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Thread: The Energy Project(3.5)
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2010-06-08, 01:35 AM (ISO 8601)
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Re: The Energy Project(3.5)
Please read and evaluate the changes I'm trying to smooth out in this thread: http://www.giantitp.com/forums/showthread.php?t=154036
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2010-06-08, 06:33 AM (ISO 8601)
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Re: The Energy Project(3.5)
Hmm. Makes sense. Changing.
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2010-06-08, 10:04 AM (ISO 8601)
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- Dec 2009
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Re: The Energy Project(3.5)
Wow, a lot progress while I was on holiday. OK, I'll do updates of the two I made earlier in a bit. Also, maybe have a post (maybe OP) where you log all the powers made? I'll do it if you don't feel like it.
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2010-06-08, 10:18 AM (ISO 8601)
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Re: The Energy Project(3.5)
Yeah...
I'll do that.
...Nevermind. I can't get the formatting to work. Help?Last edited by PersonMan; 2010-06-08 at 10:26 AM.
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2010-06-08, 11:06 AM (ISO 8601)
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Re: The Energy Project(3.5)
Here you go:
Blast, Basic
Shield, Basic; Body Control; Mind Alteration
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2010-06-08, 07:50 PM (ISO 8601)
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Re: The Energy Project(3.5)
Thanks. Editing OP now.
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2010-06-10, 02:29 AM (ISO 8601)
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Re: The Energy Project(3.5)
Mind Surge[Defensive, Mental]
Level: 2
Energy Point Cost: 4/6/8
Target: You
Range: Personal
Effect: See description
Duration: Instantaneous or until discharged; see description
You send a burst of energy through your mind, burning out outsiders.
If being affected by an ongoing mental affect(such as Dominate Person) you may make a new save with a +3 Insight bonus. If not under such an effect, you gain a +3 Insight bonus to your next Will save within 24 hours.
Charging: For each additional point you spend on Mind Surge the Insight bonus increases by 1, up to a maximum of 3+Channeler level.
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Burst, Basic[Offensive]
Level: 2
Energy Point Cost: 4/6/8
Target: One 10-foot cube
Range: Close (25 ft+5ft/2 Channeler levels)
Effect: See description
Duration: Instantaneous
You send a burst of energy flying from your outstretched palm, and it explodes into a blast of light for a split second, scorching the air with power.
You create a blast of energy that detonates in a 10 ft area, centered on any point within range. The blast deals 2d8 points of untyped damage, with a Reflex save for half. The DC is 12+Primary Channeling stat
Charging: For each additional 2 points you spend on Basic Burst, the damage increases by 1d8 and the Reflex save DC increases by 1. For one additional point you can specify a specific energy type.
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2010-06-10, 05:50 PM (ISO 8601)
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- Apr 2008
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- USA
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2010-06-10, 06:20 PM (ISO 8601)
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- Jul 2008
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Re: The Energy Project(3.5)
This is a pretty neat idea if you want a pure evocator or martial gish (a martial gish would probably duplicate DBZ as a matter of fact with maneuvers and an 'energy pool'; someone like Goku would obviously be a very high epic level gish).
One thing with energy I'd rule is that most powers require line of effect and/or line of sight. In DBZ, you could blow up a planet but you had to have line of sight with it! You could destroy the galaxy, but you had to be within that galaxy. All of that would be 'epic level' energy. An alternative to being able to do this could be high level energy powers (8th or 9th level) with a very very large XP cost, (energy cost would be regular) to the point that it's pretty much epic level.
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Here's a short ruling to having energy that you could adopt.
Your energy pool is equal to your CON score + Channeling level. You recover energy at a rate equal to your CON modifier per round (minimum 1). Recovery begins on rounds that you don't channel and ends on rounds that you do.
If you go beyond your energy pool, then you take CON damage (or 1d4 CON damage) equal to negative your energy pool/divided by X. Your energy pool shifts back to 0 on rounds of recovery.
Some creatures, such as those without CON scores, use another ability score to supplement their energy pool.
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I apologize if I missed details on this thread. I haven't the time to read everything.
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2010-06-10, 06:57 PM (ISO 8601)
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Re: The Energy Project(3.5)
@^ Interesting idea, but at this point the system is that you choose a primary score and...well, I edit the OP fairly frequently, so you can just read that and jump right in.
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2010-06-10, 07:24 PM (ISO 8601)
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Re: The Energy Project(3.5)
Is your objective to have a channeler be able to fulfill many roles like a character in DBZ?
If so, the primary score could be the recovery stat.
Also, meditation sounds like a good idea (in DBZ they'd often spend time 'powering up'). Maybe some powers allow shape shifting into 'more powerful forms' that result in energy drain per round rather then energy recovery?
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2010-06-10, 08:05 PM (ISO 8601)
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Re: The Energy Project(3.5)
Yes, sort of. DBZ was one of the larger influences in the idea, which formed into what I call the Energyk Universe.
There will be lots of powers to come, and I am planning on some that continuosly cost energy but give large bonuses. However, I'm only one guy and I'll be moving soon, so help is appreciated.
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2010-06-11, 01:03 AM (ISO 8601)
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- Dec 2009
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- London, England
Re: The Energy Project(3.5)
Alright then. I'll make some as well, OK?
Body Conversion [physical]
Level: 1
Energy Point Cost: 2/3/4
Target: You
Range: Personal
Effect: See text
Duration: 1 round/channeller level
Your body changes, becoming stronger, swifter or more resilient at a cost.
You can reduce any of your physical stats by a maximum of 2 points, and increase another by that amount. The contributing points do not need to come from the same stat, and the points do not need to be added to the same stat.
Charging: For each additional 1 point you spend on Body Conversion, the maximum amount of stat points you can move around increases by 1, up to 1+Channeler Level.
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2010-06-12, 06:21 PM (ISO 8601)
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Re: The Energy Project(3.5)
Looks good to me.
I've had an exhausting day today. Tomorrow I'll put together a power I have an idea for.
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2010-06-12, 06:45 PM (ISO 8601)
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- Dec 2009
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- London, England
Re: The Energy Project(3.5)
OK, the mental version of my earlier power.
Mental Conversion [mental]
Level: 1
Energy Point Cost: 2/3/4
Target: You
Range: Personal
Effect: See text
Duration: 1 round/channeller level
Your mind changes, becoming smarter, wiser or more forceful at a cost.
You can reduce any of your mental stats by a maximum of 2 points, and increase another by that amount. The contributing points do not need to come from the same stat, and the points do not need to be added to the same stat.
Charging: For each additional 1 point you spend on Mental Conversion, the maximum amount of stat points you can move around increases by 1, up to 1+Channeler Level.Last edited by Volthawk; 2010-06-12 at 06:46 PM.
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2010-06-12, 07:22 PM (ISO 8601)
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Re: The Energy Project(3.5)
Speed Burst [physical]
Level: 3
Energy Point Cost: 6/9/12
Target: You
Range: Personal
Effect: See text
Duration: Instantaneous
You force a burst of energy through your body, and you move too fast for the eye to see, appearing elsewhere.
You can make up to 60 ft of movement as a standard action using this power. To those who watch you, you simply disappear in one place and appear in another. After this movement you may make a single attack against an adjacent enemy, who is flat-footed against you. However, if a creature has seen the ability used before and the attack made, they can make a DC 20 Intelligence check to determine in what general area(30 ft radius area, -5 ft for every 2 over the DC), or make a DC 10 Intelligence check to recognize the danger and prepare for a sudden attack, making them not flat-footed if you attack them after the move.
You can use this to jump up to 60 ft, as you are moving incredibly fast. However, you end your move with little to no momentum, and begin to fall unless you can fly or otherwise arrest your fall.
Charging: For every additional 2 points you spend on this power, you move another (10?) feet.
I'm not sure about the distance on this one.
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Speed Clones [physical]
Level: 4
Energy Point Cost: 8/12/16
Target: You
Range: Personal
Effect: Several "speed clones"; see text
Duration: 1 round/Channeler level
You send an unimaginable blast of power through your body, displacing so much energy and light that several more of you flicker into view, ready to fight.
When you use this power, you create a number of Speed Clones equal to one of your secondary Channeling modifier(?). Speed Clones act on your initiative order directly after you and follow your mental commands. Any attacks they make(they cannot cast spells, manifest powers or use any other such ability) deal only 1d4+(your Strength modifier) points of damage, no matter the weapon they use. These Speed Clones are destroyed, flickering out of existence, if they take any damage whatsoever.
Charging: For every additional X points you spend on this power, your Speed clones' damage goes up one die size(d6, d8, etc).
I'm really not sure about this one.Last edited by PersonMan; 2010-06-12 at 07:30 PM.
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2010-06-16, 06:00 AM (ISO 8601)
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- Feb 2010
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Re: The Energy Project(3.5)
...this is really cool. I don't have anything to contribute (yet...), but I wanted to post so I get a subscription.
Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
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2010-06-16, 05:11 PM (ISO 8601)
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Re: The Energy Project(3.5)
I had an idea of what you wanted from pages 1-3 and then got completely lost on 4,5&6, so I'm just going to go with my opinion on how it could work using the color system.
Flight
Spoiler(the name of the ability, duh)
(3/yellow)
Spoiler(Cost for initial power and color of power points)
You gain 15' fly speed and average manuverability
Spoiler(unaugmented ability)
Blue-increase speed by 5' per blue point expended on this ability
Green- increase fly maneuverability by one stage per green point expended on this ability
Red-gain the use of one flight feat per 3 red points expended on this ability
Spoiler(augmentation based on color points that thematically match the augmentation)
you get a number of ability points equal to level*relative ability modifier(or scaling)
you prepare colored points at the beginning of the day, with a maximum number of points per color equal to the ability modifier tied to the color with a bonus for primary and secondary colors chosen
IE Yellow dex based gets 3*dex mod max yellow points per day
red and green secondary gets 2*red mod max points per day
blue white and black gets max equal to relevant mod
Abilities last until dispelled
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2010-06-16, 05:29 PM (ISO 8601)
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- Apr 2010
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- Chicago
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Re: The Energy Project(3.5)
Additional Ideas
releasing powers regains you the invested points
manifesting abilities is a full round action, but you can shift power points around as a swift action
the initial cost of the ability is equal to the spell level, with abilitys known equal to spells known as a sorcerer of that level.
more to come
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2010-06-16, 05:39 PM (ISO 8601)
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- Jan 2008
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Re: The Energy Project(3.5)
Energy Sight [Physical]
Level: 1
Energy Point Cost: 2/3/4
Target: You
Range: Personal
Effect: See description
Duration: Concentration
You cover your eyes with power, and use it to see sources of energy around you.
You see any individuals that have Energy Points if they are within 100' of you, even if they are behind cover or invisible. If the Speed Burst power is used by a creature you see using this power, you gain a +3 bonus to the Intelligence checks made to determine the area of the arrival and the danger of attack.
Individuals with Channeller Levels lower than you detect as Low Power, those with your level detect as Medium Power, and those above you detect as High Power.
Charging: For every additional 2 points you spend on this power, the range of your sight increases by 10', to a maximum of 180 feet.
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2010-06-17, 03:40 PM (ISO 8601)
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- Dec 2009
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- London, England
Re: The Energy Project(3.5)
OK, here's links for the rest of the powers made:
Mind Surge and Basic Burst
Body Conversion
Mental Conversion
Speed Burst and Speed Clones
Energy Sight
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2010-06-17, 04:13 PM (ISO 8601)
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Re: The Energy Project(3.5)
Thanks.
Editing OP now.
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2010-07-26, 03:18 PM (ISO 8601)
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Re: The Energy Project(3.5)
I've PMed Roland about reviving this thread, and he's given his OK, so I'm going to be posting the new material I've come up with for this project so far:
Energy Bolt[Offensive]
Level: 0
Energy Point Cost: 1/2/3
Target: One creature or object
Range: Close (25 ft+5 ft/2 levels)
Effect: One bolt of energy
Duration: Instantaneous
You send a flicker of power through your body, directing it at the chosen target and letting if fly.
A small disk of energy flies from your hand. You make a ranged touch attack against the chosen target, and if you hit they take 1d4+Channeler Level damage.
Charging: For each additional point you spend on Energy Bolt, it deals one additional damage die.
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Energy Bolt Barrage[Offensive]
Level: 3
Energy Cost: 6/8/10+X(See description)
Target: You
Effect: Shoot barrages of Energy Bolts
Range: Close (25 ft+5 ft/2 levels)
Duration: 1 round/Channeler level
You fill yourself with a small reserve of energy, quickly drawing on it to send bursts of Energy Bolts at your enemies while you prepare your next move.
When you activate this Power, you set aside a number of points for use in a temporary Energy Pool. As a move action, you can use Energy Points from this pool to send up to [Channeler level] Energy Bolts at an enemy as a move action.
Charging: N/A
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I'm also thinking of putting together a Channeler base class. Should I post it on this thread, or make a separate one for it?
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2010-07-26, 03:19 PM (ISO 8601)
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2010-07-26, 03:47 PM (ISO 8601)
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- Jul 2008
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Re: The Energy Project(3.5)
I'm also thinking of putting together a Channeler base class. Should I post it on this thread, or make a separate one for it?
Charging: For every additional 2 points you spend on this power, you move another (10?) feet.
Also, make it a move action initially. That way, you can speed burst and then attack someone. Finally, make it require a line of effect (since you can't move through walls unless your traversing the planes or 0th dimension or whatever); or you could say that it is just like moving, except that it ignores obstacles and difficult terrain but not boundaries (walls and such). You can also speed burst into the air or onto much higher surfaces without a jump check (but you'll begin falling from there obviously). Better then dimension door, but meh.
Characters in DBZ seem to disappear and reappear very quickly.
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Blasting Wave[Offensive]
Level: 5
Energy Cost: 10/12/14
Target: 5ft. wide line
Effect: Emit line shaped wave of raw force and fire
Range: Long (300 ft+25 ft/level)
Duration: See Text
You draw energy from yourself, focusing it into a point and then releasing it all in one direction.
Activating this power is a 1 round action and can be released on your next turn. However, as long as you retain concentration you can ready an action to release it on any turn you like - however this must be aimed in a given direction, which can deviate up to 90 degrees (effectively 1 space if you are size medium or target any creature adjacent/within natural reach to direction of aim). You can withhold the attack for a number of rounds equal to your channeling level + prime ability score modifier. Beyond this you must succeed on a DC 15 concentration check to continue withholding the attack; this DC increases by +2 per each round following. Failing the concentration check means you loose the blast wherever it was initially aimed via readied action - or at GM discretion if it wasn't aimed.
While charging is a 1 round action, releasing the blast is a standard action. Because charging and withholding requires concentration, the channeler cannot perform any other actions while withholding, besides delay, 5 ft. steps, and standard or readied actions to release the blast.
The blast deals channeler's ECL * 1d8 bludgeoning and fire damage.
Creatures caught within the blast are not entitled to a reflex save to avoid without improved evasion (and even then, they only completely avoid damage on a successful save and instead take full damage on failure rather than half). Creatures must also succeed on a balance check equal to 1/4 damage taken from the blast + channeling level of the channeler. This also applies to creature's adjacent to the channeler.
If the creature fails their balance check by 10 or more, they are thrown back with the blast as if bull rushed by another creature that continually moves with them and ignores all obstacles and terrain - creature does not stop when approaching a boundary - instead they take double damage from impacting with a boundary on a bull rush and the boundary is destroyed utterly in a number of spaces equal to the width in spaces that the bull rushed creature occupies; this depending on how many feet of movement they have left (subtract the boundary's hardness from their remaining feet of movement - if the result is 0 or less, the creature stops, takes regular damage and the boundary is not destroyed). The bull rush check made against them is equal to the damage they've suffered x 4.
Charging: 1 additional damage die per point sacrificed. If you spend 4 points without adding to damage die, then you can shape the blast anyway you like up to a width equal to 5*your channeling level in feet in a cone (starts at 1/2 width 5ft. outwards from you), or half that in a square or rectangle. Elevation of the blast is always equal to the width.
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Torrential Push[Offensive]
Level: 3
Energy Cost: 6/8/10
Target: 5ft. wide * character ECL cone, or square/rectangle equal to half that width; elevation is always equal to width
Effect: A heavy force of wind is sent against the creature
Range: Close (30 ft+5 ft/level)
Duration: Instant
In an instant, you unleash powerful wind currents to buffet your foes.
As an immediate action, you force foes in the area of effect to save against a windstorm or be blown away. This does not count as a weather effect, and so don't apply windstorm affects for anything other then the fort save and blown away conditions.
You are not affected by your own weather conditions.
This attack cannot be performed while grappling without a successful grapple check to damage your opponent (refer to 'damage your opponent' under grapple rules in SRD). If allowed, the attack can be performed against opponents you are not grappling.
Charging: For every 3 points spent, you can increase the effective weather condition by one step, increasing the fort save along with it. Summoning tornadoes requires a standard action. Beyond hurricanes or tornadoes, you can increase the fort save DC to avoid blown away conditions by 1 per 1 point sacrificed.
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Eruption[Offensive]
Level: 6
Energy Cost: 12/14/16
Target: Area (burst) centered on you
Effect: Energy explodes outwards from channeler, damaging and thrusting opponents away from her
Range: 15ft. radius +5 ft./4 levels
Duration: 1 round/Channeler level
Tremendous energy erupts from you, forcing your opponents away.
Opponents must make a fortitude save equal to your channeler level + the energy spent on this ability. Failure means that they are pushed to the edge of the blast and must make a balance check equal to the previous Fort DC or fall prone. Roll 1d6 to determine direction (1 - 6 clockwise, starting north; on a roll of 6, roll again). Direction must always be away from the channeler (never through or adjacent to channeler).
If you channel this attack as an immediate action, the damage dealt by it is divided by 4 (round down) - such an attack does not provoke attacks of opportunity and ignores any creatures grappling with the channeler along with any other distractions. A full round action means that the attack deals full damage, but provokes attacks of opportunity - however, it also ignores creatures grappling with the attacker and all other distractions.
Damage dealt is 1d6*channeler's ECL Fire and Sonic and Bludgeoning.
Charging: 1 additional damage die per point spent. Radius increases by 5ft. per 2 points spent on damage or 10ft. per 2 points spent that do not increase damage.
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Blast, Seeking[Offensive]
Level: 3
Energy Cost: 6/8/10
Target: Any, explodes in 5ft. radius
Effect: Create a guided ball of energy
Range: Line of Sight
Duration: Concentration
You forge a fulcrum of energy, that even at post-creation, can be directed through your own will.
Creating the ball of energy is a move action, while guiding it is also a move action. The ball of energy moves via flight at a static speed of 2000ft./round (perfect) and may begin moving immediately upon creation. If it can reach a target (occupy the target's space - if the target attacks it, through AoO, readied action, or otherwise, the target takes damage regardless), then it may perform a touch attack against the target, using the channeler's ability score delegated to this power and BAB as attack modifier. Do not factor range increment penalties for this role - since the channeler has a mental connection to the ball, the range is effectively unlimited (up to line of sight).
If an opponent attempts to move through a space occupied by an energy ball, the energy ball gets an attack of opportunity versus that creature.
The channeler can guide the ball precariously as an immediate action, but the ball takes a -10 penalty to touch attacks.
If the channeler ceases concentrating, the ball explodes wherever it happens to be. To create new balls, the channeler must cease concentrating on any existing ones.
Damage dealt is 1d4*channeler's ECL and any energy type of the channeler's choosing. The ball explodes in a 5ft. radius and is destroyed upon successful attacks, dealing damage to any creature within the area of affect as well. It receives a number of maximum touch attacks equal to the movement it has left in its turn - each attack effectively costs 200ft. of movement.
Charging: For every additional 2 points spent channeling this power, the channeler may create an additional ball of energy in the same move action she used to create the first one. They may control multiple balls simultaneously, moving each of them however they like - but precarious attacks apply to all balls.
The explosive radius of any ball increases by 5ft. per 1 additional point spent channeling the power + 1 per ball created in the same action (minimum 2). This does not count towards points spent to create multiple balls of energy in the same action.Last edited by imp_fireball; 2010-07-26 at 10:44 PM.
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2010-07-26, 10:34 PM (ISO 8601)
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Re: The Energy Project(3.5)
I haven't looked at them all, but the power costs are wrong. The powers cost 2 points/level, with +1 or +2 effective(for cost only) levels for secondary and tertiary, so a level 5 power would cost 10/12/14.
Also, I find it odd that several powers deal 1dX/Effective Level, rather than 1dX/Channeler level.
For Eruption, a save like that is usually Reflex, not Fortitude. Also, the DC will be very...odd. I'd change it do 10+Channeling ability modifier, and let you spend more points to up the DC.Last edited by PersonMan; 2010-07-27 at 03:39 PM.
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2010-08-03, 06:20 PM (ISO 8601)
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