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View Full Version : TWF, Archery, Anti-Magic(3.5 Alchemy PEACH)



Haldir
2013-12-30, 05:40 PM
Anathmic Field Effect-

Anathmia is a strange substance which interferes with the frequency of other energies, and thus has been used in many anti-magical and abjuring applications.

You can create a set of anathmic striking pads, melding them to a weapon, a shield, or to the shaft of an arrow and the arrow rest of the bow, where they remain barely visible and dormant. By using the two weapon fighting special attack to swing two objects in conjunction (Or launching an arrow from a bow), the user can create a spark on the striking pad and tune the anathmia’s anti-magic effects into the charged field generated between the two objects.

If used as a readied action, this anathmic field can force a spellcaster to make a spell failure check for the next spell where the target is you or the center of the effect is withing your melee reach. The chance of causing a spell to fail is equal to the 30% + Attack Roll 1 + Attack Roll 2. Add +5% spell failure chance for each attack that critically strikes. You do not gain an attack action during this round, but can still make attacks of opportunity. If just struck normally or struck while attached to a bow, always consider the second attack roll unarmed.

Synergy- If using a shield or a weapon that gives you a shield bonus you may apply 2 X STR to the attacks rolls used when determining failure chance, as the mass of the object generates a stronger field.

If the two weapon fighting attack is used as a single attack which hits a spellcaster in the Anathmic Field, it causes the spellcaster to roll a spell failure check equal 30% + Attack Roll 1 + Attack Roll 2 or gain a negative level. This negative level functions like normal except it will be restored whenever the spellcaster receives a new daily allotment of spells. Add 5% spell failure chance for each attack that critically strikes. Your attack deals damage normally. An Archer rolls a single attack roll for every arrow fired, so long as they have anathmic strips.

Synergy- If using a shield or a weapon which grants a shield bonus you may apply 2 X STR to the attacks rolls used when determining failure chance, as the mass of the object generates a stronger field.

Craft (Alchemy) DC 20- 200 GP per 10 strikers.

Haldir
2013-12-30, 05:45 PM
Thlip Slip-

Thlip is a substance that will alter density of objects given sufficient energy induction. Thlip Slip is actually three different mineral pastes. The Thlip powder is refined and held in a containing grease, which is spread over a protective balm that is applied to a flat-metallic object, such the blade of a sword, axe, or hammer. Once Thlip Slip is applied, the next time an attack roll is made for that weapon, it will activate, and requires a DC15 Craft (Alchemy) check to apply correctly, if applied incorrectly it must be removed using a standard action or the Thlip will apply a -4 penalty to attack.
If applied correctly, the weapon can be swung as a Two-Weapon Fighting action, the force of the swing will cause the Thlip to rapidly increase pressure on the upper plane of the blade, causing a lift effect under the two counter-balanced weapons, thrusting the attacker in any direction, greatly aiding in Jumping, charging, and even the humble 5 foot step.

Attacking- At the start of a full-attack action, you may activate the thlip and take a five-foot step, forgoing your first two attacks but instead you charge in any direction you choose, as if with a Fly spell, but only for a number of feet equal to the attack roll of the Thlip-coated weapon. Treat this as a charge action. If you have attacks left this round, you may attempt to use them on a target with which you charge. If at least two attacks land, you may initiate a grapple check as a free action, where failure means they are pinned by twisting wind power of your mighty spinning attack. You are not considered pinned and they can recover from prone whenever they have an action to do so.

Jumping and Charging- When used as part of a movement, increase your movement rate by a number of feet equal to the Thlip-coated weapons attack roll. You do not get to use the full attack action after a charge or a Jump, but can use a single charge attack.
Special- When using a shield, you suffer a -4 penalty to the attack action due to the cumbersome nature of the item, unless of course, it is balanced by another shield.

Special- Thlip Strips can be crafted and wrapped around arrows, causing the arrow to create a large wind vortex as it spins through the air. Empowered by wind, it is immune to wind effects. If the arrow strikes a target, they must make a fortitude save against DC 10 + ˝ BAB + Dex or be knocked prone.

Craft(Alchemy) DC 30.

Haldir
2013-12-30, 07:52 PM
Pretty high powered, and I have really no good ideas on pricing these things since the 3.5 stated economy is a crapshoot. Given the ideas presented either one of these substances could potentially serve as a gigantic arms commodity that shapes campaigns, so you as the DM really need to tailor the cost and availability of such magics as your world requires.

I am interested in what you all think of the mechanics. Is it useful? Too simple? Needlessly complicated? Does it help to fill the anti-caster role?