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Post by blackestofmages on May 29, 2012 22:37:41 GMT -5
ranged manouvre: oooops, yep. thanks hope your alive again soon
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Post by lilshiro on May 31, 2012 19:28:12 GMT -5
^^ It is good to be back.
A crazy thought occured to me...let me know how bad it is. ______________________________________________________________
Name: Magic Proof Level: Adjuchas Prerequisistes: Spell Resistance, 12 HD Sealed: No. Effect: A Magic-Proof Hollow avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Spells that do not allow spell resistance are not affected by Magic Proof. _____________________________________________________________
Yes, I know it is Spell Immunity relabelled, but... Anyway, if it is too bad for some reason I can't see we have options.
Like increasing prequ's to includes Spell Resistance *2, or changing the Sealed option to yes, or even making it a Vasto Lordes power.
Though I think it is a little weak for that last one.
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Post by illbornhollow on Jun 1, 2012 4:58:01 GMT -5
Well heres some tasty treats to represent Baraggans effects in his released state let me know what you think critique it make suggestions for fixes ect and above all enjoy .
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Post by illbornhollow on Jun 1, 2012 5:00:05 GMT -5
Energy Drain Aura Level: Adjuchas Prerequisites: Energy Drain Sealed: Yes The hollow is able to surround itself in a 5 foot radius of negative energy, this costs the hollow 10 sep to activate and 2 sep per turn to maintain . Anyone who enters this aura including melee attacks must make a Will save DC 10+ ½ hollow HD + con modifier or suffer the effects of Energy Drain as if the hollow had attacked the attacker with there natural weapons or zanpaktou if applicable, However this may affect each attacker up to twice per turn and costs 2 sep per attack.
This may be taken twice each time increases the radius by 5 feet to a maximum of 15 feet or increases the amount it can affect an attacker by 1 to maximum of 3 times per turn per attacker.
Life Draining Aura Level: Vasto Lorde Prerequisites: Energy Drain Aura Sealed: Yes This modifies the Energy Draining Aura to replicate the effects of aging and increases the cost to maintain per round by 8 for a total of 10 and doubles the cost per attack, in addition to the effects of negative level(s) on a failed save creatures suffer 1 point of str dex and con drain and increasing to 3 points of drain on 2nd round and max 6 points on 3rd turn and every turn there after starting the turn they enter the aura’s radius, each round entitles a new save at same DC to stave off the effects, none magical items take ¼ there hp in dmg every round that bypasses hardness magic items are entitled to a save using the wielders highest save bonus vs same save DC. Lastly attacks that penetrate this aura deal only 75% there normal damage.
Life Draining Blast Level: Vasto Lorde Prerequisites: Life Draining Aura Sealed: Yes You may decrease the radius of your aura by 5 feet for the round in order to make either a ranged touch attack or a 60 foot line attack as a standard action at the cost of 10 sep for touch attack 15 sep for line attack anyone hit by or in the area of this attack suffers the effects of your Life Draining Aura as if they had just entered the aura’s radius, Fort save DC 10 + ½ HD + 2+ con modifier negates.
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Post by illbornhollow on Jun 1, 2012 5:12:13 GMT -5
i was tired when typing these all of them have successful will saves negate effect the fort save on life drain blast was mistake they all follow the will save entry. i more or less included that cause they are very powerful effects, i stuck with will save cause only immense will power and spiritual pressure can stand against such a debilitating aura and spiritual prowess seams to fit will better then fort. also thinking i can just change life draining blast to energy draining blast making it adjuchas level and add in to life draining auras effect that you may now apply it to energy drain blast at the current cost and make energy draining attack cost 5 less sep to use for either option of attack.
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Post by blackestofmages on Jun 1, 2012 16:56:45 GMT -5
magicproof - other than the name, it looks OK, since having SR (a lower leveled ability) three times gives effective magic immunity due to the foe having to roll your level +21 if their the same level to overcome same logic I used for the FB ability Energy draining Aura: I like it. a pretty fair cost and a nice effect. Life draining aura, however, is far to potent. by spending 14 sep, I get 75% damage immunity, damage my foe's weapons as they get near, and inflict several neagtive levels AND extreme attribute damage. I'd advise capping the attribute damage at 3, or else the creature effected is loosing level * 3 hp just from being near you (*6 if in bankai), and would last at most two turns before being rendered useless due to intense stat damage. other than that, I like it. Blast is good as well, and an adjuchas level version would be fun to have too.
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Post by illbornhollow on Jun 1, 2012 20:09:02 GMT -5
its only 25% damage immunity hence 75% of normal damage, and this is a vasto lorde hollow ability as far as i know they don't get bankai lol. also life draining was modeled after time dragons breath weapon which forced people to age taking relevant penalties to physical states but gaining none of the bonuses, i chose that to follow cause thats how baraggans effect worked as stated by him as cannon. also i tacked on a new save every round, sure its powerful but its only truely hazardous to people who cant do ranged combat at all. also these abilities are capped per round as this is a cumalitive instance of a single ability so at most it reduces damage from 10 ranged attacks by 25% they still suffer 75% of those attacks damage and less if a melee attacker is daring or stupid enough to enter the aura and melee attack because thats 4 sep spent per attack to apply the auras effects at end of full attack the aura is disabled and there is nothing that keeps people inside the aura short of grappling. The ability has its cons its very costly to keep up and costly every time its used. But i think ima cap it at 6 points of drain no matter how how long you are in aura so max it could ever do to anyone person is 10 points of drain then they suffer the effects of normal energy drain there after.
so a recap all instances count as a cummaltive sep cost for this ability for the round, tho if using the blast attack thats a seperate ability
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Post by illbornhollow on Jun 1, 2012 20:14:32 GMT -5
meant capped at -6 ability drain as per normal age penalties
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Post by illbornhollow on Jun 1, 2012 20:25:18 GMT -5
also am going to post cleaner versions of these abilities. *life drain follows the chart for aging penalties max -6 to physical abilities. *the ability to adjust your auras range between your minimum and maximum range as an immidiate action( so you don't screw your allies and minions) *changing blast to adjuchas level. *better defining the costs and limits for these abilities. *thinking bout a maximum range of 10feet instead of 15 and giving the ability to change it between the 2 for taking energy draining aura more then once. thoughts and feelings bout the bulleted changes?
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Post by illbornhollow on Jun 1, 2012 23:10:11 GMT -5
i made alot of changes and hope they are for the better enjoy my rehashing of my prior posted abilities.
Energy Drain Aura Level: Adjuchas Prerequisites: Energy Drain Sealed: Yes
The hollow is able to surround itself in a 5 foot radius of negative energy, this costs the hollow 10 sep to activate and 2 sep per turn to maintain . Anyone who enters or stays within this aura must make a Will save DC 10+ ½ hollow HD + con modifier negates each round or suffer the effects of Energy Drain as if the hollow had attacked the attacker with there natural weapons or zanpaktou if applicable,. Also up to twice per attacker per turn at the cost of 3 sep per attack the attacker is subject to the effects of Energy drain as if they had just entered the aura at the same save DC.
This may be taken twice each time you take it you may choose either of the following *Increase the radius by 5 feet to max of a 15 foot radius. *allows you to adjust your radius between your minimum and maximum radius as an immediate action each round.
Life Draining Aura Level: adjuchas Prerequisites: Energy Drain Aura Sealed: Yes Creatures entering or withing your aura each round or attacking you are subject to your HD in negative energy damage or half that if they successfully save vs the effects of your Energy draining aura, this damage also applies to any ability derived from the Energy Drain hollow ability (ie Energy Drain Blast) Energy Draining Blast Level: adjuchas Prerequisites: Energy Draining Aura Sealed: Yes
You may decrease the radius of your aura by 5 feet for the round in order to make either a ranged touch attack or a 60 foot line attack as a standard action at the cost of 5 sep for touch attack 10 sep for line attack anyone hit by or in the area of this attack suffers the effects of your Life Draining Aura as if they had just entered the aura’s radius, Fort save DC 10 + ½ HD + 2+ con modifier negates.
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Post by illbornhollow on Jun 1, 2012 23:16:10 GMT -5
forgot the text about life draining increasing the cost per round to keep your aura active to 10 and the effects only apply to people attacking you within your aura and also it increases life draining blasts cost by 2 per use.
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Post by illbornhollow on Jun 7, 2012 18:01:21 GMT -5
still no replies....
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Post by blackestofmages on Jun 8, 2012 11:31:46 GMT -5
sorry, though I had replied... thanks for clarifying the max -6. the wording before said -6 per round which was... worrysome, to say the least I'd keep max range to 15ft for the auras. It's still costs abilities to get and is a pretty nice range to have. the option to change it's size is a nice idea however, but I wouldn;t make it require extra abilities I like the version of life draining aura there as an advancement, but I'd also keep the old vasto lorde level version - it was a good ability once the wording was cleared up (and I didn't missread 25% reducement as only taking 25%...)
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Post by blackestofmages on Jun 9, 2012 21:20:46 GMT -5
Hollow Dump time! (may have been working on hollowy stuff) Improved PoisonLevel: Standard/Adjuchas/Vasto Lorde (see below) Prerequisites: Poison. Sealed: No. This ability enhances the Hollow’s zanpakuto if they are sealed. The Hollow’s poison carries an additional effect as well as its normal attribute damage, that takes hold if the victim fails their initial save. Select one of the following options, from now on this ability is applied to the Hollow’s poison in addition to its normal effect if the hollow uses her improved poison. Doing so costs an amount of SEP depending on the improved poison. - The Victim is overcome with feelings of sickness and vomiting. The victim is sickened until they pass a fortitude save to resist the effect of the poison. This costs 1 SEP per attack it is applied to.
- The Victim is stunned for 1 round per 4 character levels. Each round the victim is entitled to a fortitude save at the initial DC to throw of the effect of the stunning and be able to act once more, or until a minute has passed. This costs an additional 5 SEP per attack
- The Victim’s sight fades to nothingness. They are blinded for 1 round per Hollow level, but are entitled to a fortitude save at the base DC to shake of the effect at the start of each round from the 2nd round onwards. This costs an additional 1 SEP per attack
- The Victim’s hearing fails them. They are deafened for 1 round per Hollow level but are entitled to a fortitude save at the base DC to shake of the effect at the start of each round from the 2nd round onwards. This costs an additional 1 SEP per attack
- The Victim’s mind is muddled by the poison, leaving them confused and pliable. The victim is confused for 1 round per character levels, though the victim is entitled to a will save each round from the 2nd round onwards at the base DC to shake of the confusion. Using this ability costs an additional 3 SEP.
- The victim’s limbs feel heavy and deaden. The victim is fatigued for 1 round per hollow level. This costs 1 SEP per attack
- The poison has a highly unusual effect on the victim, as they see their attacker as their friend. The Victim is Charmed (as charm person) for 1 minute per character level. This costs 1 SEP per attack
If the Hollow is Adjuchas level or higher, then they add the following options to the list: - The Victim is Nauseated for 1 round per 2 character levels. Each round the victim is entitled to a fortitude save at the initial DC to throw of the effect of the Nausea and be able to act as normal. This costs 4 SEP per attack
- The victim is exhausted for 1 round per 3 character levels. This costs 5 SEP per attack.
- The Victim is Paralyzed for 1 round per character level. Each round the victim is entitled to a fortitude save at the initial DC to throw of the effect. This costs 3 SEP per attack
If the Hollow is Vasto Lorde level or higher, then they add the following options to the list: - If the victim fails their initial save and their second save, they are petrified. This lasts until a cure is found and/or the victim is broken. This is a supernatural effect and uses the Hollow’s caster level for Negacións to determine the DC to break it. This costs an extra 10 SEP per attack
- If the victim fails their initial save and their second save, they immediately fall unconscious. If they fail the third save against the poison, they then die on the spot. This is a supernatural effect and uses the Hollow’s caster level for Negacións to determine the DC to break it. This costs an extra 10 SEP per attack
Aura of Acquiescence Level: Standard Prerequisites: 3 HD Sealed: No The Hollow can emit an aura that makes others more kindly dispositioned to her and more willing to agree. This can be achieved by subtle mental manipulation or something more direct like pheromones. By spending 3 SEP per round, the Hollow surrounds herself in a 10ft aura. Activating the aura is a standard action, and it remains so long as the upkeep is paid. Any creature that enters the aura must pass a DC 10 + ½ character level + reiatsu modifier will save or be Charmed for 1 minute per character level. The Hollow can focus and enhance this ability to ensnare a specific target if she so desires. Whilst her aura is active, she may use Charm Person as a spell-like ability by spending 1 SEP, using her hollow level as her caster level. The save DC from this ability is the same as from her Aura, rather than the standard save of Charm Person. Special: This ability may be taken multiple times. Each time increases either the range of the aura by 10ft, or the save DC by 2.
Aura of Devotion Level: Adjuchas Prerequisites: Aura of Acquiescence. Sealed: No The Hollow’s aura is much more powerful, and capable of reducing those who enter into mindless thralls happy to do anything she desires. By increasing the cost of her Aura to 9 SEP per round, the Hollow’s Aura of Acquiescence instead Dominates those who enter it for 1 hour per character level. The Hollow chooses the intensity of the aura at the start of each round The Hollow can now also use Dominate Monster whilst their Aura is active. Doing so costs 7 SEP. The save DC is increased to match that of her aura.
Personal Plaything Level: Vasto Lorde Prerequisites: Aura of Devotion Sealed: No The Vasto Lorde has the ability to enhance the control she holds over another, taking it from a temporary connection to a near permanent command. Using this ability takes 10 minutes and costs the Hollow 20 SEP, and does not count the normal limit for SEP. At the end of the action, the Hollow then marks a single creature of her choice within touching range in some manner to show ownership. The marked creature and the Vasto Lorde make an opposed will test against one another. If the target wins then the ability fails (though still costs) and cannot be attempted again for 24 hours. If the Vasto Lorde wins, then the victim is put under an effect similar to Geass, and compelled to serve the Vasto Lorde. This is a supernatural effect, and can be dispelled like a Geass, using the Hollow’s caster level. The mark of the Vasto Lorde draws out greater strength from the new thrall, enhancing two of his attributes (chosen by the Hollow) by 4. The Hollow can only have one thrall at a time. If the Vasto Lorde dies, or the Lorde and Thrall are kept apart for over 48 hours, the effect is broken.
Sporadic Musk Level: Standard Prerequisites: 5 HD Sealed: Yes The Hollow is capable of creating haze or similar effect around her that saps the energy from those caught within, causing them to appear to be moving in slow motion. As a standard action that costs 4 SEP, she attempts to slow up to 1 creature per character level within close (25ft + 5ft per character level) range. Victims are entitled to a reflex save (DC 10 + ½ character level + reiatsu modifier) to resist, negating the effect. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed. This lasts 1 round per Hollow level. Multiple slow effects don’t stack. Slow counters and dispels haste.
Hypercharged Reflexes Level: Standard Prerequisites: 5 HD Sealed: No The Hollow is capable of pushing her reflexes and synapses into overdrive. Activating this ability is a swift action, and it lasts so long as the upkeep is paid. By spending 1 SEP per round, the Hollow can act as if Hasted. Every round the Hollow spends under the effect of this ability, she suffers 2 points of non-lethal damage.
Energy Eater Level: Standard Prerequisites: Swallow Whole Sealed: No. The Hollow is curiously able to eat energy thrown at her, turning it into power for herself. Whenever the Hollow passes a save to reduce or negate energy damage, she gains 1 temporary SEP for the next round per 5 points of energy damage she avoided (Note: that means if she failed the save she gets nothing unless she has improved evasion etc).
Inner Reserves Level: Standard Prerequisites: Energy Eater Sealed: No The Hollow is capable of retaining the SEP gained from energy eater, though ¼ of the original amount is lost at the start of each round after the 1st. Special: This ability may be taken multiple times. Each time halves the amount that is lost – so to 1/8, then to 1/16 and so on.
Cero Double Level: Adjuchas Prerequisites: Energy Eater Sealed: Yes The Hollow is capable of turning the energy she has eaten into a high strength enhancement for her Cero blast. When using a Cero, if the Hollow has temporary SEP from energy eater and uses her normal SEP for the main part of the Cero, she may spend up to ½ her normal maximum limit from the temporary SEP to enhance the power of her Cero, even if it takes her over her normal limit.
Stomach of Holding Level: Standard Prerequisites: Swallow Whole Sealed: Yes The Hollow is somehow able to store a seemingly endless number of objects inside of themselves, in an area that’s not quite their stomach. The Hollow has an infinitely sized extra-dimensional storage space within their stomach that they can open and close at will. The entrance is the Hollows jaws, and only things that fit through this opening (or almost fit anyway) can enter it. It takes a standard action to remove an item, and the item removed can be either a single object, a creature and all their possessions, or a mouthful of something that is too large to consider a single object (EG: a lake) There is no air inside the extradimensional storage space. Putting other extra dimensional space in there is messy and will probably end the universe or something. Don’t do it. Plot central objects, Maggufins, Class features and items of infinite power cause stomach upsets and cannot be stored in this way. For a living creature to be taken inside requires both the Hollow and the creature to consent, and creatures can climb out at any time they wish, though no more than 1 per round.
thoughts/feelings/death threats?
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Post by lilshiro on Jun 12, 2012 19:29:14 GMT -5
^^
We finally have Cero Double! I'm a coming Nel!
Seriously, good work BoM. Can't see any issues, cept maybe you should say something about what happens if something climbs out of your Stomach of Holding. Do you lose a standard action as you are forced to up-chuck your friends? Are you stunned or nauseated? There should be something, otherwise it encourages tatics like, "Get in my Belly, count to five hundred so I can get close and the jump out (move action) so we can (held standard action) attack him together (co-ordinated attack)."
Which is so, not what it is about, Bawabawa not withstanding.
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