Post by Tim on Sept 15, 2006 23:58:58 GMT -5
Key
Blue : Damage Related
Teal : Turn Related
Green : Bonus
Red : Loss
Purple : Critical
Brown : Distance Related
Here's a little something I've been working on, basically you sacrifice a LOT of Dex. when you start out, in exchange for a lot of Strength, but you make up for it in the long run. I wanted to check with you, Werdmath, on it before we decide to do anything with it.
[shadow=black,left,300]Half-Warforged[/shadow]
Half-Warforged are usually humans or half-orcs who have lost a limb due to sickness, battle, or other means, and have been transfused with a warforged limb.
Physical Description: The limb looks like a large, robotic replica of the replaced limb. The legs are usually tailored to the person’s height, but depending on the use of the arm(s), it can reach as far as the person’s calves.
Class:
Wareiph:
Sometimes, people with warforged arms have had them placed there to increase their strength and abilities for battle. These people are known as “Wareiph.” The Wareiph class can ONLY be taken if your character has a Warforged Arm.
Traits:
+4 to Strength, -6 to Dexterity, -2 to Charisma, -2 AC when not defending, +2 when defending.
Attacks:
1st level:
Wareiph’s Punch (an arching-overcut attack): 2D4 , crit x2
Wareiph’s Uppercut: 1d6 , crit x3 (chance of decapitation)
2nd level:
Charge: Wait one turn, and on your next 2 turns , you get +6 Strength.
4th level:
Hit and Run: Pre. Are Dodge, Run, and Spring Attack, Charge an opponent, 1d6 to all enemies in a line of 30ft. , cooldown time is 1d4 rounds, knocks back all who are hit
5th level:
Chuck: Two turn attack, first turn must perform a grapple check, second turn throws opponent.
Height table [damage on impact equals 1d6(distance traveled/25)] :
Fine: 25d10
Diminutive: 20d10
Tiny: 15d10
Small: 10d10
Medium: 5d10
Large: 2d10
7th level:
Pummel: Two turn attack, first turn must perform a grapple check, second turn either must make another grapple check (for large creatures), or player pummels the enemy into the ground, dealing 2d6 damage, crit. x3
10th level:
Crush: Two turn grapple attack, each turn after first turn deals 2d4 damage and player may perform a grapple check or release the enemy.
12th level:
Eberron Attunement (player’s choice to take this ability or not): Eberron grants you the power of DM’s choice of element, that element adds +5 damage to all attacks with arm and without weapon, +3 with weapon.
14th level:
Torment: Grapples, performs a lift over head check, then Smashes the enemy’s head into ground for 2d6 damage, repeat second step next turn or release enemy.
15th level:
Wornforged Armor: Player is experienced with the mechanical limb, and suffers no dexterity loss.
18th level:
Falling Star:
1st turn: Charge. 2nd turn: Player launches 6d6 ft. into midair with arm.
3rd turn: Player falls onto enemy, dealing 2d6 plus 1d6(distance fallen/10) damage with arm, or 3d6 plus 1d8(distance fallen/10) with a reach weapon or polearm. Crit x2.
20th level:
(If player took Eberron Attunement) Shooting Star: Player Charges for three turns
4th turn: Unleashes a blast of the arm’s element, dealing 15d8 damage to all enemies in a 30 ft. line, and knocking them back (if not killing them). Also, player loses elemental damage for a number of rounds equal to damage dealt divided by 3 , round any decimals up
(If player did NOT take Eberron Attunement) Spire: Player charges for two turns
3rd turn, player punches the ground and sends a wave of earth spires shooting out of the ground for 40 ft. in front of them, dealing 15d6 to all caught in the attack, cooldown time is 2d4 rounds .
Blue : Damage Related
Teal : Turn Related
Green : Bonus
Red : Loss
Purple : Critical
Brown : Distance Related
Here's a little something I've been working on, basically you sacrifice a LOT of Dex. when you start out, in exchange for a lot of Strength, but you make up for it in the long run. I wanted to check with you, Werdmath, on it before we decide to do anything with it.
[shadow=black,left,300]Half-Warforged[/shadow]
Half-Warforged are usually humans or half-orcs who have lost a limb due to sickness, battle, or other means, and have been transfused with a warforged limb.
Physical Description: The limb looks like a large, robotic replica of the replaced limb. The legs are usually tailored to the person’s height, but depending on the use of the arm(s), it can reach as far as the person’s calves.
Class:
Wareiph:
Sometimes, people with warforged arms have had them placed there to increase their strength and abilities for battle. These people are known as “Wareiph.” The Wareiph class can ONLY be taken if your character has a Warforged Arm.
Traits:
+4 to Strength, -6 to Dexterity, -2 to Charisma, -2 AC when not defending, +2 when defending.
Attacks:
1st level:
Wareiph’s Punch (an arching-overcut attack): 2D4 , crit x2
Wareiph’s Uppercut: 1d6 , crit x3 (chance of decapitation)
2nd level:
Charge: Wait one turn, and on your next 2 turns , you get +6 Strength.
4th level:
Hit and Run: Pre. Are Dodge, Run, and Spring Attack, Charge an opponent, 1d6 to all enemies in a line of 30ft. , cooldown time is 1d4 rounds, knocks back all who are hit
5th level:
Chuck: Two turn attack, first turn must perform a grapple check, second turn throws opponent.
Height table [damage on impact equals 1d6(distance traveled/25)] :
Fine: 25d10
Diminutive: 20d10
Tiny: 15d10
Small: 10d10
Medium: 5d10
Large: 2d10
7th level:
Pummel: Two turn attack, first turn must perform a grapple check, second turn either must make another grapple check (for large creatures), or player pummels the enemy into the ground, dealing 2d6 damage, crit. x3
10th level:
Crush: Two turn grapple attack, each turn after first turn deals 2d4 damage and player may perform a grapple check or release the enemy.
12th level:
Eberron Attunement (player’s choice to take this ability or not): Eberron grants you the power of DM’s choice of element, that element adds +5 damage to all attacks with arm and without weapon, +3 with weapon.
14th level:
Torment: Grapples, performs a lift over head check, then Smashes the enemy’s head into ground for 2d6 damage, repeat second step next turn or release enemy.
15th level:
Wornforged Armor: Player is experienced with the mechanical limb, and suffers no dexterity loss.
18th level:
Falling Star:
1st turn: Charge. 2nd turn: Player launches 6d6 ft. into midair with arm.
3rd turn: Player falls onto enemy, dealing 2d6 plus 1d6(distance fallen/10) damage with arm, or 3d6 plus 1d8(distance fallen/10) with a reach weapon or polearm. Crit x2.
20th level:
(If player took Eberron Attunement) Shooting Star: Player Charges for three turns
4th turn: Unleashes a blast of the arm’s element, dealing 15d8 damage to all enemies in a 30 ft. line, and knocking them back (if not killing them). Also, player loses elemental damage for a number of rounds equal to damage dealt divided by 3 , round any decimals up
(If player did NOT take Eberron Attunement) Spire: Player charges for two turns
3rd turn, player punches the ground and sends a wave of earth spires shooting out of the ground for 40 ft. in front of them, dealing 15d6 to all caught in the attack, cooldown time is 2d4 rounds .