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View Full Version : The Devil's Children - A Homebrew Sublime Way



Collyer-san
2008-05-01, 09:41 PM
I've based this Sublime way on Abilites found in the Devil May Cry video Games, wanting a Way to use the Skills without having to make a Complete class for them.

The Way of The Devil's Children.
Key Skill: Knowledge (Occult) or Tumble
Favoured Weapons: Great Sword, Scimitar, Unarmed Strike, Katana.

1st Level

Sword master – Stance – While in this stance, your melee attacks deal your ½ Initiator level as additional damage.
High Time – Strike – This is an Attack the Throws the Target 5*Str Mod Feet into the air directly above it. Reflex save Negates.
Stinger – Strike – This Manoeuvre allows you to Move up to Half your Movement and attack as a Standard action.
Wall hike – Boost – On a Successful Tumble check (DC15), you may move up to half you movement on a Vertical surface.

2nd Level

Air Hike – Boost – on a Successful tumble check (DC20), you may jump off thin air.
Ankle Biter – Counter – When an enemy flanks you, with a Successful tumble check (DC equals Enemy AC), you may Trip the Enemy.
Rapid Fire – Strike – A Pair of Swift attacks, that allow you to strike twice as a Standard Action, at a -2 Penalty.

3rd Level

Time to Dance – Stance – You gain a +10 bonus to Tumble Checks.
Drive – Strike – By Concentrating on your weapon, you can release a Shock wave when striking. Ranged Touch attack that deals 4d6 damage.
Dead Aim – Strike – Opponent is flat-footed against this strike. Deal an Additional +2d6 damage.

4th Level

Streak – Strike – This manoeuvre allows you to move up to half Movement and allows you to attack up to 3 adjacent targets in a Single Swing, as a Standard action.
Table Hopper – Counter – As a part of this manoeuvre make a Tumble check, with DC equal to target attacking enemy's attack roll. If this check is successful you dodge the Incoming attack, ending up to 10 feet away from the enemy.
High Roller – Strike – This attack throws the enemy 5*Str mod distance into the air. With a jump check (DC equals targets AC) you may strike again in the air, dealing normal damage and double normal falling damage. Standard action. Reflex Save negates.

5th Level

Sword Sphere – Strike – By amassing concentrated energy at the tip of your weapon, and spinning it quickly, you create and fire a large bubble of condensed energy. This manoeuvre creates a 5ft Burst emanation within 30ft dealing 7d8 damage (Reflex half).
Trickster – Stance – Grants you a Dodge bonus to your AC Equal to Half your Initiator Level.
Low Ground – Strike – Sweeping your foot around in a full circle, you can trip up all of your opponents. As part of this manoeuvre, make a tumble check. All opponents whose AC is lower than that check are immediately tripped up (Reflex save negates).

6th Level
Slam Dunk – Strike – With a successful opposed Grapple check, you grab the opponent and force them into the ground, pinning them and dealing 1d8 per 2 points that you beat their Grapple check by.
Round Trip – Strike – By Throwing your weapon at an opponent, it will begin to circle them and attack them itself. Your weapon gains the 'Dancing' Property, with a range of 20 feet. At the end of the Effect it returns to the Owner.
Devil Trigger – Boost – You gain the Half-Fiend Template for 1d4+1 rounds.

7th Level

'Is this Yours?' - Counter – Make an attack roll against an opponent's ranged attack. If successful, you reflect the projectile back at them, as if the attack had been aimed at them.
Go for the Throat – Strike – This attack makes the target bleed, forcing a Fort save to prevent 4d6 damage each round. A successful save negates the damage and ends the effect.
Sword Pierce – Strike – Make a Ranged Attack. Attack deals Weapon damage plus additional 2 Con & 2 Dex Damage. Weapon needs to be retrieved.

8th Level
Flux – Strike – the entire area within twenty feet of you is enveloped by an all encompassing darkness which lasts for 1D4+2 rounds. All creatures within this are blinded and take 50 damage. Reflex save halves damage, Will save negates blindness.
Roulette Spin – Strike – Swinging your weapon, you force your opponent into the Air, and by using the momentum, and Jumping, you Spin, and follow them. You can make 4 attack rolls at your full attack bonus.
Twosome Time – Stance – Whenever you make an attack, you may make an identical attack against another adjacent target.

9th Level
Time Lag – Boost – You may immediately make a Full-round action. This manoeuvre may may be activated as an immediate action.