Mr. R Posted February 14 Author Report Share Posted February 14 Last abilities of Stone Dragon and these are powerful! Quote 26 Strike Colossus Strike: (Total: 86 Active Cost, 26 Real Cost) Hand-To-Hand Attack +6d6, Double Knockback (+¾) (52 Active Points); 1 Charge (-2), Hand-To-Hand Attack (-½) (Real Cost: 15) plus Naked Advantage: Double Knockback (+¾) for up to 45 Active Points (34 Active Points); 1 Charge (-2) (Real Cost: 11) [1] 27 Strike Earthquake Strike: Energy Blast 10d6, Personal Immunity (+¼), Does x1 ½ Knockback (+½), Area Of Effect (9" Radius; +1) (137 Active Points); Limited Power Power loses about half of its effectiveness (No damage only for KB/ KD; -1), No Range (-½), Limited Power Power loses about a third of its effectiveness (Only vs targets on the ground; -½), 1 Charge (-2) [1] Colossus Strike is the "I hit him across the Battlefield!" ability. Great for knocking opponents off cliffs! Earthquake Strike is another classic. I strike the ground and they all fall down! Next up Tiger Claw! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted February 14 Author Report Share Posted February 14 Remember when I said you could reskin the Desert Wind into other elemental styles. Well Tiger Claw represents those predators like tiger and leopard. But not all animals are like this. So I propose reskinning Stone Dragon to The Bear's Roar (it sort of fits). Shadow Hand becomes Lizard Moves. I am sure you can think of others. So on to Tiger Claw Quote 30 Stance Hunter's Stance: (Total: 30 Active Cost, 30 Real Cost) Tracking with Smell/Taste Group (Real Cost: 10) plus Targeting with Smell/Taste Group (Real Cost: 20) 16 Stance Leaping Dragon: Leaping +6" (13" forward, 6 ½" upward) (Accurate), Reduced Endurance (0 END; +½) (16 Active Points) 27 Stance Wolf Pack Tactics: Running +6" (12" total), Reduced Endurance (0 END; +½), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; After hitting with an attack; +¾) (27 Active Points) Hunter's Stance makes you Wolverine Leaping Dragon and Wolf Pack Tactics are movement bonuses. All this re-enforces the idea of a fast agile predator. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted February 16 Author Report Share Posted February 16 (edited) So various maneuvers Quote 4 Strike Wolf Fang: Autofire (2 shots; +¼) for up to 45 Active Points of Weapon up to 45 AP (11 Active Points); 1 Charge (-2) [1] 3 Boost Sudden Leap: Leaping +5" (13" forward, 6 ½" upward) (Accurate) (10 Active Points); 1 Charge (-2) 2 Strike Claw at the Moon: Deadly Blow: +1d6 ([limited circumstances]After a Leap) (7 Active Points); 1 Charge (-2) 3 Strike Rabid Wolf: Deadly Blow: +1d6 (any circumstances, any HTH weapon) (10 Active Points); 1 Charge (-2), Limited Power Power loses about a fourth of its effectiveness (- 2 DCV; -¼) 7 Strike Flesh Ripper: (Total: 20 Active Cost, 7 Real Cost) Negative Combat Skill Levels (-1 to opponent's DCV) (5 Active Points); 1 Charge (-2) (Real Cost: 2) plus Negative Combat Skill Levels (-3 to opponent's OCV) (15 Active Points); 1 Charge (-2) (Real Cost: 5) [1] 5 Boost Fountain of Blood: +30 PRE (30 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Only after downing an an opponent; -1 ½), Limited Power Power loses about half of its effectiveness (Offence only; -1) 14 Strike Hamstring: (Total: 40 Active Cost, 14 Real Cost) Drain DEX 2d6 (20 Active Points); 1 Charge (-2) (Real Cost: 7) plus Change Environment 1" radius, -6" of any one mode of Movement (20 Active Points); 1 Charge (-2) (Real Cost: 7) [1] All of these simulate the frenzied attacks that a predator would do to cripple and kill their prey. The one I think has the best name is Fountain of Blood. After killing an opponent is a really violent manner, you growl and howl at your opponents, causing fear. That just screams a presence attack! Edited February 16 by Mr. R Quote Link to comment Share on other sites More sharing options...
Mr. R Posted February 16 Author Report Share Posted February 16 White Raven is the hardest to convert as a lot of it modifies the Action Economy. Like allowing allies to move and attack even if they did so already. Allowing both you and an ally to gain flanking bonus even if you are not flanking. And the signature abilities allow you and an ally(ies) to charge, not provoking an attack of opportunity, at an opponent, gaining a to hit bonus and a damage bonus for all who charged. The capstone ability instead of saying one or two allies, allows everyone within a certain radius of yourself, to charge an opponent. Besides the usual damage bonus, you get to add 50 hp of damage, every one of your allies adds 25 (Yeah this can add up real quickly with a large group facing ONE LARGE OPPONENT) But there are some the I tried to ... convert. Quote 7 Stance Bolstering Voice: +10 PRE (10 Active Points); Limited Power Power loses about a third of its effectiveness (Only to bolster allies; -½) 28 Stance Wolf Pack Stance: Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +½), Continuous (+1), Area Of Effect (4" Radius; +1), Selective (+¼) (56 Active Points); Limited Power Power loses about half of its effectiveness (Only to add to damage of allies flanking same opponent; -1) So the first is the classic rallying stance! The second is an example of above. It does nothing for you, but allows allies to do extra damage. Rogues doing a Sneak Attack would go crazy for this! Basically the way it works is IF your ally is flanking a common opponent, then you can make a to hit roll, but only IF they hit the opponent. This damage then adds to their own. Quote Link to comment Share on other sites More sharing options...
Mr. R Posted February 18 Author Report Share Posted February 18 So the strikes, boosts and errata of White Raven Quote 2 Strike Leading the Attack: +10 PRE (10 Active Points); 1 Charge (-2), Limited Power Power loses about a third of its effectiveness (Only to bolster allies; -½), Limited Power Power loses about a third of its effectiveness (Only after hitting opponent; -½) 2 Battle Leader's Charge: Deadly Blow: +1d6 ([limited circumstances]Following Charge) (7 Active Points); 1 Charge (-2) 6 White Raven Tactics: Lightning Reflexes: +10 DEX to act first with All Actions, Usable By Other (+¼) (19 Active Points); 1 Continuing Charge lasting 1 Turn (-1 ¼), Limited Power Power loses about half of its effectiveness (Only to make their initiative equal to yours; -1) 7 White Raven Strike: Deadly Blow: +2d6 (any circumstances, any HTH weapon) (20 Active Points); 1 Charge (-2) 10 Boost Order from Chaos: Running +6" (12" total), Usable By Other (+¼), Area Of Effect (2" Radius; +1), Selective (+¼) (30 Active Points); 1 Charge (-2) 18 (Total: 80 Active Cost, 18 Real Cost) Deadly Blow: +2d6 (any circumstances, any HTH weapon) (20 Active Points); 1 Charge (-2) (Real Cost: 7) plus Energy Blast 6d6, No Normal Defense ([Standard]; +1) (60 Active Points); 1 Charge (-2), Limited Power Power loses about two-thirds of its effectiveness (Does no damage; -1 ½), Limited Power Power loses about a third of its effectiveness (Only to help calculate Stunning; -½), No Range (-½) (Real Cost: 11) [1] 17 Strike Wolf Pack Tactics: Killing Attack - Ranged 2d6, Area Of Effect (3" Radius; +1), Selective (+¼) (67 Active Points); 1 Charge (-2), Limited Power Power loses about half of its effectiveness (Only to add to damage of allies flanking same opponent; -1) [1] Leading the Attack is a boost to presence attack. Battle Leader's Charge, umm yeah. White Raven's Strike is your standard Deadly Blow. Order from Chaos is interesting. Basically I allows the PC to give his allies the ability to place themselves in a better position. Next (Sorry forgot the name) is another stunning blow. Wolf Pack Tactics is like the stance and yes they do stack! Quote Link to comment Share on other sites More sharing options...
Mr. R Posted February 20 Author Report Share Posted February 20 So it would not be an ADnD supplement without a selection of magic items. First up---- the NINE SWORDS These weapons are called Legacy Weapons. At first they seem to be a simple magical weapon, but as the wielder grows in power ie levels) the sword will grow in power. BUT to access these powers a certain ritual needs to be accomplished. These rituals are unique to each blade and so we get some cool role playing opportunities as the PC investigates the history of the weapon and then tries to accomplish the ritual. So first the Desert Wind, a scimitar that as it grows in power becomes a Flaming Scimitar. Also we get the following Endure heat and cold (LS) With a flourish of the blade it will cast a Burning Hands spell (Basically a 1 hex AE EB with no range) up to three times a day. Fast Draw with the weapon. The ability to use Burning Blade (See above) up to three times a day. Fan the Flames (See above) this does not count against your usage if you already know it. Wyrm’s Flame (See Hatchling's Flame above and scale it up) three times a day. Faithful Avenger, a Falchion A bonus to Con of +2 at first and up to +6 (+Con, No figured, OAF) Detect Good/Evil at will Lesser Restoration three times a day Immortal Fortitude once per day Greater Restoration self only at will Resiliency Ignore damage from a single source once per day (20 pd/ed Force Wall, no range, self only) Supernal Clarity a simple rapier Sapphire Nightmare (see above) five times a day +1 OCV with any Diamond Mind Strike listed above +3 to Dex rolls for balance Haste as the spell (+4 Dex and +2 Spd ) five times a day +2 to Dodge/Martial Dodge Freedom of Movement (Desolid only vs grabs and entangles) Time Stop once per day (13d6 suppress SPD, AE, 5 minute duration) Quote Link to comment Share on other sites More sharing options...
Mr. R Posted February 22 Author Report Share Posted February 22 (edited) Three more Kamate is a simple unadorned bastard sword Steel Wind (Autofire 3, only to hit three adjacent opponents) five times a day Shocking Grasp once per day Accurate Strike + 5 OCV only vs concealed/ invisible opponents Lightning Bolt three times per day Chain Lightning once per day Perfect Strike +10 OCV once per day Eventide’s Sun Mithril short sword Crux of Balance (+2 all dex skills) Sting Like a Bee +1d6 Deadly Blow only vs opponents larger +2 DCV only Baffling Defense Comet Throw (see above) three times a day Dance into the Sun 1d6 sight flash ae one hex linked to Improved Invisibility two time a day Umbral Awn Simple dagger that never seems to reflect light Shadowcloak +3 to stealth and shadowing Sneak Attack +1d6 Deadly Blow only from behind and/or surprise Shadowhand Fast Draw Shadow Strike +3 OCV only when in a Shadow Hand stance, only when flanking an opponent Invisibility at will Shadowstep Desolid for one turn Three times a day and Dagger gaines affect solid advantage Edited February 23 by Mr. R Quote Link to comment Share on other sites More sharing options...
Mr. R Posted February 23 Author Report Share Posted February 23 (edited) Unfettered a greatsword Charging Minotaur (See above) four time per day A bonus to Str of +2 at first and up to +6 (+Str, No figured, OAF) Enlarge (Growth) as the spell once per day Meld into stone as the spell and +2 OCV while melded once per day Stoneskin as the spell once per day only if you are in a Stone Dragon Stance Unfettered becomes an energy dancing sword. Gains +2d6 Deadly Blow during this time. Once per day Tiger Fang a kukri Frenzied Charge +2d6 HKA triggered after doing a regular charge Tiger Leap +2 to all leap abilities and attack Battle Fever heal self three times a day only after hitting an opponent Sharp Claw +2 OCV only to add damage Haste as the spell (+4 Dex and +2 Spd ) five times a day +2d6 Deadly Blow only if landing a critical Blade of the Last Citadel adamantine longsword Leading the Attack (see above) five times a day Prayer as the spell once per day Remove Fear others only, three time per day Cure Critical Wound self only, once per day Blade Barrier as the spell once per day Blade becomes a Defender weapon Convert Damage bonus from Deadly Blow into Armour for defense Heal self only once per day Next up Martial Scripts Aptitude Weapons Wonderous Items Edited February 23 by Mr. R Quote Link to comment Share on other sites More sharing options...
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