Post by blackestofmages on Oct 21, 2011 7:54:45 GMT -5
so, hey y'all, this should probably be in the team section but I fugured this part of the board must look rather dead, so I decided to put it here
just a suggested revision of the barrier type, based on adding SEP costs to the types. main change is adding things for barrier to actually do, rather than having the whole type be passive also, there was a lot of repeated stuff which is now gone. funnilty enough, the armour from this section was less customisable than the one from the weapon type that is no longer the case
Special: Unlike normal armour, the Armour of the gods ability is not limited by the normal +10 maximum of magical armour. The static bonus is still capped at +5
Armour of the Gods
Prerequisites: None
Activation cost: None
When released, your Zanpakuto encases you in a suit of armour of your choice, selected at the time when this ability is taken. This suit is masterwork, but has no other enhancements or special materials. You can also chose to manifest a shield with your armour (or in place of it), with all of the normal penalties. This too is masterwork. Both the shield and armour are spiked (or equivalent).
At Level 4, when you activate your armour, you may choose one material. Your armour functions as if it was made of that armour. You may choose a different material each time you release this ability.
At level 8, and every 4 levels thereafter, the AC bonus of your armour is increased by +1
Improved Armour of the Gods
Prerequisites: Armour of the Gods
Activation Cost: None
It lets you designate either your armour or a shield (if present) from armour of the gods and increase its enhancement bonus by +1 for every time this ability is taken. Alternately, you may give your armour or shield one enchantment (such as fortification) with an effective bonus of +1 or +2. this ability can be taken multiple times. You must have a minimum enhancement bonus of +1 to take this second ability.
This ability may be taken multiple times. It's effects stack.
Greater Armour of the Gods
Prerequisites: armour of the gods, improved armour of the gods +1, two other barrier abilities.
Activation Cost: None
Your Armour of the Gods gains an ability with an effective enhancement bonus of +3 or +4.
This ability may be taken multiple times, but each time after the first requires an additional +1 Armour of the Gods (so the second time requires +2, et cetera).
Superior Armor of the Gods
Perquisites: Armour of the gods, +5 enhancement bonus (not including abilities)
Activation cost: None
You gain a single armor ability rated at +5 enhancement bonus.
Defensive Surge
Prerequisites: Armour of the Gods
Activation cost: 3 sep
As an immediate action in response to a single attack, you may gain +4 to your AC against that attack. This ability may be taken multiple times, each time adds +4 to your AC bonus.
Greater Defensive Surge
Prerequisites: Defensive Surge
Activation Cost: 5 sep
Instead of lasting for one attack, Defensive Surge lasts until the start of your next turn. The maximum lasting bonus is +8, any more applys only to the first attack.
Iron Body
Prerequisites: Armour of the Gods
Activation Cost: 2 sep when the sword is released
The User gains DR 2/-, which stacks with any other DR.
This ability may be taken multiple times. It's effects also stack
True Defense:
Prerequisites: Armour of the Gods, two other Barrier abilities
Activation Cost: none
It allows you to take an extra swift or immediate action each turn, but only if the immediate action is used for a barrier ability.
Spell Resistance
Prerequisites: Armour of the Gods, three other armour abilities
Activation Cost: 2 sep when the sword is released
It gives you an SR of your character level +5. This can be taken multiple times, each time gives you an additional +5 to your SR.
Protective
Prerequisites: Armour of the Gods
Activation Cost: none. Only functions whilst Armour of the gods is active.
This ability gives you +2 to any one saving throw.
This ability may be taken multiple times. It's effects stack
Shielding
Prerequisites: Armour of the Gods
Activation Cost: none. Only functions whilst Armour of the gods is active.
This ability gives you a +2 deflection bonus to AC. It may be taken multiple times, its effects stack.
Divine Guard
Prerequisites: Armour of the Gods, two other barrier abilities
Activation Cost: 5 sep. Only functions whilst Armour of the gods is active.
Will, Reflex, or Fortitude. As an immediate action in response to an attack, you can gain +4 untyped bonus to the chosen trait against that attack. This ability may be taken multiple times; each time you can choose a new trait or upgrade an existing trait's bonus by +2. Each trait must be activated individually
each trait counts as a seperate ability for the purpose of determining the maximum number of ranks in this power
Improved Divine Guard
Prerequisites: Divine Guard
Activation Cost: 7 sep. Only functions whilst Armour of the gods is active
When using Divine Guard, you can instead gain your untyped bonus against all attacks made by that opponent in a round.
Greater Divine Guard
prerequisites: improved divine guard, three other Barrier abilities
activation cost: 9 sep. Only functions when armour of the gods is active
As a move action, you can gain your trait bonuses against all attacks for one round. If you choose to execute a total defence action, you can activate this ability as a swift action instead
Expanded Divine Guard
prerequisites: divine guard,
activation cost: none
Requires Divine Guard and one other Barrier ability. You can gain multiple trait bonuses in a round against a single opponent as part of the same immediate action.
Divine Form
prerequisites: Improved Armour of the gods, Protective applied to all 3 saves, Deflecting, Spell resistance and Iron Body
activation cost: 5 sep
As a swift action, you may gain +2 ac, +2 dr/-, +5 spell resistance and +2 to all saving throws. This lasts until your zanpakuto is sealed. All bonuses are untyped, and stack with all others.
This ability may be taken multiple times. Each time increases the ac, dr and save bonuses by 1, and the spell resistance by 5
Greater Divine Form
prerequisites: Divine form, Greater armour of the Gods
activation cost: 3 sep. Can only be used during Divine Form
As an immediate action, whilst Divine Form is active, you can increase your DR, AC and save bonuses by +2, and your spell resistance by +5. this lasts until the start of your next turn. You can choose to activate this ability multiple times. Each time, the cost is increased by +1 (so twice is +7, 3 times is +12 etc)
Lofty Challenge
prerequisites: Armour of the Gods
Actviation cost: 3 sep
Select one enemy within hearing range. That enemy must make a will save with a dc equal to 10 + ½ character level + reistu stat modifier. If they fail, then they must target you with their abilities. The enemy is entitled to a new will save each round
This ability can be taken multiple times. Each time, the save dc is increased by 2
Thicket of Blades
prerequisites: Lofty Challenge. Two other barrier abilities
Activation cost: 3 sep
As a swift action, you can gain the benefits of the Thicket of Blades stance. This is in addition to any other martial stance you where otherwise using. This does not fill any prerequisites for any other stance or manoeuvre.
Defensive Rebuke
prerequisites: Lofty Challenge. Two other barrier abilities
activation cost: 3 sep
You gain use of the Defensive Rebuke manoeuvre. This does not need to be readied – the boost is activated when you use this ability. This does not fill any prerequisites for any other stance or manoeuvre.
Eternal Bastion
Prerequisites: Armour of the gods, two other barrier abilities
Activation cost: None. Only functions whilst Armour of the Gods is active
you gain fast healing 3. This ability can be taken multiple times. It's effects stack
Ardent Defender
Prerequisites: Armour of the gods, two other barrier abilities
Activation Cost: 5 sep
Whenever an adjacent ally suffers damage, you can use this ability as an immediate action. You take half the damage they suffer. This damage ignores your own damage reduction and always causes lethal damage.
Steely Resolve
Prerequisites: Armour of the Gods, two other barrier abilities
Activation Cost: none
You gain steely resolve 5, as the Crusader class feature. This ability can be taken multiple times. Each time increases your Delayed Damage pool by 5
Furious Counterstroke
Prerequisites: Armour of the Gods, Steely Resolve, two other barrier abilities
Activation Cost: none
You gain furious counterstroke, as the Crusader class feature
Wall
prerequisites: Two barrier abilites
activation cost:
This allows the Zanpakuto to create a 40-foot long, 10-foot high, 5-foot thick wall which can be placed anywhere within 100 feet of the wielder as a standard action, dealing its normal damage to all in range or who attempt to pass through it. The wall does not hamper movement. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Con) for half damage. The wall last for a number of minutes equal to your shinigami level, or until it is destroyed.
You can only have one wall active at any one time. you can dismiss your wall as a free action.
the wall does not need to be made in a strait line
This ability can be taken multiple times. Each time increases the hieght by 10 ft, the wifht by 5 ft and the length by 10 ft
Improved Wall
prerequisites: Wall, three other barrier abilities
Activation cost: 5 sep
This requires Wall and at least one other Barrier ability. Instead of being passable, you can choose to create a wall of iron inscribed with magic runes that deal your Zanpakuto damage to anyone who touches the wall. This wall can be destroyed as normal for an iron wall.
You can choose not to deal this damage. If someone you know touches the wall, you know who they are as though you're looking at them even if you're not.
Greater Wall
Prerequisite: Improved Wall, four other barrier abilities
Activation cost: 5 sep
You can choose to create a wall of invulnerable force that does not deal damage when using Wall.
Superior Wall
Prerequisites: Greater wall, six other barrier abilities
Activation cost: 7 sep
Your Force Wall now deals Zanpakuto damage.
just a suggested revision of the barrier type, based on adding SEP costs to the types. main change is adding things for barrier to actually do, rather than having the whole type be passive also, there was a lot of repeated stuff which is now gone. funnilty enough, the armour from this section was less customisable than the one from the weapon type that is no longer the case
Special: Unlike normal armour, the Armour of the gods ability is not limited by the normal +10 maximum of magical armour. The static bonus is still capped at +5
Armour of the Gods
Prerequisites: None
Activation cost: None
When released, your Zanpakuto encases you in a suit of armour of your choice, selected at the time when this ability is taken. This suit is masterwork, but has no other enhancements or special materials. You can also chose to manifest a shield with your armour (or in place of it), with all of the normal penalties. This too is masterwork. Both the shield and armour are spiked (or equivalent).
At Level 4, when you activate your armour, you may choose one material. Your armour functions as if it was made of that armour. You may choose a different material each time you release this ability.
At level 8, and every 4 levels thereafter, the AC bonus of your armour is increased by +1
Improved Armour of the Gods
Prerequisites: Armour of the Gods
Activation Cost: None
It lets you designate either your armour or a shield (if present) from armour of the gods and increase its enhancement bonus by +1 for every time this ability is taken. Alternately, you may give your armour or shield one enchantment (such as fortification) with an effective bonus of +1 or +2. this ability can be taken multiple times. You must have a minimum enhancement bonus of +1 to take this second ability.
This ability may be taken multiple times. It's effects stack.
Greater Armour of the Gods
Prerequisites: armour of the gods, improved armour of the gods +1, two other barrier abilities.
Activation Cost: None
Your Armour of the Gods gains an ability with an effective enhancement bonus of +3 or +4.
This ability may be taken multiple times, but each time after the first requires an additional +1 Armour of the Gods (so the second time requires +2, et cetera).
Superior Armor of the Gods
Perquisites: Armour of the gods, +5 enhancement bonus (not including abilities)
Activation cost: None
You gain a single armor ability rated at +5 enhancement bonus.
Defensive Surge
Prerequisites: Armour of the Gods
Activation cost: 3 sep
As an immediate action in response to a single attack, you may gain +4 to your AC against that attack. This ability may be taken multiple times, each time adds +4 to your AC bonus.
Greater Defensive Surge
Prerequisites: Defensive Surge
Activation Cost: 5 sep
Instead of lasting for one attack, Defensive Surge lasts until the start of your next turn. The maximum lasting bonus is +8, any more applys only to the first attack.
Iron Body
Prerequisites: Armour of the Gods
Activation Cost: 2 sep when the sword is released
The User gains DR 2/-, which stacks with any other DR.
This ability may be taken multiple times. It's effects also stack
True Defense:
Prerequisites: Armour of the Gods, two other Barrier abilities
Activation Cost: none
It allows you to take an extra swift or immediate action each turn, but only if the immediate action is used for a barrier ability.
Spell Resistance
Prerequisites: Armour of the Gods, three other armour abilities
Activation Cost: 2 sep when the sword is released
It gives you an SR of your character level +5. This can be taken multiple times, each time gives you an additional +5 to your SR.
Protective
Prerequisites: Armour of the Gods
Activation Cost: none. Only functions whilst Armour of the gods is active.
This ability gives you +2 to any one saving throw.
This ability may be taken multiple times. It's effects stack
Shielding
Prerequisites: Armour of the Gods
Activation Cost: none. Only functions whilst Armour of the gods is active.
This ability gives you a +2 deflection bonus to AC. It may be taken multiple times, its effects stack.
Divine Guard
Prerequisites: Armour of the Gods, two other barrier abilities
Activation Cost: 5 sep. Only functions whilst Armour of the gods is active.
Will, Reflex, or Fortitude. As an immediate action in response to an attack, you can gain +4 untyped bonus to the chosen trait against that attack. This ability may be taken multiple times; each time you can choose a new trait or upgrade an existing trait's bonus by +2. Each trait must be activated individually
each trait counts as a seperate ability for the purpose of determining the maximum number of ranks in this power
Improved Divine Guard
Prerequisites: Divine Guard
Activation Cost: 7 sep. Only functions whilst Armour of the gods is active
When using Divine Guard, you can instead gain your untyped bonus against all attacks made by that opponent in a round.
Greater Divine Guard
prerequisites: improved divine guard, three other Barrier abilities
activation cost: 9 sep. Only functions when armour of the gods is active
As a move action, you can gain your trait bonuses against all attacks for one round. If you choose to execute a total defence action, you can activate this ability as a swift action instead
Expanded Divine Guard
prerequisites: divine guard,
activation cost: none
Requires Divine Guard and one other Barrier ability. You can gain multiple trait bonuses in a round against a single opponent as part of the same immediate action.
Divine Form
prerequisites: Improved Armour of the gods, Protective applied to all 3 saves, Deflecting, Spell resistance and Iron Body
activation cost: 5 sep
As a swift action, you may gain +2 ac, +2 dr/-, +5 spell resistance and +2 to all saving throws. This lasts until your zanpakuto is sealed. All bonuses are untyped, and stack with all others.
This ability may be taken multiple times. Each time increases the ac, dr and save bonuses by 1, and the spell resistance by 5
Greater Divine Form
prerequisites: Divine form, Greater armour of the Gods
activation cost: 3 sep. Can only be used during Divine Form
As an immediate action, whilst Divine Form is active, you can increase your DR, AC and save bonuses by +2, and your spell resistance by +5. this lasts until the start of your next turn. You can choose to activate this ability multiple times. Each time, the cost is increased by +1 (so twice is +7, 3 times is +12 etc)
Lofty Challenge
prerequisites: Armour of the Gods
Actviation cost: 3 sep
Select one enemy within hearing range. That enemy must make a will save with a dc equal to 10 + ½ character level + reistu stat modifier. If they fail, then they must target you with their abilities. The enemy is entitled to a new will save each round
This ability can be taken multiple times. Each time, the save dc is increased by 2
Thicket of Blades
prerequisites: Lofty Challenge. Two other barrier abilities
Activation cost: 3 sep
As a swift action, you can gain the benefits of the Thicket of Blades stance. This is in addition to any other martial stance you where otherwise using. This does not fill any prerequisites for any other stance or manoeuvre.
Defensive Rebuke
prerequisites: Lofty Challenge. Two other barrier abilities
activation cost: 3 sep
You gain use of the Defensive Rebuke manoeuvre. This does not need to be readied – the boost is activated when you use this ability. This does not fill any prerequisites for any other stance or manoeuvre.
Eternal Bastion
Prerequisites: Armour of the gods, two other barrier abilities
Activation cost: None. Only functions whilst Armour of the Gods is active
you gain fast healing 3. This ability can be taken multiple times. It's effects stack
Ardent Defender
Prerequisites: Armour of the gods, two other barrier abilities
Activation Cost: 5 sep
Whenever an adjacent ally suffers damage, you can use this ability as an immediate action. You take half the damage they suffer. This damage ignores your own damage reduction and always causes lethal damage.
Steely Resolve
Prerequisites: Armour of the Gods, two other barrier abilities
Activation Cost: none
You gain steely resolve 5, as the Crusader class feature. This ability can be taken multiple times. Each time increases your Delayed Damage pool by 5
Furious Counterstroke
Prerequisites: Armour of the Gods, Steely Resolve, two other barrier abilities
Activation Cost: none
You gain furious counterstroke, as the Crusader class feature
Wall
prerequisites: Two barrier abilites
activation cost:
This allows the Zanpakuto to create a 40-foot long, 10-foot high, 5-foot thick wall which can be placed anywhere within 100 feet of the wielder as a standard action, dealing its normal damage to all in range or who attempt to pass through it. The wall does not hamper movement. Everyone in range may make a reflex save (DC 10+1/2 wielder's HD+Con) for half damage. The wall last for a number of minutes equal to your shinigami level, or until it is destroyed.
You can only have one wall active at any one time. you can dismiss your wall as a free action.
the wall does not need to be made in a strait line
This ability can be taken multiple times. Each time increases the hieght by 10 ft, the wifht by 5 ft and the length by 10 ft
Improved Wall
prerequisites: Wall, three other barrier abilities
Activation cost: 5 sep
This requires Wall and at least one other Barrier ability. Instead of being passable, you can choose to create a wall of iron inscribed with magic runes that deal your Zanpakuto damage to anyone who touches the wall. This wall can be destroyed as normal for an iron wall.
You can choose not to deal this damage. If someone you know touches the wall, you know who they are as though you're looking at them even if you're not.
Greater Wall
Prerequisite: Improved Wall, four other barrier abilities
Activation cost: 5 sep
You can choose to create a wall of invulnerable force that does not deal damage when using Wall.
Superior Wall
Prerequisites: Greater wall, six other barrier abilities
Activation cost: 7 sep
Your Force Wall now deals Zanpakuto damage.