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| Omnirahk, half-Rahkshi08-09-07, 06:12 PM | So, seers needed a cool power. I think this does it. Can we say, "Freddy Kreuger?" Dread End clairsentience [death, fear, mind-affecting] Level: Seer 9 Display: mental and auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: instantaneous and 1 round/level; see text Saving Throw: Fortitude partial and Will negates (see text) Power Resistance: Yes; see text Power Points: 17 You peer into the future, select a particularly grizzly end a foe might meet, and you drag it into premature being. With the sound of screaming (as if waking from a nightmare), the foe crumples up, appearing to have suffered exactly that end. Those who witness this display know fear. One creature you select must make a Fortitude saving throw or die (this effect bears the [death] descriptor, but not the [fear] or [mind-affecting] descriptors). Upon a succesful saving throw, the foe still takes 9d6 points of untyped damage. Power resistance applies. If this power kills the target (by effect or damage), all foes within 30 feet of the target who witnessed the event must make a Will save or be shaken for the duration of the power. This effect bears the [fear] descriptor, but not the [death] descriptor. This effect is not subject to power resistance. Augment: For every two additional power points you spend, the save DC increases by 1. Also, here's one for psychic warriors. Mind As Matter psychometabolism Level: Psychic Warrior 3 Display: material and visual Manifesting Time: 1 standard action Range: personal Target: you Duration: 1 round/level Power Points: 5 Wisps of ectoplasm condense around a natural weapon, taking on a metallic gleam. One of your natural weapons counts as being made of silver or cold iron for the purposes of overcoming damage reduction. Augment: You can augment this power in one or more of the following ways. 1. If you spend an additional two power points, this power affects an additional natural weapon you possess. All weapons so affected must count as the same material. 2. If you spend an additional two power points, you may instead make the selected weapon(s) count as adamantine. 3. If you spend an additional four power points, the affected weapon(s) instead count as adamantine for the purposes of overcoming damage reduction and ignoring an object's hardness. Mind As Matter Weapon (serious help for the name needed) psychometabolism Level: Psychic Warrior 3 Display: material and visual Manifesting Time: 1 standard action Range: touch Target: one manufactured weapon Duration: 1 round/level Power Points: 5 Wisps of ectoplasm condense around a weapon you hold, taking on a metallic gleam. One of your manufactured weapons counts as being made of silver or cold iron for the purposes of overcoming damage reduction. Augment: You can augment this power in one or more of the following ways. 1. If you spend an additional two power points, this power affects an additional manufactured weapon you possess. All weapons so affected must count as the same material. 2. If you spend an additional two power points, you may instead make the selected weapon(s) count as adamantine. 3. If you spend an additional four power points, the affected weapon(s) instead count as adamantine for the purposes of overcoming damage reduction and ignoring an object's hardness. |
| Thomar_of_Uointer08-10-07, 11:43 PM | Dread End clairsentience [death, fear] Level: Seer 9 Display: mental and auditory Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Duration: instantaneous and 1 round/level; see text Saving Throw: Fortitude partial and Will negates (see text) Power Resistance: Yes; see text Power Points: 17 You visualize a foe meeting a grissly end, and then, with the sound of screaming (as if waking from a nightmare), the foe crumples up, appearing to have suffered exactly that end. Those who witness this display know fear. One creature you select must make a Fortitude saving throw or die (this effect bears the [death] descriptor, but not the [fear] descriptor). Upon a succesful saving throw, the foe still takes 17d6 points of untyped damage. Power resistance applies. If this power kills the target (by effect or damage), all foes within 30 feet of the target who witnessed the event must make a Will save or be shaken for the duration of the power. This effect bears the [fear] descriptor, but not the [death] descriptor. Augment: For every two additional power points you spend, the save DC increases by 1. Evil. The damage is a bit much, I'd reduce it to 9d6. No arcane spell can do it like that. Mind As Matter psychometabolism Level: Psychic Warrior 2 Display: material and visual Manifesting Time: 1 standard action Range: personal Target: you Duration: 1 round/level Power Points: 3 Wisps of ectoplasm condense around a natural weapon, taking on a metallic gleam. One of your natural weapons counts as being made of a specific material (selected at manifestation) for the purposes of overcoming damage reduction. Augment: You can augment this power in one or more of the following ways. 1. If you spend an additional two power points, this power affects an additional natural weapon you possess. All weapons so affected must count as the same material. 2. If you spend an additional two power points, this power can also affect manufactured weapons. 3. If you spend an additional four power points, the affected weapon(s) also gain other special qualities of the selected material. For example, the ability of adamantine weapons to ignore hardness. Definitely a broken power, if you have enough splatbooks. You can just pick whatever weird, epic-level material you want, or make one up. As a level 2 power, it should only duplicate silver or cold iron, and require an experience component, or damage the weapon used (as a spell, I'd give it a 25 gp material component). Then it should have a 2 pp augment for adamantine. Those are the only real material types used in D&D, and any modifications to this power for campaign-specific materials should be campaign-specific. Also, it's typical of psychic warrior powers to have seperate versions, one for natural weapons and one for manufactured. |
| Omnirahk, half-Rahkshi08-11-07, 08:08 AM | Ok, changes made. Damage for Dread End reduced. Also added the clarification about PR that was meant to be there from the beginning. I thought the damage was a little much myself, but 17d6 is the default for 9th level damage. It is really powerful, but seers don't get a lot of versatility. And I'm surprised that Mind As Matter was broken. I'm not aware of any uber materials out there. But, with enough splatbooks, I guess you're right. It's now 3rd level. I don't want an XP component. It's meant to be used too frequently for that. |
| Thomar_of_Uointer08-11-07, 11:03 AM | Ok, changes made. Damage for Dread End reduced. Also added the clarification about PR that was meant to be there from the beginning. I thought the damage was a little much myself, but 17d6 is the default for 9th level damage. It is really powerful, but seers don't get a lot of versatility. And I'm surprised that Mind As Matter was broken. I'm not aware of any uber materials out there. But, with enough splatbooks, I guess you're right. It's now 3rd level. I don't want an XP component. It's meant to be used too frequently for that. I also mentioned having it damage the weapon, or the user if you're using the natural weapon version (and this power should have two versions). Say that the transmutation damages the underlying structure or whatnot, 1d6 damage (irresistible, ignores hardness, can't be prevented by things like temporary hp and damage redirects) per manifesting is a sufficient drawback. |
| Tedronai08-11-07, 02:15 PM | There is no way currently that I am aware of for damage to bypass tempHP. I don't see why this power would introduce that. The same goes for damage redirecting abilities. As for a magical (yes, it may not be a spell, but it IS magical) ability to add the effects of Cold Iron to an existing weapon, I believe there is a standard ruling in the DMG (might be elsewhere, possibly CAdv) that states that this should be generally impossible. And no, Shadowstriking doesn't count. That also bypasses DR 300000000/Adamantine and Silver and Lawful and Chaotic and Good and Evil |
| Jhaelen08-11-07, 02:57 PM | Why is 'Dread End' a clairsentient power again? From the descriptive text it sounds more like a telepathy power. |
| Omnirahk, half-Rahkshi08-12-07, 07:29 AM | Thanks, Tedronai. Also, the Metalline option (Und., p. 69 - so says crystalkeep) allows you to change a weapon to being made of adamantine or cold iron. It's a +2 bonus. And considering that, I don't want to deal damage for using this power. As for Dread End, I had a hard time deciding which discipline it belonged to. I figured it could be clairsentience, as it involved envisioning a future and then realizing it. I have changed the flavor to better support this. Now the manifester doesn't visualize an end. He peers down the many paths the future might take, and drags the grizzliest possibility he can into premature existance. Also, I've added a version for manufactured weapons. I have no clue for a name. Suggestions? |
| Tedronai08-12-07, 08:55 PM | Should add the Mind-Affecting to the Fear effect of Dread End. Virtually all Fear effects that I'm aware of have the Mind-Affecting descriptor. Possibly should be added to the Death effect as well, though I'm no longer sure with the change in flavour whether it would anylonger be appropriate. |
| Jhaelen08-13-07, 02:54 AM | I have changed the flavor to better support this. Now the manifester doesn't visualize an end. He peers down the many paths the future might take, and drags the grizzliest possibility he can into premature existance.Ah, much better - clearly clairsentience! :) |
| Omnirahk, half-Rahkshi08-13-07, 05:58 PM | Should add the Mind-Affecting to the Fear effect of Dread End. Virtually all Fear effects that I'm aware of have the Mind-Affecting descriptor. Possibly should be added to the Death effect as well, though I'm no longer sure with the change in flavour whether it would anylonger be appropriate. Ok. The fear effect is now also mind-affecting. Although the power doesn't really "force" this effect. I'll have to double check if a dragon's frightful presence is considered to be mind-affecting. The fear effect is sorta similar to it: not actually supernaturally-imposed fear. Rather regular fear clearly springing from a tangible source. Also, it'd be nice to have a fear effect that isn't mind-affecting. |
| Tedronai08-15-07, 01:41 PM | Any Frightful Presence ability, of a dragon or otherwise, is defined as a Mind Affecting Fear effect by the monster manual, and in the SRD under Monster Types, Subtypes and Special Abilities. While fear effects themselves are not defined as mind affecting, I have yet to be aware of even a single instance where the individual effect is not defined as such. Mind Affecting doesn't mean that the ability directly violates and manipulates the mind of the subject (that would be the realm of Enchantment, or in this case Telepathy effects), just that it has a direct or indirect impact on their mind. Fear is a mental construct, thus anything that induces fear affects the mind. |