal to your weapon's base damage plus <insert mental stat here/Constitution?>, and the target is knocked prone automatically after any of the attacks. Level 6Death's Grasp Soul Eater (Stance) Level: 6 Prerequisite: Three Soul Eater maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
While in this stance, your reach increases by 5ft. However, you take a -2 penalty to AC. Hell's Fang II Soul Eater (Strike) Level: 6 Prerequisites: Three Soul Eater maneuvers
This maneuver works like Hell's Fang maneuver, except that each successful attack deals an additional 6d6 points of damage. Level 7Belial Edge II Soul Eater(Strike) Level: 7 Prerequisites: Three Soul Eater maneuvers
This maneuver works like Belial Edge maneuver, except you deal and additional 12d6 points of damage instead. Carnage ScissorsSoul Eater (Strike) Level: 7 Prerequisite: Three Soul Eater maneuvers Initiation action: 1 full-round action Range: melee attack Target: one creature As part of this maneuver, you charge an opponent. If it hits, your attack deal an additional 5d6 points of damage and you may make an additional attack at your highest bonus. If this second attack hits, you deal additional 10d6 points of damage, and you heal a number of hit points equal to the bonus damage you dealt. Level 8Devoured by Darkness Soul Eater (Strike) Level: 8 Prerequisites: Blood Kain or Unlimited Blood Kain maneuvers, plus three Soul Eater maneuvers Initiation action: 1 standard action Range: melee attack Target: one creature
This maneuver may only be used if you are under the effect of the Blood Kain maneuver or the Unlimited Blood Kain stance. Make a touch attack against the target. If you hit, he takes 20d6 points of damage as he is ravaged in dark energy. A successful Fortitude save (DC 18 + your Charisma modifier) halves this damage. You also heal a number of hit points equal to the damage dealt.
This is a supernatural ability. Unlimited Blood Kain Soul Eater (Stance) Level: 8 Prerequisite: Four Soul Eater maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Whenever you make a melee attack, you deal additional damage equal to half your initiator level plus your Charisma modifier, and heal a number of hit points equal to your weapon's base damage plus your Charisma modifier, in addition to any other healing you may have.
This is a supernatural ability. Level 9Black OnslaughtSoul Eater (Strike) Level: 9 Prerequisite: Six Soul Eater maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature As part of this maneuver, make a full attack against a single creature. After this, your opponent must succeed on a Fortitude saving throw (DC 19 + your Charisma modifier) or die instantly. If the opponent succeeds, he takes an additional 20d6 points of damage instead. If killed by this maneuver your opponent is completely disintegrated, preventing any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a slain victim to life. If the check fails, the creature cannot be brought back to life by mortal magic. Killing an opponent with this maneuver also grants you 5 temporary hit points per HD they possessed for 1 hour. This maneuver is a supernatural ability. Still incomplete...
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« Last Edit: July 03, 2011, 07:27:10 AM by Risada »
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Prime32
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Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #2 on: August 15, 2010, 11:15:47 AM » |
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Wouldn't Blood Kain be a stance? Conversely, your basic "Life Drain" seems like it should be a boost. EDIT: Blood Kain would, of course, have a higher level version (Unlimited Blood Kain) which removes the downsides. Black Onslaught would be a 9th-level Strike which combines a full attack with a disintegrate effect (increase DC based on number of hits?  ) and possibly gives the user some mild buff for a while if it kills the opponent. EDIT: Moving drone stuff here to unclutter the first post Crystal Heart Stance Crystal Heart (Stance) Level: 1 Prerequisite: None Initiation action: 1 swift action Range: Personal/30ft Target: You Duration: Stance
Each round you are in this stance you can create a "soul crystal" as a free action, which floats in mid-air in the space it was created. You may have one of these in existence at a time, +1 per four initiator levels. As part of the action to create a crystal, you may dismiss one of your existing ones.
A soul crystal can be sundered - it is a Tiny object with ? hp and hardness ?.
This stance is a supernatural ability. Dragonmouth Crystal Stance Crystal Heart (Stance) Level: ? Prerequisite: None
As crystal heart stance, except as above. Whenever you use a spell, breath weapon or other effect which deals damage in a line, you gain the ability to redirect it. If the line passes through the square of one of your soul crystals, you may choose to have the crystal absorb the effect and release it again in any direction. The line loses length equal to the distance it travelled to get to the crystal. The line may be redirected multiple times in this manner until it runs out of length. A creature who is struck by the line more than once due to this ability must make a saving throw each time, as if it were a separate effect.
For instance, a PC casts a 120ft lightning bolt, with a crystal in its path 40ft away. Everything between the caster and the crystal takes damage, and then the crystal immediately releases an 80ft lightning bolt in a direction of the caster's choice. Something like the above, but for ranged attacks. Crystal Detonation Crystal Heart Level: ? Prerequisite: None Initiation action: 1 standard action Range: 100ft Target: Your soul crystals
When you initiate this maneuver, all of your soul crystals within range explode, dealing 1d8 points of damage per two initiator levels to every creature within 10ft (Ref half).
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« Last Edit: August 19, 2010, 01:26:16 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #3 on: August 15, 2010, 11:19:02 AM » |
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Wouldn't Blood Kain be a stance? Conversely, your basic "Life Drain" seems like it should be a boost.
Blood Kain lasts 10 seconds for 50% heat, IIRC... Don't think it works like a stance... And Life/Soul Drain is supposed to be his drive moves... you know, 5D and such...
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #4 on: August 15, 2010, 11:30:44 AM » |
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Wouldn't Blood Kain be a stance? Conversely, your basic "Life Drain" seems like it should be a boost.
Blood Kain lasts 10 seconds for 50% heat, IIRC... Don't think it works like a stance... And Life/Soul Drain is supposed to be his drive moves... you know, 5D and such... Life Drain just seems like an odd mechanic (it would make more sense if it applied to every attack). And boosts always last for 1 round - you could justify it as a stance he uses tactically? 
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« Last Edit: August 15, 2010, 11:32:42 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #5 on: August 15, 2010, 11:32:25 AM » |
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Wouldn't Blood Kain be a stance? Conversely, your basic "Life Drain" seems like it should be a boost.
Blood Kain lasts 10 seconds for 50% heat, IIRC... Don't think it works like a stance... And Life/Soul Drain is supposed to be his drive moves... you know, 5D and such... Life Drain just seems like an odd mechanic (it would make more sense if it applied to every attack). And boosts always last for 1 round. To make it apply on every attack... the amount healed would need to be low... 2 or 3 at most... is it fine that way? Also, fixing Blood Kain to only one round....
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
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« Reply #6 on: August 15, 2010, 11:40:10 AM » |
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Randomness: Crystal StrikeFrost Bite (Strike) Level: ? Prerequisite: One Frost Bite Stance Initiation Action: 1 full-round action Range: Melee attack As part of this maneuver, you may fly at a speed up to double your land speed in a straight line, then make a melee touch attack to deal Xd6 cold damage. This is otherwise treated as a charge. EDIT: Unlimited Blood Kain Soul Eater (Stance) Level: 8 Prerequisite: Four Soul Eater maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Whenever you make a melee attack, you make deal additional damage equal to half your initiator level plus <insert mental stat here/Constitution?>, and heal damage equal to your weapon's base damage plus <insert mental stat here/Constitution?>. Might want to change some of those maneuvers to "melee attack".
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« Last Edit: August 15, 2010, 11:49:19 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #7 on: August 15, 2010, 11:48:42 AM » |
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The Inferno Divider I posted is the first hit with the weapon plus the first additional hit. I was thinking into make two other maneuvers (counters?) that could only be used after Inferno Divider for the finishers (the punch to the wall and the drop kick).... tips for that? EDIT: Unlimited Blood Kain Soul Eater (Stance) Level: 8 Prerequisite: Four Soul Eater maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Whenever you make a melee attack, you make deal additional damage equal to half your initiator level plus <insert mental stat here/Constitution?>, and heal damage equal to your weapon's base damage plus <insert mental stat here/Constitution?>. Might want to change some of those maneuvers to "melee attack". ... if we are doing Unlimited Ragna, then fine, but I thought we were going for the normal versions... If we take into account Unlimited Mu 12, for example, her crystals move around a little after release... unlike her normal version, whose crystals stay in place once released...
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Prime32
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« Reply #8 on: August 15, 2010, 11:53:56 AM » |
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The Inferno Divider I posted is the first hit with the weapon plus the first additional hit. I was thinking into make two other maneuvers (counters?) that could only be used after Inferno Divider for the finishers (the punch to the wall and the drop kick).... tips for that? Those would be boosts which you can use after a successful attack. Your opponent would take 1d6 falling damage in addition to the +1d6 that's explicitly part of the maneuver, right? ... if we are doing Unlimited Ragna, then fine, but I thought we were going for the normal versions...
If we take into account Unlimited Mu 12, for example, her crystals move around a little after release... unlike her normal version, whose crystals stay in place once released... I intended to use material from all versions of a character (CT and CS, normal and Unlimited) to build the schools, with the Unlimited characters simply being higher level. Mu's moving crystals would be created by a higher-level version of the maneuver she uses to make her static ones. EDIT: Rachel needs a maneuver/stance which lets her familiars take damage for her.  Maybe a feat to stack initator levels with caster levels for familiar abilities.
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« Last Edit: August 15, 2010, 12:10:57 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #9 on: August 15, 2010, 12:16:05 PM » |
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Your opponent would take 1d6 falling damage in addition to the +1d6 that's explicitly part of the maneuver, right?
Well... yeah... didn't think about that... but I don't think another d6 of damage is gamebreaking, so I want to leave it as it is...
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #10 on: August 15, 2010, 12:22:49 PM » |
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What do you think of some ToB/MoI hybrid stuff for Ragna, Mu, Terumi and Arakune? (such as a stance which can have essentia invested in it) Excessive use of the word "Azure" is the only excuse I need. 
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #11 on: August 15, 2010, 12:24:36 PM » |
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What do you think of some ToB/MoI hybrid stuff for Ragna, Mu, Terumi and Arakune? Excessive use of the word "Azure" is the only excuse I need.  Well.... while it fits for Mu, I see nothing of Incarnum on Rags, Trollzama and Blob... what do you have in mind?
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Prime32
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Posts: 7534
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« Reply #12 on: August 15, 2010, 12:30:13 PM » |
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What do you think of some ToB/MoI hybrid stuff for Ragna, Mu, Terumi and Arakune? Excessive use of the word "Azure" is the only excuse I need.  Well.... while it fits for Mu, I see nothing of Incarnum on Rags, Trollzama and Blob... what do you have in mind? Eh, you don't think some incandescent champion stuff could fit Ragna? (with the, er... "light" aspect inverted) Some necrocarnum stuff could fit Terumi's aura, and Arakune fits flavourfully with a Dissolution Ooze or a Lost. EDIT: Damage bonus might need tweaking, but this is the basic idea. Alternatively it could force a Fort save vs instant death, with a bonus to the DC based on the number of hits you made on the full attack. Black Onslaught Soul Eater (Strike) Level: 9 Prerequisite: Six Soul Eater maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature
As part of this maneuver, make a full attack. After this, your opponent takes an additional 20d6 points of damage. If killed by this maneuver your opponent is completely disintegrated, preventing any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a slain victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic. Killing an opponent with this maneuver also grants you 5 temporary hit points per HD they possessed for 1 hour.
This maneuver is a supernatural ability.
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« Last Edit: August 15, 2010, 12:51:13 PM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #13 on: August 15, 2010, 01:55:05 PM » |
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Added Black Onslaught on my post, with some small tweaking... Eh, you don't think some incandescent champion stuff could fit Ragna? (with the, er... "light" aspect inverted) Some necrocarnum stuff could fit Terumi's aura, and Arakune fits flavourfully with a Dissolution Ooze or a Lost.
Hmm... is there anything in incarnum that could mimic any of Ragna's moves? I don't think I know of any... same for Terumi... Well.... if we make Arakune some kind of critter, I feel it might be hard to make it summon bugs... perhaps if used the Summoning Ooze as well...
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #14 on: August 15, 2010, 02:11:16 PM » |
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How do you think Fuu-Rin-Ka-Zan should work, given that Bang has shown the ability to activate it while out of combat?
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #15 on: August 15, 2010, 02:17:51 PM » |
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How do you think Fuu-Rin-Ka-Zan should work, given that Bang has shown the ability to activate it while out of combat?
Well... the only option I see would be to not require the 4 seals to use it... or perhaps make it better (is this even possible!?) with the seals...
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #16 on: August 15, 2010, 02:25:48 PM » |
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Maybe you use a swift-action maneuver, and the effect kicks in after you've made four successful attacks or taken a full-round action to charge?
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #17 on: August 15, 2010, 02:48:07 PM » |
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Maybe you use a swift-action maneuver, and the effect kicks in after you've made four successful attacks or taken a full-round action to charge?
That could work, I guess... Perhaps grant bonus damage with the seals, and only the movement benefits without them...
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Prime32
Honorary Moderator
Organ Grinder

Posts: 7534
Modding since 03/12/10
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« Reply #18 on: August 15, 2010, 03:52:35 PM » |
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Balance:  Sword of DestructionSword Summoner (Strike) Level: 9 Prerequisite: Five Sword Summoner maneuvers Initiation Action: 1 full-round action Range: 30ft Area: Cylinder This maneuver deals 40d6 points of force damage in a cylinder 5ft wide and 30ft tall (Reflex half, DC = 19 + your Cha modifier). This maneuver is a supernatural ability. Sword Summoner Stance Sword Summoner (Stance) Level: ? Prerequisite: None Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance
Your ranged attacks can originate from any point within 60ft and ignore the effects of cover.
This maneuver is a supernatural ability. Summon Sword Sword Summoner (Strike) Level: ? Prerequisite: None Initiation Action: 1 standard action Range: Ranged attack Target: One creature
As part of this maneuver, you summon a sword and throw it at an enemy. This sword may be any type of sword with which you are proficient, and gains a range increment of 10ft if it did not have one. All damage dealt by this attack is force damage, and you do not apply your Strength bonus.
This maneuver is a supernatural ability. Hazama's maneuvers should involve damaging mental ability scores or inflicting fear conditions. Sword of the Godslayer Steingunner (Strike) Level: 9 Prerequisite: Five Steingunner maneuvers Initiation Action: 1 full-round action Range: Melee attack Target: One creature.
As part of this maneuver make a single melee attack at a -10 penalty. This attack ignores damage reduction, hardness, and effects which negate or absorb damage. If it hits ? ^ Intended to be used in combination with something to hold the opponent immobile, like in Mu's actual Astral Heat.
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« Last Edit: August 18, 2010, 09:17:04 AM by Prime32 »
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My workDeviantArtCurrent gamesThe tier system in a nutshell: Tier 6: A cartographer. Tier 5: An expert cartographer or a decent marksman. Tier 4: An expert marksman. Tier 3: An expert marksman, cartographer and chef who can tie strong knots and is trained in hostage negotiation or a marksman so good he can shoot down every bullet fired by a minigun while armed with a rusted single-shot pistol that veers to the left. Tier 2: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything, or the ability to see into the future with perfect accuracy. Tier 1: Someone with teleportation, mind control, time manipulation, intangibility, the ability to turn into an exact duplicate of anything and the ability to see into the future with perfect accuracy.
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Risada
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« Reply #19 on: August 15, 2010, 05:40:22 PM » |
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Added Hell's Fang, and some linkies...
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