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[a]Force of Nature v 2.0
Topic Started: Tue Jul 5, 2016 2:45 pm (335 Views)
Seele
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Prerequisites Checklist:

  • Who am I? Seele (for Rin)
  • Is this character active, at least a few weeks old and unlikely to be removed in the near future? Yes
  • Do I have at least 150 gold sitting on this character's account? Uh-huh


Why should you accept this custom PrC concept?
I was working on this before I took a work-related hiatus, made some changes, and want to put it up for review again. The old topic can be found here. I honestly don't remember exactly what's been changed (plus I'm lazy) so no changelog, sorry.



Force of Nature
Custom PrC: [url=profile]Rinrae Dromigg[/url]


Tornadoes. Earthquakes. Avalanches. Tsunamis. Firestorms. Hurricanes. Such disasters are beyond human understanding. Yet among us walk individuals with the same unbridled capacity for destruction. It is foolish to treat them as mere mortals. They have no concept of friend or foe, no morals, no restraints. They are simply forces of nature: destruction incarnate.

The abilities of this cPrC are considered magical unless otherwise stated.


Prerequisites:
  • Skill: Expert Athletics
  • Feat: Cleave


PRICING TABLE

Level One

  • Feel it In Their Bones: Through some animal instinct, those nearby can sense your destructive nature. When you draw a weapon, begin casting a spell, or otherwise make your intentions to join a battle clear, everyone (besides you) within a fifty-foot radius experiences a sense of primal, irrational dread. This will dull their reflexes and weaken their attacks, applying a mild debuff to their physical speed and strength. This debuff lasts for three posts and can only be used once per battle. This ability is non-magical.

Level Two

  • No Relief: There is no comfort to be found when you approach. When someone within your line of sight attempts to use a healing ability or item, you may choose to cancel its effects. You can completely cancel an active healing ability. If a healing ability is latent, you can halt its effects for two posts. You cannot target the same person with this ability twice in one combat.

Level Three

  • Eye of the Storm: You are the calm center amidst chaos and destruction (even if you are its source). When this ability is activated, you cannot be harmed or influenced by area-of-effect spells and abilities, regardless of the source. This area of negation only extends far enough from your body to protect items on your person or that you are carrying, but cannot protect others. Eye of the Storm stays active for two posts and can be used once per battle.

  • Blown Away: None can approach you. When activated, a pulse of raw force emanates from your body, pushing back everyone within thirty feet of your location in one sudden wave. The severity of the force decreases with distance. Within ten feet it pushes back strongly, making it very difficult to keep one’s footing without an anchor. Within twenty feet it pushes back moderately, enough to force most people to take several steps back. Within thirty feet it pushes back lightly, enough to give someone pause. Those who completely lose their footing or are in mid-air will be pushed back to thirty feet away by this ability. Additionally, slow-moving projectiles (e.g. thrown objects) will have their trajectory changed by the wave of force. This ability can be used twice per battle, but not in subsequent posts.

Level Four

  • Unstoppable Force: Nothing can stand in your way. You charge forward up to one hundred feet in a straight line, destroying all in your path. You will punch a hole in the side of any solid obstacle you encounter during this movement, dealing extreme (if localized) damage to buildings and ships and allowing you ingress. Individuals struck by this ability are thrown bodily backwards, but receive no damage from the impact itself unless they attempt to hold their ground, in which case they are dealt heavy damage. This ability is physically fatiguing, producing a one level reduction in your non-weapon combat skills for one post (during which time you cannot use it again). With each subsequent use the length of this weakened state increases by one post.

  • Ruinous Strike: The ground shudders from your attacks. You deal a disportionate amount of damage to the environment with every blow. Strikes that hit the a solid surface will produce a five-foot deep fissure, while Strikes in mid-air will create a strong surge of visibly distorted air pressure. These effects will extend for up to thirty feet in the direction of the attack. Directly being stuck by the environmental hazards will do moderate non-elemental damage, as well as usually knocking targets backwards. Calamitous Strikes take a moment of focus and preparation to unleash and therefore cannot be used in rapid succession.

Level Five

  • End of Nations: Armies crumble before you. You may, when pressed by overwhelming odds, temporarily overcome any numerical disadvantage. For one post you move fast enough to create after-images that attack everyone within fifteen feet simultaneously. During this period you are moving too quickly to discern between friend and foe, so no one within your reach is safe. Each after-image can attack independently of the others depending on the foe’s position and defenses in a flurry of attacks. They possess only your natural abilities from skills and feats, and do not benefit from active or passive buffs granted by any other source. This ability can only be used once per battle and is physically fatiguing.
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Aeyliea
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Feel it in their bones: The length of this effect is too long for a level one ability, especially since there is no way to counter it. One round is enough I would think; otherwise, this ability is fine.

No Relief: Fine.

Eye of the Storm: My only concern her is there are PrCs that are mostly AoE abilities (namely, Storm Kindler). Shutting down an SK for two rounds seems a bit rough. Against spells, I see no problem. Not sure how to fix the problem without hurting the ability a lot, but someone else can chime in on that.

Blown Away: Fine.

Unstoppable Force: Dealing heavy damage is too much. If you were to get an opponent in a way where there was an object behind them, they would basically be taken out of the fight. Moderate damage would be better against players.

Ruinous Strike: Needs to be moved to level five or the effects toned down.

End of Nations: Fine.

Overall, where you are using fatigue penalties you should be qualifying them beyond 'physically fatiguing'. Mild, moderate, majorly fatiguing would be best, otherwise it could be played off as causing only a mild amount of fatigue for, say, End of Nations.

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Seele
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Changelog:
  • Added a way to resist Feel it in Their Bones in order to keep its duration, maybe? I hate one post effects >_>
  • I left Eye of the Storm as is because I don't think there's anyone that ONLY has AoE attacks... Storm Kindler requires you own single-target spells even. And it's not as rough as the fact a SK can cause a huge AoE effect that is virtually inescapable for extended periods
  • Unstoppable Force: moderate damage, moderately fatiguing
  • Ruinous Strikes: moved to level 5
  • End of nations: majorly fatiguing




Force of Nature
Custom PrC: [url=profile]Rinrae Dromigg[/url]


Tornadoes. Earthquakes. Avalanches. Tsunamis. Firestorms. Hurricanes. Such disasters are beyond human understanding. Yet among us walk individuals with the same unbridled capacity for destruction. It is foolish to treat them as mere mortals. They have no concept of friend or foe, no morals, no restraints. They are simply forces of nature: destruction incarnate.

The abilities of this cPrC are considered magical unless otherwise stated.


Prerequisites:
  • Skill: Expert Athletics
  • Feat: Cleave


PRICING TABLE

Level One

  • Feel it In Their Bones: Through some animal instinct, those nearby can sense your destructive nature. When you draw a weapon, begin casting a spell, or otherwise make your intentions to join a battle clear, everyone (besides you) within a fifty-foot radius experiences a sense of primal, irrational dread. This will dull their reflexes and weaken their attacks, applying a mild debuff to their physical speed and strength. The higher their Concentration skill, the less they feel this physical weakness, although they will still feel dread. This debuff lasts for three posts and can only be used once per battle. This ability is non-magical.

Level Two

  • No Relief: There is no comfort to be found when you approach. When someone within your line of sight attempts to use a healing ability or item, you may choose to cancel its effects. You can completely cancel an active healing ability. If a healing ability is latent, you can halt its effects for two posts. You cannot target the same person with this ability twice in one combat.

Level Three

  • Eye of the Storm: You are the calm center amidst chaos and destruction (even if you are its source). When this ability is activated, you cannot be harmed or influenced by area-of-effect spells and abilities, regardless of the source. This area of negation only extends far enough from your body to protect items on your person or that you are carrying, but cannot protect others. Eye of the Storm stays active for two posts and can be used once per battle.

  • Blown Away: None can approach you. When activated, a pulse of raw force emanates from your body, pushing back everyone within thirty feet of your location in one sudden wave. The severity of the force decreases with distance. Within ten feet it pushes back strongly, making it very difficult to keep one’s footing without an anchor. Within twenty feet it pushes back moderately, enough to force most people to take several steps back. Within thirty feet it pushes back lightly, enough to give someone pause. Those who completely lose their footing or are in mid-air will be pushed back to thirty feet away by this ability. Additionally, slow-moving projectiles (e.g. thrown objects) will have their trajectory changed by the wave of force. This ability can be used twice per battle, but not in subsequent posts.

Level Four

  • Unstoppable Force: Nothing can stand in your way. You charge forward up to one hundred feet in a straight line, destroying all in your path. You will punch a hole in the side of any solid obstacle you encounter during this movement, dealing extreme (if localized) damage to buildings and ships and allowing you ingress. Individuals struck by this ability are thrown bodily backwards, but receive no damage from the impact itself unless they attempt to hold their ground, in which case they are dealt moderate damage. This ability is moderately fatiguing, producing a one level reduction in your non-weapon combat skills for one post (during which time you cannot use it again). With each subsequent use the length of this weakened state increases by one post.

Level Five

  • Ruinous Strike: The ground shudders from your attacks. You deal a disproportionate amount of damage to the environment with every blow. Strikes that hit the a solid surface will produce a five-foot deep fissure, while Strikes in mid-air will create a strong surge of visibly distorted air pressure. These effects will extend for up to thirty feet in the direction of the attack. Directly being stuck by the environmental hazards will do moderate non-elemental damage, as well as usually knocking targets backwards. Calamitous Strikes take a moment of focus and preparation to unleash and therefore cannot be used in rapid succession.

  • End of Nations: Armies crumble before you. You may, when pressed by overwhelming odds, temporarily overcome any numerical disadvantage. For one post you move fast enough to create after-images that attack everyone within fifteen feet simultaneously. During this period you are moving too quickly to discern between friend and foe, so no one within your reach is safe. Each after-image can attack independently of the others depending on the foe’s position and defenses in a flurry of attacks. They possess only your natural abilities from skills and feats, and do not benefit from active or passive buffs granted by any other source. This ability can only be used once per battle and is majorly fatiguing.
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Zolero Rossen
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Eye of the Storm might be better as a resistance rather than absolute immunity. That way you're still engaging with the AOE caster, rather than completely ignoring them.

Unstoppable Force seems like it's going to become more of a problem as Imythess' technology becomes more of a theme. I don't think the allow-you-to-break-into-anywhere aspect is too much for a level four ability, but that in addition to being able to destroy anything that's not an individual, like warmachines or ground-mounted weaponry, seems like it's too much.
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Demetria
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Eye of the Storm should be a resistance. There's a lot of really impressive abilities that would get ignored entirely because they are AoE even though they are so powerful they rip the ground out from beneath Rinaling.

What does Ruinous Strike do to people?
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Seele
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Changelog:
  • Eye of the Storm is a resistance, but it lasts a post longer.
  • Calamitous strike does moderate damage but is slow-moving, clarified in its description
  • Unstoppable knocks aside small things, like warmachines. It's really only supposed to do damage to big things, and even then only in a very small area. Its not intended to do what Zo said in his concern, it only does moderate damage to something not big. I dunno if there's a good way to phrase that?




Force of Nature
Custom PrC: Rinrae Dromigg


Tornadoes. Earthquakes. Avalanches. Tsunamis. Firestorms. Hurricanes. Volcanoes. Such disasters are beyond human understanding. Yet among us walk individuals with the same unbridled capacity for destruction. It is foolish to treat them as mere mortals. They have no concept of friend or foe, no morals, no restraints. They are simply forces of nature: destruction incarnate.

The abilities of this cPrC are considered magical unless otherwise stated.


Prerequisites:
  • Skill: Expert Athletics
  • Feat: Cleave


Pricing
Level OneLevel TwoLevel ThreeLevel FourLevel Five


Level One

  • Feel it In Their Bones: Through some animal instinct, those nearby can sense your destructive nature. When you draw a weapon, begin casting a spell, or otherwise make your intentions to join a battle clear, everyone (besides you) within a fifty-foot radius experiences a sense of primal, irrational dread. This will dull their reflexes and weaken their attacks, applying a mild debuff to their physical speed and strength. The higher their Concentration skill, the less they feel this physical weakness, although they will still feel dread. This debuff lasts for three posts and can only be used once per battle. This ability is non-magical.

Level Two

  • No Relief: There is no comfort to be found when you approach. When someone within your line of sight attempts to use a healing ability or item, you may choose to cancel its effects. You can completely cancel an active healing ability. If a healing ability is latent, you can halt its effects for two posts. You cannot target the same person with this ability twice in one combat.

Level Three

  • Eye of the Storm: You are the calm center amidst chaos and destruction (even if you are its source). When this ability is activated, you gain a moderate resistance against area-of-effect spells and abilities, regardless of their source. This area of negation only extends far enough from your body to protect items on your person or that you are carrying, but cannot protect others. Eye of the Storm stays active for three posts and can be used once per battle.

  • Blown Away: None can approach you. When activated, a pulse of raw force emanates from your body, pushing back everyone within thirty feet of your location in one sudden wave. The severity of the force decreases with distance. Within ten feet it pushes back strongly, making it very difficult to keep one’s footing without an anchor. Within twenty feet it pushes back moderately, enough to force most people to take several steps back. Within thirty feet it pushes back lightly, enough to give someone pause. Those who completely lose their footing or are in mid-air will be pushed back to thirty feet away by this ability. Additionally, slow-moving projectiles (e.g. thrown objects) will have their trajectory changed by the wave of force. This ability can be used twice per battle, but not in subsequent posts.

Level Four

  • Unstoppable Force: Nothing can stand in your way. You charge forward up to one hundred feet in a straight line, destroying all in your path. You will punch a hole in the side of any solid obstacle you encounter during this movement, dealing extreme (if localized) damage to buildings and ships and allowing you ingress. Anything smaller than a ship (such as people or golems) will be thrown bodily aside but suffer no damage from the impact unless they attempt to hold their ground, in which case they are dealt moderate damage. This ability is moderately fatiguing, producing a one level reduction in your non-weapon combat skills for one post (during which time you cannot use it again). With each subsequent use in the same battle the length of this weakened state increases by one post.

Level Five

  • Ruinous Strike: The ground shudders from your attacks. You deal a disproportionate amount of damage to the environment with every blow. Strikes that hit the a solid surface will produce a five-foot deep fissure, while strikes in mid-air will create a strong surge of visibly distorted air pressure. These effects will extend for up to thirty feet in the direction of the attack. This deals moderate force damage to opponents and can knock them backwards, but the attack is slow enough to dodge unless they are restrained. Calamitous Strikes take a moment of focus and preparation to unleash and therefore cannot be used in rapid succession.

  • End of Nations: Armies crumble before you. You may, when pressed by overwhelming odds, temporarily overcome any numerical disadvantage. For one post you move fast enough to create after-images that attack everyone within fifteen feet simultaneously. During this period you are moving too quickly to discern between friend and foe, so no one within your reach is safe. Each after-image can attack independently of the others depending on the foe’s position and defenses in a flurry of attacks. They possess only your natural abilities from skills and feats, and do not benefit from active or passive buffs granted by any other source. This ability can only be used once per battle and is majorly fatiguing.
Edited by Seele, Sun Sep 18, 2016 12:39 am.
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Aeyliea
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This looks good to me now.
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Alexandra
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This looks fine and it is ready for pricing.
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Tian
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Pricing:

Level 1: 100
Level 2: 90
Level 3: 120
Level 4: 75
Level 5: 125
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Alexandra
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Looks fine.
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Aeyliea
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Changelog:
  • Eye of the Storm is a resistance, but it lasts a post longer.
  • Calamitous strike does moderate damage but is slow-moving, clarified in its description
  • Unstoppable knocks aside small things, like warmachines. It's really only supposed to do damage to big things, and even then only in a very small area. Its not intended to do what Zo said in his concern, it only does moderate damage to something not big. I dunno if there's a good way to phrase that?




Force of Nature
Custom PrC: Rinrae Dromigg


Tornadoes. Earthquakes. Avalanches. Tsunamis. Firestorms. Hurricanes. Volcanoes. Such disasters are beyond human understanding. Yet among us walk individuals with the same unbridled capacity for destruction. It is foolish to treat them as mere mortals. They have no concept of friend or foe, no morals, no restraints. They are simply forces of nature: destruction incarnate.

The abilities of this cPrC are considered magical unless otherwise stated.


Prerequisites:
  • Skill: Expert Athletics
  • Feat: Cleave


Training Costs
Level OneLevel TwoLevel ThreeLevel FourLevel Five
Buying100
Selling85
Buying90
Selling75
Buying120
Selling100
Buying75
Selling65
Buying125
Selling105


Level One

  • Feel it In Their Bones: Through some animal instinct, those nearby can sense your destructive nature. When you draw a weapon, begin casting a spell, or otherwise make your intentions to join a battle clear, everyone (besides you) within a fifty-foot radius experiences a sense of primal, irrational dread. This will dull their reflexes and weaken their attacks, applying a mild debuff to their physical speed and strength. The higher their Concentration skill, the less they feel this physical weakness, although they will still feel dread. This debuff lasts for three posts and can only be used once per battle. This ability is non-magical.

Level Two

  • No Relief: There is no comfort to be found when you approach. When someone within your line of sight attempts to use a healing ability or item, you may choose to cancel its effects. You can completely cancel an active healing ability. If a healing ability is latent, you can halt its effects for two posts. You cannot target the same person with this ability twice in one combat.

Level Three

  • Eye of the Storm: You are the calm center amidst chaos and destruction (even if you are its source). When this ability is activated, you gain a moderate resistance against area-of-effect spells and abilities, regardless of their source. This area of negation only extends far enough from your body to protect items on your person or that you are carrying, but cannot protect others. Eye of the Storm stays active for three posts and can be used once per battle.

  • Blown Away: None can approach you. When activated, a pulse of raw force emanates from your body, pushing back everyone within thirty feet of your location in one sudden wave. The severity of the force decreases with distance. Within ten feet it pushes back strongly, making it very difficult to keep one’s footing without an anchor. Within twenty feet it pushes back moderately, enough to force most people to take several steps back. Within thirty feet it pushes back lightly, enough to give someone pause. Those who completely lose their footing or are in mid-air will be pushed back to thirty feet away by this ability. Additionally, slow-moving projectiles (e.g. thrown objects) will have their trajectory changed by the wave of force. This ability can be used twice per battle, but not in subsequent posts.

Level Four

  • Unstoppable Force: Nothing can stand in your way. You charge forward up to one hundred feet in a straight line, destroying all in your path. You will punch a hole in the side of any solid obstacle you encounter during this movement, dealing extreme (if localized) damage to buildings and ships and allowing you ingress. Anything smaller than a ship (such as people or golems) will be thrown bodily aside but suffer no damage from the impact unless they attempt to hold their ground, in which case they are dealt moderate damage. This ability is moderately fatiguing, producing a one level reduction in your non-weapon combat skills for one post (during which time you cannot use it again). With each subsequent use in the same battle the length of this weakened state increases by one post.

Level Five

  • Ruinous Strike: The ground shudders from your attacks. You deal a disproportionate amount of damage to the environment with every blow. Strikes that hit the a solid surface will produce a five-foot deep fissure, while strikes in mid-air will create a strong surge of visibly distorted air pressure. These effects will extend for up to thirty feet in the direction of the attack. This deals moderate force damage to opponents and can knock them backwards, but the attack is slow enough to dodge unless they are restrained. Calamitous Strikes take a moment of focus and preparation to unleash and therefore cannot be used in rapid succession.

  • End of Nations: Armies crumble before you. You may, when pressed by overwhelming odds, temporarily overcome any numerical disadvantage. For one post you move fast enough to create after-images that attack everyone within fifteen feet simultaneously. During this period you are moving too quickly to discern between friend and foe, so no one within your reach is safe. Each after-image can attack independently of the others depending on the foe’s position and defenses in a flurry of attacks. They possess only your natural abilities from skills and feats, and do not benefit from active or passive buffs granted by any other source. This ability can only be used once per battle and is majorly fatiguing.


Congratulations! Your custom Prestige Class has been accepted. A staff member will post a copy of the final PrC in the Accepted Custom PrCs forum so you and anyone else can start buying levels.
Edited by Aeyliea, Sun Sep 18, 2016 2:04 am.
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