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Ziegander
2012-04-07, 04:58 PM
http://24.media.tumblr.com/tumblr_lu6qn1oLzt1r62lw7o1_400.jpg

Okay, so I've had the urge for a while now to revamp the Limit Warriors (http://community.wizards.com/go/thread/view/75882/19528498/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 (http://www.giantitp.com/forums/showthread.php?t=168962) 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.

Ziegander
2012-04-07, 05:17 PM
The Limit Gauge & You: A Walk Along the Razor's Edge


http://www.gametrailers.com/side-mission/files/2012/01/FF_Origins_BoxArt.jpg

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 (http://www.d20srd.org/srd/specialAbilities.htm#supernaturalAbilities), 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).

Ziegander
2012-04-07, 05:19 PM
Limit Breakers: Classes 101

The Sage

http://media.wizards.com/legacy/dnd/images/realms_20130919_2.jpg

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

http://www.padnd.com/arkuth/images/people/brynian_guard_sergeant.png

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

http://3.bp.blogspot.com/-sJcrb5kb3kE/UvQIi5iSIwI/AAAAAAAAAtI/yEXLlNSZ_N4/s1600/ClassPortAssassin.png

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.

Ziegander
2012-04-07, 05:22 PM
Limit Breaks: Now You're at the Limit(s)

http://www.ffcompendium.com/art/1-knightdragon-a.jpg

1st Level

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

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 (http://www.d20srd.org/srd/conditionSummary.htm#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

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

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 (http://www.d20srd.org/srd/conditionSummary.htm#blownAway).

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

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 (http://www.d20srd.org/srd/spells/windWall.htm) 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 (http://www.d20srd.org/srd/conditionSummary.htm#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

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

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

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

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

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 (http://www.d20srd.org/srd/monsters/dragonTrue.htm#blackDragon)'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.

Ziegander
2012-04-07, 05:24 PM
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.)

Eurus
2012-04-07, 06:26 PM
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.

Empedocles
2012-04-07, 10:25 PM
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.

The-Mage-King
2012-04-07, 10:30 PM
Yessssssss!


Watching this with GREAT interest.

Ziegander
2012-04-08, 10:33 AM
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.


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.


Yessssssss!


Watching this with GREAT interest.

:smallsmile:

GOOD.

Amechra
2012-04-08, 08:55 PM
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.

Ziegander
2012-04-08, 09:13 PM
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.

Amechra
2012-04-08, 09:31 PM
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.

Ziegander
2012-04-08, 09:42 PM
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.

Amechra
2012-04-08, 10:16 PM
They aren't; you just asked what people liked about the original system, so...

Ziegander
2012-04-08, 10:21 PM
They aren't; you just asked what people liked about the original system, so...

OH! Yes. Sorry! lol. :smallredface:

I am getting around to designing Limit Breaks now. How would you categorize the Lightning Riposte break? Boost, Strike, or Utility? I'm unsure...

EdroGrimshell
2012-04-08, 10:23 PM
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)

Ziegander
2012-04-09, 01:43 AM
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! :smallbiggrin:

Empedocles
2012-04-09, 05:17 AM
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 :smallamused:

Hazzardevil
2012-04-09, 05:41 AM
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.

Ziegander
2012-04-09, 02:10 PM
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 :smallamused:

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.


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.

unosarta
2012-04-09, 06:59 PM
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...

Ziegander
2012-04-09, 07:10 PM
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).

Ziegander
2012-04-09, 08:27 PM
A couple powerful blasting Limit Breaks:

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 (http://www.d20srd.org/srd/monsters/dragonTrue.htm#blackDragon)'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).

wayfare
2012-04-10, 11:21 AM
A couple powerful blasting Limit Breaks:

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 (http://www.d20srd.org/srd/monsters/dragonTrue.htm#blackDragon)'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!

RoyVG
2012-04-10, 11:44 AM
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 :smallfrown:, 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.:smallannoyed:

Anyway, I'm interested into what this will become in the end.

Ziegander
2012-04-11, 02:47 AM
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.

TravelLog
2012-04-11, 09:51 AM
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!

Ziegander
2012-04-11, 10:04 AM
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!

Garryl
2012-04-11, 10:31 AM
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?

Ziegander
2012-04-11, 10:40 AM
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.

TravelLog
2012-04-11, 02:56 PM
To be clear, all except Drain would only be usable on ally's rather than yourself. And you've already said you can't purposefully harm yourself or an ally just to raise your gauge correct?

I do understand your concern however. I don't think Protect (DR or something), Shell (high magic resistance and SR), Mighty Guard (both, and perhaps granting an extra saving throw against enemy abilities for a couple rounds) are too out of line. Likewise Quicken (push an ally to the highest Initiative+1 for a while), or even Reflect (self-explanatory) at higher levels. Level 8 for reflect perhaps.

Another possibility is a Dark Knight-style Darkness limit where you sacrifice HP without boosting your gauge to deal damage to all enemies nearby based on the HP amount you sacrifice.

Ziegander
2012-04-11, 03:50 PM
To be clear, all except Drain would only be usable on ally's rather than yourself. And you've already said you can't purposefully harm yourself or an ally just to raise your gauge correct?

Actually, I said that the opposite is true. If taking lethal damage adds Break Points to your gauge, then there's no reason why you shouldn't be able to stab yourself or jump out of a building in order to get some BP.


I do understand your concern however. I don't think Protect (DR or something), Shell (high magic resistance and SR), Mighty Guard (both, and perhaps granting an extra saving throw against enemy abilities for a couple rounds) are too out of line. Likewise Quicken (push an ally to the highest Initiative+1 for a while), or even Reflect (self-explanatory) at higher levels. Level 8 for reflect perhaps.

Oh, yeah, those will be fine. I already made the Barrier Limit Break at 4th level, and I like the idea of Quicken and Reflect. Not sure how I would handle Mighty Guard.


Another possibility is a Dark Knight-style Darkness limit where you sacrifice HP without boosting your gauge to deal damage to all enemies nearby based on the HP amount you sacrifice.

Well, since you have already lost HP in order to use the Limit Break, I don't think I'm going to make any that cause you to lose even more. That seems pretty cruel.

TravelLog
2012-04-11, 04:13 PM
Actually, I said that the opposite is true. If taking lethal damage adds Break Points to your gauge, then there's no reason why you shouldn't be able to stab yourself or jump out of a building in order to get some BP.
I'll admit that makes me leery of abuse. Naturally it's up to you, but I'd at the least say you need to do it to yourself and not attack allies for it. Otherwise it'd be really easy for mage characters to endless spam limits as super powerful warriors deal heavy damage and a cleric-type uses Heal. Just spam Ultima 10 times, problem solved.

Anyway, other suggestions:
--Demi/Gravity series of limits reducing enemy HP by a certain percentage (probably based off user's current or Maximum to keep it from being too powerful)
--Bubble: double an ally's current/max HP for a short time
--Reverse series. Reverse things like positive-energy heal and negative-energy damage to be opposite, make a cold immune creature immune to fire instead and weak to cold, make hasted foes slowed, etc. At highest levels, perhaps even make damage heal and vis-a-versa, or reverse a creature's subtypes and such.
--Ranged abilities. Things like Potshot (touch attack, ignore miss chance), Scattershot (damage in a burst on an attack), Trigger Happy (full attack as a standard or extra attacks on a Full Attack), Table Turner (more damage to foes with DR or high AC), Mana Bullet (make it so a foe's spell slots and/or SLAs are counted as used for the day or something like that).


One last thing. I think there should be a low level version of Mug, like you currently have, that allows for stealing only mundane and non-worn items. At mid-level, an upgrade allowing for stealing magic items and worn items. At high-levels, stealing anything on the enemy's body, including wielded weapons, worn armor, stuff like that.

Ziegander
2012-04-11, 04:34 PM
I'll admit that makes me leery of abuse. Naturally it's up to you, but I'd at the least say you need to do it to yourself and not attack allies for it. Otherwise it'd be really easy for mage characters to endless spam limits as super powerful warriors deal heavy damage and a cleric-type uses Heal. Just spam Ultima 10 times, problem solved.

1) You don't get BP for attacking creatures. You get BP for being dealt lethal damage (except with the Fighting Spirit feat that I will need to address).

2) If the Cleric is using his spell slots to enable Limit Breaks, those are spell slots he's not using to be a Tier-1 badass. I don't see a problem.


Demi/Gravity series of limits reducing enemy HP by a certain percentage (probably based off user's current or Maximum to keep it from being too powerful)

Got you covered with Grimtooth. I don't know how I feel about doing a higher-leveled version that reduces enemy hp by 75%.


--Bubble: double an ally's current/max HP for a short time

Almost certainly not going to happen. Unless I include a clause like, "fur the duration of the effect, that ally cannot gain BP."


--Reverse series. Reverse things like positive-energy heal and negative-energy damage to be opposite, make a cold immune creature immune to fire instead and weak to cold, make hasted foes slowed, etc. At highest levels, perhaps even make damage heal and vis-a-versa, or reverse a creature's subtypes and such.

Is this from a Final Fantasy? If yes, which one?


--Ranged abilities. Things like Potshot (touch attack, ignore miss chance), Scattershot (damage in a burst on an attack), Trigger Happy (full attack as a standard or extra attacks on a Full Attack), Table Turner (more damage to foes with DR or high AC), Mana Bullet (make it so a foe's spell slots and/or SLAs are counted as used for the day or something like that).

All fairly good ideas.


One last thing. I think there should be a low level version of Mug, like you currently have, that allows for stealing only mundane and non-worn items. At mid-level, an upgrade allowing for stealing magic items and worn items. At high-levels, stealing anything on the enemy's body, including wielded weapons, worn armor, stuff like that.

I sort of see where you're going with this (stealing "common" vs "rare" items), but it would involve me nerfing Armed Robbery to the point that it would be worthless. Right now Armed Robbery is capable of stealing all of those things. I don't think anyone would bother learning a Limit Break that allows them to steal chalk and bread out of people's pockets.

TravelLog
2012-04-11, 05:19 PM
"Reverse" is a foe-only ability in FFIV, and usable by the player in FFXII. As for Armed Robbery, my issue was that it's a level one limit. Meaning at higher levels it can be spammed at low cost for lots of incredible item theft. Maybe make it all items except magic items as a first level, then magic items as well at say, 4th or 5th level Limits. Alternatively, you could allow for stealing all non-worn items at low levels, then worn items as well as part of the higher level ability.

Ziegander
2012-04-11, 06:28 PM
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.


I'll admit that makes me leery of abuse. Naturally it's up to you, but I'd at the least say you need to do it to yourself and not attack allies for it. Otherwise it'd be really easy for mage characters to endless spam limits as super powerful warriors deal heavy damage and a cleric-type uses Heal. Just spam Ultima 10 times, problem solved.

Okay, so I'm on the verge of having possibly a different idea for the Limit Gauge and Break Point cost of Limit Breaks, but I haven't got it quite worked out yet. Basically, I'm thinking that your highest level Limit Breaks always cost the entire gauge and your lower level ones cost progressively less than that (probably in half-step increments).

The biggest difference with this, and probably why I don't like it as much, is that now the tables are turned, and the Sage (or other characters with lower hit points) uses its high-level Limit Breaks more often than the Veteran (or other characters with higher hit points). Of course, it allows the Veteran and other high hp types to spam lower level ones with impunity. Hmm...

So, if the Limit Gauge was actually equal to one-half your hit points, and your highest level Limit Breaks always cost the full gauge, while each lower level Break costs half that for each level it is lower... A 20th level Sage with 120 hit points gets to use its 10th level Limit Breaks every time it takes 60 or more damage, it's 9th levels at 30, 8th level at 15, 7th level at 7, 6th at 3, 5th at 1... No, no, this just isn't workable.

If it were a 10% cost reduction per level, then it would be 60 points for 10th, to 54 points for 9th, to 48 for 8th, to 37 for 7th, to 33 for 6th, to 30 for 5th, to 27 for 4th, to 24 for 3rd, to 21 for 2nd, to 19 for 1st. And then that runs into the odd problem of your lower level Limit Breaks costing more as you gain levels. Maybe that's not a problem though? Eh...

Can anyone think of a good way to scale cost non-linearly? Because I am a little concerned with offering quadratic power at a linear cost, but I can't come up with a good way to handle it.

TravelLog
2012-04-11, 07:05 PM
I don't know if this will help at all, but one thing I thought of was rather than having it be (one point of damage--->one break point), you could do it based on percentages of maximum HP, with each break level costing 10% increments of the gauge. That way, it not only scales as you level, it also better reflects different characters, since a squishy character taking 50 damage when he only has 60 HP should fill his gauge faster than it would for a character with 150 HP.

Ziegander
2012-04-11, 07:40 PM
I don't know if this will help at all, but one thing I thought of was rather than having it be (one point of damage--->one break point), you could do it based on percentages of maximum HP, with each break level costing 10% increments of the gauge. That way, it not only scales as you level, it also better reflects different characters, since a squishy character taking 50 damage when he only has 60 HP should fill his gauge faster than it would for a character with 150 HP.

The biggest problems with that approach are that a) your low level Limit Breaks begin to cost you more as you become more powerful. odd. and b) Limit Breaks of the same level cost different characters more based on how tough the characters are. Seems unfair to punish Warriors for having more hit points.

TravelLog
2012-04-11, 07:49 PM
Perhaps make the gauge dependent on level rather than the character's hit points? That solves the gauge problem itself, though it doesn't resolve the issue of filling the gauge based on damage, which remains rather tricky...hmm. Still a start I suppose. What are you currently thinking?

Ziegander
2012-04-11, 07:59 PM
Perhaps make the gauge dependent on level rather than the character's hit points? That solves the gauge problem itself, though it doesn't resolve the issue of filling the gauge based on damage, which remains rather tricky...hmm. Still a start I suppose. What are you currently thinking?

Currently? I'm honestly thinking I should just leave it the way it is. Maybe just do a blanket cost raise to 10 BP per Break Level. That would be sort of a bind at low-levels, but not dramatically so, and it would keep things more reasonable at high-levels, given the ease of restoring hit points then.

Daverin
2012-04-11, 08:32 PM
This is looking extremely awesome. Can't wait to see what else you plan to do with it! :smallsmile:

unosarta
2012-04-12, 06:26 AM
If it were a 10% cost reduction per level, then it would be 60 points for 10th, to 54 points for 9th, to 48 for 8th, to 37 for 7th, to 33 for 6th, to 30 for 5th, to 27 for 4th, to 24 for 3rd, to 21 for 2nd, to 19 for 1st. And then that runs into the odd problem of your lower level Limit Breaks costing more as you gain levels. Maybe that's not a problem though? Eh...

One thing I was thinking was that you could just make it in solid 10% brackets... So, for instance, in the case of that 120 hit point character, their gauge is 60 points, and their highest level limit is also 60 points. As you go down, and let's just say that they are 20th level, their limits cost: 10th, 60; 9th, 54; 8th, 48; 7th, 42; 6th, 36; 5th, 30; 4th, 24; 3rd, 18; 2nd, 12; and 1st, 6. That way you are encouraged to have your lowest level maneuvers used more often than your highest level ones, which leads to more direct tactical decision making (do I blow all of my gauge points right now for a 7th level Limit Break or try to use one of my 1st level Limit Breaks and then hope they deal more damage this round so I can get a higher level Limit Break next round). I have made a system similar to this for Barbarians wherein they would fill their rage pool with a number of points equal to the amount of damage they take, and then use that to activate their Rage and other Rage abilities, and having playtested it a bit, at least at the 7th level and lower phase, you actually end up taking quite a bit of damage. Like, if you are trying, it can be surprisingly easy. And the abilities of the Barbarian weren't even trying to scale directly with level, they were based on the level you gained them and nothing more. That made your highest level rage abilities fairly difficult to use if they had an activation cost, but when you leveled up they would be easier to use. The same is true in this case, only their cost scales as well, and they are easier to use when you gain a new level of Limit Break, which are going to be more powerful than the last level anyway.

That would be the system I would recommend.

Also, I have been working on more Limit Breaks based on the Psion's Energy power line that are all based on the Energy Omen Break, and therefore all sport names like "Energy Augury", "Energy Prophecy", and "Energy Portent".

Got the Limit Breaks done. Feel free to change the hell out of them. I didn't really worry altogether that much on the balance.

Energy Augury [Strike]
Level: 2nd
Cost: 10 BP
Action: Standard action
Range: Long (400ft + 40ft/Breaker Level)
Target: One creature
Duration: Instantaneous
Saving Throw: Reflex partial

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, and make a ranged touch attack. That creature takes 1d6 damage of the chosen type per two Breaker levels you possess (minimum 1d6, maximum 7d6). If you chose Sonic, the damage is reduced to 1d4 per two Breaker level. That creature also is pushed back from this damage. They are pushed back 5 feet for every 5 points of damage taken. If they make a Reflex save, they are only pushed back half of this distance.


Energy Auspice [Strike]
Level: 3rd
Cost: 15 BP
Action: Standard
Range: 120 ft.
Area: 120 ft. line
Duration: 1 round/2 Breaker levels
Saving Throw: Reflex half

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 create a 120 foot line that deals 1d6 damage per two Breaker levels you possess (minimum 1d6, maximum 10d6) of the chosen damage type to all creatures within the area of the effect. If you chose Sonic, the damage is reduced to 1d4 per two Breaker levels. The line remains for a number of rounds equal to your Breaker level divided by two, rounded down. Any creature that enters the area of the line takes the damage of the line for the duration.


Energy Portent [Strike]
Level: 6th
Cost: 30 BP
Action: Standard
Range: Long (400ft + 40ft/Breaker level)
Area: One creature
Duration: Instantaneous; 1 round/Breaker level (see text)
Saving Throw: Reflex partial

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 at one creature within range, and they take 1d6 damage per Breaker level (minimum 1d6, maximum 15d6), and must make a Reflex save or take an effect depending on the damage type:

Acid: Blinded for the duration.
Cold: Slowed for the duration.
Electric: Frightened for the duration.
Fire: Knocked prone, and takes 1d6 damage each round for the duration.
Sonic: Deafened for the duration.


Energy Premonition [Strike]
Level: 7th
Cost: 35 BP
Action: Standard
Range: Long (400ft + 40ft/Breaker level)
Area: Varies; see text
Duration: Instantaneous or 1 round/Breaker level (see text)
Saving Throw: Reflex half

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 hand in one direction, and a wave of pure energy blasts out from your hand. All creatures within the area take 1d6 damage per Breaker level you possess (minimum 1d6, maximum 20d6) of the chosen damage type. If you chose Sonic, the damage is reduced to 1d4 per Breaker level. You may choose what shape the wave takes, and the area changes based on that shape:
Cone: A 120 foot cone, emanating from yourself.
Line A 240 foot line.
Emanation: An 80 foot spread centered on one square within range.
Blast: A 120 foot burst centered on yourself.
Wall: A 30 foot high wall, which is 40 feet long. Lasts a number of rounds equal to your Breaker level. The wall may curve up to 90 degrees in up to three different places. Any creature that is within 10 feet of the wall takes half of this effect's damage, and any creature that passes through the wall takes full damage. The reflex save only applies when the wall is first creatured.


Energy Prophecy [Strike]
Level: 9th
Cost: 45 BP
Action: Standard
Range: Personal; Long (400ft + 40ft/Breaker level) (see text)
Target: Self
Duration: 1 round/Breaker level
Saving Throw: No

Effect: You open your elemental understanding, and can manipulate the world around you to produce amazing elemental effects. For the duration of the power, you may create a bolt of energy and shoot it at an opponent within Longe range as an attack action which can be combined in a full attack. This does not require an attack action and automatically hits. Choose one damage type from among Acid, Cold, Electric, Fire, or Sonic. That bolt of damage deals 1d8 damage of the chosen type per Breaker level you possess, without maximum. If you chose sonic damage, it instead deals 1d6 damage per Breaker level you possess. You may only make and shoot up to a number of bolts equal to the Ability score that you use for your Breaking abilities’ modifier per round.

TravelLog
2012-04-14, 04:05 PM
How things are going along well. Some other possibilities:
--1,000 Needles Limit (as previously suggested by another poster) dealing a set amount of damage
--A Toad-type Polymorphing limit
--A "Break" limit which turns enemies to stone
--A Chef's Knife limit break based on the Tonberry ability
--"Mother's Gift", some kind of incredible magical and physical self-buff in homage to Sephiroth, as well Kadaj, Loz, and Yazoo
--On that note...One-Winged Angel? I think so.
--Some sort of powerful melee attack that knocks foes prone..."I Garland will knock you all down!"
--"Triad God Burst", an incredibly devastating multi-element magic attack in homage to Kefka.
--"Red Card" or something similar involving punishments based on Judges/Judgemasters/etc.

Daverin
2012-05-07, 05:02 PM
Hey, just wanted to see if this was still happening; I'm finding this system to be amazing, and just wanted to know if everything that you wanted was accomplished or if you still needed to work on it.

Harmonixer3500
2017-05-01, 08:35 PM
Speaking of Animana's Limit Warriors does anyone know where you can find it. I lost all of my files recently and desperately want to get those classes back. My group and I are doing an entire campaign around that and don't want to scrap a lvl 16 campaign if we don't have to.