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  1. - Top - End - #1
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    Default Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]


    Okay, so I've had the urge for a while now to revamp the Limit Warriors, as first put forth by Animana, I believe on the old Wizards forums, but he/she may have posted them elsewhere beforehand, and expanded upon here at GitP by Morph Bark. The basic concept is very nice, and I really like the somewhat "game-y" function of a limit break gauge that can grant characters powerful new abilities and attack forms. However, I think the mechanics can use an update, a slight power upgrade in some places, and cleaning up/streamlining in several places.

    I'd like to take my own stab at the idea. I want a system for the "limit" points that has its own basic rules and governing characteristics, and then I want a few classes, maybe several even, that utilize those mechanics and build upon them and draw from them in unique ways. A central core that unifies each class, with many different ways to use the rules of that core. There should be plenty of options that go with each class and that can be used by members of non-associated classes, as well as lots of feats.

    Before I get to work, I'd like to know what people liked about the system most, other than that it allowed you to play Cloud Strife or Yuna with Guns. I'd also like to know, from anyone that's actually played one of the classes, if there was anything you didn't like or felt could work more smoothly with some tweaking. Finally, I'd like to know what people want to get out of a "Limit Break" system.
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    Default Re: Push it to the Limit [D&D 3.5, Brainstorming]

    The Limit Gauge & You: A Walk Along the Razor's Edge



    The Limit Gauge is a pool of points, called Break Points, that can be spent in order to break one's physical limits and do fantastical, seemingly impossible things. This miraculous power might manifest itself in grandiose stunts, elemental assaults, or magical utility. Classes that utilize the Limit Gauge have a base set of class features that are always fully mundane in nature that they then compliment with a diverse array of options fueled by their Break Points, or BP.

    A character's Limit Gauge can store a maximum number of BP equal to his total hit points. For example, a character with 12 hit points could have up to 12 BP in his Limit Gauge at any one time, but never more than 12. Most characters' Limit Gauges start the day empty, but all characters gain BP whenever they are dealt lethal damage equal to the amount of damage taken. Nonlethal damage does not grant a character BP.

    A character can never gain more BP than the maximum their Limit Gauge is able to store. For example, if a character with 12 hit points suffers 14 lethal damage not only are they unconscious, but they also gain only 12 BP rather than 14. Some characters are able to gain BP in other ways. A character's stored BP remain in the character's Limit Gauge until spent or until that character takes an extended rest.

    A character that utilizes the Limit Gauge draws on effects called Limit Breaks and is considered a Limit Breaker. Limit Breaks often reference Breaker Level, which is calculated as the total of levels a character has in Limit Breaker classes + ½ his or her levels in other classes. Variable numeric effects, duration, and other values of Limit Breaks are often determined by the Limit Breaker's Breaker Level.

    As a player, you should consider playing a Limit Breaker class if you like the idea of a character that gets more dangerous the closer it comes to death, if you want to play a skilled character with mundane talents that also masters an esoteric supernatural gift, or if you want to introduce a little video game style special attack system into your D&D game.

    Limit Breaks are divided into 10 Break Levels – the higher the Break Level, the more fantastically powerful the effect. In order to learn or use a Limit Break, a character must have a Breaker Level of at least twice the Limit Break's Break Level minus 1. For example, in order to learn or use a Level 5 Limit Break, a character needs to have a Breaker Level of at least 9. The cost to use any Limit Break is 5 Break Points per Break Level.

    Limit Breaks can achieve any number of different effects, but are further divided into the Boost, Strike, and Utility categories. Boosts offer some kind of enhancement or healing to the Limit Breaker or one of its allies. Strikes offer direct assault on one or more of the Limit Breaker's enemies. Utilities offer effects that do not necessarily apply to combat situations. All Limit Breaks are supernatural abilities, but instead of having saving throw DCs based on the number of HD a creature has the DC of a Limit Break is calculated as follows: 10 + 1/2 Breaker Level + Ability modifier (Int for Sages, Wis for Veterans, Cha for Knaves and everybody else).
    Last edited by Ziegander; 2012-04-09 at 07:12 PM.
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    Default Re: Push it to the Limit [D&D 3.5, Brainstorming]

    Limit Breakers: Classes 101

    The Sage
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    Alignment: Any
    Hit Die: 1d6

    Level BAB Fort Ref Will Special
    Tome Reserve
    Break Level
    Breaks Known
    1st +0 +0 +0 +2 Craft Alchemical Item, Day Break, Loremaster's Tome, Scribe Scroll
    20
    1st
    2
    2nd +1 +0 +0 +3 Brew Potion
    40
    1st
    4
    3rd +1 +1 +1 +3
    60
    2nd
    6
    4th +2 +1 +1 +4 Knowledge Devotion +1
    90
    2nd
    8
    5th +2 +1 +1 +4
    120
    3rd
    10
    6th +3 +2 +2 +5 Craft Magic Arms and Armor
    150
    3rd
    12
    7th +3 +2 +2 +5
    200
    4th
    14
    8th +4 +2 +2 +6 Knowledge Devotion +2
    300
    4th
    16
    9th +4 +3 +3 +6
    400
    5th
    18
    10th +5 +3 +3 +7 Craft Wondrous Item
    500
    5th
    20
    11th +5 +3 +3 +7
    700
    6th
    22
    12th +6/+1 +4 +4 +8 Knowledge Devotion +3
    900
    6th
    24
    13th +6/+1 +4 +4 +8
    1100
    7th
    26
    14th +7/+2 +4 +4 +9 Craft Wand
    1400
    7th
    28
    15th +7/+2 +5 +5 +9
    1700
    8th
    30
    16th +8/+3 +5 +5 +10 Knowledge Devotion +4
    2000
    8th
    32
    17th +8/+3 +5 +5 +10
    2500
    9th
    34
    18th +9/+4 +6 +6 +11 Craft Staff
    3000
    9th
    36
    19th +9/+4 +6 +6 +11
    4000
    10th
    38
    20th +10/+5 +6 +6 +12 Knowledge Devotion +5
    5000
    10th
    40

    Class Skills (4 + Int modifier): Appraise, Concentration, Craft, Decipher Script, Gather Information, Knowledge (Any), Profession, Speak Language, Spellcraft, and Use Magic Device.

    Weapon & Armor Proficiency
    A Sage is proficient with the dagger, club, quarterstaff, light crossbow, and sling, but is not proficient with any armors or shields.

    Limit Breaker
    A Sage is a Limit Breaker with a Breaker Level equal to his class level + ½ his levels in other classes. He begins play with the knowledge of two 1st level Limit Breaks and as he gains levels he learns new Limit Breaks and is able to learn higher level Limit Breaks as shown in the table above. The saving throw DC of any Limit Break used by a Sage is equal to 10 + ½ his Breaker Level + his Intelligence modifier.

    Item Creation
    A Sage gains the Craft Alchemical Item and Scribe Scroll feats as bonus feats at 1st level, the Brew Potion feat at 2nd level, the Craft Magic Arms and Armor feat at 6th level, Craft Wondrous Item at 10th level, Craft Wand at 14th level, and Craft Staff at 18th level. He does not need to meet the prerequisite of any feat gained this way.

    Day Break (Ex): At the start of each day, a Sage gains a number of break points equal to 5 × his class level, up to the maximum number of BP his Limit Gauge is able to store.

    Loremaster's Tome (Ex): A Sage is a collector of valuable information, and perhaps the most valuable bits information are the details of how to cast specific arcane spells. While the Sage himself is unable to cast these spells he keeps a detailed recording of many of them, much like a Wizard would, in a spellbook.

    A Sage begins play with a number of cantrips recorded in his Tome equal to his Intelligence modifier and two 1st level arcane spells recorded in his Tome. At each level beyond 1st, a Sage may record up to two additional arcane spells up to the highest level of Limit Break he can use.

    Using the information recorded in his Tome, a Sage may craft and use magic items as though he had a caster level equal to his Breaker level and without needing to cast any spells he has recorded in his Tome. Spells recorded in his Tome are considered to be on the Sage's spell list for the purposes of using spell completion or spell trigger items.

    As long as the Sage has his Tome with him at all times during crafting, he may substitute an amount of Tome Reserve (as listed in the table above) for an equal amount of required XP when he crafts a magic item. When the Sage gains a level, any unspent Tome Reserve is lost.

    Knowledge Devotion (Ex): At 4th level, the Sage gains the Knowledge Devotion feat as a bonus feat, even if he does not meet its prerequisites. Furthermore, he gains a +1 bonus to all Knowledge and Use Magic Device checks. This bonus increases by +1 at every fourth level hereafter.


    The Veteran
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    Alignment: Any
    Hit Die: 1d10

    Level BAB Fort Ref Will Special
    Break Level
    Breaks Known
    1st +1 +2 +0 +0 Bonus Feat, Weapon Aptitude
    1st
    1
    2nd +2 +3 +0 +0 Bonus Feat
    1st
    2
    3rd +3 +3 +1 +1
    2nd
    3
    4th +4 +4 +1 +1 Veteran's Aura
    2nd
    4
    5th +5 +4 +1 +1
    3rd
    5
    6th +6/+1 +5 +2 +2 Bonus Feat
    3rd
    6
    7th +7/+2 +5 +2 +2
    4th
    7
    8th +8/+3 +6 +2 +2 Command +1
    4th
    8
    9th +9/+4 +6 +3 +3
    5th
    9
    10th +10/+5 +7 +3 +3 Extra Aura (2)
    5th
    10
    11th +11/+6/+1 +7 +3 +3
    6th
    11
    12th +12/+7/+2 +8 +4 +4 Bonus Feat
    6th
    12
    13th +13/+8/+3 +8 +4 +4
    7th
    13
    14th +14/+9/+4 +9 +4 +4 Command +2
    7th
    14
    15th +15/+10/+5 +9 +5 +5
    8th
    15
    16th +16/+11/+6/+1 +10 +5 +5 Extra Aura (3)
    8th
    16
    17th +17/+12/+7/+2 +10 +5 +5
    9th
    17
    18th +18/+13/+8/+3 +11 +6 +6 Bonus Feat
    9th
    18
    19th +19/+14/+9/+4 +11 +6 +6
    10th
    19
    20th +20/+15/+10/+5 +12 +6 +6 Command +3
    10th
    20

    Class Skills (6 + Int modifier): Autohypnosis, Appraise, Balance, Climb, Concentration, Craft, Handle Animal, Iaijutsu Focus, Intimidate, Jump, Knowledge (Geography), Knowledge (History), Knowledge (Local), Listen, Martial Lore, Profession, Ride, Search, Sense Motive, Spot, Survival, Swim, and Use Magic Device.

    Weapon & Armor Proficiency
    A Veteran is proficient with all simple and martial weapons as well as all armors and shields.

    Limit Breaker
    A Veteran is a Limit Breaker with a Breaker Level equal to his class level + ½ his levels in other classes. He begins play with the knowledge of a single, 1st level Limit Break and as he gains levels he learns new Limit Breaks and is able to learn higher level Limit Breaks as shown in the table above. The saving throw DC of any Limit Break used by a Veteran is equal to 10 + ½ his Breaker Level + his Wisdom modifier.

    Bonus Feats
    At 1st, 2nd, 6th, 12th, and 18th levels a Veteran gains a bonus feat drawn from the Fighter's list of bonus feats. He must meet all prerequisites of feats gained in this way and is considered to be a Fighter of his class level -2 for this purpose.

    Weapon Aptitude (Ex): A Veteran applies any weapon-specific feats he has to all weapons he is proficient with, not simply the particular weapon designated by the feat. This allows him to apply the benefit of feats such as Weapon Focus, Three Mountains Style, or Boomerang Daze to any weapon he wields.

    Veteran's Aura (Ex): Starting at 4th level, a Veteran may spend a swift action and choose a minor aura or major aura from the Marshal's lists of auras (Miniature's Handbook pgs 11-13). Thereafter he projects that aura as a Marshal would until he spends a free action to dismiss its effect or until he spends another swift action to choose a new aura. The bonus of any minor aura projected by the Veteran is equal to his Wisdom modifier (minimum +1), while the bonus of a major aura is simply +1.

    Command (Ex): At 8th level, and at every sixth level thereafter, the bonus of a Veteran's minor or major auras, as well as the Veteran's Leadership Score (if he has one) and the level of the Veteran's followers (if he has any) increases by +1. A follower's level cannot exceed the Veteran's character level - 2 in this way.

    Extra Aura (Ex): Starting at 10th level, when a Veteran spends a swift action to choose and project an aura he may choose two any two auras, minor or major, and project both. At 16th level he may choose three auras and project all three.


    The Knave
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    Alignment: Any
    Hit Die: 1d8

    Level BAB Fort Ref Will Special
    Break Level
    Breaks Known
    1st +0 +0 +2 +0 Camisado, Courage, Trapfinding
    1st
    1
    2nd +1 +0 +3 +0 AC Bonus, Evasion
    1st
    3
    3rd +2 +1 +3 +1
    2nd
    4
    4th +3 +1 +4 +1 Inspiration (5)
    2nd
    6
    5th +3 +1 +4 +1
    3rd
    7
    6th +4 +2 +5 +2 Brave and Bold
    3rd
    9
    7th +5 +2 +5 +2
    4th
    10
    8th +6/+1 +2 +6 +2 Inspiration (10)
    4th
    12
    9th +6/+1 +3 +6 +3
    5th
    13
    10th +7/+2 +3 +7 +3 Rejection
    5th
    15
    11th +8/+3 +3 +7 +3
    6th
    16
    12th +9/+4 +4 +8 +4 Inspiration (15)
    6th
    18
    13th +9/+4 +4 +8 +4
    7th
    19
    14th +10/+5 +4 +9 +4 Improved Evasion
    7th
    21
    15th +11/+6/+1 +5 +9 +5
    8th
    22
    16th +12/+7/+2 +5 +10 +5 Inspiration (20)
    8th
    24
    17th +12/+7/+2 +5 +10 +5
    9th
    25
    18th +13/+8/+3 +6 +11 +6 Timeless Body
    9th
    27
    19th +14/+9/+4 +6 +11 +6
    10th
    28
    20th +15/+10/+5 +6 +12 +6 Inspiration (25)
    10th
    30

    Class Skills (8 + Int modifier): All skills are class skills to the Knave.

    Weapon & Armor Proficiency
    A Knave is proficient with all simple weapons, plus the bastard sword, bolas, longbow, longsword, net, rapier, sap, short sword, shortbow, and whip. Additionally, Knaves are proficient with light armor but are not proficient with shields.

    Limit Breaker
    A Knave is a Limit Breaker with a Breaker Level equal to her class level + ½ her levels in other classes. She begins play with the knowledge of a single, 1st level Limit Break and as she gains levels she learns new Limit Breaks and is able to learn higher level Limit Breaks as shown in the table above. The saving throw DC of any Limit Break used by a Knave is equal to 10 + ½ her Breaker Level + her Charisma modifier.

    Camisado (Ex): When a Knave makes an attack if she has moved at least 10ft prior to her attack, or if she is attacking an opponent that is denied its dexterity bonus to AC, then she gains a bonus to her attack roll and damage roll equal to her Charisma modifier.

    Courage (Ex): A Knave is immune to fear effects, unless the effect has a caster level at least four higher than her Breaker Level or is the extraordinary or supernatural ability of a creature that has at least four more HD than she does. In which case, she is subject to the effect as normal, but adds her Charisma modifier to her will save to resist it.

    Trapfinding (Ex): Knaves can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

    Knaves can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. A Knave who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

    AC Bonus (Ex): Starting at 2nd level, a Knave adds her Charisma modifier to AC as long as she is not carrying a shield, wears light or no armor, and carries no more than a light load. She loses this bonus if she is denied her Dexterity bonus to AC or if she is Shaken, Frightened, Panicked, or Cowered.

    Evasion (Ex): At 2nd level or higher if a Knave makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Knave is wearing light armor or no armor. A helpless Knave does not gain the benefit of evasion.

    Inspiration (Ex): Starting at 4th level, a Knave gains 5 break points at the start of each encounter. The number of break points she gains at the start of each encounter increases by 5 at every fourth level hereafter. Any break points gained in this way that are unspent at the end of the encounter are lost.

    Brave and Bold (Ex): Starting at 6th level, a Knave adds her Charisma modifier to all Strength, Dexterity, and Constitution based skill checks and ability checks. This includes initiative but does not include saving throws.

    Rejection (Ex): Starting at 10th level, a Knave gains spell resistance equal to 10 + her Knave level + her Charisma modifier.

    Improved Evasion (Ex): At 14th level, a Knave’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless Knave does not gain the benefit of improved evasion.

    Timeless Body (Ex): Starting at 18th level a Knave no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken are removed and she appears to be whatever age she wishes. Bonuses still accrue, and the Knave still dies of old age when her time is up.

    The Knave may convert lethal damage into nonlethal damage dealt to her by any source other than a critical hit, a cursed weapon attack, acid damage, or negative energy damage, as a free action, usable even when it isn't her turn. She also heals nonlethal damage at a rate equal to her Charisma modifier per hour.
    Last edited by Ziegander; 2015-04-22 at 02:07 PM.
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    Default Re: Push it to the Limit [D&D 3.5, Brainstorming]

    Limit Breaks: Now You're at the Limit(s)


    1st Level
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    Limit Break [Keywords]
    Level: 1st
    Cost: 5 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Armed Robbery [Utility]
    Level: 1st
    Cost: 5 BP
    Action: 1 Swift action
    Range: Melee
    Target: 1 Creature
    Duration: Instantaneous
    Saving Throw: None

    Effect: Use this Limit Break after successfully hitting a creature with a melee attack and dealing damage to make either a Disarm attempt against that creature or a Sleight of Hand check to steal something from that creature, whichever you choose getting a +4 bonus. If you fail your Disarm attempt the enemy does not get a chance to Disarm you back.

    Big Shot [Boost]
    Level: 1st
    Cost: 5 BP
    Action: 1 Full-Round action
    Range: See text
    Target: 1 Creature
    Duration: Instantaneous
    Saving Throw: None

    Effect: Make a single, ranged attack against a creature within your weapon's first range increment. If that attack hits, then it is an automatic, confirmed critical.

    Burning Strike [Strike, Fear, Fire]
    Level: 1st
    Cost: 5 BP
    Action: Basic attack
    Range: Melee
    Target: One creature
    Duration: 1 round/Breaker level
    Saving Throw: Reflex partial

    Effect: As a basic attack (which can be combined with a full attack), make a touch attack against one target within melee range. If you hit, that target takes 1d8 Fire damage per four Breaker levels you possess (minimum 1d8), and they must make a Reflex save or become Shaken for the duration. This is a fear effect. It can stack with other fear effects, but not with itself.

    Burst of Speed [Boost]
    Level: 1st
    Cost: 5 BP
    Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: 1 round/Breaker Level
    Saving Throw: None

    Effect: You gain a +30ft bonus to all movement speeds and a +4 bonus to AC against attacks of opportunity for the duration this Limit Break.

    Cunning [Utility]
    Level: 1st
    Cost: 5 BP
    Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: 1 minute/Breaker Level
    Saving Throw: None

    Effect: For the duration of the effect you gain a +4 bonus to Disable Device and Search checks, +1/three Breaker Levels beyond your 1st (max +10).

    You may end the duration of this Limit Break as a free action, even when it isn't your turn, discharging its effects, during any surprise round in which you are unaware or any round in which you would be denied your Dexterity modifier to AC. If you do, either you are aware during that surprise round, or you are not denied your Dexterity modifier to AC.

    Double Strike [Strike]
    Level: 1st
    Cost: 5 BP
    Action: 1 Standard action
    Range: See text
    Target: One or two creatures
    Duration: Instantaneous
    Saving Throw: None

    Effect: Make two weapon attacks against any creature you are able, each at your highest base attack bonus. You may divide these attacks as you see fit between up to two creatures but you must choose which targets will receive the attacks before you make any attack or damage rolls.

    Cover [Utility, Teleportation]
    Level: 1st
    Cost: 5 BP
    Action: 1 Immediate action
    Range: Close (25ft + 5ft/two Breaker Levels)
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    Effect: Use this ability when an ally within range is attacked. As long as you have line of sight and line of effect to an unoccupied space adjacent to that ally you teleport into that space and become the target of that attack instead of your ally. If the attack roll fails to beat your AC it misses.

    Electric Fist [Strike, Electricity]
    Level: 1st
    Cost: 5 BP
    Action: Basic attack
    Range: Melee
    Target: 1 Creature
    Duration: 1 round/Breaker Level
    Saving Throw: Will partial

    Effect: As a basic attack (which can be combined with a full attack), make a touch attack against one target within melee range. If you hit, that target takes 1d8 Electricity damage per four Breaker levels you possess (minimum 1d8), and must make a Will save or become Entangled for the duration. An entangled target receives a new Will save to remove the condition at the start of each of its turns.

    If you attack a metallic creature, such as many Constructs, or a creature wearing metal armor, then you gain a +3 bonus to your attack roll and deal +1 Electricity damage per Breaker Level.

    Energy Omen [Strike]
    Level: 1st
    Cost: 5 BP
    Action: Standard
    Range: Long (400ft + 40ft/Breaker Level)
    Target: One creature
    Duration: Instantaneous
    Saving Throw: No

    Effect: Choose one damage type from among Acid, Cold, Electric, Fire, or Sonic. This Limit Break gains the descriptor corresponding to the chosen type of damage.

    You point your finger at any creature within range that you have both line of sight and line of effect to. That creature takes 1d6 damage of the chosen type per two Breaker levels you possess (minimum 1d6, maximum 5d6). If you chose Sonic, the damage is reduced to 1d4 per two Breaker levels. There is no save to avoid this damage and you do not need to make any attack roll.

    Fell Wave [Strike]
    Level: 1st
    Cost: 5 BP
    Action: 1 Standard action
    Range: Close (25ft + 5ft/two Breaker Levels)
    Area: 25ft + 5ft/two Breaker Levels Cone
    Duration: Instantaneous
    Saving Throw: Will half

    Effect: Living creatures in the area are dealt 1d8 negative energy damage per Breaker Level (max 5d8). A successful Will save reduces this damage by one half.

    Freezing Finger [Strike, Cold]
    Level: 1st
    Cost: 5 BP
    Action: Basic attack
    Range: Melee
    Target: One creature
    Duration: 1 round/Breaker level
    Saving Throw: Fortitude partial

    Effect: As a basic attack (which can be combined with a full attack), make a touch attack against one target within melee range. If you hit, that target takes 1d8 Cold damage per four Breaker levels you possess (minimum 1d8), and must make a Fortitude save or become Fatigued.

    Hulking Vengeance [Boost]
    Level: 1st
    Cost: 5 BP
    Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: 4 rounds + 1 round/three Breaker Levels
    Saving Throw: None

    Effect: You fly into a furious anger, growing by one size category, gaining a +4 size bonus to Strength and damage reduction 2/--, but you suffer the same restrictions as a Barbarian does while raging, as well as a -2 penalty to AC (in addition to the normal -1 size penalty to AC) and Reflex saves. You may use Strike Limit Breaks for the duration of this Limit Break, but you cannot use any other Boosts and you cannot use Utilities.

    Instant Transmission, Lesser [Utility, Teleportation]
    Level: 1st
    Cost: 5 BP
    Action: 1 Immediate action
    Range: 10ft
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    Effect: You teleport to an unoccupied space within range that you have line of sight and line of effect to. You must be able to occupy the space you intend to teleport into. If you cannot, then the teleportation fails and you waste your immediate action and the BP spent to use this Limit Break.

    Leap of the Heavens [Boost]
    Level: 1st
    Cost: 5 BP
    Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: 1 round (see text)
    Saving Throw: None

    Effect: You gain a +20 bonus to the next Jump check you make provided you make that check before the end of your turn. For the purpose of this Jump check halve the DCs for high jumps; further, you are considered to have gotten a running start even if you do not move before it.

    Lightning Riposte [Strike, Electricity]
    Level: 1st
    Cost: 5 BP
    Action: 1 Immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    Effect: Use this Limit Break when an enemy makes a melee attack against you to gain a +4 bonus to AC against that attack. If the attack misses you, the attacker provokes an attack of opportunity from you that deals 1d6 extra electricity damage per two Breaker Levels if it hits (max 5d6).

    Passage [Utility]
    Level: 1st
    Cost: 5 BP
    Action: 1 Standard action
    Range: Personal
    Target: You
    Duration: 1 minute/Breaker Level
    Saving Throw: None

    Effect: For the duration of the effect you get a +4 bonus to Listen and Spot checks, +1 per three Breaker Levels you have beyond the first (max +10) and automatically notice hidden passages and secret doors.

    Strafe [Strike]
    Level: 1st
    Cost: 5 BP
    Action: 1 Full-Round action
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: None

    Effect: Move up to your speed. At any time during that movement you may make a single attack at your highest attack bonus against an enemy you are capable of attacking. Your movement provokes attacks of opportunity as normal, except from the target of your attack. If you move at least 10ft before making a melee attack, then it is considered a charge attack. If you use a ranged weapon to make this attack, then you must attack an enemy within your weapon's first range increment.

    Wild Stomp [Strike]
    Level: 1st
    Cost: 5 BP
    Action: 1 Standard action
    Range: Personal
    Area: 15ft emanation
    Duration: Instantaneous
    Saving Throw: Reflex partial (see text)

    Effect: All squares adjacent to you are rendered difficult terrain and each creatures (other than yourself) whose space is fully enclosed in the area that does not succeed on a Reflex saving throw is knocked prone and suffers 1d6 damage per two Breaker Levels (max 5d6).


    2nd Level
    Spoiler
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    Limit Break [Keywords]
    Level: 2nd
    Cost: 10 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Agility [Boost]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: 10 minutes/Breaker Level
    Saving Throw: None

    Effect: You gain a +4 bonus to Dexterity for the duration of the effect.

    Armor Break [Strike]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Standard action
    Range: See text
    Target: 1 Creature
    Duration: 1 round/Breaker Level
    Saving Throw: Fortitude partial

    Effect: Make a weapon attack against any creature you are able as a touch attack rather than a normal attack. If you hit, your attack ignores that creature's Damage Reduction, if any. Furthermore, if you hit and the struck creature fails a Fortitude save, then for the duration of the effect that creature's armor bonus and natural armor bonus to AC are each halved and it loses any Damage Reduction it has.

    Aurabolt [Strike, Radiant]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Standard action
    Range: Close (25ft + 5ft/two Breaker Levels)
    Area: 25ft + 5ft/two Breaker Levels Line, + 1 additional line per four Breaker Levels beyond 3rd (max three lines)
    Duration: Instantaneous
    Saving Throw: Reflex halves

    Effect: You scour an area with spiritual light, dealing creatures in the area 4d6 radiant damage (Reflex half). Undead creatures and any creatures with Light Sensitivity or Light Vulnerability are Vulnerable to Radiant damage (150% damage against such creatures).

    For every four Breaker Levels you have beyond 3rd you may fire off an additional radiant line (to a maximum of three). You may catch enemies within multiple lines and deal them extra damage accordingly.

    Blitz [Strike]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Standard action
    Range: Melee
    Target: See text
    Duration: Instantaneous
    Saving Throw: Reflex negates

    Effect: Make a melee attack at your highest attack bonus against every creature you threaten. Any creature who succeeds on a Reflex saving throw against this Limit Break avoids your attack entirely.

    Crystal Clarity [Utility]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Standard action
    Range: Personal
    Target: You
    Duration: 1 hour/Breaker Level
    Saving Throw: None

    Effect: Choose one of your class skills. You gain a +5 insight bonus to checks with that skill, +1 per two Breaker Levels, for the duration of the effect.

    Dragon's Roar [Strike, Fear]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Full-Round action
    Range: 60ft
    Area: 60ft-cone effect
    Duration: 1 round/Breaker Level
    Saving Throw: Will partial

    Effect: Enemies within the area are Frightened for the duration. Those that make successful Will saves are Shaken for half the duration.

    This Limit Break can only affect a number of creatures whose total combined hit dice do not exceed four times your Breaker Level (to a maximum of 30 HD) and has no effect on any creature in the area with four or more HD than your Breaker Level. Creatures with the lowest HD are affected with priority over creatures with higher HD when calculating the number of creatures affected.

    Dust Up [Utility]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Swift action
    Range: Personal
    Target: 10ft emanation
    Duration: Instantaneous
    Saving Throw: Reflex partial

    Effect: You kick up a small cloud of dust coating everyone and everything in the area with it and vaguely outlining invisible things in it. In addition creatures in the area that fail a Reflex save are blinded for 1 round. By spending a Full-Round action a creature may shake off all the dust.

    Old Age [Strike]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Standard action
    Range: Close (25ft + 5ft/two Breaker Levels)
    Target: 1 Living Creature
    Duration: 1 round/Breaker Level
    Saving Throw: Will negates

    Effect: The targeted creature becomes Staggered, suffers a -2 penalty to AC and Reflex saves, and moves at half speed for the duration of the effect unless it succeeds on a Will saving throw.

    Vanish [Utility]
    Level: 2nd
    Cost: 10 BP
    Action: 1 Standard action
    Range: Personal
    Target: Self
    Duration: 1 round/Breaker Level
    Saving Throw: None

    Effect: You become invisible for the duration of this Limit Break, along with all of your possessions, vanishing from sight, even from darkvision.

    Like the Invisibility spell, any items dropped or set down by you become visible and any items you pick up after becoming invisible disappear if you stow them on your person.

    Unlike the Invisibility spell, making a direct attack does not end the effect of this Limit Break.


    3rd Level
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    Limit Break [Keywords]
    Level: 3rd
    Cost: 15 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Bad Breath [Strike]
    Level: 3rd
    Cost: 15 BP
    Action: 1 Standard action
    Range: Close (25ft + 5ft/two Breaker Levels)
    Area: 25ft + 5ft/two Breaker Levels Cone
    Duration: 1 round/Breaker Level
    Saving Throw: Fortitude negates

    Effect: For each creature in the area that fails its Fortitude save roll 1d6. Depending on the roll, that creature suffers a random status condition as follows:

    1 = Blinded; 2 = Confused; 3 = Frightened; 4 = Poisoned*; 5 = Staggered; 6 = Unconscious (as Sleep spell).

    *A creature Poisoned by this Limit Break loses 1d6 hit points per two Breaker Levels per round.

    Blade Beam [Strike, Force]
    Level: 3rd
    Cost: 15 BP
    Action: 1 Standard action
    Range: Medium (100ft + 10ft/Breaker level)
    Target: One creature + one additional creature per 4 Breaker levels beyond 5th
    Duration: Instantaneous
    Saving Throw: None

    Effect: Make a melee touch attack as if you were attacking a creature you threaten, but against any creature within range that you have line of sight and line of effect to. If your touch attack hits you deal damage to that creature as if you hit them with a melee attack, plus 2d6 additional damage. Regardless of any damage your attack would normally deal, all damage dealt by this attack is force damage (including extra damage from special attacks such as Sneak Attack, or special weapon properties such as Flaming).

    For every four Breaker Levels you possess beyond your 5th you may make an additional attack with this Limit Break, targeting either the same creature, or a different creature within range (that you also have line of sight and line of effect to; to a maximum of 3 attacks at 13th level).

    Esper Form, Lesser [Boost]
    Level: 3rd
    Cost: 15 BP
    Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: 1 round/Breaker Level
    Saving Throw: None

    Effect: You infuse your body with spiritual energy, gaining a +2 Sacred (or Profane if you are Evil) bonus to all ability scores, Fast Healing equal to ¼ your Breaker Level, a +10ft Sacred or Profane bonus to your movement speeds, and a 20% miss chance as you become somewhat insubstantial (this has no effect on your ability to interact with normal creatures and/or objects).

    Float [Utility]
    Level: 3rd
    Cost: 15 BP
    Action: 1 Standard action
    Range: Personal
    Target: You
    Duration: 1 minute/Breaker Level
    Saving Throw: None

    Effect: You gain a Fly speed equal to your land speed with Poor maneuverability. You are immune to attacks with [Earth] descriptor, gain a +1 bonus to attack rolls, damage rolls, AC, and saving throws against creatures with the Earth subtype, and a +1 bonus to attack rolls, damage rolls, AC, and saving throws against any creature on the ground as long as you are flying (the bonuses against Earth creatures and creatures on the ground may stack).

    Mantra [Utility]
    Level: 3rd
    Cost: 15 BP
    Action: 1 Standard action
    Range: Personal
    Target: You
    Duration: 1 round
    Saving Throw: None

    Effect: You may use this Limit Break even if you would ordinarily be unable to use a standard action, such as if you are Cowering, Dazed, or Paralyzed. Remove any and all of the following conditions: Blinded, Confused, Cowering, Dazed, Dazzled, Deafened, Entangled, Exhausted, Fascinated, Fatigued, Frightened, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Staggered, or Stunned.

    Until the end of your next turn you gain a +2 bonus to attack rolls, damage rolls, AC, and all saving throws.

    Power Break [Strike]
    Level: 3rd
    Cost: 15 BP
    Action: 1 Standard action
    Range: See text
    Target: 1 Creature
    Duration: 1 round/Breaker Level
    Saving Throw: Fortitude partial

    Effect: Make a weapon attack against any creature you are able. If you hit, your attack deals additional damage equal to your Breaker Level and, on a failed Fortitude save, causes the struck foe to suffer a penalty to damage rolls equal to your Breaker Level.


    4th Level
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    Limit Break [Keywords]
    Level: 4th
    Cost: 20 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Barrier [Utility]
    Level: 4th
    Cost: 20 BP
    Action: 1 Immediate action
    Range: Personal
    Target: You
    Duration: See text
    Saving Throw: None

    Effect: Use this Limit Break when your current hit points are reduced to 50% of your maximum hit points or fewer to gain Resistance 5 to all types of energy per two Breaker Levels and Damage Reduction 1 per Breaker Level/--.

    This Limit Break lasts either until your hit points are brought back above 50% of their maximum or until it has prevented a total of 10 damage per Breaker Level.

    Fire Dance [Strike, Fire]
    Level: 4th
    Cost: 20 BP
    Action: 1 Full-Round action
    Range: Personal
    Target: You
    Duration: 1 round/Breaker Level
    Saving Throw: Reflex halves

    Effect: As part using this Limit Break you may move along the ground up to twice your land speed and you may move through squares occupied by enemies. This movement does not provoke attacks of opportunity. Any square you move into is engulfed in flames which burn for the duration and deal creatures and objects in those squares 6d6 fire damage per round (Reflex halves).

    While the fires burn you may Concentrate on the Limit Break, as if to maintain a spell, at any point in its duration to move any number of squares of fire each up to a distance equal to your base land. You are never required to Concentrate on this Limit Break if you do not wish to.

    Grimtooth [Strike]
    Level: 4th
    Cost: 20 BP
    Action: 1 Standard action
    Range: Medium (100ft + 10ft/Breaker Level)
    Target: 1 Living Creature
    Duration: Instantaneous + 1 round/Breaker Level (see text)
    Saving Throw: Will partial

    Effect: The afflicted creature's current hit points are reduce by ½ (rounded down) and Curses the creature to deal only half damage and move at only half speed for 1 round/Breaker Level. A successful Fortitude save negates the Curse and reduces the hit point loss to ¼ (rounded down).

    This Limit Break has no effect on creatures that are immune to negative energy or energy drain, and creatures with bonuses to saves against such effects apply them against this Limit Break.

    Hurricane Combo [Strike]
    Level: 4th
    Cost: 20 BP
    Action: 1 Swift action
    Range: Melee
    Target: Each creature you threaten
    Duration: Instantaneous
    Saving Throw: Reflex negates

    Effect: Use this Limit Break after you successfully hit with a melee attack to make an additional attack at your highest attack bonus against each creature you threaten. With a successful Reflex save against this Limit Break, a creature avoids your attack entirely, but any creatures you hit who also failed their Reflex saves are Blown Away.

    Instant Transmission [Utility, Teleportation]
    Level: 4th
    Cost: 20 BP
    Action: 1 Immediate action
    Range: 50ft + 10ft/Breaker Level
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    Effect: As Instant Transmission, Lesser except as noted above.

    Mental Break [Strike]
    Level: 4th
    Cost: 20 BP
    Action: 1 Standard action
    Range: See text
    Target: 1 Creature
    Duration: 1 Round/Breaker level
    Saving Throw: Will partial

    Effect: Make a weapon attack against any creature you are able ignoring any concealment or other miss chances and bonuses to AC that targeted creature has from magical (or supernatural) sources. If your attack hits it deals extra damage equal to your Breaker Level and, if the struck creature fails a Will saving throw, then that creature's magical AC bonuses are reduced by half and that creature's magical concealment and/or miss chances (even supernatural ones) are suppressed for the duration of the effect.

    Shooting Stars [Strike, Fire, Radiant]
    Level: 4th
    Cost: 20 BP
    Action: 1 Standard action
    Range: Medium (100ft + 10ft/Breaker Level)
    Target: 1 Creature
    Duration: 1 Round/Breaker Level
    Saving Throw: Reflex partial

    Effect: Each round at the start of your turn, roll 1d4. The targeted creature is struck by that number of comets, each dealing 1d8 damage +1/two Breaker Levels (max 1d8+5), which is half fire, half radiant damage. Undead creatures and any creatures with Light Sensitivity or Light Vulnerability are Vulnerable to Radiant damage (150% damage against such creatures).

    A successful Reflex save reduces the number of comets by half, rounded up, so that on a roll of 3 the target is hit only by 1, and on a roll 1 the target avoids all of the comets that round. The target makes this Reflex save each round.

    Time Lock [Strike]
    Level: 4th
    Cost: 20 BP
    Action: 1 Standard action
    Range: Medium (100ft + 10t/Breaker Level)
    Target: 1 Creature
    Duration: 1 round/Breaker Level
    Saving Throw: Will negates

    Effect: You locally stop time from passing for the targeted creature, causing it to be unable to act and suppressing any of its ongoing effects for the duration, but also protecting it from harm. For the duration, the affected creature is immune to all attacks, spells, and effects and is exempt from all area effects and ongoing effects (even natural circumstances like being damaged by flames). A successful Will save negates the effect of this Limit Break.


    5th Level
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    Limit Break [Keywords]
    Level: 5th
    Cost: 25 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Caution's Reward [Utility]
    Level: 5th
    Cost: 25 BP
    Action: 1 Free action (see text)
    Range: Personal
    Area: Close (25ft + 5ft/two Breaker Levels) emanation
    Duration: Instantaneous
    Saving Throw: None

    Effect: Use this at the start of any encounter to give yourself a +5 bonus to your Initiative roll, to remove the flat-footed condition from you and all allies in the area, to make all allies in the area (including yourself) aware during a surprise round, and to allow the ally in the area with lowest initiative to re-roll its initiative roll.

    Clockspinning [Utility]
    Level: 5th
    Cost: 25 BP
    Action: 1 Standard action
    Range: Personal
    Target: 60ft emanation
    Duration: 1 round/Breaker Level
    Saving Throw: Will negates (harmless)

    Effect: For the duration of the effect, you and allies that were in the area as you used this Limit Break move at double movement speeds, gain a +2 bonus to AC and Reflex saves, and have Fast Healing equal to ¼ your Breaker Level. Allies do not need to remain in the area to continue gaining these benefits. Any affected creature may attempt a Will save to negate this effect. After this Limit Break's duration has passed, affected creatures are Fatigued until they take a short rest (5 minutes or longer).

    Esper Form [Boost]
    Level: 5th
    Cost: 25 BP
    Action: 1 Swift action
    Range: Personal
    Target: You
    Duration: 1 round/Breaker Level
    Saving Throw: None

    Effect: You gain a +4 Sacred or Profane bonus to all ability scores, Fast Healing equal to 1 + ⅓ your Breaker Level, an enhancement bonus to your movement speeds equal to +5ft per three Breaker Levels, and a miss chance equal to 10% per three Breaker Levels.

    You also gain a Fly speed equal to your land speed with Average maneuverability.

    You alight with spectral flames dealing 1d6 divine damage to any creature that strikes you with a non-reach melee weapon or 2d6 divine damage to any creatures grappling you.

    Raiden [Strike, Death]
    Level: 5th
    Cost: 25 BP
    Action: 1 Standard action
    Range: See text
    Target: 1 Creature
    Duration: Instantaneous
    Saving Throw: Reflex partial

    Effect: Make a weapon attack against any creature you are able. If your attack hits and deals damage, then the struck creature must succeed on a Reflex save to avoid being split in half by the speed, power, and precision of your attack. This instantly kills the creature (or destroys a creature that is not living), but is not considered a Death effect. A creature that successfully saves is still dealt normal damage by your attack, but is otherwise unharmed. Despite not being a Death effect, Death Ward and similar abilities do protect a creatre from being instantly slain or destroyed by this Limit Break.

    Magic Break [Strike]
    Level: 5th
    Cost: 25 BP
    Action: 1 Standard action
    Range: See text
    Target: 1 Creature
    Duration: 1 Round/Breaker Level
    Saving Throw: Will partial

    Effect: Make a weapon attack against creature you are able. If you hit, you deal 1d6 additional damage per two Breaker Levels, and, on a failed Will save, the struck creature suffers a -1 penalty to caster level per two Breaker Levels and deals half damage with supernatural abilities for the duration of the effect.

    Wind Slash [Utility, Air]
    Level: 5th
    Cost: 25 BP
    Action: 1 Standard action
    Range: Medium (100ft + 10ft/Breaker Level)
    Effect: Up to one Wind Wall per two Breaker Levels
    Duration: 1 round/Breaker Level
    Saving Throw: Fortitude partial

    Effect: You conjure a Wind Wall, as the spell, and during any round of the Limit Break's duration you may Concentrate on it, as if to maintain a spell. Whenever you do, you either conjure a new Wind Wall or you hurl one that you've already conjured at your enemies as far away as the Limit Break's maximum range.

    Creatures caught within the area of a hurled Wind Wall suffer 1d4 nonlethal damage per Breaker Level if they're on the ground, or 2d6 nonlethal damage per Breaker Level if they are flying (or if they're on the ground and are a Swarm). Moreover, creatures smaller than Huge size are blown back to the furthest distance you hurled the wall. Creatures smaller than Large size are knocked prone. Huge size creatures are checked for 1 round. A successful Fortitude save halves the nonlethal damage and negates being blown back, knocked prone, or checked. A flying creature that is knocked prone or that fails its Fortitude save by 5 or more stops flying and plummets to the ground.


    6th Level
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    Limit Break [Keywords]
    Level: 6th
    Cost: 30 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Blitz Ace [Strike]
    Level: 6th
    Cost: 30 BP
    Action: 1 Standard action
    Range: Melee
    Target: See text
    Duration: Instantaneous
    Saving Throw: Reflex half

    Effect: Make a melee attack against every creature you threaten. Every creature you threaten suffers damage as if you had struck them with a melee attack, even if you miss, but enemies that you successfully hit with your attacks suffer double that damage. Unlike normal, when using this Limit Break, additional damage dice, such as those from Sneak Attack or the Flaming weapon property, are doubled. A successful Reflex save halves any damage suffered.

    N-Zone [Strike, Teleportation]
    Level: 6th
    Cost: 30 BP
    Action: 1 Round
    Range: Medium (100ft + 10ft/Breaker Level)
    Target: 1 Creature
    Duration: Instantaneous
    Saving Throw: Will negates

    Effect: A creature that fails its save against this Limit Break is shunted into a featureless, extradimensional space, similar to that created by a Rope Trick spell except that there is no window and thus no simple way out. A creature thus trapped may use a Plane Shift spell or other ability to move between planes to escape; however, such an ability will always deposit the creature in a random location on a random plane of existence.

    Whitewind [Utility, Healing]
    Level: 6th
    Cost: 30 BP
    Action: 1 Full-Round action
    Range: Personal
    Area: Medium (100ft + 10ft/Breaker Level) emanation
    Duration: Instantaneous
    Saving Throw: Will negates (harmless)

    Effect: Allies in the area (not including yourself) regain a number of hit points equal to your current hit points. This is a Positive Energy effect and has no effect on Constructs or Undead.


    7th Level
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    Limit Break [Keywords]
    Level: 7th
    Cost: 35 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Esper Form, Greater [Boost]
    Level: 7th
    Cost: 35 BP
    Action:1 Swift action
    Range: Personal
    Target: You
    Duration: 1 round/Breaker Level
    Saving Throw: None

    Effect: You gain a +6 Sacred or Profane bonus to all ability scores, Fast Healing equal to ½ your Breaker Level, an enhancement bonus to movement speeds equal to +5ft per two Breaker Levels, and a 60% miss chance that also applies to spells and supernatural effects that target only you.

    You gain a Fly speed equal to double your land speed with Perfect maneuverability.

    You alight with spectral flames adding 1d6 divine damage to all of your attacks, and dealing 2d6 divine damage per round to all hostile creatures within a 10ft radius of you.

    Flare [Strike, Fire, Sonic]
    Level: 7th
    Cost: 35 BP
    Action: 1 Standard action
    Range: Long (400ft + 40ft/Breaker Level)
    Area: 120ft-radius burst
    Duration: Instantaneous
    Saving Throw: Reflex half, Fortitude partial (see text)

    Effect: With this Limit Break you conjure a detonation of nuclear fire, scouring creatures and objects in the area of the spell with 1d8 points of damage per Breaker Level, half of which is fire damage, the other half sonic. The damage dealt by this Limit Break ignores resistance to fire or sonic damage and deals half damage to creatures and objects that are immune to fire or sonic damage. Flammable objects that aren't utterly consumed by the damage catch fire.

    Any creature caught in the explosion that fails a Fortitude save also contracts the Mindfire and Slimy Doom diseases. A successful Reflex save halves the damage dealt by Flare, but does not prevent the contraction of the diseases. A successful Fortitude save prevents the initial onset of both diseases.

    Instant Transmission, Greater [Utility, Teleportation]
    Level: 7th
    Cost: 35 BP
    Action: 1 Immediate action
    Range: 200ft + 20ft/Breaker Level
    Target: You
    Duration: Instantaneous
    Saving Throw: None

    Effect: As Instant Transmission, Lesser except that the space may be within 200ft + 20ft/Breaker Level rather than within 10ft and you do not need to have line of sight or line of effect to the space.


    8th Level
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    Limit Break [Keywords]
    Level: 8th
    Cost: 40 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Double Time [Utility]
    Level: 8th
    Cost: 40 BP
    Action: 1 Full-Round action
    Range: Personal
    Target: You
    Duration: 1 round/four Breaker Levels
    Saving Throw: None

    Effect: For the duration of this Limit Break you may take an extra Standard action on your turn.

    Full Break [Keywords]
    Level: 8th
    Cost: 40 BP
    Action: 1 Standard action
    Range: See text
    Target: 1 Creature
    Duration: 1 Round/Breaker Level
    Saving Throw: Fortitude partial

    Effect: Make a weapon attack against creature you are able ignoring the creatures armor bonus to AC, natural armor bonus to AC, and any magical concealment, miss chance, or bonus to AC gained from a magical source. If you hit, you deal 1d6 additional damage per Breaker Level, and on a failed Fortitude save, the struck creature suffers as if it had failed its saves against each of Armor Break, Power Break, Mental Break, and Magic Break for the duration of the effect.

    Meteo Storm [Strike, Fire, Radiant]
    Level: 8th
    Cost: 40 BP
    Action: 1 Full-Round action
    Range: Long (400ft + 40ft/Breaker Level)
    Target: Up to 1 creature per Breaker Level, no two of which can be more than 40ft apart
    Duration: 1 Round/Breaker Level
    Saving Throw: Reflex partial

    Effect: As Shooting Stars except that each comet deals 1d12 damage +1 per two Breaker Levels (no max), you roll 1d6 to determine how many comets a creature is hit by, and you may target multiple creatures as outlined above.

    Return [Utility]
    Level: 8th
    Cost: 40 BP
    Action: 1 Round
    Range: Personal
    Target: None
    Duration: Instantaneous
    Saving Throw: None

    Effect: Restart the encounter. The events of any of the previous rounds in the encounter are treated as if they didn't occur. All resources spent by participants in the encounter are restored, and any effects done in the previous rounds are undone (as an exception, you do not regain the 40 BP spent to use this Limit Break). You and your allies have knowledge of the events that transpired, but your enemies do not. The events of this "new" encounter may be completely different.


    9th Level
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    Limit Break [Keywords]
    Level: 9th
    Cost: 45 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    X-Zone [Strike, Teleportation]
    Level: 9th
    Cost: 45 BP
    Action: 1 Round
    Range: Long (400ft + 40ft/Breaker Level)
    Target: Up to 1 Creature per Breaker Level, no two of which can be more than 40ft apart
    Duration: Instantaneous
    Saving Throw: Will negates

    Effect: As N-Zone except as outlined above.

    Zantetsuken [Strike, Death]
    Level: 9th
    Cost: 45 BP
    Action: 1 Full-Round Action
    Range: See text
    Target: Up to 1 creature per Breaker Level
    Duration: Instantaneous
    Saving Throw: Reflex partial

    Effect: As part of using this Limit Break move up to four times your speed. This movement doesn't provoke attacks of opportunity and you may move through squares occupied by enemies. You may make a weapon attack against any creatures you are able at any point during your movement, up to one creature per Breaker Level. Any creatures you successfully hit and deal damage to are subject to the effects of the Raiden Limit Break.


    10th Level
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    Limit Break [Keywords]
    Level: 10th
    Cost: 50 BP
    Action:
    Range:
    Target:
    Duration:
    Saving Throw:

    Effect:

    Gigaflare [Strike, Fire, Sonic]
    Level: 10th
    Cost: 50 BP
    Action: 1 Round
    Range: 1 mile + 1 mile/four Breaker Levels
    Area: ½ mile radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude partial

    Effect: As Flare except that there are no saving throws to halve the damage or avoid the diseases and objects that catch fire are wreathed in supernatural flames that burn for 2d6 damage per round, deal full damage to objects, and burn indefinitely until extinguished. Such flames cannot be extinguished by ordinary water, but they can be dispelled or suppressed as if they were a magical effect. Any magical water can also extinguish these flames.

    The area of this Limit Break is decimated, rendering it difficult terrain. Plants, unless magically aided, will not grow in the area. Furthermore, the entire area is subjected to a Corrupt Water effect, as the Black Dragon's ability.

    Finally, creatures caught in the blast that fail a Fortitude save suffer 2d6 Strength and Dexterity damage, and 1d6 Constitution damage. Creatures who succeed still suffer 1d6 Strength and Dexterity damage.

    Omnislash [Strike]
    Level: 10th
    Cost: 50 BP
    Action: 1 Full-Round action
    Range: Melee
    Target: See text
    Duration: Instantaneous
    Saving Throw: None

    Effect: Make a full attack as normal, attacking any creatures you threaten, except that each attack is made at your highest attack bonus. Then, make an additional attack at your highest attack bonus. If this attack hits, make an additional attack at your highest attack bonus. Continue making additional attacks at your highest attack bonus until you miss with an attack, until you have made a total number of attacks equal to your Breaker Level, or until you no longer threaten an enemy. All successful attacks made as part of this Limit Break deal additional damage equal to 1d6/four Breaker Levels.

    Ultima [Strike, Force]
    Level: 10th
    Cost: 50 BP
    Action: 1 Round
    Range: Personal
    Target: 240ft emanation
    Duration: Instantaneous
    Saving Throw: Reflex partial

    Effect: All creatures in the area (excluding yourself) are dealt 2d6 force damage per Breaker Level and pushed just outside the edge of the area. A successful Reflex save halves the damage and negates the push.

    Any creature that is reduced to 0 or fewer hit points from this Limit Break is destroyed utterly, leaving no trace, and cannot be resurrected except by first recreating a corpse through a Wish or Miracle effect.
    Last edited by Ziegander; 2012-05-07 at 05:25 PM.
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    Default Re: Push it to the Limit [D&D 3.5, Brainstorming]

    Reserved Post #4.

    Character Options: Push it. Push it Real Good.

    Fighting Spirit
    Prerequisites: Ability to use 1st level Limit Breaks, Veteran class
    Benefit: Whenever you deal damage to a Hostile creature, if you haven't used a Limit Break this round, you add half that amount of Break Points to your Limit Gauge.

    Gain Through Pain
    Prerequisites: Con 15, Ability to use 1st level Limit Breaks
    Benefit: You may deal yourself any amount of lethal damage as a free action on your turn (Adding Break Points to your Limit Gauge accordingly).
    Normal: Whenever you are dealt lethal damage you add an equal amount of Break Points to your Limit Gauge.

    Limit Breaking
    Prerequisites: Con 13
    Benefit: You gain a Limit Gauge, if you didn't already have one, which can hold a maximum number of Break Points equal to your maximum hit points. Your Breaker Level is equal to your levels as a Limit Breaker (if you have any) + ½ your other levels, and you learn any single Limit Break with a level up to ½ your Breaker Level +1. The save DC for this Limit Break is equal to 10 + ½ your Breaker Level + your Charisma modifier.
    Special: You may take this feat any number of times. Each time you do, you learn an additional Limit Break.
    Normal: Characters with levels in classes other than Sage, Veteran, or Knave are not Limit Breakers and do not have a Breaker Level.

    Warsage's Edge
    Prerequisites: Ability to use 1st level Limit Breaks, Sage class
    Benefit: Add your Intelligence modifier to the damage roll of any Limit Break you use that deals energy damage (Acid, cold, electricity, etc).

    (And this will be my final reserved post. If anyone has any comments, questions, or suggestions now's the time to make them.)
    Last edited by Ziegander; 2012-04-11 at 04:42 PM.
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    Default Re: Push it to the Limit [D&D 3.5, Brainstorming]

    I look forward to seeing what you do with this! Personally, I'm more interested in options for adding Limit Break content to existing characters rather than purely Limit-focused classes.
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    Post Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    Also will be watching this closely. Do you plan on redoing the limit freak? That was my personal favorite although the system it used was actually quite different from the rest of the classes.
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    Yessssssss!


    Watching this with GREAT interest.
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    Quote Originally Posted by Eurus View Post
    I look forward to seeing what you do with this! Personally, I'm more interested in options for adding Limit Break content to existing characters rather than purely Limit-focused classes.
    Okay, well, I've got three base classes put up so far, and they will be the cornerstone of the system. I don't know if I'll be designing any other Limit Breakers or not.

    The good news is that I intend to make this system very dip-friendly and very accessible to classes that aren't Limit Breakers. I hope to make it multiclass like a hybrid of Tome of Battle and Incarnum, so the intention is to make it incredibly easy to dabble in.

    Quote Originally Posted by Vilpich View Post
    Also will be watching this closely. Do you plan on redoing the limit freak? That was my personal favorite although the system it used was actually quite different from the rest of the classes.
    A Limit Freak type class based on gaining creature characteristics and "wild-shapy" abilities is a possibility. As of this moment I plan on having a good few transmutation-based Limit Breaks throughout the levels, though, so a whole class based around it may prove to be unnecessary.

    Quote Originally Posted by The-Mage-King View Post
    Yessssssss!


    Watching this with GREAT interest.


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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    I always kinda liked the classes for their customizable "side" stuff; it always felt like you could make ACFs that would replace a Limit Dragoon's Dragon companion easily.

    I also liked the elegance of how said side customizability was quite versatile.

    The one problem I'm having with your fix is that you removed the part that prevented you from, you know, bashing your head against the wall a couple times to fill up your Break pool. Plus, I prefer a smaller number of levels, but that's just me.
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    Quote Originally Posted by Amechra View Post
    I always kinda liked the classes for their customizable "side" stuff; it always felt like you could make ACFs that would replace a Limit Dragoon's Dragon companion easily.

    I also liked the elegance of how said side customizability was quite versatile.
    I don't understand what you're talking about. Were there a lot of alternate class features for the Limit Warriors that I don't know about?

    The one problem I'm having with your fix is that you removed the part that prevented you from, you know, bashing your head against the wall a couple times to fill up your Break pool. Plus, I prefer a smaller number of levels, but that's just me.
    Eh, the only reason this is a problem is because of how natural healing of nonlethal damage works. I forgot it healed at a faster rate. So I'll limit it so that only lethal damage gives you BP. I don't see a problem with it then, if PCs want to cut on themselves or jump out of buildings in order to get a maneuverspell or two, that should be perfectly okay.
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    What I meant was that if you felt like making an ACF for your favorite Limit Break Class, you could always add a fairly major one by replacing, say, a Limit Soldier's weapon.
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    Quote Originally Posted by Amechra View Post
    What I meant was that if you felt like making an ACF for your favorite Limit Break Class, you could always add a fairly major one by replacing, say, a Limit Soldier's weapon.
    Well... I don't see how my classes are unfriendly toward that concept.
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    They aren't; you just asked what people liked about the original system, so...
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    Quote Originally Posted by Amechra View Post
    They aren't; you just asked what people liked about the original system, so...
    OH! Yes. Sorry! lol.

    I am getting around to designing Limit Breaks now. How would you categorize the Lightning Riposte break? Boost, Strike, or Utility? I'm unsure...
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    I know I like those abilities, the exotic sword was always a favorite, however, some things were worded badly or had features that didn't make sense. And there were too many that only works with multiclassing or gestalt. I'd like to see the abilities work better together (one pet peeve was not being ale to take multiple metals to make a unique alloy for the exotic weapon)
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    Default Re: Push it to the Limit [D&D 3.5, Limit Breaks, Brainstorming]

    Quote Originally Posted by EdroGrimshell View Post
    I know I like those abilities, the exotic sword was always a favorite, however, some things were worded badly or had features that didn't make sense. And there were too many that only works with multiclassing or gestalt. I'd like to see the abilities work better together (one pet peeve was not being ale to take multiple metals to make a unique alloy for the exotic weapon)
    Well, for example, one easy to consider ACF for the Veteran is a Signature Weapon feature that would replace his Weapon Aptitude and start him with a masterwork weapon that also has a unique property flavored as a modification made to the weapon specifically by him. He would get additional modifications as he gained levels.

    In other news, there's a few Limit Breaks up now of various levels, so you can see a little bit of what I have planned for this system. Right now there's lots of melee-based Strikes, but there will be plenty more Boosts, ranged-attacks, Utilities, and generic, elemental blasting as I continue to go along with this.
    Please evaluate and critique the work I've got done so far!
    Last edited by Ziegander; 2012-04-09 at 01:43 AM.
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    Post Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Alright, let me start by saying I love this. It's like a more cinematic ToB, and it's being done perfectly.

    That being said, with the powers up so far I can't imagine anyone playing a knave or sage over a veteran since all of the abilities are attack oriented, and he has the best BAB.

    Also...you should really do a limit freak-esque class
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    I like the idea of a redo of the limti break system, and personally I would like to see a ranged option, and possibly rebuilds on limit psion and mage.
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Quote Originally Posted by Vilpich View Post
    Alright, let me start by saying I love this. It's like a more cinematic ToB, and it's being done perfectly.
    Wow. High praise. Thank you!

    That being said, with the powers up so far I can't imagine anyone playing a knave or sage over a veteran since all of the abilities are attack oriented, and he has the best BAB.
    Well, yes, currently, there aren't many Limit Breaks designed to play nicely with the Sage class, but the Knave can use the attack breaks pretty well due to his Camisado class feature. Still, don't worry there will be some skill-based utility breaks, and lots of blaster stuff.

    Also...you should really do a limit freak-esque class
    I'll think about it after I've designed several Transmutation breaks. I mean, I plan on having one of the 4th level Limit Breaks transform the character into a Werewolf for a certain period of time, so... we'll see.

    Quote Originally Posted by Hazzardevil View Post
    I like the idea of a redo of the limti break system, and personally I would like to see a ranged option, and possibly rebuilds on limit psion and mage.
    One of the problems with the Limit Psion and the Limit Mage, as far as this system is concerned, is that they just use the Limit Gauge to fuel the casting or manifesting of existing vancian spells or psionic powers. That always seemed pretty broken to me, and I wanted to stay away from that kind of design in this system. The Sage class will be able to fulfill multiple caster-type roles once I've designed lots more Limit Breaks.
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    You could probably emulate the various Energy powers that a Psion gets for the elemental powers, and then have more specific powers associated with specific elements. For instance, at first level:

    Energy Touch [Elemental]
    Level: 1st
    Cost: 5 BP
    Action: Standard
    Range: 30 ft + 5 ft/2 Breaker levels
    Target: One creature
    Duration: Instantaneous
    Saving Throw: No

    Effect: Choose one element damage type (Acid, Cold, Electric, Fire, or Sonic), and make a ranged touch attack against one target within range. If you hit, that creature takes 1d6 damage of the chosen type per two Breaker levels you possess, minimum 1d6.


    Freezing Finger [Elemental, Cold]
    Level: 1st
    Cost: 5 BP
    Action: Attack action
    Range: Melee
    Target: One creature
    Duration: 1 round/Breaker level
    Saving Throw: Fortitude

    Effect: As an attack action (which can be combined with a full attack), make a touch attack against one target within melee range. If you hit, that target takes 1d8 Cold damage per four Breaker levels you possess (minimum 1d8), and must make a Fortitude save or become Fatigued, as the condition.


    Burning Strike [Keywords]
    Level: 1st
    Cost: 5 BP
    Action: Attack action
    Range: Melee
    Target: One creature
    Duration: 1 round/Breaker level
    Saving Throw: Reflex

    Effect: As an attack action (which can be combined with a full attack), make a touch attack against one target within melee range. If you hit, that target takes 1d8 Fire damage per four Breaker levels you possess (minimum 1d8), and they must make a Reflex save or become Shaken, as the condition. This is a fear effect which stacks with other fear effects.


    I could go on, but presumably you have the idea and stuff...

    Also, how are the saves for the Limit Breaks calculated? There is no listed DC for anything...
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Quote Originally Posted by unosarta View Post
    You could probably emulate the various Energy powers that a Psion gets for the elemental powers, and then have more specific powers associated with specific elements. For instance, at first level:

    Energy Touch [Elemental]
    Level: 1st
    Cost: 5 BP
    Action: Standard
    Range: 30 ft + 5 ft/2 Breaker levels
    Target: One creature
    Duration: Instantaneous
    Saving Throw: No

    Effect: Choose one element damage type (Acid, Cold, Electric, Fire, or Sonic), and make a ranged touch attack against one target within range. If you hit, that creature takes 1d6 damage of the chosen type per two Breaker levels you possess, minimum 1d6.


    Freezing Finger [Elemental, Cold]
    Level: 1st
    Cost: 5 BP
    Action: Attack action
    Range: Melee
    Target: One creature
    Duration: 1 round/Breaker level
    Saving Throw: Fortitude

    Effect: As an attack action (which can be combined with a full attack), make a touch attack against one target within melee range. If you hit, that target takes 1d8 Cold damage per four Breaker levels you possess (minimum 1d8), and must make a Fortitude save or become Fatigued, as the condition.


    Burning Strike [Keywords]
    Level: 1st
    Cost: 5 BP
    Action: Attack action
    Range: Melee
    Target: One creature
    Duration: 1 round/Breaker level
    Saving Throw: Reflex

    Effect: As an attack action (which can be combined with a full attack), make a touch attack against one target within melee range. If you hit, that target takes 1d8 Fire damage per four Breaker levels you possess (minimum 1d8), and they must make a Reflex save or become Shaken, as the condition. This is a fear effect which stacks with other fear effects.


    I could go on, but presumably you have the idea and stuff...
    Good ideas.

    Also, how are the saves for the Limit Breaks calculated? There is no listed DC for anything...
    Well, they are supernatural abilities, so the default rule, and the one I'll be sticking with for the most part, is 10 + ½ the creature’s HD + the creature’s ability modifier (usually Charisma). So, the Sage's Limit Breaks are DC 10 + ½ Breaker Level + Int modifier; the Veteran's Limit Breaks are DC 10 + ½ Breaker Level + Wis modifier; and the Knave's Limit Breaks are DC 10 + ½ Breaker Level + Cha modifier. The save DCs for the classes are specified, but I'll make it clearer in the Limit Gauge & You section.

    For characters dipping into Limit Breaks they will use their Charisma modifier. Maybe there will be a feat to change the ability modifier to Constitution (useful for everybody for many reasons).
    Last edited by Ziegander; 2012-04-09 at 07:10 PM.
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    A couple powerful blasting Limit Breaks:
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    Flare [Strike, Fire, Sonic]
    Level: 7th
    Cost: 35 BP
    Action: 1 Standard action
    Range: Long (400ft + 40ft/Breaker Level)
    Area: 120ft-radius burst
    Duration: Instantaneous
    Saving Throw: Reflex half, Fortitude partial (see text)

    Effect: With this Limit Break you conjure a detonation of nuclear fire, scouring creatures and objects in the area of the spell with 1d8 points of damage per Breaker Level, half of which is fire damage, the other half sonic. The damage dealt by this Limit Break ignores resistance to fire or sonic damage and deals half damage to creatures and objects that are immune to fire or sonic damage. Flammable objects that aren't utterly consumed by the damage catch fire.

    Any creature caught in the explosion that fails a Fortitude save also contracts the Mindfire and Slimy Doom diseases. A successful Reflex save halves the damage dealt by Flare, but does not prevent the contraction of the diseases. A successful Fortitude save prevents the initial onset of both diseases.

    Gigaflare [Strike, Fire, Sonic]
    Level: 10th
    Cost: 50 BP
    Action: 1 Round
    Range: 1 mile + 1 mile/four Breaker Levels
    Area: ½ mile radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude partial

    Effect: As Flare except that there are no saving throws to halve the damage or avoid the diseases and objects that catch fire are wreathed in supernatural flames that burn for 2d6 damage per round, deal full damage to objects, and burn indefinitely until extinguished. Such flames cannot be extinguished by ordinary water, but they can be dispelled or suppressed as if they were a magical effect. Any magical water can also extinguish these flames.

    The area of this Limit Break is decimated, rendering it difficult terrain. Plants, unless magically aided, will not grow in the area. Furthermore, the entire area is subjected to a Corrupt Water effect, as the Black Dragon's ability.

    Finally, creatures caught in the blast that fail a Fortitude save suffer 2d6 Strength and Dexterity damage, and 1d6 Constitution damage. Creatures who succeed still suffer 1d6 Strength and Dexterity damage.


    Do they seem like too much to anybody?

    EDIT: Also, there is now only 1 pure attack oriented Limit Break to every 4 Limit Breaks overall (8/31).
    Last edited by Ziegander; 2012-04-09 at 08:53 PM.
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Quote Originally Posted by Ziegander View Post
    A couple powerful blasting Limit Breaks:
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    Flare [Strike, Fire, Sonic]
    Level: 7th
    Cost: 35 BP
    Action: 1 Standard action
    Range: Long (400ft + 40ft/Breaker Level)
    Area: 120ft-radius burst
    Duration: Instantaneous
    Saving Throw: Reflex half, Fortitude partial (see text)

    Effect: With this Limit Break you conjure a detonation of nuclear fire, scouring creatures and objects in the area of the spell with 1d8 points of damage per Breaker Level, half of which is fire damage, the other half sonic. The damage dealt by this Limit Break ignores resistance to fire or sonic damage and deals half damage to creatures and objects that are immune to fire or sonic damage. Flammable objects that aren't utterly consumed by the damage catch fire.

    Any creature caught in the explosion that fails a Fortitude save also contracts the Mindfire and Slimy Doom diseases. A successful Reflex save halves the damage dealt by Flare, but does not prevent the contraction of the diseases. A successful Fortitude save prevents the initial onset of both diseases.

    Gigaflare [Strike, Fire, Sonic]
    Level: 10th
    Cost: 50 BP
    Action: 1 Round
    Range: 1 mile + 1 mile/four Breaker Levels
    Area: ½ mile radius burst
    Duration: Instantaneous
    Saving Throw: Fortitude partial

    Effect: As Flare except that there are no saving throws to halve the damage or avoid the diseases and objects that catch fire are wreathed in supernatural flames that burn for 2d6 damage per round, deal full damage to objects, and burn indefinitely until extinguished. Such flames cannot be extinguished by ordinary water, but they can be dispelled or suppressed as if they were a magical effect. Any magical water can also extinguish these flames.

    The area of this Limit Break is decimated, rendering it difficult terrain. Plants, unless magically aided, will not grow in the area. Furthermore, the entire area is subjected to a Corrupt Water effect, as the Black Dragon's ability.

    Finally, creatures caught in the blast that fail a Fortitude save suffer 2d6 Strength and Dexterity damage, and 1d6 Constitution damage. Creatures who succeed still suffer 1d6 Strength and Dexterity damage.


    Do they seem like too much to anybody?

    EDIT: Also, there is now only 1 pure attack oriented Limit Break to every 4 Limit Breaks overall (8/31).
    They seem perfectly in keeping with the trope -- in many final fantasy style games, the powers you unleash can be seen from space and have planetary consequences.

    A Few Suggestions:

    A Quasar style power that does d12 damage, but splits its damage dice between everyone in a group. Probably 6th level, as the damage gets weaker the more foes you fight

    A Meteor style power that is a save or die at "ground zero" and huge damage at increments beyond that -- 9th or 10th level, depending on how big you want to make the radius.

    An Ultima style power that is just lots of untyped damage with the possibility of teleporting people across the battlefield -- definitely 10th level.

    A Bad Breath style power that inflicts random status ailment on the target. This could be around 3rd level, as it will be an area attack. The upgraded power, possibily 6th/7th level applies multiple status ailments. Either attack inflicts no damage.

    A 1000 Needles style power that does non randomized damage to a single target...but with a huge critical chance.

    It all looks great so far -- keep up the good work!

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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    I actually played the (old) Limit Classes some time ago, a Limit Knight, A Limit Monk and I have a Limit Dragoon (made by my good IRL friend Morph Bark, because we both felt that FF without Dragoon is... meh) ready for a new videogame/anime-based campaign (led by the before mentions MB), however this character will propably be replaced by a homebrew class which I am prepping for release

    After getting PounceImprovedGrabNomNomNommed by a white tiger thingy (Right Morph?) at level 1 or 2 while my fellow Limit Sniper watched I had to reroll , so i went with a Tifa-like Limit Monk. She held up a little longer, but then in we started with a new campainga few sessions later. Tested the Limit Dragoon in a testing session for the VideoCampaign and nearly instagibbed a bigass snakewormthingy with one Lancet.

    Anyway, I'm interested into what this will become in the end.
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Now up to 37 Limit Breaks! Though still no 8th level Limit Breaks...

    Took Wayfare's suggestions and added Bad Breath and Ultima Limit Breaks. I've also added a few feats in the post after the Limit Breaks post. I need a LOT more lower level Limit Breaks, so if anyone has any suggestions please give them! I'll be pouring over more Final Fantasy data for inspiration.
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Suggetions:
    --A few healing and support limits based around Protect, Shell, White Wind, Mighty Guard, etc. As well as things like Arise and Full-Life
    --Some anti-defense limits like Power Break, Magic Break, Armor Break, etc.
    --A Grand Summon style limit break fashioned after Yuna that gives summons crazy buffs or lets you summon Espers/Guardian Forces/etc.
    --A Mix-style limit break along with something like Gil Toss
    --Doublecast
    --A Mug-style limit break that lets you attack and steal from an enemy
    --A Zantetsuken limit for one-hit kills
    --An Osmosis-style limit for regaining spell points and/or spell slots while draining them from an enemy
    --A health stealing Drain-style limit


    Great work so far!
    Last edited by TravelLog; 2012-04-11 at 09:56 AM.
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Quote Originally Posted by TravelLog View Post
    Suggetions:
    --A few healing and support limits based around Protect, Shell, White Wind, Mighty Guard, etc. As well as things like Arise and Full-Life
    I'm rather leery about granting powerful restorative Limit Breaks, considering they are powered by you taking damage. White Wind could work fairly well though... I'll think about it.

    --Some anti-defense limits like Power Break, Magic Break, Armor Break, etc.
    Good idea.

    --A Grand Summon style limit break fashioned after Yuna that gives summons crazy buffs or lets you summon Espers/Guardian Forces/etc.
    I've been avoiding Summons since that kind of breaks the fluff of you, personally, transcending your mortal limits.

    --A Mix-style limit break along with something like Gil Toss
    These seem difficult to design and like big cans of worms.

    --Doublecast
    Gotcha covered! Check 8th level, Double Time!

    --A Mug-style limit break that lets you attack and steal from an enemy
    I suppose this would be appropriate for a 1st level Limit Break.

    --A Zantetsuken limit for one-hit kills
    Also a good idea.

    --An Osmosis-style limit for regaining spell points and/or spell slots while draining them from an enemy
    I'll consider it.

    --A health stealing Drain-style limit
    This one, again, I'm just not so sure of.

    What do other posters think about that? Is it wrong to give out powerful healing options for these Limit Breaks since they are fueled by your character being dealt damage in the first place?

    Great work so far!
    Thank you!
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    I'm concerned about the cost of limit breaks by level scaling linearly. Both hit points and damage don't in D&D, and since the breaks are fuelled by both, and have non-linearly scaling effects, too, it seems like the costs should also be non-linear.

    For Gain Through Pain, is the amount of Break Points granted by dealing damage to yourself in addition to the BP you get for taking that damage, or is it just a reminder that you'd be getting those BP anyway?
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    Default Re: Push it to the Limit [D&D 3.5, Base Classes/Rules Supplement, In Progress]

    Quote Originally Posted by Garryl View Post
    I'm concerned about the cost of limit breaks by level scaling linearly. Both hit points and damage don't in D&D, and since the breaks are fuelled by both, and have non-linearly scaling effects, too, it seems like the costs should also be non-linear.
    Eh, making them too non-linear seems problematic to me, since you need to be able to afford to get hit a couple times in order to use the powerful ones. Do you have any suggestions?

    For Gain Through Pain, is the amount of Break Points granted by dealing damage to yourself in addition to the BP you get for taking that damage, or is it just a reminder that you'd be getting those BP anyway?
    It's just a reminder. I'll make that more clear.
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