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Post by Dungeon Master on Jan 14, 2010 17:18:07 GMT 8
Well the proboards folks need a means to earn money.
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Post by direwolf85 on Jan 14, 2010 23:48:37 GMT 8
MARK I Shapeshifting ORB (Implement) Default form: Chest embedded Orb DM bonus: serves as plate armour when activated. Putting on the armour is considered a minor action. Armour cannot be removed unless willed so by the user. Weapon [Implement] -Orb -1 handed (per fist) -Level 1 - -2 to attack rolls when not recharged - recharge after 8 hours of operation/ 2 encounters Disabilities: The armour while a juggernaut that augments the user’s physical prowess and agility, runs on the stored mana supply in the orb. It help the user in a maximum of 2 encounters in a day (8 hours of operation). After which, the armour has to be dislodged and rendered ‘stunned’ for a turn. The user will have to free himself from the armour. Should he decide to user the armour beyond 2 encounters, the armour will remain in a 'weakened' state until the orb is recharged. The orb can be recharged to its original mana/battery life should the user spend one healing surge after an encounter. SYSTEMS DAMAGE CONTROL When an enemy deals a killing blow to the user in the armour, a d6 has to be rolled. The die roll will decide if the blow was a critical one that has damaged or interrupted the sophisticated internal circuitry of the custom armour which may impair the armour severely in future encounters or may just require a simple boot up of the system. D6 Result 1 Immobilized 2 Dazed 3 Slowed 4 Restrained 5 Stunned 6 Unconscious ( a recovery from this effect will result in a permanent slowed until the end of the encounter should the user still be putting on the armour.) The effects listed above will only last for a turn unless otherwise specified.
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Post by Neo|*|Origin on Jan 15, 2010 3:11:27 GMT 8
Harkonnen [Chassis 11]-Type: Siege Battery - Biped design -Implement Track: Shapeshift - 2 modes [Siege/Unsiege]
[Harkonnen Mode - Unsieged] Harkannon-mode disengaged for mobility- Move action to unsiege
- As per normal stats
[Harkannon Mode - Sieged] Harkannon-mode engaged - Lower chassis fairings turn into a quadruped design and roots to the ground for enhanced stability while cannons reveal from back hatches and mounts over the shoulders for increased artillery firepower.- Move-action to siege
- +1[W] DMG
- Immobilized
- -2 AC
- -5 Ref
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Post by Dungeon Master on Jan 15, 2010 4:04:54 GMT 8
I can imagine Section 6 being deployed to rescue other sections soon... LOL Lots of fun classes
What implement is hakonnen based on?
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elijin
Section: 6
as kAI
Posts: 23
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Post by elijin on Jan 15, 2010 9:51:18 GMT 8
hahahahaha. thats it. if my hero dies im so gonna make a 8 year old kid Kamen Rider Blade hero, who uses cards from 3 Dragon Ante.
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davesx
Section: 12
I am the original god... Izanagi-no-Okami
Posts: 45
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Post by davesx on Jan 15, 2010 11:15:10 GMT 8
LOL.. Y not Decade or Ryuki? They both uses cards as well. LOL Almost forgot bout Diend. Summoning riders via a gun. AWESOME (p.s Kamen Rider Fan too? )
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Oshi
Section: 9
I was told "No"
Posts: 73
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Post by Oshi on Jan 15, 2010 12:29:20 GMT 8
RX fo life
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Post by Dungeon Master on Jan 15, 2010 15:08:35 GMT 8
ok back to topic folks.
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Post by wyrewolf on Jan 15, 2010 18:54:29 GMT 8
Yeah alvin, confirm Fulgurion...
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Post by Neo|*|Origin on Jan 16, 2010 9:37:45 GMT 8
I can imagine Section 6 being deployed to rescue other sections soon... LOL Lots of fun classes What implement is hakonnen based on? Harkonnen is based on a rod. Think isotope rods used as cartridges.
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Manart
Section: 9
Ritualist for hire.
Posts: 93
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Post by Manart on Jan 22, 2010 1:44:15 GMT 8
The Ritualist's Staff (under construction) 2-handed Main-hand Simple melee weapon Staff Implement Group: Staff 4lb 1d8 (EDIT: When used as a quarterstaff) Critical damage: 0 Normal range Weapon = Implement Used as a quarterstaff when wield 2-handed Enhancement: 0 Physical Effect: (taken from Ritualist's Ring, AV)
Power (Daily): Free Action. Reduce by half the time necessary to perform a ritual.
Additionally, for each XP that Edgar (and Edgar only, other characters using the staff can only access the above's power) gains, the staff also gains half that number in "charges", in addition to its normal XP gain. (Meaning its XP and charge numbers are mutually exclusive).
When using the Daily power to "charge up" a ritual, Edgar can expand any number of charges instead of money to pay for that ritual.
e.g Amanuensis costs 10 gp and requires a 10 minutes casting duration. Edgar uses the Daily power and use up 5 xp worth of charges. He then pays last 5 gp and reduce the time to 5 minutes (note that he can choose to reduce the duration without reducing the cost, but not vice versa. Either way he uses up the Daily and the penalty still applies regardless)
Using this power reduce the staff's Enhancement to zero until the next short or extended rest.
This power does not effect Enchant Magic Item, Brew Potion, Alchemist's formulae and anything hitherto that can gives wealth (at the DM's discretions). Edgar can still barter for his services of course. Power (Daily): Hastened Ritual; Standard Action Cast any mastered ritual at (full cost x 1d4) component price instantly. Sentience: At the start of the adventure, the staff is inert and silent. By accumulating XP and charges, it will starts becoming more and more animated. When Edgar taps onto its power, it becomes irritated and tired. An important point in Edgar's journey is when his staff has his own name, whether by naming itself or being named by other people; for that is when it has gained independence and would want to becomes an entity into its own. The staff's alignment at this point would be based on what type of action the group has been taking up to that point as well as the DM's direction. If Edgar uses up the charges that he has accumulated, the present "persona" is wiped out, effectively "killing" it. The staff does not have a personality right now, but it does have a sentience. The sentience will evolve according to Edgar's actions and the DM's decisions. Appearance: Here is the staff (and its previous owner, it's a long story)
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Post by Dungeon Master on Jan 27, 2010 14:10:16 GMT 8
On the Ritualists Staff: Notes on Balance.
1) All staff are Implement. There are no weapon damages for it. Weapon = Implement is a sentient track. you may choose only 1. It's either Weapon <=> Implement (vice versa considered) or Power daily.
2) No sentient weapon starts off with a property. Hence the entire XP charges thingy. Negated. Denied. Ruled out due to extreme overpower. It may have that ability, but it does not manifest itself due to your inability to harness it.
3) Entire Daily power is denied. Please refer to the power creation guide on the creating a weapon to see what is allowed for Daily powers. Or read below quote
i.e. NO FREE ACTION. Daily healing ability is allowed to be surgeless, but strength requires suitable moderation. All sentient object gains XP at 75% value
The adaptation based on Ritualist's Ring is too overpowered. The ring allows at most half cost and only for NONCREATION rituals. Most importantly it's an epic tier ring. I.e. if you want this ability, it kicks in ONLY during epic tier. Unless you choose to burn surges instead for such. In which, each surge charges the staff by 1. each charge allows you to save 10% of the component cost. Extended rest resets the charges.
Weapon = Implement OR Power Daily? email me or msn me for a discussion preferably.
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Oshi
Section: 9
I was told "No"
Posts: 73
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Post by Oshi on Jan 27, 2010 16:26:41 GMT 8
Now I know last time I argued that "Quarterstaff != Staff Implement"...
but according to the character builder, wizards can use Quarterstaves for their spells. Just like a Swordmage can use any Longsword.
Also just looked at it now, in the non magical 'Implement, Staff' description, it states "A Staff implement can also function as a magic quarterstaff". Though it never appends the quarterstaff stats to any of the implement stat blocks.
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Post by Dungeon Master on Jan 28, 2010 2:52:32 GMT 8
Clarification: You will need to wield it as a two handed weapon to treat as quarterstaff. the 1d8 is for its purpose as a quarterstaff, not as an implement. This means basic melee. Don't compare this with the swordmage as the swordmage depends on weapon damage. Wizards don't.
Staff can be a weapon. It is primarily an Implement. Treat it as you will. Note how you treat your weapon/implement will result in different growth.
This clarification is to PREVENT any misconception the 1d8 is added to all damage rolls. It does not.
Your Sentient track: Power (daily) is overpowered. Suggestion is to switch to Standard action instead of free action (no daily is allowed free action at LEVEL 1)
All sentient weapons/implements do not carry any properties at level 1. Thereafter, storing EXP etc as charges is not allowed since that's not how I assign EXP. If I go into semantics, I accord EXP not xp. But that's stretching it. end day. No means no.
Suggested Change (choose and/or edit): Power (Daily): Hastened Ritual; Standard Action Cast any mastered ritual at (full cost x 1d4) component price instantly.
or
Power (Daily) Standard Action; Cheap Rituals Spend healing surges to cast any mastered noncreation ritual at discounted cost. Level 1: Each healing surge gives 2% discount Level 11: Each healing surge gives 5% discount Level 21: Each healing surge gives 10% discount
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Manart
Section: 9
Ritualist for hire.
Posts: 93
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Post by Manart on Jan 31, 2010 0:11:14 GMT 8
What about the first property (half time), can I start off with that instead?
And the standard action is of course, since I can never use rituals during combat.
The healing surges percentages are a bit useless at lower levels, can I change it to gp cost instead? (Lv 1, 1 surge is 10 gp worth, etc.).
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