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  1. - Top - End - #61
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    Default Re: Final Fantasy: Limit Breaks

    Fulminating Darkness (Su)
    You send a stream of energy into the enemy, causing an explosion of darkness incarnate; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +2.
    Last edited by Zeta Kai; 2007-08-26 at 05:42 PM.

  2. - Top - End - #62
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    Default Re: Final Fantasy: Limit Breaks

    Fury (Sp)
    You can hurl a storm of violent spells at your enemies. Choose one Evocation spell that you know & roll a Spellcraft check (DC18); you can cast that spell once for every point that you beat the check by (minimum 1). All spells are cast in the same round, & do not have to be prepared beforehand; they also do not count against your number of spells per day. However, these spells all do half damage against opponents.

    Prerequisites: Only arcane spellcasting classes; must not have Evocation as a prohibited school of magic; cannot have any other Limit Break.

  3. - Top - End - #63
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    Default Re: Final Fantasy: Limit Breaks

    Fury Brand (Sp)
    You can completely fill the OP pool (100 OP’s maximum) of multiple allies (up to 2, not including yourself); your own OP pool is still depleted by this, however.

    Prerequisites: Only divine spellcasting classes; must have performed Breath of the Earth 6 times; must be able to perform Healing Wind, Seal Evil & Breath of the Earth.

  4. - Top - End - #64
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    Default Re: Final Fantasy: Limit Breaks

    Galian Beast (Su)
    You can transform into a monstrous horned creature, with the following boost to your statistics: Maximum HP × 1.3, AC × 1.2, & Dexterity × 1.5. In addition, you gain 2 special attacks: Berserk Dance & Beast Flare. You can maintain this form for a number of rounds equal to your character level.

    Berserk Dance automatically hits 1 opponent with a melee strike, dealing critical damage. This attack is usable once every 1d4 rounds.

    Beast Flare casts orbs of blazing energy at your enemies, which automatically hit multiple opponents (up to 4), dealing 3d6 points of fire damage to each. This attack is usable once every 1d6+4 rounds.

    Prerequisites: Wild Shape special ability.

  5. - Top - End - #65
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    Default Re: Final Fantasy: Limit Breaks

    Gauntlet (Su)
    You can create a vortex of explosive energy directly under your enemies, which automatically hits multiple opponents (up to 4), dealing 4d8 fire damage to each.

    Prerequisites: Your party must have defeated 128 opponents with you present; must be able to perform Greased Lightning, Clear Tranquil, Landscaper & Bloodfest.

  6. - Top - End - #66
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    Default Re: Final Fantasy: Limit Breaks

    Grand Summon (Sp)
    You can perform any 1 summon monster or summon nature’s ally spell, & the summoned creature will have the following enhancements: +4 to all ability scores (hence a +2 to all ability-based bonuses), & a +4 natural armor bonus. These enhancements last for as long as the creature is summoned. If the summoned creature has a Limit Break of its own, it gains a 100 OP’s (on top of their current OP pool, up to 200 OP’s maximum) instead of receiving any of the above enhancements.

    Prerequisites: Only spellcasting classes; must know at least 1 summon monster or summon nature’s ally spell; cannot have any other Limit Break.

  7. - Top - End - #67
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    Default Re: Final Fantasy: Limit Breaks

    Greased Lightning (Ex)
    You can automatically hit 1 opponent with a melee strike using your ranged weapon, dealing critical damage.

    Prerequisites: Must use some type of returning ranged weapon.

  8. - Top - End - #68
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    Default Re: Final Fantasy: Limit Breaks

    Great Gospel (Sp)
    You can fully heal multiple allies (up to 4, including yourself), restoring all of their HP; in addition, you can restore 1d6+4 used spell slots to each, & as well as resurrect any of your chosen allies that is deceased (as per the raise dead spell).

    You can also grant invincibility to multiple allies (up to 4, including yourself) for 3 rounds; all allies affected by this are immune to all HP loss, ability loss, level loss, & death effects during these rounds; in addition no allies affected by this can be blinded, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, stunned, or turned during these rounds; in fact, if either your or your chosen allies already suffer from one of these negative conditions, then that condition is removed.

    Prerequisites: Only divine spellcasting classes; must have the Great Gospel Manual (unique item); must be able to perform Healing Wind, Seal Evil, Breath of the Earth, Fury Brand, Planet Protector & Pulse of Life; cannot gain additional Limit Breaks after acquiring this one.

  9. - Top - End - #69
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    Default Re: Final Fantasy: Limit Breaks

    Grenade Bomb (Ex)
    You can automatically hit multiple opponents (up to 4) with an exploding blast fired from your weapon, dealing 3d6 points of fire damage to each.

    Prerequisites: No spellcasting classes; must use some type of ammo-consuming ranged weapon; your party must have defeated 80 opponents with you present; must be able to perform Big Shot & Mind Blow.

  10. - Top - End - #70
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    Default Re: Final Fantasy: Limit Breaks

    Hammer Blow (Ex)
    You can automatically hit 1 opponent with a devastating punch; your opponent is blown away (knocked prone & rolls 1d4×10’, taking 1d4 points of non-lethal damage per 10’; flying creatures are blown back 2d6×10’ & take 2d6 points of non-lethal damage due to battering & buffeting). An opponent that has been blown away in this manner must make a successful Fortitude save (DC25) or die.

    Prerequisites: No spellcasting classes; must have performed Grenade Bomb 8 times; must be able to perform Big Shot, Mind Blow & Grenade Bomb.

  11. - Top - End - #71
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    Default Re: Final Fantasy: Limit Breaks

    Healing Wind (Sp)
    You can fully heal multiple allies (up to 4, including yourself), restoring all of their HP.

    Prerequisites: Only divine spellcasting classes.

  12. - Top - End - #72
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    Default Re: Final Fantasy: Limit Breaks

    Heaven’s Wrath (Su)
    You send a cascade of blasts into your enemies, bombarding them until they explode; automatically hits multiple opponents (up to 4), dealing 5d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +8; must be able to perform Northswain’s Glow.

  13. - Top - End - #73
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    Default Re: Final Fantasy: Limit Breaks

    Hellfire (Su)
    You can automatically hit multiple opponents (up to 4) with a catastrophic inferno, dealing 4d8 points of fire damage & 2d6 points of falling damage to each.

    Prerequisites: Must be an Elemental or Outsider; must have the ability to inflict fire damage via other special abilities; cannot have any other Limit Break.

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    Default Re: Final Fantasy: Limit Breaks

    Hellmasker (Su)
    You can transform into a psychotic masked creature, with the following boost to your statistics: AC × 1.5 & SR +5. In addition, you gain 2 special attacks: Splattercombo & Nightmare. You can maintain this form for a number of rounds equal to your character level.

    Splattercombo performs up to 5 melee attacks in 1 round, each automatically striking for a normal hit on the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point). This attack is usable once every 1d4 rounds.

    Nightmare automatically hits 1 opponent with a melee attack, dealing critical damage; in addition, it inflicts poison (black adder venom; Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con), confusion, deafen, & unconsciousness, all of which last for the rest of the encounter (unless negated) & none of which allow a saving throw. This attack is usable once every 1d6+4 rounds.

    Prerequisites: Wild Shape special ability; your party must have defeated 96 opponents with you present; must be able to perform Galian Beast & Death Gigas.

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    Default Re: Final Fantasy: Limit Breaks

    Highwind (Su)
    You can call down a rain of 18 explosive devices perform, which each strike an opponent of your choice & deal an automatic 3d6 points of damage; these may be split among any of your opponents within reach (30’ from your initial starting point).

    Prerequisites: No spellcasting classes; must have the Highwind Manual (unique item); must be able to perform Boost Jump, Dynamite, Hyper Jump, Dragon, Dragon Dive & Big Brawl; cannot gain additional Limit Breaks after acquiring this one.

  16. - Top - End - #76
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    Default Re: Final Fantasy: Limit Breaks

    Howling Moon (Sp)
    You can produce a maddened state in yourself, which bestows a haste-like effect in which you (& you alone) gain an extra standard action each round for the rest of the encounter. In addition, you acquire a Rage effect for the rest of the encounter, as well.

    Prerequisites: Your party must have defeated 144 opponents with you present; must be able to perform Sled Fang, Lunatic High, Blood Fang & Stardust Ray.

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    Default Re: Final Fantasy: Limit Breaks

    Hyper Jump (Su)
    You can leap high into the air & strike from above, hurling an explosive device that automatically hits multiple opponents (up to 4), dealing 4d6 points of fire damage to each. All affected opponents must make a successful Fortitude save (DC10) or immediately die.

    Prerequisites: No spellcasting classes; 8 ranks in Jump; your party must have defeated 60 opponents with you present; must be able to perform Boost Jump & Dynamite.

  18. - Top - End - #78
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    Default Re: Final Fantasy: Limit Breaks

    Ice Strike (Sp)
    You can conjure a deadly icicle & launch it at an enemy; automatically hits 1 opponent, dealing 4d6 points of cold damage & 4d6 points of piercing damage.

    Prerequisites: Your current HP must be 15% or less than your maximum HP; only spellcasting classes; cannot have any other Limit Break.

  19. - Top - End - #79
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    Default Re: Final Fantasy: Limit Breaks

    Intercession (Su)
    You summon a magical light to shine through your enemies; automatically hits multiple opponents (up to 4), dealing 3d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +2.

  20. - Top - End - #80
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    Default Re: Final Fantasy: Limit Breaks

    Landscaper (Su)
    You can create an unstable pocket of earth under your enemies, which explodes, automatically hitting multiple opponents (up to 4) & dealing 3d6 bludgeoning damage.

    Prerequisites: Your party must have defeated 64 opponents with you present; must be able to perform Greased Lightning & Clear Tranquil.

  21. - Top - End - #81
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    Default Re: Final Fantasy: Limit Breaks

    Lunatic High (Sp)
    You can cast an aura of accelerating energy on multiple allies (up to 3, including yourself). This aura bestows a haste-like effect in which each person affected gains an extra standard action each round for the rest of the encounter. In addition, each person affected also gains a +2 natural armor bonus for the rest of the encounter, as well.

    Prerequisites: Must have performed Sled Fang 8 times.

  22. - Top - End - #82
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    Default Re: Final Fantasy: Limit Breaks

    Maelstrom’s Bolt (Su)
    You unleash a nexus of negative energy, causing a constant stream of magical power to strike your enemies, resulting in a massive explosion; automatically hits multiple opponents (up to 4), dealing 7d8 points of force damage to each. In addition, if you make a successful Charisma check (DC15), you perform another Limit Break that you know for free; the DC increases by 2 for every extra Limit Break you have already performed.

    Prerequisite: BAB +14; must be able to perform Northswain’s Glow & Heaven’s Wrath; cannot gain additional Limit Breaks after acquiring this one.

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    Default Re: Final Fantasy: Limit Breaks

    Massive Anchor (Su)
    You can throw your pole arm into the middle of your enemies, leaping after it to release a wave of deadly energy; automatically hits multiple opponents (up to 4), dealing 4d6 points of force damage.

    Prerequisites: Your current HP must be 15% or less than your maximum HP; must use a pole arm; cannot have any other Limit Break.

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    Default Re: Final Fantasy: Limit Breaks

    Mega Flare (Su)
    You can automatically hit multiple opponents (up to 4) with a devastating blast of magical power, dealing 10d8 points of damage to each.

    Prerequisites: Must be a Dragon or Outsider; must be able to fly; cannot have any other Limit Break.

  25. - Top - End - #85
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    Default Re: Final Fantasy: Limit Breaks

    Meteodrive (Su)
    You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 3 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end. Roll 1d6 & consult the following list:
    • 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
    • 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
    • 6 = “YEAH!” (you use the Limit Break & all hits are critical)
    Prerequisites: No spellcasting classes; must have performed Waterkick 7 times; must fight unarmed; must be able to perform Beat Rush, Somersault & Waterkick.

  26. - Top - End - #86
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    Default Re: Final Fantasy: Limit Breaks

    Meteorain (Ex)
    You can perform up to 6 melee attacks in 1 round, each automatically hitting the opponent of your choice; these may be split among any of your opponents within reach (30’ from your initial starting point).

    Prerequisites: Must use some type of sword; your party must have defeated 320 opponents with you present; must be able to perform Braver, Cross-Slash, Blade Beam & Climhazzard.

  27. - Top - End - #87
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    Default Re: Final Fantasy: Limit Breaks

    Meteor Strike (Su)
    You can automatically hit 1 opponent with your Flurry of Blows, provided you do not attack anyone else in that round. In addition, you gain 5 extra attacks in your Flurry of Blows, the second of which inflicts an additional 1d8 cold damage due to a blast of water at the end, & the fifth one tosses the opponent in the air, causing 2d6 falling damage. Roll 1d6 & consult the following list:
    • 1 = “Miss” (you fail to use the Limit Break, thereby wasting it)
    • 2/3/4/5 = “Hit” (you use the Limit Break, but none of the hits are critical)
    • 6 = “YEAH!” (you use the Limit Break & all hits are critical)
    Prerequisites: No spellcasting classes; must have performed Dolphin Blow 6 times; must fight unarmed; must be able to perform Beat Rush, Somersault, Waterkick, Meteodrive & Dolphin Blow.

  28. - Top - End - #88
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    Default Re: Final Fantasy: Limit Breaks

    Mind Blow (Su)
    You can automatically hit 1 opponent with a charged shot fired from your weapon, negating their ability to cast spells for the rest of the encounter.

    Prerequisites: No spellcasting classes; must use some type of ammo-consuming ranged weapon; must have performed Big Shot 9 times.

  29. - Top - End - #89
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    Default Re: Final Fantasy: Limit Breaks

    Mix (Su)
    You can combine any 2 items (weapons, armor, coins, food, clothing, etc.) that you possess into a magical object. The effect of this object determined at random, & the 2 constituent items are destroyed in the process. Roll 1d20 & consult the following list for possible effects:
    • 1 = deals 1d4 damage to multiple opponents (up to 4)
    • 2 = deals 1d8 damage to multiple opponents (up to 4)
    • 3 = deals 1d12 damage to multiple opponents (up to 4)
    • 4 = deals 1d20 damage to multiple opponents (up to 4)
    • 5 = deals 1d% damage to multiple opponents (up to 4)
    • 6 = deals 2d6 fire damage to multiple opponents (up to 4)
    • 7 = deals 2d6 cold damage to multiple opponents (up to 4)
    • 8 = deals 2d6 electricity damage to multiple opponents (up to 4)
    • 9 = deals 2d6 acid damage to multiple opponents (up to 4)
    • 10 = inflict poison with black adder venom to multiple opponents (up to 4); Injury type (DC11), initial damage 1d6 Con, secondary damage 1d6 Con)
    • 11 = inflict blinding effect to multiple opponents (up to 4); Fortitude save (DC15) to resist
    • 12 = inflict confusion effect to multiple opponents (up to 4); Fortitude save (DC15) to resist)
    • 13 = inflict petrification effect to multiple opponents (up to 4); Fortitude save (DC15) to resist)
    • 14 = inflict death effect to multiple opponents (up to 4); Fortitude save (DC15) to resist)
    • 15 = heal 1d8 points of damage to multiple allies (up to 4, including yourself)
    • 16 = heal 1d20 points of damage to multiple allies (up to 4, including yourself)
    • 17 = grants multiple allies (up to 4, including yourself) 1d12 temporary hit points
    • 18 = grants multiple allies (up to 4, including yourself) a +4 natural armor bonus, which lasts for 24 hours
    • 19 = grants multiple allies (up to 4, including yourself) a +2 luck bonus to all saving throws for 24 hours
    • 20 = deals 20d12 damage to multiple opponents (up to 4) & multiple allies (up to 4, including yourself)
    Once you have determined the effect of combining 2 particular items, combining 2 identical items will always yield the same result (no rolling required).

    Prerequisites: Must be able to cast 1st level spells; must possess at least 2 non-living objects; cannot have any other Limit Break.

  30. - Top - End - #90
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    Default Re: Final Fantasy: Limit Breaks

    No Mercy (Su)
    You can use your melee weapon to generate a sphere of energy which you can cast at your enemies; automatically hits multiple opponents (up to 4), dealing 6d6 points of force damage.

    Prerequisites: Your current HP must be 75% or less than your maximum HP; must use some type of exotic melee weapon; must be able to perform Fire Cross.

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