Post by mevalgaav on May 29, 2012 8:02:19 GMT -5
Hello all, I'm new to this board but have a shikai type I'd like to submit for approval to add to the game. It's very specific and kind of off-the-wall compared to more normal ones like Fire or Weapon, but I really like the concept of it. Please let me know if you think it is overpowered, underpowered, or some unholy mix of the two. In particular, I'm worried about the SEP Costs -- most of these are either the equivalent psion power +1 level, or just a haphazard guess on my part.
Magnetic Type
“The lodestone makes iron come or attracts it.”
--Book of the Devil Valley Master, 4th century B.C.
Magnetic-type Zanpakutou sacrifice direct attack power for a single ability -- the power to push or pull metal within its sphere of influence. It is up to the wielder to turn this single power into an incredibly versatile tool for offense and defense.
The drawback is that the sword’s transformation renders it unable to be held, requiring the user to leave it in the ground to make use of its power. A Magnetic Type sword’s transformation renders it unable to be wielded; once stabbed into the ground and released, it requires a Strength check of DC 30 for anyone but the user to pull it out again. Anyone who does pull it out takes 4d6 damage every round it remains in their hand -- including the user.
The sword’s sphere of influence has a radius of one five foot square per character level of its master. None of its abilities work outside this area, but inside its power is absolute. Enemies cannot overcome this power with an opposed reiatsu check, as the sword is only affecting metal and not them personally.
Note: Unless otherwise noted, none of these abilities can be taken twice.
Tailwind
Prerequisite: None
SEP Cost: 1/point of bonus
By throwing a metal object such as a dagger or needle at the enemy, the user can increase its speed and power by giving it a sudden magnetic push. Add +1 to attack and damage of metal projectiles for every 2 Shikai Abilities you have.
Dead Angle
Prerequisite: Tailwind
SEP Cost: 1/dice of projectile damage
By luring the enemy away from their sword, the user can make metal projectiles stop in mid-air and change direction seemingly for no reason. An attack that misses the enemy (either accidentally or on purpose) can be hurled back at them with magnetic force. If the user and the projectile are in flanking positions to the enemy, this attack counts as flanking for all purposes.
Echo Mine
Prerequisite: Tailwind, Dead Angle
SEP Cost: 1/dice of projectile damage
By leaving a metal projectile on the ground and then attacking personally, the user can cause a flurry of unexpected blows. The user can use a standard action to set up a metal object on the ground for this attack. During a future turn, the user can cause that object to fly towards the enemy as a free action, making a ranged attack at his lowest attack bonus. If this attack originates from behind the enemy, they are denied their Dex to AC.
Steel Wall
Prerequisite: None
SEP Cost: 1/point of debuff
By pulsing his magnetic field at just the right moment, the user can cause metal weapons of all kinds to veer off-course at the last second. This ability is activated as an immediate action and gives any enemy attacking with a metal weapon -1 attack and damage for every two Shikai Abilities you have.
Off Balance
Prerequisite: Steel Wall
SEP Cost: 5
When fighting multiple enemies, the chaos of combat -- or a strong magnetic push -- can lead to nasty accidents. As an immediate action, you can redirect one attack that misses you to any target adjacent to you, friend or foe. You cannot redirect an attack against the attacker.
Two-Edged Sword
Prerequisite: Steel Wall, Off Balance
SEP Cost: 7
An opponent who isn’t careful may cut himself running around with sharp objects. Using a standard action, you cause an enemy’s metal weapon to twist around and cut themselves. If the enemy fails a Reflex save, DC 10 + 1/2 Shikai Abilities + Int, their weapon jerks from their hand and makes an attack on them, automatically dealing damage as normal for that weapon, including any prepared coatings such as poisons.
Bands of Steel
Prerequisite: None
SEP Cost: 1/round
A predator with highly tuned instincts like a lion or a Hollow -- or an experienced swordsman -- can sometimes predict when an enemy will dodge from small cues of their eyes and muscles. Using the unseen force of their sword, the user of a Magnetic Type can dodge and move in sudden and unpredictable ways.
This shikai ability must be used in conjunction with a suit of metal armor. While wearing sufficient metal, the user can use their sword’s force to dodge attacks with no visible muscle movement. This provides them a +1 dodge bonus to their AC per two Shikai Abilities. This ability functions even if the user is denied their Dex to AC, but not if they are flat-footed.
Effortless Dodge
Prerequisite: Bands of Steel
SEP Cost: 1/round
While wearing metal armor, the user of a Magnetic Type can enhance their reflexes with well-timed magnetic bursts. They gain a +1 bonus to Reflex saves per two Shikai Abilities.
Iron Marionette
Prerequisite: Bands of Steel, Effortless Dodge, Int 13
SEP Cost: 3/round used
By using this ability while wearing metal armor, a Shinigami can dodge and move normally inside their sword’s sphere of influence, even if their muscles are frozen or their tendons severed. This allows the user to move normally even if their Dexterity or Strength is reduced to zero, or if they are paralyzed or bound. Being unconscious or having their Int, Wis, or Cha reduced to zero still immobilizes the user as normal.
Polar Movement
Prerequisite: Bands of Steel, Effortless Dodge, Freedom of Movement, Int 13
SEP Cost: 3/step taken
After hours of practice, the user learns how to keep their balance and composure while being moved by their sword’s power. Once per round, the user can take an extra 5 ft. step per round without drawing an attack of opportunity. This ability may be taken more than once, and its effects stack.
Reversed Polarity
Prerequisite: Bands of Steel, Effortless Dodge, Freedom of Movement, Int 13
SEP Cost: 3
Experience has given the user the confidence to use more force when moving themselves or allies. If wearing metal armor, the user may take a move action to affect themselves as if using the power Levitate.
Shackles of Iron
Prerequisite: Bands of Steel, Effortless Dodge, Freedom of Movement, Int 13
SEP Cost: 9/maneuver attempted
A real soldier knows that sometimes your strongest defense can become your biggest weak point. After mastering the ability to control their own movements with magnetic force, the user can manipulate any enemy wearing metal armor as if using the power Telekinetic Maneuver. You may bull rush, trip, disarm, or grapple (including pin) one opponent per round wearing metal inside your sphere of influence. Use your character level instead of your base attack, Intelligence instead of your Strength or Dexterity, and suffer no attack of opportunity or reactive attempts for a failed maneuver. You gain a +1 to these checks for every two Shikai abilities you have.
Fine Control
Prerequisite: None
SEP Cost: 5
Focusing on control rather than pure force, this aspect of the sword’s power allows the user to manipulate all metal within his sword’s sphere of influence. The user may choose one unattended object per shikai ability within his sphere of influence to control as if using the power Telekinetic Force.
Controlled Force
Prerequisite: Fine Control
SEP Cost: 5
After practice with delicate control, the user is ready to begin adding more power back into his magnetic manipulation. This functions exactly like the power Telekinetic Thrust, affecting only metal objects within his sphere of influence.
Shrapnel Storm
Prerequisite: May only be taken as Final Shikai Ability; Cannot have any other final abilities.
SEP Cost: 11
As a final, desperate effort, the user can sacrifice their sword itself to kill their opponent. By using a standard action, the user causes the sword to shatter itself into thousands of tiny shards with a deep, harmonic thrum and hurls them into its magnetic field, becoming the center of a wild vortex of steel. The sword shatters and all creatures within thirty feet of it take 3d6 damage per shikai ability, with a Reflex save for half damage. The DC for this save is 10 + the user’s level + the user’s INT.
Alpha Pulse
Prerequisite: May only be taken as Final Shikai Ability; Cannot have any other final abilities
SEP Cost: 11
Rather than pulsing its power in small, strategic bursts, the sword can sacrifice itself to release all its power in a single crushing field. As a move action, the user causes the sword to begin releasing all its magnetic power at its maximum capacity, slowly melting the blade under the high energy load. The blade survives a number of rounds equal to the user’s Con modifier, and then melts completely into a useless lump of metal. While it is active, however, it pushes all metal away from itself with irresistible force.
It makes a number of combat maneuvers on all creatures within its sphere of influence, using a check for bull rush, grapple and disarm equal to User Level + Number of Shikai Abilities.
Creatures wearing metal armor are bull rushed and flung to the edge of the sphere of influence if they fail. If a target hits any obstacle that doesn’t break, they take 1d6 damage for every square they would have traveled, and are held against the obstacle as if pinned. They must make an opposed grapple check to break out of the pin, and then must pass the bull rush again each round to move forward.
Anyone holding a metal weapon or object must make an opposed roll or be immediately disarmed. Any weapons disarmed in this fashion are hurled to the edge of the sphere of influence, dealing their full damage to the first person or object they might encounter on the way.
All other metal objects are flung to the edge of the sphere of influence, dealing 1d6 damage for every 25 lbs of weight to the first person or object in their path.
For the purposes of ranged attacks made with metal projectiles or thrown weapons, the edge of the sphere of influence counts as a Wall of Force and is impenetrable.
Anyone standing in the same square as the sword is exempt from all these forces.
Magnetic Type
“The lodestone makes iron come or attracts it.”
--Book of the Devil Valley Master, 4th century B.C.
Magnetic-type Zanpakutou sacrifice direct attack power for a single ability -- the power to push or pull metal within its sphere of influence. It is up to the wielder to turn this single power into an incredibly versatile tool for offense and defense.
The drawback is that the sword’s transformation renders it unable to be held, requiring the user to leave it in the ground to make use of its power. A Magnetic Type sword’s transformation renders it unable to be wielded; once stabbed into the ground and released, it requires a Strength check of DC 30 for anyone but the user to pull it out again. Anyone who does pull it out takes 4d6 damage every round it remains in their hand -- including the user.
The sword’s sphere of influence has a radius of one five foot square per character level of its master. None of its abilities work outside this area, but inside its power is absolute. Enemies cannot overcome this power with an opposed reiatsu check, as the sword is only affecting metal and not them personally.
Note: Unless otherwise noted, none of these abilities can be taken twice.
Tailwind
Prerequisite: None
SEP Cost: 1/point of bonus
By throwing a metal object such as a dagger or needle at the enemy, the user can increase its speed and power by giving it a sudden magnetic push. Add +1 to attack and damage of metal projectiles for every 2 Shikai Abilities you have.
Dead Angle
Prerequisite: Tailwind
SEP Cost: 1/dice of projectile damage
By luring the enemy away from their sword, the user can make metal projectiles stop in mid-air and change direction seemingly for no reason. An attack that misses the enemy (either accidentally or on purpose) can be hurled back at them with magnetic force. If the user and the projectile are in flanking positions to the enemy, this attack counts as flanking for all purposes.
Echo Mine
Prerequisite: Tailwind, Dead Angle
SEP Cost: 1/dice of projectile damage
By leaving a metal projectile on the ground and then attacking personally, the user can cause a flurry of unexpected blows. The user can use a standard action to set up a metal object on the ground for this attack. During a future turn, the user can cause that object to fly towards the enemy as a free action, making a ranged attack at his lowest attack bonus. If this attack originates from behind the enemy, they are denied their Dex to AC.
Steel Wall
Prerequisite: None
SEP Cost: 1/point of debuff
By pulsing his magnetic field at just the right moment, the user can cause metal weapons of all kinds to veer off-course at the last second. This ability is activated as an immediate action and gives any enemy attacking with a metal weapon -1 attack and damage for every two Shikai Abilities you have.
Off Balance
Prerequisite: Steel Wall
SEP Cost: 5
When fighting multiple enemies, the chaos of combat -- or a strong magnetic push -- can lead to nasty accidents. As an immediate action, you can redirect one attack that misses you to any target adjacent to you, friend or foe. You cannot redirect an attack against the attacker.
Two-Edged Sword
Prerequisite: Steel Wall, Off Balance
SEP Cost: 7
An opponent who isn’t careful may cut himself running around with sharp objects. Using a standard action, you cause an enemy’s metal weapon to twist around and cut themselves. If the enemy fails a Reflex save, DC 10 + 1/2 Shikai Abilities + Int, their weapon jerks from their hand and makes an attack on them, automatically dealing damage as normal for that weapon, including any prepared coatings such as poisons.
Bands of Steel
Prerequisite: None
SEP Cost: 1/round
A predator with highly tuned instincts like a lion or a Hollow -- or an experienced swordsman -- can sometimes predict when an enemy will dodge from small cues of their eyes and muscles. Using the unseen force of their sword, the user of a Magnetic Type can dodge and move in sudden and unpredictable ways.
This shikai ability must be used in conjunction with a suit of metal armor. While wearing sufficient metal, the user can use their sword’s force to dodge attacks with no visible muscle movement. This provides them a +1 dodge bonus to their AC per two Shikai Abilities. This ability functions even if the user is denied their Dex to AC, but not if they are flat-footed.
Effortless Dodge
Prerequisite: Bands of Steel
SEP Cost: 1/round
While wearing metal armor, the user of a Magnetic Type can enhance their reflexes with well-timed magnetic bursts. They gain a +1 bonus to Reflex saves per two Shikai Abilities.
Iron Marionette
Prerequisite: Bands of Steel, Effortless Dodge, Int 13
SEP Cost: 3/round used
By using this ability while wearing metal armor, a Shinigami can dodge and move normally inside their sword’s sphere of influence, even if their muscles are frozen or their tendons severed. This allows the user to move normally even if their Dexterity or Strength is reduced to zero, or if they are paralyzed or bound. Being unconscious or having their Int, Wis, or Cha reduced to zero still immobilizes the user as normal.
Polar Movement
Prerequisite: Bands of Steel, Effortless Dodge, Freedom of Movement, Int 13
SEP Cost: 3/step taken
After hours of practice, the user learns how to keep their balance and composure while being moved by their sword’s power. Once per round, the user can take an extra 5 ft. step per round without drawing an attack of opportunity. This ability may be taken more than once, and its effects stack.
Reversed Polarity
Prerequisite: Bands of Steel, Effortless Dodge, Freedom of Movement, Int 13
SEP Cost: 3
Experience has given the user the confidence to use more force when moving themselves or allies. If wearing metal armor, the user may take a move action to affect themselves as if using the power Levitate.
Shackles of Iron
Prerequisite: Bands of Steel, Effortless Dodge, Freedom of Movement, Int 13
SEP Cost: 9/maneuver attempted
A real soldier knows that sometimes your strongest defense can become your biggest weak point. After mastering the ability to control their own movements with magnetic force, the user can manipulate any enemy wearing metal armor as if using the power Telekinetic Maneuver. You may bull rush, trip, disarm, or grapple (including pin) one opponent per round wearing metal inside your sphere of influence. Use your character level instead of your base attack, Intelligence instead of your Strength or Dexterity, and suffer no attack of opportunity or reactive attempts for a failed maneuver. You gain a +1 to these checks for every two Shikai abilities you have.
Fine Control
Prerequisite: None
SEP Cost: 5
Focusing on control rather than pure force, this aspect of the sword’s power allows the user to manipulate all metal within his sword’s sphere of influence. The user may choose one unattended object per shikai ability within his sphere of influence to control as if using the power Telekinetic Force.
Controlled Force
Prerequisite: Fine Control
SEP Cost: 5
After practice with delicate control, the user is ready to begin adding more power back into his magnetic manipulation. This functions exactly like the power Telekinetic Thrust, affecting only metal objects within his sphere of influence.
Shrapnel Storm
Prerequisite: May only be taken as Final Shikai Ability; Cannot have any other final abilities.
SEP Cost: 11
As a final, desperate effort, the user can sacrifice their sword itself to kill their opponent. By using a standard action, the user causes the sword to shatter itself into thousands of tiny shards with a deep, harmonic thrum and hurls them into its magnetic field, becoming the center of a wild vortex of steel. The sword shatters and all creatures within thirty feet of it take 3d6 damage per shikai ability, with a Reflex save for half damage. The DC for this save is 10 + the user’s level + the user’s INT.
Alpha Pulse
Prerequisite: May only be taken as Final Shikai Ability; Cannot have any other final abilities
SEP Cost: 11
Rather than pulsing its power in small, strategic bursts, the sword can sacrifice itself to release all its power in a single crushing field. As a move action, the user causes the sword to begin releasing all its magnetic power at its maximum capacity, slowly melting the blade under the high energy load. The blade survives a number of rounds equal to the user’s Con modifier, and then melts completely into a useless lump of metal. While it is active, however, it pushes all metal away from itself with irresistible force.
It makes a number of combat maneuvers on all creatures within its sphere of influence, using a check for bull rush, grapple and disarm equal to User Level + Number of Shikai Abilities.
Creatures wearing metal armor are bull rushed and flung to the edge of the sphere of influence if they fail. If a target hits any obstacle that doesn’t break, they take 1d6 damage for every square they would have traveled, and are held against the obstacle as if pinned. They must make an opposed grapple check to break out of the pin, and then must pass the bull rush again each round to move forward.
Anyone holding a metal weapon or object must make an opposed roll or be immediately disarmed. Any weapons disarmed in this fashion are hurled to the edge of the sphere of influence, dealing their full damage to the first person or object they might encounter on the way.
All other metal objects are flung to the edge of the sphere of influence, dealing 1d6 damage for every 25 lbs of weight to the first person or object in their path.
For the purposes of ranged attacks made with metal projectiles or thrown weapons, the edge of the sphere of influence counts as a Wall of Force and is impenetrable.
Anyone standing in the same square as the sword is exempt from all these forces.