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Mr. R

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Everything posted by Mr. R

  1. Just as it says in the title. Take the concept of Pointless Champions (As per the Article: Pointless Champions. ) And apply it to you game. How would you make it work?
  2. 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
  3. 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
  4. OK I am going into history back. The Fox. A teleporting thief. He's basically Danny Ocean (Ocean's Eleven) with super powers. He'll form a crew to rob something, but usually try to be non violent. Also Thunder and Lightning. A husband-wife duo who were caught, outed, forced to serve as law enforcement, and now that they have done their time, find a normal life impossible. They commit crimes just to maintain a middle class life style. Basically Blue collar criminals. Finally I am going to go out on a limb and say Firewing. Yeah he wants a good fight. Yeah he'll throw down just to prove himself tougher. But on the whole he's not a conqueror, and can even be persuaded to fight on your side IF you can appeal to his sense of honour!
  5. 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)
  6. So the strikes, boosts and errata of White Raven 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!
  7. 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. 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.
  8. So various maneuvers 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!
  9. 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 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.
  10. Last abilities of Stone Dragon and these are powerful! 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!
  11. The Book of Nine Swords It is a supplement for ADnD 3rd ed to make hth types a bit more than " I roll to hit, if I hit, roll for damage" rinse repeat. Thus we get the following Stances - these give you a set of bonuses active all the time. You can ONLY have one stance active at a time, so picking the right one for the situation is key. Maneuvers- three varieties Strike- adds to damage or adds a condition or gives you a benefit (like one that heals you when you hit an opponent) Boosts - these give you a boost, an added element. Example one style has a boost that turns your sword into a flaming sword for one turn. And yes the boosts and strikes are additive. Counters- You do this to turn an opponent attack on him. OR it lets you re-roll a save. Basically it was to give to the martials something similar to the spells of the mage/cleric classes.
  12. The following are all really cheap, but they are also all the low powered versions of later abilities, you know the Lesser Insightful..., the Insightful..., the Greater Insightful. So.... You will note that I am using Deadly Blow a lot more. That is because it does what I need and the limitations are mostly built in. So Charging Minotaur has only with a charge attack which I feel is very limiting. Later examples add 2d6 or 4d6, which is a lot of damage. Also remember tis in the form of a KA. Switch it to regular dice if you find it appropriate ( like charging with your fists) Stone Bones in DnD gives you resistance 5 I think. Lasts one round. So a Force Field that activates after a HtH hit. Also there are more powerful versions (Iron Bones and Mithril Bones and finally Adamantine Bones) that add more defense. That giant with str 40 and a 3d6 HKA seems a lot less dangerous after you activate Mithril Bones ( 15/15 FF) Depending on what your GM allows this could bring your defenses up to 40 pts. Mountain Hammer is your find weakness attack. Stone Vines exist to hinder opponents. There are more powerful versions, but I'd make them all with one Def, so anyone could break out of given time. Bone Splitter is also one which had more dice so a 4d6 Drain is possible.
  13. Stone Dragon is a style where you make like a mountain, with deep roots and quiet strength Root of the Mountain is almost a signature of this style. You are immovable, and thus a rock to rally around! Giant's Stance is channeling the giants of the mountain to increase your damage!
  14. Final abilities from Shadow Hand Shadow Garrott is forming the shadows into a rope that you then throw at your opponent that does damage (nice) and stoping his movement (even Better). Hand of Death is a paralysation touch. Both the above are the basic abilities and can be upgraded. Finally Shadow Stride is a classic tport using shadows. It is almost a meme. Next up Stone Dragon
  15. A few basic strikes The first three basically mess with the opponent by making easier to affect them or harder to affect you! And if you were doubting whether this is an assassin's style, Cloak of Deception should make it obvious, it is!
  16. Now onto Shadow Hand, or as I like to call it, the Assassin's style. With the exception of Assassin's Stance, all the stances involve movement to get into strange places. Dance of the Spider is a wall crawling ability. Dancing Moth is a glide over the ground, leaving no trace. Balance is true flight, but not beyond run speed. Then we have the sneak attack ability. So just going by the stances, this looks like an assassin's special!
  17. So not much in Setting Sun as most are equivalent to things like Martial Dodge (1 Charge) or Martial Block (1 Charge). Hero is much better in this regard! Comet Throw is an addition to Martial Throw. Upper level abilities add 6d6 to 10d6 and a lot of strength to toss people around the area. Hydra Slaying Strike is another Stunning Blow type. Tornado Strike SFX is you running around to each opponent in the AoE and throwing each like a Martial Throw. Yes it is a fair number of dice, but you only add maybe 1/2 dice due to the advantages.
  18. Setting Sun will not have a lot of entries. The reason is the Maneuvers it has are already part of Hero, namely Martial Dodge, Flying Dodge, Martial Throw, Legsweep, etc. This set is making you and Aikido / Judo Master with a bunch of throws and redirections. But there are a few gems.... Shifting Defense allows the user to move to a safer place. I am not sure about the structure, but I think it could work! Ghostly Defense is a classic someone attacked me but I positioned myself so that it hits one of his friends. As written it can also work for HtH, but I am not sure how to cost that!
  19. Next set of maneuvers to Iron Heart. Dazing strike is a Stunning Blow. Basically it con stuns the opponent causing all powers to shut off, OCV at 0, DCV at 0. Target is flat footed. Manticore Parry is what it says. Deadly Blow is just a nasty addition to regular damage. Note in the BoNS some of the capstone abilities read "Do weapon damage + feats + bonuses + 100 hp" Yep you read that right. So assuming a +3 weapon, and a feat that allows extra damage of say + 6, and weapon of 1d8, that is 114 dam (on average). Adamantine Hurricane is another Autofire ability. Lightning Throw has the following SFX. You throw your weapon and it bounces from opponent to opponent until finally bouncing back into your hand. Think Thor's Hammer, but with any weapon you have on hand.
  20. Basic Strikes of the Iron Heart School Exorcism of Steel SFX it you strike their weapon so hard that they fall off balance and open themselves to your attacks. Iron Heart Surge removes any entangles, NCSL, drains, transforms.... Any effect that is something hindering and is not damage. Note a DoT attack will be removed by this! Mithril Tornado is the classic three with one blow. I may have costed it wrong. I believe Tuala Morn has a similar ability.
  21. Sorry here is one more to use as a stance. If you want to make it Invisible (+1/2) then reduce it to 7/7. As it is it represents that damage reduction because you always deflect with your blade!
  22. Iron Heart is a school that almost seems ... normal. This is the school that seems to lack all those mystical flourishes. No flames, no healing. This is a straight up (for the most part) hit hard school. This was the only way I could justify Punishing Blow. If this is a part of your stance MP, it is not too bad as if you desire to use another stance, this shuts off. Dancing Blade is a way you can extend your range. The SFX is you take movements and swings that would cause others to trip themselves up.
  23. Last of Diamond Mind maneuvers, next up Iron Heart I made a mistake in Moment of Alacrity, it should have 1 turn duration. This adds about 2-3 pts to the cost. But this is when you absolutely have to go first! Avalanche of Blades is very straight forward. This is Inigo Montoya hitting four opponents in less that 6 seconds. Rapid counter is another riposte. Insightful Strike. In ADnD terms you make an attack, but make a Concentration Roll to determine damage. The low level version is a basic roll, but higher versions make it X2 and X4 damage and the Roll is better, thus upping the damage appropriately. So my kludge is make a RSR Meditation with no minuses. Succeed and you up the damage.
  24. So some strikes! Emerald Razor is the low powered version of a set of strikes. In ADnD the idea was you make a touch attack and do this damage. This means you ignore any armour and they only get dex modifiers. So I made it a NND does body. If you want you can make the attack equivalent to your weapon damage, but up the cost appropriately. Bounding Assault is a charge bonus. Mind Attack is an Ego Attack but using your weapon. Again you can scale it with your weapon damage.
  25. Now the Diamond Mind Clarity is a simple modification to Hero Combat Skills. But it does reinforce the idea that this is a dueling style. Pick one opponent and tear him apart. I really love Pearl of Black Doubt. It oozes flavour in the name and the effect. Hearing the Air is situational, but could have its uses!
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