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Water
Sept 14, 2011 15:29:17 GMT -5
Post by Ava on Sept 14, 2011 15:29:17 GMT -5
Place Holder.
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thewinterking
Seated
This is my Beedrill. He likes to hug people.
Posts: 89
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Water
Dec 19, 2011 20:29:54 GMT -5
Post by thewinterking on Dec 19, 2011 20:29:54 GMT -5
Here we go then,
Water Generation Prerequisite: None Cost: see text As a standard action you use Create water as the Cleric spell, however it creates a single 5ft cube of water per SEP spent. Special: May be taken multiple times, each time increase the number of 5ft cubes per SEP by one
Instantaneous Water Generation Prerequisite: Water Generation Cost: Water Generation +2 Use Water Generation as a Swift Action.
Control Water Prerequisite: None Cost: 3 SEP As a standard action you may use Control Water or Control CurrentStormwrack as the Druid spells.
Vortex Prerequisite: Control Water Cost: 4 SEP You may grapple a creature within 60ft of you with whirling water. Grapple check is equal to level + dex mod. If you have access to 1 5ft cube of water per square the target takes up you may use that water and the SEP cost is 2 instead of 4 and range becomes 60ft from a source of water within medium range. You must concentrate to maintain the grapple. Special: May be taken multiple times, each time you get +3 on the grapple, +15ft range, or allows you to deal your base zanpakuto damage + enhancement + Dex bonus to the target each round they remain grappled.
Water Prison Prerequisite: Vortex, Create Water Cost: 4 SEP As a standard action you may target a creature within close range. The target must make a Reflex save (DC 10+1/2 HD+dex) or be engulfed in a sphere of water. Treat this as the Resilient Sphere spell except it has a diameter equal to the target's space. The prison lasts as long as you concentrate on it, and while you do that you may not move. Requires 1 cube for Medium or smaller, 8 cubes for Large creatures, 27 cubes for Huge, 64 cubes for Gargantuan, and 216 cubes for Collosal
Efficient Water Prison Prerequisite: Water Prison Cost: None Your Water Prison requires 1/2 as many cubes(minimum number of cubes equals number of 5ft squares in space) rounded up. Special: May be taken multiple times, each time divisor by one. IE Efficient Water Prison*2 would cause you to only need 1/3 as many cubes. This ability also applies to the Aqua Shell ability.
Water Prison Warden Prerequisite: Water Prison, Specialized Cost: see text You may target as many creatures as you wish with water prison, however you must have enough water cubes and must pay for each prison seperetely. No Water prison may be more than 30ft away from any other water prison.
Stream Prerequisite: Control Water Cost: 2 SEP It allows you to create a pressurized stream that stems from your Zanpakuto. The stream is considered to be a bull rush attack against an opponent, but uses 1/2 your HD in place your strength bonus. Also, you do not have to move, the Stream attacks in a 60 ft. line and bulrushes anybody in its path. Special: May be taken multiple times, each time gives you +15ft, +2 to the bull rush check or allows you to deal your base zanpakuto damage + enhancement + Dex bonus to all in the line with reflex save for 1/2 damage.
Aqua Shell Prerequisite: Water Prison Cost: 4 SEP You may surround yourself or a willing target in a bubble of water as a move action. This Allows you to use your swim speed as a fly speed with perfect manueverability. The bubble moves with you and lasts until you dismiss it or you seal your zanpakuto. Requires as much water as Water Prison. Special: May be taken multiple times, each time you may increase the radius by 5ft.
Water Clone Prerequisite: Water Generation, Superior Animate Water Cost: 9 SEP You create an clone made of water of you, which shares your ability scores, personality, class levels, skills, feats, and memories, as a full-round action. It carry the same as you do (but only have mundane versions of any magic gear), and they cannot cast kido or use any zanpakuto ability that requires an action to use. It will follow any directions you give it and the clone persists for 1 minute. If a clone is slain, it disappears and you take 10 points of damage. At the end of the duration, the clone disappears without dealing damage to you. When a clone disappears you regain any unspent SEP it had. The clone has 10hp and take damage as normal in combat. When you create the clone you invest your SEP in it (you choose how much it gets). The clones have the water subtype and gain Fast Healing 2 when at least waist deep in water. The clone auto fails all saves. Creating the clone uses up as much water as a water prison for a creature of its size. Special: May be taken multiple times, each time the clone gains 10hp and lasts an additional minute.
MultiClone Prerequisite: Water Clone, Specialized Cost: Water Clone +2 SEP/ additional clone You may create one more clone when using water clone. Special: You may be taken multiple times each time you may create an additional clone.
Skilled Clone Prerequisite: Water Clone, Specialized Cost: Water Clone +1 SEP/ skilled clone Your clones may use any zanpakuto ability you posses, with all the same costs and restrictions. A clone's DCs are 4 less than yours. Special: Clones may not use Water Clone or any ability with a duration other than instantaneous.
Will post more tommorrow
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thewinterking
Seated
This is my Beedrill. He likes to hug people.
Posts: 89
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Water
Dec 20, 2011 17:05:15 GMT -5
Post by thewinterking on Dec 20, 2011 17:05:15 GMT -5
Tidal Surge Prerequisite: Stream Cost: 2 SEP As a standard action you may create a cone of water with length equal to 1/2 the length of Stream's line. Those within the cone are overrun and they may not avoid. This is done as a standard overrun except there is no size limit and you use 1/2 your level in place of strength. Special: May be a second time allowing you to bullrush instead of overrun with Tidal Surge and overrun with Stream, each time increase the number of 5ft cubes per SEP by one
Riptide Prerequisite: Tidal Surge twice Cost: +2 SEP When you use Tidal Surge or Stream, targets in the area are overrun then bullrushed. Special: May be taken multiple times, each time causes those in the area to take 2d6 damage or increase the damage by 1d6. Targets may make a Reflex save for 1/2 damage.
Undersea Knight Prerequisite: None You gain the the ability to breath water as well as air and gain a swim speed equal to her land speed. These effects persist until you seal your zanpakuto. Special: May be taken multiple times, each time increase the swim speed multiplier by one.
Order of Atlantis Prerequisite: Undersea Knight You gain the benefits of a freedom of movement spell as it pertains to aquatic combat. Also creatures do not gain cover for being in water.
Animate Water Prerequisite: None Cost: 2 SEP It allows you to attack with water in the area. If there is at least 5 cubic feet of water, you can attack with it. The target takes 2d6 damage unless succeed a reflex save (DC 10+1/2 character level+dexterity modifier), in which case they take . damage. This ability allows you to attack 1 square per 5 cubic feet of water, to a maximum of 4 squares. Also, when using this ability, you may combine the water used into one attack for an additional 2d6 damage. If this function is used, however many cubic feet of water you combine cannot be used to attack other squares. You cannot combine more than . the total number of squares you may normally attack in this fashion. Special: May be taken multiple times, each time increase the maximum number of 5ft squares you can attack by 2.
Superior Animate Water Prerequisite: Animate Water You increase the damage per square by 2d6.
Sea Step Prerequisite: None This ability functions identically to the 3rd level Cleric spell, except it allows you to choose whether or not you immediately move towards the surface while submerged. If you choose to remain underwater, you may walk through the water as if you were walking on land, and may step through the water as if under the affect of the Air Walk spell and walking through air. This does not allow you to breath underwater if you cannot already do so. This effect is constantly active, and lasts until you reseal your Zanpakuto. Also shunpo costs no SEP to use as long as your movement begins and ends on/in water and you do not leave the water.
Deepsea Pressure Prerequisite: Control Water Cost: Control Water You may use Control Water to cause water within 80ft to treat its depth as 100ft deeper. Special: May be taken multiple times, each time allows you to increase the effective depth by 100ft.
Explosive Water Wave Prerequisite: Riptide, Aqua Shell Cost: 7 SEP You may use Riptide as a burst with a radius equal to that of the cone.
Bestow Knighthood Prerequisite: Undersea Knight Cost: 3 SEP As a swift action, the Shinigami can share her Undersea Knight ability with all her allies within 100ft. This lasts until she chooses to end it, or she seals her Zanpakuto.
Bestow Knighthood Prerequisite: Undersea Knight Cost: 3 SEP As a swift action, the Shinigami can share her Undersea Knight ability with all her allies within 100ft. This lasts until she chooses to end it, or she seals her Zanpakuto. Special: May be taken multiple times, each time allows you to increase the effective depth by 100ft.
Crushing Wave Prerequisites: None Cost: 1 sep As a move equivalent action, you can coat your zanpakuto in rapidy moving water that deals an additional 2d4 points of force damage. This lasts until you let go of your zanpakuto, or reseal it.
Improved Crushing Wave Prerequisites: None Cost: 2 sep The bonus damage from Crushing Wave becomes 4d4 force damage, instead of 2d4.
Greater Crushing Wave Prerequisites: None Cost: 3 sep The bonus damage from Crushing Wave becomes 6d4 force damage, instead of 4d4.
Swift Crushing Wave Prerequisites: Crushing Wave Cost: as corrosive blade You can coat your zanpakuto in water (see Crushing Wave) as a swift or immediate action instead of a move-equivalent action.
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Water
Dec 20, 2011 18:56:38 GMT -5
Post by blackestofmages on Dec 20, 2011 18:56:38 GMT -5
Well, first and foremost moved to the actual forum for shinigami sword abilities... now, on to critquing Water Generation: Looks good, quite nice without being to cheap. It gives you the option of creating a pond without it being effectively instant drowning. Vortex: A bit costly, but it's fine. Water Prison: Far to cheap to use. You can create and move the water with you, and a basic resilient sphere (before also KILLING everything trapped inside due to being basically unbreakable) would cost 7 SEP for a level 4 spell. Either give them some way to escape, or price it far higher because it's a save or die... Efficient Water Prison: if you fix water prison this is fine, but then all my comments on this are based of water “I win” prison Water Prison Warden: See above. I'd also recommend maybe making this specialized, because immunity to drowning is darned rare, tbh. Stream: Looks OK, maybe raise the price considering it's got quite a nice range and bulrushes everyone in 90ft, or make it only bullrush the first one Aqua Shell (assuming that's what Ahel means ): Looks OK, though it may be obsolete since you can learn to fly for free anyway, using the same number of abilities Water Clone: You mention you regaining SEP they have, but never mention it. Do you mean they have your SEP total, and If they don't use it you get it back added to yours? As that's beyond broken because it means so long as I have 20ish SEP I have unlimited, which kinda gets rid of our limiter and means you can happily go nova on a bunny rabbit if you feel like it Or was that part of it you forgot to get rid of after making some changes? I'd recommend mentioning that you all share the exact same SEP pool, and limit per turn. MultiClone: Bit cheap, but then that's a concern raised by the one below, rather than this ability. Other problem is that I worry being able to make hundreds of yourself is stealing summoning's stick, but that might just be me. Skilled Clone: OK, not in water. Creating numerous things of yourself that can use all your powers is either Summoning type, or a Bankai ability limited to using water. It's kinda kicking a whole type in the face that you can Summon something as strong as yourself without needing summoning to do so. Tidal Surge: Looks nice. I like it Riptide: again, nice. I like this one Undersea Knight: Fine nice to see you splitting this and order of atlantis, as it means that a Hollow taking aquatic doesn’t end up one ability down. Maybe give them an option to take order a second time to get full freedom of movement whilst underwater? Animate Water: maybe limit this to the number of attacks you could make per round as base, rather than 4. not really important but still Superior Animate Water: Looks OK Sea Step: hmm, seems a little obsolete, what with undersea knight. Maybe merge the two, since all that gives you is the ability to stand on water, which is really just a worse version of swimming in it for you, since you loose the concealment though you do get to look cool, which is always good Deepsea Pressure: Maybe add a small cost, as again, we don't want anything to become an instant I win, which is always a problem with water. Adding the cost just stops someone from going “lolp you is crushed with no hopez” though this might be wrong as I can't quite remember the rules for pressure Explosive Water Wave: Looks fine Bestow Knighthood: Looks good. Lets you share some things and also lets you play battlefield control without the worry of screwing over your allies. Always a nice thing to have avaliable. X blade line: yay, names Type looks good, and I like how you kept the battle field control aspect. Just currently missing the illusions (word of god has it needs those, since Aizen's sword is water type) some of the pricing is a little iffy, but meh (water prison would be finely priced if it wasn't for the Drowning. That's a major kicker since there's very little you can do about that and it takes pretty unique circumstances to break one of those things (and even with high con, you get about three minutes before it's bedybyes)). Maybe add in some options for changing how the water works (boiling or freezing. A little overlap is fine between types, just when you can make copies as powerful as yourself you make summoning obsolete since you have it's main effect and more. Same line of reasoning in regards to other borowings
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thewinterking
Seated
This is my Beedrill. He likes to hug people.
Posts: 89
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Water
Dec 20, 2011 21:59:05 GMT -5
Post by thewinterking on Dec 20, 2011 21:59:05 GMT -5
Well, first and foremost moved to the actual forum for shinigami sword abilities... Thank younow, on to critquing Water Generation: Looks good, quite nice without being to cheap. It gives you the option of creating a pond without it being effectively instant drowning. Vortex: A bit costly, but it's fine. Water Prison: Far to cheap to use. You can create and move the water with you, and a basic resilient sphere (before also KILLING everything trapped inside due to being basically unbreakable) would cost 7 SEP for a level 4 spell. Either give them some way to escape, or price it far higher because it's a save or die... You cannot move while using water prison and you cannot move the prison either, ends if you fail to concentrate: see interupting concentration or was it spell? yes its autowin, but only one on oneEfficient Water Prison: if you fix water prison this is fine, but then all my comments on this are based of water “I win” prison Water Prison Warden: See above. I'd also recommend maybe making this specialized, because immunity to drowning is darned rare, tbh. Air enoughStream: Looks OK, maybe raise the price considering it's got quite a nice range and bulrushes everyone in 90ft, or make it only bullrush the first one either that or scale the range back, 60ft seems ok to me but i took it from the original as 90Aqua Shell (assuming that's what Ahel means ): Looks OK, though it may be obsolete since you can learn to fly for free anyway, using the same number of abilities Ah, but you get improved cover against those attacking into water(aquatic combat i believe under environments in the SRDWater Clone: You mention you regaining SEP they have, but never mention it. Do you mean they have your SEP total, and If they don't use it you get it back added to yours? As that's beyond broken because it means so long as I have 20ish SEP I have unlimited, which kinda gets rid of our limiter and means you can happily go nova on a bunny rabbit if you feel like it Oops, It was supposed to say that you could invest SEP in the clone and you got that back when the clone went byebyeOr was that part of it you forgot to get rid of after making some changes? I'd recommend mentioning that you all share the exact same SEP pool, and limit per turn. Even better idea than aboveMultiClone: Bit cheap, but then that's a concern raised by the one below, rather than this ability. Other problem is that I worry being able to make hundreds of yourself is stealing summoning's stick, but that might just be me. tbh half the abilities replace the need to take projectile and you arent summoning, the clone is only as strong as you but more fragileSkilled Clone: OK, not in water. Creating numerous things of yourself that can use all your powers is either Summoning type, or a Bankai ability limited to using water. It's kinda kicking a whole type in the face that you can Summon something as strong as yourself without needing summoning to do so. hmmm... valid point either bankai ability or dual type with summoning requiring a summon ability?Tidal Surge: Looks nice. I like it Riptide: again, nice. I like this one Undersea Knight: Fine nice to see you splitting this and order of atlantis, as it means that a Hollow taking aquatic doesn’t end up one ability down. Maybe give them an option to take order a second time to get full freedom of movement whilst underwater? I like that idea, will call it King Under the SeaAnimate Water: maybe limit this to the number of attacks you could make per round as base, rather than 4. not really important but still Why? its basically an area attack that lets you reduce the area to increase damageSuperior Animate Water: Looks OK Sea Step: hmm, seems a little obsolete, what with undersea knight. Maybe merge the two, since all that gives you is the ability to stand on water, which is really just a worse version of swimming in it for you, since you loose the concealment though you do get to look cool, which is always good True, but I like it. Maybe I will give it a little buff so I dont need to do thatDeepsea Pressure: Maybe add a small cost, as again, we don't want anything to become an instant I win, which is always a problem with water. Adding the cost just stops someone from going “lolp you is crushed with no hopez” though this might be wrong as I can't quite remember the rules for pressure Eh its 1d6/minute per 100feet with DC15+1/previous check Fort negates damage for that minute not exactly sky shatteringExplosive Water Wave: Looks fine Bestow Knighthood: Looks good. Lets you share some things and also lets you play battlefield control without the worry of screwing over your allies. Always a nice thing to have avaliable. X blade line: yay, names Type looks good, and I like how you kept the battle field control aspect. Just currently missing the illusions (word of god has it needs those, since Aizen's sword is water type) some of the pricing is a little iffy, but meh (water prison would be finely priced if it wasn't for the Drowning. That's a major kicker since there's very little you can do about that and it takes pretty unique circumstances to break one of those things (and even with high con, you get about three minutes before it's bedybyes)). Maybe add in some options for changing how the water works (boiling or freezing. A little overlap is fine between types, just when you can make copies as powerful as yourself you make summoning obsolete since you have it's main effect and more. Same line of reasoning in regards to other borowings Thank you for the critique. I didnt have time to go through the illusion abilities yet. I am sorely tempted to make the flash flood and tsunami spells be bankai abilities. I didnt have time to post my dual type water abilites yet or my mist abilities. (dual types I have combine water with fire, ice, lightning, earth, darkness and mind. Its a thick notebook and I will post more tomorrow after I register for spring classes.
Good night and Merry Christmas* ladies and gentlemen, for I am off to play munchkin with my girlfriend. And then have gratuitous amounts of sex because shes home for the holidays.*I refuse to say Happy holidays and since i dont know what you guys celebrate I will default to what I celebrate.
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Water
Dec 21, 2011 1:18:26 GMT -5
Post by Major on Dec 21, 2011 1:18:26 GMT -5
Lucky you. Mine is off limits for the next few days. Merry Christmas to you though I agree about the Happy Holidays. I had to say that at work, I won't say it online.
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Water
Dec 21, 2011 8:10:13 GMT -5
Post by blackestofmages on Dec 21, 2011 8:10:13 GMT -5
well, sounds like someones enjoyng the holidays and happy holidays to you as well water prison: You may stop doing anything during water prison, but then again so does your victim so, it's kinda a moot point since once they fail that save they've died if your allies can vaulgey do their job. and warden makes it worse because you can trap up to 3/4 peoples, rather than just 1 or it could be your clones doing it for you
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thewinterking
Seated
This is my Beedrill. He likes to hug people.
Posts: 89
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Water
Dec 21, 2011 9:34:45 GMT -5
Post by thewinterking on Dec 21, 2011 9:34:45 GMT -5
Point taken, perhaps a reflex save to escape each round?
Also made shunpo free with Seastep as long as you remain in the water. Multi water clone is more restricted. and decreased stream to a 60ft line.
King Under the Sea Prerequisite: Order of Atlantis While submerged in water, You gain the full benefits of Freedom of Movement. In addition you may speak with creatures of the aquatic or water subtypes as if you shared a language.
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thewinterking
Seated
This is my Beedrill. He likes to hug people.
Posts: 89
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Water
May 9, 2012 15:24:59 GMT -5
Post by thewinterking on May 9, 2012 15:24:59 GMT -5
Removed drownng bit from water prison, it should be more balanced now. Would Water clone be better if it worked more like fission? and required you to take it additional time each to use zanpaktou abiltiies, manuevers, or kido. Default it can only use skills and feats.
And New abilities!
Create Mist Prerequisite: None Cost: As Water Generation As Water Generation except you may instead create a 10ft cube of mist in place of each 5ft cube of water. The mist obscures all sight, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). A moderate wind disperses the fog in 4 rounds. A strong wind disperses the fog in 1 round. An area fire effect burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage. The mist can be used in water as an ink cloud. You may dismiss the cloud at any time. The mist lasts until you seal your shikai or until it is dispersed.
Airy Water Prerequisite: Create Mist Cost: None You may use 10ft cubes of mist in place 5ft cubes of water for water abilities. You may convert water to mist, and mist to water as a standard action with a 5ft cube of water equaling a 10ft cube of mist.
Dense Fog Prerequisites: Water Generation or Create Mist Cost: 5 SEP Your water and mist functions as if it were a more solid than liquid or gaseous.. Movement is reduced by 10ft to a minimum of 5ft, and creatures take a –2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into Dense Fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in Dense Fog. Dense Fog is only dispersed by severe winds and fire. Dense Fog affects all water and mist within a 20ft radius centered within close range of you. Special: You may take this ability multiple times, each time the movement penalty increases by 10 and the attack roll penalty increases by 1.
Mirage Prerequisite: None Cost: 1 SEP This Ability functions as the Silent Image spell except the area and size of the image is a maximum of 50ft x 50ft x 50ft and the DC is 10 + 1/2 HD + Reiatsu mod. Special: You may take this ability multiple times, each time you increase one of the dimensions by 50.
Additional Image Prerequisite: Mirage Cost: +1 SEP You may create and control up to three images with Mirage. Special: You may take this ability multiple times, each time you gain an additional image.
Greater Mirage Prerequisite: Mirage Cost: Your Mirage can duplicate the effect of Minor Image instead of Silent Image. This increases the cost by 1 SEP. Special: You may take this ability three times. The second time your Mirage can duplicate Major Image and costs 2 SEP more than Mirage. The third time it gains olfactory and thermal components and include intelligible speech.
and a new water clone ideas 1) automatically disbelieved shadow conjuration (only 20% real) 2) impermanent simulacra (1/2 level and self only) 3) fission effect (2 NLs and split SEP among them) 4) Body Outside Body with extra abilities to allow it to use other abilities 5) Clone acts like Project Image spell, You still use the abilities but they can originate from the clone (effectively you can be in more than one place at once but no extra actions)
tomorrow comes the water abilities that require non water abilities. Also the mist abilites are water but I wonder if wind should be able to access them as well and wonder for additional ideas.
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Water
May 11, 2012 13:06:37 GMT -5
Post by blackestofmages on May 11, 2012 13:06:37 GMT -5
Looks good so far. I'd suggest maye adapting the deadly mirage and perfect mirage from the current set to add to the list as well, just to make things easier. the mist abilities seem fine for water, as they're more an adaptation of create water; adding in requirements from two types would then make them raher suck in comparison @ water clone: Body outside Body or shadow conjuration would work. I'd still be worried abou the fission type because it still lets you create legions of minions who are still 90% as potent as you very eaisly, which isn't something water should be doing
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Water
May 29, 2012 19:36:50 GMT -5
Post by lilshiro on May 29, 2012 19:36:50 GMT -5
While I like what Winter King has done with it, might I add something?
Blackest is right that adding a varient Deadly Mirage from the coming set would help that tree out (something in the +4-6 SEP range, with the Specialized & Greater Mirage requirement wouldn't be wrong wouldn't be far off IMO, but I'm dead tired now).
But more importantly, it needs Perfect Mirage or some other DC boosting badly. That doesn't really need an SEP cost as it neither boosts damage or provides an additional ability. Maybe rename it 'Perfected Mirage' so that it can be used without Greater Mirage. Maybe allow to be taken multiple times, adding +2 to the DC each time and that is about it really.
As for the upgraded Water Clone Idea, I'm a fan of idea number 5. I'm thinking of it auto working with all clones by defult, but adds to the cost when making them.
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thewinterking
Seated
This is my Beedrill. He likes to hug people.
Posts: 89
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Water
Jun 3, 2012 11:38:20 GMT -5
Post by thewinterking on Jun 3, 2012 11:38:20 GMT -5
I dont see the need for a DC booster. These abilities function as the spells but have their own DC (10+1/2 HD+Reiatsu mod), not the spell DCs.
Now for Water Clones...
Water Clone Prerequisite: Water Generation, Superior Animate Water Cost: 9 SEP This ability functions as Project Image, however it uses water instead of shadow stuff and shunpo does not break line of effect. Also any of your abilities may originate from the clone, not just kido. Creating the clone uses up as much water as a water prison for a creature of its size. Efficient water prison applies.
MultiClone Prerequisite: Water Clone, Specialized Cost: Water Clone +2 SEP/ additional clone You may create one more clone when using water clone. You may direct all such clones with a single move action. Special: You may be taken multiple times each time you may create an additional clone.
Deadly Mirage Prerequisites: Mirage, 2 other water abilities. Cost: n/a It allows the illusions created by Mirage to become partially real, dealing damage to targets that believe. A target that fails to disbelieve takes 2d6 damage from any attack launched by a Mirage. Mirages disbelieved only do a percentage of damage equal to how real they are, starting at 10%. Special: This ability may be taken multiple times; each time either increases the damage by 2d6 or allows you to attack with an additional Mirage at a time. Each time this ability is taken, the Mirage becomes more real, gaining an additional 10% whenever the ability is taken again. The Mirages cannot become more than 80% real.
Scalding Waters Prerequisites: Specialized (water) or 2 water abilities and Flame Blade Cost: 1 SEP Your Water abilities deal your Flame Blade damage. Special: Any ability that enhances flame blade also applies to your water abilities.
Glacial Waters Prerequisites: Specialized (water) or 2 water abilities and Frost Blade Cost: 1 SEP Your Water abilities deal your Frost Blade damage. Special: Any ability that enhances frost blade also applies to your water abilities.
Conductive Current Prerequisite: Specialized (water) or 2 water abilities and Crackling Blade Cost: 1 SEP Your Water abilities deal your Crackling Blade damage. Special: Any ability that enhances Crackling blade also applies to your water abilities.
Good Conductor Prerequisite: Conductive Current, 2 lightning abilities Cost: +2 SEP As a free action you may cause any target of your lightning abilities, or electrical effect take a -4 to AC and Saves if they were subject to one of your water abilities in the last 3 rounds.
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Water
Jun 3, 2012 16:26:35 GMT -5
Post by blackestofmages on Jun 3, 2012 16:26:35 GMT -5
the DC booster is just because every ability with a DC has one, generally by taking the ability multiple times it allows you to focus on one ability a bit more at the cost of versatility. just allows more options
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