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Primal Influence - NEW UPDATES as of 5/18/2010
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Tue May 25, 2010 9:07 p    Post subject: Reply with quote

Army of one
Prerequisite: TsR 8, Toughness, Martial weapon feat, weapon focus feat
This is an extraordinary ability
Benefit: By focusing your will you toughen up and can withstand punishing damage and dole out damage to any foe around you.
When you activate this ability you gain DR 15/- and surround yourself with an aura that damages any enemy that is within the aura at the beginning of each round. This aura extends 10 feet around you and deals 10 points of non elemental damage +1/TsR.
In addition to this, any melee attack that is made against you (even ones that miss!) grants you an automatic counter attack. The counter attack is always made at your highest base attack bonus and you always act as if you rolled a 10 to hit. You can only make 1 counter attack against an attacker per round.
This ability has a duration of 10 min plus 1 min/TsR. These rounds need not be used consecutively.


THIS is what you are talking about - If I remember correctly, we were gonna tone it down some.

This is a TsR 8 ability and it should have some power behind it but at the same time not have so many rules that it bogs down the game when it is used.
I will play with this some and see what I can change to keep this a goot rank 8 power, but still not seem "TOO" powerful.
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Tue May 25, 2010 9:14 p    Post subject: Reply with quote

here is the new version -

Army of one
Prerequisite: TsR 8, Toughness, Martial weapon feat, weapon focus feat
This is an extraordinary ability
Benefit: By focusing your will you toughen up and can withstand punishing damage and dole out damage to any foe around you.
When you activate this ability you gain DR 15/-, Fast heal 15 and surround yourself with an aura that damages any enemy that is within the aura at the beginning of each round. This aura extends 10 feet around you and deals 15 points of non elemental damage +1/TsR.
This ability has a duration of 5 min plus 1 min/TsR. These rounds need not be used consecutively but when activated use at least 1 minute.
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Tue May 25, 2010 9:38 p    Post subject: Reply with quote

Transcendent metamagic/metapsionics
This is an extraordinary ability
Prerequisites:TsR 0
Benefit:Any spells/psionics that are adjusted by metamagic/metapsionics no longer adds to the level of the spell or increases the cost of the psionic, in addition the metamagic/metapsionic adds double to one effect chosen by the transcendent at the time the spell/manifistation is cast. Range, duration, damage and even more spell/psionic penetration may be added. The effect chosen may be different every time and is not limited by the examples listed. At rank 6 the effect is now 4x as powerful and 2 variables may be affected. At rank 12 the effect is 8x more powerful and there is no limit on what spell/psionic variables are affected. Rank 18 sees this ability at its peak as any variable may be affected and can be up to 16x more powerful.

new version so its more useful at later ranks.
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Wed May 26, 2010 10:59 p    Post subject: Reply with quote

added new TsR 0 primal ability

Power in the blood
This is an extraordinary ability
Prerequisites: TsR 0, Sorcerer class levels
Benefit:Your transcendent state has heightened your already potent natural casting abilities to a new levels effectiveness. Power in the blood at rank 0 grants an extra 2 known spells for any level of spell you can cast. This number increases by 2 for every 5 TsR you posses starting at rank 5, so at TsR 5 the transcendent would have a bonus 4 spells known for any spell level they can cast from.
In addition to adding more spells, power in the blood allows the transcendent sorcerer to add their TsR to all spell DC's
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whiterabbit
Greater Diety


Joined: 17 Nov 2007
Posts: 312
Location: Out of my mind. Back in 5 minutes.

PostPosted: Thu May 27, 2010 1:50 p    Post subject: Reply with quote

cruciare wrote:
and there is no limit on what spell/psionic variables are affected.


Does This mean that all variables are affected by the multiplier?

For the Army of One power, how many times per day may it be used? Usually, with powers whose duration can be split up, it's usable 1/day. If this is the case, then perhaps wording it like they do for those powers would be better. Something like: For a number of rounds per day equal to X + (Y/TsR), you may... If this is not the case, then how many times per day can it be used?

Also, consider how long battles usually last in our sessions. 1 round is equal to 6 seconds, meaning that 10 rounds is one minute. 13 minutes (at the minimum rank needed to get this power) would allow you to use this ability for 130 rounds. Even with a generous 10 rounds of combat (which I can't even recall us being in combat for that long), you could use this power for 13 combat sessions, when we rarely have more then three combat sessions per in-game day. You don't exactly have to worry about conserving your power for the foes who actually need it, do you? Now I realize that you're going for something over the top with the transcendents, but I see no reason not to use the power as is, for every foe we meet.
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Thu May 27, 2010 12:21 p    Post subject: Reply with quote

whiterabbit wrote:
cruciare wrote:
and there is no limit on what spell/psionic variables are affected.


Does This mean that all variables are affected by the multiplier?


Yes, but on second thought that may be a bit much. I may add extra variable the more ranks you get.

whiterabbit wrote:

For the Army of One power, how many times per day may it be used? Usually, with powers whose duration can be split up, it's usable 1/day. If this is the case, then perhaps wording it like they do for those powers would be better. Something like: For a number of rounds per day equal to X + (Y/TsR), you may... If this is not the case, then how many times per day can it be used?

Also, consider how long battles usually last in our sessions. 1 round is equal to 6 seconds, meaning that 10 rounds is one minute. 13 minutes (at the minimum rank needed to get this power) would allow you to use this ability for 130 rounds. Even with a generous 10 rounds of combat (which I can't even recall us being in combat for that long), you could use this power for 13 combat sessions, when we rarely have more then three combat sessions per in-game day. You don't exactly have to worry about conserving your power for the foes who actually need it, do you? Now I realize that you're going for something over the top with the transcendents, but I see no reason not to use the power as is, for every foe we meet.


It was in there that it could only be used 1/day per 10 TsR - but it was left out by accident Smile I'll put that back in.
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Thu May 27, 2010 12:26 p    Post subject: Reply with quote

Both updated Rabbit
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Wed Jun 09, 2010 11:17 p    Post subject: Reply with quote

Ok -

Clairsentience has been moved to a rank 6 power.

In short, TsR ranks 0-5 is way more non epic friendly now.

TsR abilities are supposed to be very good, but clairsentience was just a bit TOO good for the rank it was in.
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Sun Jun 13, 2010 11:18 p    Post subject: Reply with quote

wave of blades changed to make it more low level friendly.
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Tue Jun 15, 2010 7:54 p    Post subject: Reply with quote

altered weapon master (rank 0) and advertant mind (rank2 )
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Wed Jun 16, 2010 6:38 p    Post subject: Reply with quote

Turn alignment is now Abjure Alignment - I think you will like the changes.
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whiterabbit
Greater Diety


Joined: 17 Nov 2007
Posts: 312
Location: Out of my mind. Back in 5 minutes.

PostPosted: Mon Jun 21, 2010 3:15 p    Post subject: Reply with quote

@ Adverdant Mind: The free perception check, is it the casual skill check where we add 10 to our modifier, or the full-blown skill roll?

The other modifications make them alot more desirable powers.
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Last edited by whiterabbit on Tue Jun 22, 2010 12:06 p; edited 1 time in total
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cruciare
Overpower


Joined: 16 Nov 2007
Posts: 609

PostPosted: Mon Jun 21, 2010 9:29 p    Post subject: Reply with quote

Adverdant mind - its a full blown skill roll
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whiterabbit
Greater Diety


Joined: 17 Nov 2007
Posts: 312
Location: Out of my mind. Back in 5 minutes.

PostPosted: Sun Jul 25, 2010 2:26 p    Post subject: Reply with quote

I was going through the powers to alter my Zerg character since Internal Reserve no longer needs to be taken twice, and noticed that a couple of powers are duplicated. Greater Weapon Master's ability is now covered by Weapon Master, and Transcendent Adaptation is covered with Survival.

Also, Consolidate seems to be missing, as well as the last rank 8 power.
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