Tenno Seremel
2012-02-09, 05:08 PM
That's my first try on Legend homebrew… not quite sure how good/bad it is for now.
Inquisitor track
1st Circle - SealSU: as a Move or Standard Action, you can place [Sealed] condition on any one creature within [Medium] range.
*[Sealed] condition lasts 5 rounds. A [Sealed] creature takes damage equal to the KOM of the character that [Sealed] it when it activates a Supernatural or Spell-Like Ability, or when it casts a spell. Passive, always on abilities do not trigger this damage. A target with more than one seal on it is only damaged by the seal placed by the character with the highest KOM.
Bind spaceSU: as a standard action you can place [Slowed] condition for 2 rounds on on all creatures you have sealed. Fortitude save DC 10 + 1/2 your level + your KOM negates.
2nd Circle - BlazeSU: as a swift action you can place [On Fire] condition on all creatures you have sealed. You can exclude some targets from this effect if you so desire.
3rd Circle - LeechSU: when [Sealed] creature you sealed takes damage from a seal you heal a number of HP equal to your KDM.
4th Circle - DoomSU: as a move action you can apply one of the following conditions for 2 rounds to all targets you have sealed: Bleeding, Dazzled, Deafend, Revealed. Will save DC 10 + 1/2 your level + your KOM negates.
5th Circle - Empowered sealEX: Seal's damage increases to twice your KOM. You can now use Seal as a swift action and Blaze as a free action if you so desire.
6th Circle - SufferingSU: as a standard action you can apply one of the following conditions for 2 rounds to all targets you have sealed: Battered, Fatigued, Sickened. Fortitude save DC 10 + 1/2 your level + your KOM negates.
7th Circle - RaveSU: once per round as a standard action you can make 1 attack against all sealed creatures within [Melee] range. This attack deals additional [Fire] damage equal to your level.
You are now immune to [Sealed] condition.
Inquisitor track
1st Circle - SealSU: as a Move or Standard Action, you can place [Sealed] condition on any one creature within [Medium] range.
*[Sealed] condition lasts 5 rounds. A [Sealed] creature takes damage equal to the KOM of the character that [Sealed] it when it activates a Supernatural or Spell-Like Ability, or when it casts a spell. Passive, always on abilities do not trigger this damage. A target with more than one seal on it is only damaged by the seal placed by the character with the highest KOM.
Bind spaceSU: as a standard action you can place [Slowed] condition for 2 rounds on on all creatures you have sealed. Fortitude save DC 10 + 1/2 your level + your KOM negates.
2nd Circle - BlazeSU: as a swift action you can place [On Fire] condition on all creatures you have sealed. You can exclude some targets from this effect if you so desire.
3rd Circle - LeechSU: when [Sealed] creature you sealed takes damage from a seal you heal a number of HP equal to your KDM.
4th Circle - DoomSU: as a move action you can apply one of the following conditions for 2 rounds to all targets you have sealed: Bleeding, Dazzled, Deafend, Revealed. Will save DC 10 + 1/2 your level + your KOM negates.
5th Circle - Empowered sealEX: Seal's damage increases to twice your KOM. You can now use Seal as a swift action and Blaze as a free action if you so desire.
6th Circle - SufferingSU: as a standard action you can apply one of the following conditions for 2 rounds to all targets you have sealed: Battered, Fatigued, Sickened. Fortitude save DC 10 + 1/2 your level + your KOM negates.
7th Circle - RaveSU: once per round as a standard action you can make 1 attack against all sealed creatures within [Melee] range. This attack deals additional [Fire] damage equal to your level.
You are now immune to [Sealed] condition.