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    Bugbear in the Playground
     
    Imp

    Join Date
    Sep 2011

    Default Homebrew Skill W.I.P. please help P.E.A.C.H.

    I am playing a homebrew character in a seafaring campaign. It is meant to be an adaption of the warlock/dragon fire adept style classes, but made with a wind heritage theme instead of a fiendish blood or dragon blood theme. It is named Scion of House Borasco (ScHB for short). Currently the class has a pretty much copy paste version of eldritch blast (except that it does bludgeoning dmg). I was hoping to create a more unique representation for its eldritch blast/ breath weapon mechanic. Having a almost perfect copy of eldritch blast isn't fitting very well, and a lot of the shape and essences don't make sense when applied to a wind theme. Here is a rough draft of my attempt. My GM has approved the ability. So now I just mainly need help coming up with new essences and shapes to fill out the choices per level.

    Any critique is welcomed, but I am looking for some specific help.

    1. help with my atrocious formatting. I feel I described everything about the ability. It is all in there somewhere. But my formatting is so bad, I think it could be cleaned up so the information appears in a more intuitive order, making it easier to understand.

    2. More ideas for Gale Shapes and Gale Essences (I intentionally didn't include ways to change the energy type, but if you want to write up a energy swapping one, then sonic and electricity make the most sense).

    3. Help assigning appropriate levels to Gale Shapes and Gale Essences.

    4. Glaring balance problems that might stick out to someone.

    5. and glaring loopholes or confusion from poor wording.


    Thank you so much everyone. The ability is described below.

    Howling Gale (Su):
    Howling Gale starts at 1d6 bludgeoning magic dmg and increases by 1d6 at every odd Scion of House Borasco level. Any +1 spellcasting prestige class also raises the effects of howling gale exactly like eldritch blast. The DC for Howling gale saves = 10+1/2 Borasco lvl+charisma mod. Flying creatures get a +4 to all opposed rolls and saves versus Howling Gale. For every size above medium creatures get a +2 to resist and for every size below medium creatures get a -2 to resist.

    As a standard action, a howling gale may be placed in any unoccupied square within short range of the Scion of House Borasco. Howling gale must be set on some sort of tangible surface. When a howling gale is placed its course must be preset. At any point for up to 3 rounds the Howling gale can be activated as a free action. Once activated, the gale will travel 60 feet in a line on its predetermined course. Any creature it passes will be subject to damage and potentially a save, depending on which gale essence is applied. At the end of each round a gale charges up the force of its winds, raising the dmg, dc and height of the gale. At the end of the 3rd round the gale automatically triggers.

    Round 1 = normal dmg, normal DC, and 5x5x5 space
    End of round 1 = damage x2, +2 DC and 5x5x10 space
    End of round 2 = damage x3, +4 DC and 5x5x15 space
    End of round 3 = damage x4, +6 DC and 5x5x20 space

    While charging the gale will block mundane ranged weapons. Any creature moving into a square occupied by a gale immediately takes the appropriate damage and effects as if they were hit by the gale, and the gale dissipates. However, a scion of house borasco can choose to trigger the ability before the creatures finishes moving into the square if he is able.

    Triggering the gale is a free action that can be taken at anytime even on an enemies turn. It requires line of effect and line of sight to trigger an active howling gale. Triggering a howling gale is a purely mental action and therefore can be performed even while under physically prohibiting statuses, however it can not be performed while unconscious or under effects that restrict free thought. Regardless of whether or not it is actively triggered, the howling gale will automatically trigger on its own at the end of the 3rd round. A scion of house borasco may only have 1 howling gale active at any given time. Activating a new howling gale while an original is active will cause the original to dissipate immediately.



    The rules of howling gale may be modified by the Gale shape and Gale essence class features.


    Least Gale Shapes


    Reaching Winds- Change to medium range

    Lesser Gale Shapes

    Sustaining Winds- This essence removes the charge mechanic from howling gale. When sustaining winds is applied, a howling gale can no longer be triggered. The howling gale no longer dissipates when a creature moves into the square it occupies and it can form in an occupied square. It will stay in its original square for its full duration and then dissipate. Howling Gale will do normal damage when first activated and then again at the beginning of the Scion of house borasco's turn. Anyone moving into the same square as the Sustaining winds howling gale will immediately take damage. A Sustaining winds howling gale does not count towards the 1 howling gale limit, however, you can only have 1 sustaining winds howling gale active at any given time.

    Perfect Storm- Allow gale to be set in any square within range regardless of surface. If placed in the air the predetermined course can not be vertical in any degree. It must travel horizontally or at a downward angle.

    Greater Gale Shapes


    Mira’s Wind- Change to long range

    Supercell- Change gale starting size to 10x10x10 (charging still increases height only by 5 per round). Size modifiers to resist are set of off large instead of medium.

    Dark Gale Shapes


    Howling Purge-This shape removes the charge mechanic from Howling gale. When applied, Howling gale immediately releases a rush of wind outward from the scion of house borasco in a 20 ft radius spread applying dmg to all within the radius. Every creature in the radius must make an opposed bull rush attempt or be moved directly outward from the source. The distance moved depends on the bull rush attempt as per the normal bulrush rules. The scion of house borasco’s bull rush modifier is equal to a large creature with str score equal to the save DC of the howling gale.


    Least Gale Essences

    Soft Winds- removes the damage of Howling Gale unlike other Gale essences, Soft Winds may be used simultaneously with any other gale essence.

    Displacing Wind- When a howling gale is augmented by Displacing Wind, targets that take damage from the howling gale are also moved 5 feet in a random direction. Determine the direction as with splash weapon misses, re-rolling if the target would be moved into an occupied or impassable square.
    For creatures larger than medium, choose a single 5 foot square of their model to determine which direction they move.

    Lesser Gale Essence


    Jet Stream- On a failed reflex save the gale will scoop up and carry any creature it encounters and carry them to the end of the line and then throw them out in a random unoccupied viable square. The creature must make a second reflex save at this time to avoid ending prone.
    This essence reduces the line to a 30 ft line instead of a 60 foot line. This essence can not be used with Howling Gale if the charge mechanic is removed.

    Greater Gale Essence
    ???????????????????


    Dark Gale Essence


    Multiple Vortex- Create 2 howling gales at once. These gales must share the same pre-plotted course but originate in their own squares within range. They can not overlap areas at any point. They trigger at the same time. Once triggered, no creature can take damage from more than 1 gale although multiple saves may be forced.
    Last edited by Gotterdammerung; 2013-04-11 at 07:59 PM.