PDA

View Full Version : Vindictus Homebrew(3.5, PEACH)



Road_Runner
2013-01-25, 07:39 PM
Vindictus


http://www.azubu.com/wp-content/uploads/2012/03/161.jpg


Notes:

Hello! This homebrew is based off the video game Vindictus (http://vindictus.nexon.net/) by Nexon. As of now I've only implemented one of my favorite classes (Lann) along with transformations.

NOTE: All images/video included belongs to Nexon America. Most images are from Vindictus wiki, which posts them under copyright license from Nexon. Video credit also belongs to respective youtube users.


Changelog


1/22/13
Homebrew is done! Any comments and suggestions for editing are appreciated!









Lann











http://www.vindictuswiki.com/w/images/thumb/6/60/Lann_Standing.png/400px-Lann_Standing.png



Adventures: Originally a member of the Crimson Blade mercenaries, Lann's primary motive is monetary. However, further motives based on goals of power or morality may develop as Lann grows as a skilled warrior.

Description: Lann is a fast, powerful, dual sword wielding fighter who specializes in quick powerful strikes. He has high mobility, able to easily dance around the battlefield and dodge enemy attacks.

Alignment: Any

Races: Primary human, or a race that is similar to human.

Role: Lann is a front line fighter. Although not quite as capable at soaking up damage as traditional "tank" classes, such as Paladins and Barbarians, he makes up for it with the ability to quickly deal out lots of damage.

Abilities: Strength and Dexterity are the two most important abilities for Lann. Constitution and Intelligence are also important.

Class Skill List: Balance(Dex), Climb(Str), Craft(weaponsmithing), Escape Artist(Dex), Hide(Dex), Intimidate(Cha), Jump(Str), Knowledge(local), Knowledge(history), Listen(Wis), Move Silently(Dex), Sense Motive(Wis), Spot(Wis), Survival(Wis), Swim(Str), Tumble(Dex)

Skill Points: 4 + Int modifier

Lann
Hit Die: d10
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+1|
+2|
+2|
+0| Twin Blade Style, Balance of Force|

2nd|
+2|
+3|
+3|
+0|Windmill, Fighter Bonus Feat|

3rd|
+3|
+3|
+3|
+1|Slip Dash|

4th|
+4|
+4|
+4|
+1|Meditation|

5th|
+5|
+4|
+4|
+1|Blade Expertise|

6th|
+6/+1|
+5|
+5|
+2|Throwing Spear Mastery, Fighter Bonus Feat|

7th|
+7/+2|
+5|
+5|
+2|Nimble Dash|

8th|
+8/+3|
+6|
+6|
+2|Gliding Fury|

9th|
+9/+3|
+6|
+3|
+6|Path Transformation|

10th|
+10/+5|
+7|
+7|
+3|Chain Hook Mastery, Fighter Bonus Feat|

11th|
+11/+6/+1|
+7|
+7|
+3|Evasive Dash|

12th|
+12/+7/+2|
+8|
+8|
+4|Lightning Fury|

13th|
+13/+8/+3|
+8|
+8|
+4|Unleash|

14th|
+14/+9/+4|
+9|
+9|
+4|Acrobatic Dodge, Fighter Bonus Feat|

15th|
+15/+10/+5|
+9|
+9|
+5|Battle Dance|

16th|
+16/+11/+6/+1|
+10|
+10|
+5|Second Transformation|

17th|
+17/+12/+7/+2|
+10|
+10|
+5|Battle Respiration|

18th|
+18/+13/+8/+3|
+11|
+11|
+6|Balance of Body, Fighter Bonus Feat|

19th|
+19/+14/+9/+4|
+11|
+11|
+6|Perfect Edge|

20th|
+20/+15/+10/+5|
+12|
+12|
+6|Incarnate Transformation| [/table]

Weapon and Armor Proficiencies: Lann is proficient with all simple and martial weapons, along with light and medium armor.

Twin Blade Style(Ex): Lann is very skilled in dual-fighting, and can wield two weapons as easily as one. Lann can wield two light or two one-handed weapons, or a mix of the two, however Lann's signature style is wielding two longswords. Either way, both weapons must deal slashing or piercing damage. Lann breaks the mold for standard two-weapon fighting, and instead of simply attacking can use two weapons in a variety of manuevers called strikes. By taking a full round or standard action, you can initiate a number of strikes described below. You get a number of strike points equal to your BAB with a full round action, or half your BAB with a standard action. Some strikes have a stamina cost. You have a stamina pool of 5 + int + level. Strikes and stamina usage are described below. Strikes can also generate SP, which can be used in the form of powerful SP skills, described below.

Balance of Force: Whenever Lann wields two slashing or piercing damage weapons that are either both one-handed, light weapons, or a mixture of the two, Lann adds his full str modifier to attacks with both his dominant and off-hand.

Fighter Bonus Feat: Lann gains a bonus feat from the fighter bonus feat list. He qualifies as a fighter of his level for feat requisites.

Windmill (http://www.youtube.com/watch?feature=player_embedded&v=_Mh-jYuRhuo): When you get knocked prone, you can right yourself with a spinning flip, potentially knocking opponents off their feet. By spending 2 stamina, when you are knocked prone you can immediately as a free action stand back up. Adjacent opponents must make a Reflex save (DC 10 + 1/2 your level + your Dex modifier) or fall prone. You cannot use this ability after you fall prone deliberately.

Slip Dash: Lann's signature defense is the ability to dodge around the battlefield. Instead of taking a 5 ft step, Lann can initiate a slip dash, which is very similar except it allows him to move 5 or 10 ft without provoking attacks, but if he moves 10 ft it must be in a straight line. In addition to being able to initiate a slip dash in place of a 5 ft step, Lann can as an immediate action initiate a slip dash in response to an attack. This costs 2 stamina. This does not allow him to dodge the attack by moving out range, but he does get a dodge bonus to AC vs the attack equal to 2 + 1/3 level. If you cannot move at least 5 ft, you cannot use slip dash in response to an attack.

Meditation: Lann relies on a calm mental state in addition to quick reflexes to react to an ambush. Add your Int modifier to initiative.

Blade Expertise: Lann is very familiar with a blade, and is able to manipulate his strikes in a way that they hit at an angle to pierce through hard skin or protective coverings. Whenever you strike an opponent, you are automatically aware if they have damage reduction. By making a Martial Lore check as part of the attack vs DC 10 + target's HD, you know exactly the amount and type of DR they have and can bypass an amount of their DR equal to 1/3 your level + your int modifier against that opponent for the rest of the encounter. You can only make a check in this way 1/round per opponent, and if you fail the DC increases by 3 in subsequent rounds (multiple failures induces a cumulative increase). Lann is intimate with his weapon, and never loses control of it. You can't have weapons sundered or disarmed, or dropped during stun as long as they qualify for twin blade style.

Throwing Spear Mastery: Sometimes enemies are flying, ranged, or too difficult to take down in melee. Lann is skilled at throwing spears at enemies to damage and cripple them in order to bring them down. When using a shortspear as a thrown weapon, his range increment is doubled (40 ft). In addition, he is skilled at crafting specialized wooden throwing spears. With a DC 12 craft check you can make 1 spear in half an hour. This costs 3 sp worth of wood and the spear also functions as a normal shortspear. For every 4 points you beat the DC by, you can further the refine the spear to be extra sharp and aerodynamic, adding a +1 masterwork bonus to attack and damage rolls (only for the purposes of throwing). In absence of raw materials, you can forage for a number of silver pieces worth of wood equal to 1/2 a survival check in a forested area with one hour of work. Lann can carefully throw spears to cripple opponents. By taking a standard action, or a full round action for a +4 bonus on the attack roll, you can throw a spear at a specific body part of an enemy to cripple them. Lann is capable of drawing a spear even while dual-wielding; if you have the Quick Draw feat you can draw a thrown weapon as a free action, sheathing your swords immediately (as throwing the spear requires two hands). You must throw a highly accurate shot (beating their AC by at least 5). If you fail to beat their AC by 5, you hit them but miss the intended body part, dealing damage normally. By striking a leg, you can slow their movespeed by half, by striking two legs they can't move and can only take a 5ft step as a move action. By striking an arm, they can't use that arm. By striking a wing, you can cause their flight maneuverability to drop two stages, and can only fly at half speed. By striking both wings they can no longer fly and fall. They can uncripple themselves by pulling out a spear as a standard action by making a strength check of DC 10 + the number of points your attack roll beat their AC, dealing 1d6 points of damage to themselves in the process. A minute of work and a heal check of DC 20 can safely remove the spear without additional damage. You can pull used spears out of defeated opponents, but there is a 50% chance they break in the process and even spears that are pulled out successfully take a -4 penalty to attack rolls from wear and tear.

Nimble Dash: By spending 2 stamina, you can get an extra 5 ft step (which can therefore be used to slip dash) in your turn. This can be used to gain a second 5 ft step, or gain a single 5 ft step in a round where you wouldn't normally have one, for example if you took a move action.

Gliding Fury(Ex) (http://www.youtube.com/watch?feature=player_embedded&v=O5t7QIO8Ooc): This is one of Lann's iconic abilities. After a standard or full round attack action where you confirmed a critical hit off a roll of 19 or 20, you can initiate a gliding fury at the end of your attack sequence. A gliding fury strike costs no stamina or additional strike point cost. You assault opponents with a brutal attack, moving 10 or 15 ft in a straight line. This movement does not provoke attacks of opportunity, and can allow you to blast through squares occupied by enemies, as long as you don't land in a square occupied by an enemy. Roll a single attack which hits all opponents whose squares you touched or traveled through in your movement. Add your dexterity modifier to the attack and damage roll. You also deal 1d6 sonic damage per 2 levels.

Path Transformation(Ex): You must choose your path, that of a Paladin or Dark Knight. Transformation is described below.

Chain Hook Mastery: You learn how to use what is called a chain hook. You can craft a chain hook with 3 gp worth of metal and an hour of time and by beating a DC 15 Craft(weaponsmithing) check. A chain hook weighs 5 pounds. Using a chain hook is similar to using a throwing spear, except as a standard action you fire the chain hook at an opponent as a ranged touch attack with a range increment of 20 ft. If it hits, make a trip attempt. If successful, the opponent falls prone, falling to the ground if flying. If you miss, you can reel in the chain hook as a move action and try again as a standard action. As a move action you can drag the opponent 20 ft, dealing 2d6 points of nonlethal damage. The opponent cannot move or stand while chain hooked. As a standard action, by making an opposed Strength check vs your rerolled trip attempt. If successful, the chain hook is broken. You can also release the chain hook as a free action. Unlike throwing spears, chain hooks can be reused unless the opponent succeeds on the Strength check in breaking them.

Evasive Dash: Lann gains the ability to use slip dash in response to reflex saves as well as attacks, gaining a bonus of 2+1/3 level on a single reflex saving throw, as well as evasion for the purpose that save.

Lightning Fury(Ex) (http://www.youtube.com/watch?feature=player_embedded&v=ZitNmM9BTX0): If you achieve two critical hits instead of one in a standard or full round attack action, you can initiative a lightning fury instead of a gliding fury. A lightning fury is the same as a gliding fury, except you can move up to 20 ft in a line, add double your Dexterity modifier to attack and damage, and deal an additional 1d6 electricity damage per two levels in addition to the sonic damage.

Unleash(Ex): When you fail a saving throw against a mind-affecting power that prevents you from acting normally, such as fear, domination, confusion, charming, insanity, suggestion, your transformed state can take over your mind, breaking the effect. On the round after you fail a save, and every subsequent round after, you can attempt another saving throw. If you succeed, you immediately enter transformation as if you had finished the full action required for transformation. If you are already in transformation, and have access to second transformation and the required SP, you can enter second transformation under the same circumstances.

Acrobatic Dodge: You become so efficient in your dodging skills they require little energy. Slip dashing requires only 1 stamina cost instead of 2 (this applies to Nimble Dash as well). Additionally, you can dodge attacks without moving from your square, although you still must be able to move (not stunned, pinned, paralyzed, etc.)

Battle Dance: You fluidly move from defense to offense, and vice versa. When you successfully dodge an attack from an opponent with slip dash, you gain a +3 bonus on attack rolls against that enemy until the end of your next turn. Additionally, when you successfully hit an opponent with a melee strike, gain a +3 dodge bonus against any attack from them until the end of their next turn.

Second Transformation: You can access to a second Transformation, described below.

Battle Respiration : You passively regain 4 stamina at the beginning of your turn instead of 2.

Balance of Body: You learn to balance strength and speed. You gain a +5 dynamic bonus to Strength or Dexterity, which is split so that your ability scores are as even as possible. For example, if you have 22 Strength and 18 Dexterity, you can a +5 bonus to dexterity, or a +4 bonus to dexterity and a +1 bonus to strength. If you suddenly take 5 strength damage from poison, and now have 17 strength, you gain a +3 bonus to strength and +2 bonus to dexterity. If the ability scores are even, you can choose where the extra point goes.

Perfect Edge: You critical range with slashing or piercing weapons increases by 2, and you gain a +6 bonus to confirm critical hits. Your weapon becomes so sharp you ignore twice the amount of DR with blade expertise.

Incarnate Transformation: You enter your first transformation state permanently, and your second transformation state can be entered with no SP cost.


Strikes

Lann's fighting style is much more fluid than the average fighter, and can initiate a variety of agile blade manuevers called strikes. With a standard action you gain a number of strike points equal to half your BAB, your full BAB with a full round action. BAB from other classes only counts half. You must be dual wielding two piercing or slashing weapons to initiate a strike. Strikes are divided into normal attacks and smash attacks. You can only initiate one smash strike per action, and it must be the last attack (i.e, normal attacks must go first). Additionally, you must alternate attacking with your primary and off-hand. Some smashes can be used twice with an additional strike point cost, costing extra stamina and generating extra SP. You naturally recover two stamina per round. You can recover 4 stamina with a move action, 6 stamina with a standard action, and 10 stamina as a full round action.


Strike Point Cost: The cost of the strike
Stamina Cost: How much stamina you must consume to use the strike
SP Generation: How much SP the strike generates. SP skills are described below.


Normal Attack
Type: Normal
Strike Point Cost: 4
Stamina Cost: 0
SP Generation: 0

A single melee with one of your wielded weapons.

Gust Sting (http://www.youtube.com/watch?feature=player_embedded&v=OI-yotqdnWA)
Type: Smash
Strike Point Cost: 3; see text
Stamina Cost: 1; see text
SP Generation: 1; see text

You swing your blade upwards in a shining arc, striking an opponent. By spending additional strike points, you can charge your blade with glowing red energy, allowing you to strike harder and faster. You gain a +2 bonus on attack rolls and +3 bonus on damage rolls for each additional invested point, up to a maximum of 6. Each additional point costs an extra stamina and generates an extra SP per 2 points invested.

Twin Edge (http://www.youtube.com/watch?feature=player_embedded&v=zXsz-zUgHGk)
Type: Smash
Strike Point Cost: 6
Stamina Cost: 3
SP Generation: 2

You sweep your blades in an arc, hitting all enemies within reach. By spending an additional 5 strike points you can use this twice.

Pummel Storm (http://www.youtube.com/watch?feature=player_embedded&v=AyYCM6t2f6M)
Type: Smash
Strike Point Cost: 6
Stamina Cost: 3
SP Generation: 2

You swing your blades in a thrusting cross, knocking enemies back with a whirlwind slash. You deal the combined damage of both weapons you wield (as if you hit with both). Enemies must make a Reflex save DC 10 + 1/2 level + Dex mod or be knocked prone. For an extra 4 strike point cost you can use this twice.


Thousand Needles (http://www.youtube.com/watch?v=nfjIHS-3Mc4)
Type: Normal/Smash
Strike Point Cost: 3 / 5
Stamina Cost: 1 / 3
SP Generation: 0 / 2; see text

This strike allows for two different blade techniques. As a normal attack, by spending 3 strike points and 1 stamina, you can make 1d3 "needle jabs" against a single target, which deal half weapon damage as piercing damage. As a smash attack, by spending 5 strike points and 3 stamina, you make an arcing slash that hits all enemies in a 180 degree arc within your attack range. Enemies take an extra 1d6 points of damage per needle jab they've been hit by in the past 3 rounds. You also generate an extra amount of SP equal to half the amount of jabs contributing damage to the final slash. Jabs that have already been used to contribute damage to a final smash don't count.

Double Crescent (http://www.youtube.com/watch?feature=player_embedded&v=aABnRslDloI)
Type: Smash
Strike Point Cost: 5
Stamina Cost: 3
SP: 2

As you duck below an attack, you glide forward and swing your blades up in a brilliant double crescent of steel. This strike is special in that you use it as a counterattack that is part of a slip dash. When you successfully dodge an attack from an enemy using slip dash, if you are in melee range you can counterattack with double crescent. You can attack with both your weapons, and the enemy takes a -2 penalty on all attacks against until the end of their next turn for each successful hit. You gain a +3 bonus to attack and hit vs flying opponents with this strike. Instead of paying the strike point cost, you lose 5 strike points on any attack action you take next turn.


SP Skills

SP skills are extraordinary special abilites you can use by charging up SP points with strikes. They are extremely powerful and aid Lann in his onslaught of the battlfield. You start with 0 SP, and slowly build it up over the course of a battle. If a minute passes without combat, your SP energy fades. The maximum amount of SP you can have is 20.

SP: Berserk (http://www.youtube.com/watch?feature=player_embedded&v=VpCwN7kQwnM)
Required Level: 1
Activation time: swift action
Cost: 5

You and all allies in a 60 ft radius are filled with unstoppable rage. You and all allies gain a +2 bonus on attack and damage rolls for 5 rounds, and +4 bonus on saving throws vs fear effects. If an ally is currently subject to a fear effect, they get another saving throw to shrug it off. You also get +1 strike point with any attack action you take. At 8th level, and every four levels after, the attack and damage bonus increases by 2, the strike point bonus increases by 1, and the SP cost increases by 2.

SP: Slashing High (http://www.youtube.com/watch?feature=player_embedded&v=Txj3Aqw5iMA)
Required Level: 10
Activation time: swift or immediate
Cost: 10

You enter a state of unstoppability. Pulsing red energy waves roll off your body, protecting you from anything that would slow down or stop your onslaught, or modify your body. While in slashing high, you are immune to any condition or effect that prevents you from moving or acting, including entangled, slowed, dazed, stunned, paralyzed, petrified, polymorphed, crippled, nauseated, grappled, staggered, difficult terrain, a web or solid fog spell. You also become immune to all fear effects. You are still subject to mind-affecting effects such as domination, confusion, suggestion, etc. This state lasts for 1 round. You can maintain this state for 1 round by expending another 3 SP points each additional round.

SP: Furious Seven (http://www.youtube.com/watch?feature=player_embedded&v=hFKNO3MnQtg)
Required Level: 15
Cost: 20
Activation: Full round action.

You unleash a devastating hurricane assault of slashes. Using this SP skill allows you to strike with seven gliding furies in a row. You can move 10 to 25 feet with each gliding fury.









Transformations (http://www.youtube.com/watch?v=GLP_6jzzLWQ)

(Click me)

http://i49.tinypic.com/35n54y0.png








Transformations are one the most powerful assets of a mercenary. Upon reaching level 9, they must choose the path of light or the path of shadow, gaining the ability to turn into a paladin or a dark knight, respectively. Good mercenaries automatically transform into paladins, while evil mercenaries automatically transform into dark knights. Neutral mercenaries can transform into either, but once chosen, the decision cannot be changed. Transforming takes 1 round and can be down 1/encounter; it takes an entire turn and you complete the process at the beginning of your next turn. You are invulnerable to all attacks while transforming; you cannot be harmed in any way. You also heal completely during the process, restoring all your hit points and removing any negative afflictions, including conditions, ability damage, or negative magical effects. During the process your body morph into a glowing, silver plated being if you undergo a paladin transformation, or a dark, shadowy, void creature if you undergo a dark knight transformation. The transformation lasts for 1 minute, and provides a number of benefits based on the traits you have advanced. Upon reaching 9th level, and every level after, you gain a path point to spend, which is similar to a skill point in that you invest in one of the traits. Traits provide various benefits in the transformed state. Transformation lasts for 1 minute, after which the effect fades. At 16th level, you gain the ability to enter a second transformation stage once per day. Transformation into the second stage is the same as the first, except you must already be in the first transformation stage and you must spend 12 SP points. Starting at 16th level, and every level after, you gain an additional path point to be spend in second transformation traits, in addition to the point you can spend in first transformation traits. Some transformation traits have a required level before you can invest points in them.


Transformation Traits


Paladin Traits


Grace: HP
Step 1: +2 max HP per level
Step 2: +4 max HP per level
Step 3: +6 max HP per level

Grace: Defense
Step 1: +2 sacred bonus to AC
Step 2: +4 sacred bonus to AC
Step 3: +6 sacred bonus to AC

Grace: Resistance
Step 1: +2 sacred bonus to saving throws
Step 2: +4 sacred bonus to saving throws
Step 3: +6 sacred bonus to saving throws

Grace: Fatigue
Required level: 13
Step 1: Gain 1 SP upon transformation and every two round after.
Step 2: Gain 1 SP upon transformation and every round after.
Step 3: Gain 1 SP upon transformation and every round after. You also become immune to exhaustion, fatigue, ability damage, and ability drain.

Grasp
Required level: 11
Step 1: Your assaults release orbs of lights that seek out opponents, striking them down. When you attack as a standard action or full round action you can target an opponent within close range with a number of orbs. If don't target anyone a random opponent is struck within close range, whether or not you can see them. You release two orbs with a standard action and three with a full round action. Each orb requires a ranged touch attack that ignores anything less than total cover from all directions. Each orb deals 1d6+1/4 levels damage. This is a supernatural ability
Deals 1.5x damage vs undead.
Step 2: Each orb deals 1d10 + 1/3 levels damage
Step 3: Each orb deals 2d6 + 1/2 levels damage


Divine Punishment
Required level: 13
Step 1: Grasp hits 1 additional target
Step 2: Grasp hits 2 additional targets
Step 3: Grasp hits 3 additional targets



Dark Knight Traits


Revelation: HP
Step 1: +2 max HP per level
Step 2: +4 max HP per level
Step 3: +6 max HP per level

Revelation: Attack
Step 1: +2 profane bonus to attack rolls
Step 2: +4 profane bonus to attack rolls
Step 3: +6 profane bonus to attack rolls

Revelation: Resistance
Step 1: +2 profane bonus to saving throws
Step 2: +4 profane bonus to saving throws
Step 3: +6 profane bonus to saving throws

Revelation: Fatigue
Required level: 13
Step 1: Gain 1 SP upon transformation and every two round after.
Step 2: Gain 1 SP upon transformation and every round after.
Step 3: Gain 1 SP upon transformation and every round after. You also become immune to exhaustion, fatigue, ability damage, and ability drain.

Steal
Required level: 11
Step 1: Your assaults release streams of darkness that seek out opponents, striking them down. When you attack as a standard action or full round action you can target an opponent within close range with a number of streams. If don't target anyone a random opponent is struck within close range, whether or not you can see them. You release two streams with a standard action and three with a full round action. Each stream requires a ranged touch attack that ignores anything less than total cover from all directions. Each streams deals 1d4 +1/6 levels damage. You gain stackable temporary hp equal to damage dealt. This is a supernatural ability.
Step 2: Each orb deals 1d6 + 1/4 levels damage
Step 3: Each orb deals 1d8 + 1/3 levels damage

Firestorm
Required level: 13
Step 1: Streams hits 1 additional target
Step 2: Streams hits 2 additional targets
Step 3: Streams hits 3 additional targets



Second Transformation Traits


Paladin Traits


Grace: Potential

Step 1: +2 sacred bonus to all ability scores
Step 2: +4 sacred bonus to all ability scores
Step 3: +6 sacred bonus to all ability scores

Grace: Petrification
Step 1: Each grasp orb applies a stacking -1 penalty to Dexterity for 2 rounds.
Step 2: Each grasp orb applies a stacking -1 penalty to Dexterity for 4 rounds.
Step 3: Each grasp orb applies a stacking -1 penalty to Dexterity for 6 rounds.

Conviction
Step 1: Once per transformation, when you are hit by an attack (a normal attack or spell, power, or supernatural ability), you release a blast of radiant energy, releasing 3d4 grasp orbs. These orbs deal double damage, but you can also target 3 per enemy. The attack is completely negated, and you gain a +8 bonus to saving throws and AC for 2 rounds.


Dark Knight Traits


Revelation: Potential

Step 1: +2 profane bonus to all ability scores
Step 2: +4 profane bonus to all ability scores
Step 3: +6 profane bonus to all ability scores

Slow
Step 1: Each time an opponent is struck by a stream, they lose 1 initiative. If this causes them to go 20 below their normal initiative, they lose a turn and return to their normal initiative.
Step 2: Each time an opponent is struck by a stream, they lose 2 initiative
Step 3: Each time an opponent is struck by a stream, they lose 3 initiative

Fissure
Step 1: Once per transformation, you shoot a wave of dark energy as a standard action, striking all opponents in a 10 ft wide, 10 ft tall line. All enemies take 1d8 damage/level, and must make a will save vs DC 10+1/2 level + int or be stunned for 1d4 rounds. If they succeed they are only stunned for 1 round.

Road_Runner
2013-01-25, 08:23 PM
Reserved for later