Community

 
Jump Menu:
Post Reply
Page 1 of 18  •  1 2 3 4 5 6 ... 18 Next
6 years ago  ::  Sep 03, 2007 - 5:38PM #1
Animana
Date Joined: Feb 14, 2005
Posts: 127
THE LIMIT WARRIORS


Art by Twilight of Atlantis
http://twilight_of_atlantis.deviantart.com/


Table of Contents
Post 1 : Introduction, Limit Freak
Post 2 : Limit Knight
Post 3 : Limit Mage
Post 4 : Limit Martyr (coming soon)
Post 5 : Limit Monk
Post 6 : Limit Ninja
Post 7 : Limit Psion
Post 8 : Limit Sniper
Post 9 : Limit Breaks
Post 10 : New Feats, New Equipment, New Magic Items, New Materials

INTRODUCTION
In September of 2006, a friend asked me to help create a class based on Cloud from Final Fantasy 7/AC. The FF7 SOLDIER class was the result of that. It seemed to be rather popular, as well as generally being perceived as balanced.

Recently, I've decided that I would absolutely love to be noticed by the people at Wizards. I enjoy making classes, and I feel that I do a good job at it, if I do say so myself. In order to get noticed, I wanted to create a Player's Handbook of my own - new abilities, skills, races, classes, feats, and equipment. I was excited for it, as I was sure that someone would have to stand up and take notice of it if I pulled it off effeciently.

Then came the announcement of 4th edition. Now was not the time for a 3.5 handbook if there was a new edition on the horizon. Wizards will be putting all of their current focus on 4th edition, so I should be, too. However, I don't know 4th edition yet. I can't work on what I don't know. What I can do in the meantime is present to you some of the classes from my handbook.

What I'm presenting is the updated version of the SOLDIER, which is now the Limit Knight. Since that class has been my most popular yet, it was an easy choice to bring that one in. While the SOLDIER was in the peak of its popularity, I was getting requests for classes left and right. The requests that kept popping up were limit break versions of other D&D classes and representations of other Final Fantasy characters.

After much time, I decided to go ahead and do them. So now I present to you my Limit Warriors. My D&D version of Final Fantasy. For balance, I tried to take the martial classes and bring them up to par with a Wizard. I think you'll be able to see the effort that I put into it. As for the caster and manifester classes, I tried to give them a twist on their old versions. I wanted to keep them powerful, but tone it down just a little, while giving them a new source for their power. I assure you that once 4th edition comes out these will be converted.

I sincerely hope that you like what you see, as I've put probably too much time and effort into these.

Some of the classes I'm still working on, but I wanted to present what I have done since all of it at once would probably be a little overwhelming for the average reader. Or perhaps it's already too much?

Anyways - questions, comments, encouragement, flames, bumps, and what have you are more than welcome! Now onto the warriors!

LIMIT FREAK


Art by weremagnus
http://weremagnus.deviantart.com/

"Transformation is changing beyond your form. I go beyond even that."

There are stories of men who transform into wolves, bears, or tigers when the moon is full. Some of those stories are enough to scare anyone. Springing up lately, though, are stories that put those to shame. Men who can transform seemingly at will into unrecognizable creatures. Creatures that are sometimes completely inhuman. Where they gained these abilities, no one knows. The most frightening thing, though, is that they could be anyone you see on the street.

MAKING A LIMIT FREAK
Early forms are most commonly used as "tool" forms, providing bonuses to their skills. This provides a cheap bonus to skills later in the game, while allowing you to save higher level forms for combat. With a myriad of abilities to add to your forms, though, it's difficult to lay down a strategy for how to build a freak.
Abilities: Constitution is definitely your biggest concern. You'll want hit points in order to allow you to take more hits to let you transform. You may also want dexterity since you can't transform with armor on. Intelligence will help you get extra skill points, since you only gain 2 each level.
Races: Almost all freaks are humanoid. Other races are extremely rare.
Alignment: Any nonlawful.
Starting Gold: 4d4 x10gp (100 gp)
Starting Age: As barbarian (PH 109)

Class Skills
The limit freak's class skills (and the key ability for each skill) are.... Balance (DEX), Climb (STR), Craft (INT), Handle Animal (CHA), Intimidate (CHA), Jump (STR), Listen (WIS), Ride (DEX), Sense Motive (WIS), Spot (WIS)
Skills Points at 1st Level : (2 + INT)x4
Skills Points at Each Additional Level : 2 + INT

Hit Dice: d12

[b]
BAB Fort Ref Will Abilities Forms Known[/b]
1. +1 +2 +0 +0 Limit Gauge, Transform 1
2. +2 +3 +0 +0 2
3. +3 +3 +1 +1 Minor Shape Change 3
4. +4 +4 +1 +1 4
5. +5 +4 +1 +1 5
6. +6 +5 +2 +2 6
7. +7 +5 +2 +2 7
8. +8 +6 +2 +2 8
9. +9 +6 +3 +3 9
10.+10 +7 +3 +3 10
11.+11 +7 +3 +3 11
12.+12 +8 +4 +4 12
13.+13 +8 +4 +4 13
14.+14 +9 +4 +4 14
15.+15 +9 +5 +5 15
16.+16 +10 +5 +5 16
17.+17 +10 +5 +5 17
18.+18 +11 +6 +6 18
19.+19 +11 +6 +6 19
20.+20 +12 +6 +6 Berserk 20

Weapon Proficiencies:
Limit freaks are proficient with all simple weapons, and may additionally choose to be proficient with any three martial weapons as well. They are also proficient with light armor even though it hinders their transformation abilities. They cannot use any shields.

Limit Gauge:
Limit freaks use their Transform ability by depleting their Limit Gauge. Your Limit Gauge begins at zero. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Vincent takes 14 damage, he would add that to whatever he already had in his Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. Your limit gauge refreshes back to zero at each dawn, regardless of whether you've rested or not.
You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.

Transform:
A limit freak's signature ability is Transform. This let's a freak change into one of his many learned forms in order to gain an advantage in battle. When they transform into one of their forms, it depletes their limit gauge. The amount it depletes their gauge is equal to how many Form Points (FP) were used to build the form. When building a form, you get a number of FP equal to your class level. At first level you only have 1 FP to build a form with, at second level you get 2 FP, and so on.
When you use transform, you can choose any of your forms that you've created. If you're level 16, you can use a form built with 6 FP if you like. In order to fuel your form, you need a minimum of points in your limit gauge equal to the amount of FP for the build, and just as many more points in order to stay in that form the next round. For example, Vincent transforms into Gallion Beast, a 7 FP form. If he has 22 points in his limit gauge, he can transform into Gallion Beast for 3 turns (7 FP x 3 turns = 21 points). If he doesn't have enough in his limit gauge, he can't transform or he'll revert back to his normal self.
The actual act of transforming is a swift action that provokes attacks of opportunities. Reverting back to your normal form is also a swift action. Transforming from one form to another is a move action. If switching from one form to the other, you pay half of each form from your limit gauge (rounding up).
You may not transform if wearing any armour. All effects and abilities gained from a form disappear whenever not in that form.
You may choose any humanoid appearance that you like for each form. You may change skin colour, height, weight, gender, and any other cosmetic aspects of your character, even if it's fantastical, such as purple skin with green hair.

Transform Abilities[INDENT]1 FP
  • Alertness : You gain a +1 bonus to initiative and a +3 bonus to listen checks. You may take this ability multiple times.
  • Bite : You gain a bite attack at your highest attack bonus which deals 1d4 piercing damage. You may take this ability twice more, each time raising the die size by one (to 1d6 then 1d8).
  • Callused : You gain a +3 bonus to all climb and tumble checks. You may take this multiple times.
  • Claws : You grow claws that you can attack with. The claws do 1d6 slashing damage. You may take this ability twice more, each time raising the die size by one (to 1d8 then 1d10).
  • Climb : You gain a climb speed equal to your unmodified land speed.
  • Darkvision : You gain darkvision out to 30 feet. You may take this ability multiple times.
  • Digitigrade : You gain a +3 bonus to all jump and move silently checks. You may take this ability multiple times.
  • Disfigured : You gain a +3 bonus to all disguise and intimidate checks. You may take this ability multiple times.
  • Durable : You gain a +1 bonus to your Constitution ability score. You may take this ability up to 10 times.
  • Energy Resistance : You gain one point of one type of energy resistance. The type must be chosen when the form is created. This may be taken multiple times, each time choosing a new type of energy, or increasing one resistance by another point.
  • Gills : You may breathe water as though it were air.
  • Horns : You gain a gore attack which deals 1d8 piercing damage at a -5 attack penalty.
  • Improved Flight : If you have some sort of flight, this ability improves your maneuverability by one grade and increases your speed by 10 feet. This may be taken multiple times, but your maneuverability may not exceeed perfect.
  • Nimble : You gain a +1 bonus to your Dexterity ability score. You may take this ability up to 10 times.
  • Oily : You gain a +3 bonus to all escape artist and swim checks. You may take this ability multiple times.
  • Slow Fall : You gain the ability slow fall as a monk (PHB 41). This may be taken multiple times, each time allowing 20 feet of slow fall.
  • Sniff : You may use detect magic at will by sniffing it out as a move action.
  • Strong : You gain a +1 bonus to your Strength ability score. You may take this ability up to 10 times.
  • Swim : You gain a swim speed equal to your unmodified land speed.
  • Tail : You gain a +3 bonus to all balance and handle animal checks. You may take this multiple times.
  • Thick Skin : You gain a +1 bonus to your natural AC. You may take this ability multiple times.
  • Track : You gain the Track feat for free.
  • Vigour : You gain 5 temporary hit points. This may be taken multiple times.
  • Withdrawn : You gain a +3 bonus to all hide and spot checks. You may take this ability multiple times.
2 FP
  • Blindsight : You gain blindsight out to 20 feet. This may be taken multiple times.
  • Breath Weapon : You gain a breath weapon. It's default type is fire (but will be overridden if you have a different type chosen for Elemental) and is a 15 foot cone that deals 1d6 damage. A successful reflex save halves the damage dealt; the save DC is equal to 10 + your class level + your CON modifier. You may use this attack only once every 1d4+1 rounds. This ability may be taken multiple times, each time adding 1d6 damage. If taken 6 times, it increases to a 30 foot cone. If taken 10 times, it increases to a 60 foot cone.
  • Elemental : You choose one elemental type and make it your subtype. Additionally, all attacks you make in this form deal damage of that type.
  • Exoskeleton : You gain damage reduction 1/--. You may take this multiple times.
  • Large : You are a size category larger than normal, gaining +2 STR, +4 to grapple, -2 DEX, -4 to hide, -1 to hit, and -1 to AC. Your space and reach are now 10 feet. Refer to the enlarge person spell (PHB 226) for more details.
  • Metallic : You become immune to critical hits, but sink in water.
  • Monstrous : You may take one monstrous feat (such as those from the Monster Manual) as long as you meet the prerequisites.
  • Quick : You gain a +5 bonus to your land speed that stacks with all others.
3 FP
  • Armoured : You may wear armour while in this form.
  • Fast Healing : You gain fast healing 1. This may be taken multiple times.
  • Haste : You are hasted while in this form. See PHB 239 for more details.
  • Invisibility : You gain the benefits of the invisibility spell (PHB 245) at will.
  • Spider Climb : You gain the benefits of a spider climb spell (PHB 283).
  • Tremorsense : You gain tremorsense out to 10 feet. This may be taken multiple times.
  • Venom Immunity : You are immune to all poisons.
4 FP
  • Extra Arms : You gain two additional arms. If using them to wield weapons, consider taking Monstrous for the Multiweapon Fighting feat tree. You may take this ability twice.
  • Huge : You grow two size categories, gaining +4 STR, +8 to grapple, -4 DEX, , -8 to hide, -2 to hit, and -2 to AC. Your space and reach are now 15 feet. Refer to the enlarge person spell (PHB 226) for more details.
  • Resistance : You gain either spell or psionic resistance equal to 10 + the number of FP used to make this form. If this is a 18 FP form, you gain 28 spell or psionic resistance. This may be taken twice, once for spell and the second for psionic.
5 FP
  • Blink : You gain the benefits of the blink spell (PHB 206).
  • Fireball : As a standard action, you may make an attack similar to that of a fireball spell (PHB 231). You must wait 1d3 rounds before using this attack again. Your caster level is equal to how many FP this form was built with. The save DC is 10 + class level + CON modifier. If you have Elemental, the type you chose for that overrides the fire element.
  • Frightful Presence : You gain a frightful presence equal to the number of FP used to build this form. You may take this a second time to add your CHA modifier. Taking it a third time allows you to add your STR or CON modifier.
  • Greater Invisibility : You gain the benefits of the greater invisibility spell (PHB 245) at will.
  • Multiple Heads : You gain an extra head. This head gains it's own standard action each turn, but is limited to whatever a head can do. Such actions include speech, listen or spot checks, manifesting psionic powers, casting still spells, breath weapons, or gaze attacks. This may be taken once for medium creatures, twice for large, and thrice for huge.
  • Wings : You gain wings, which grant you a flight speed equal to twice your base land speed and a flight maneuverability of good.
6 FP
  • Pounce : You may pounce, which allows you to make a full attack after a charge.
  • True Seeing : You gain the effects of the true seeing spell (PHB 296).
[/INDENT]
Forms Known:
Limit freaks begin play with access to only one form. Upon gaining a new level, they also gain a new form. When 'building' their new form, they may use a number of FP equal to their limit freak class level.

Minor Shape Change:
Freaks have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minot physical alteration of a freak's facial features, skin colour and texture, and size, within the limits described for the spell. A freak can use this ability at will, and the alteration lasts until he changes shape again. A freak reverts to his natural form when killed. A true seeing spell reveals his natural form. When using this ability to create a disguise, a freak receives a +10 circumstance bonus on Disguise checks. Using this ability is a full round action. In addition, the freak now takes on the Shapechanger subtype.

Berserk:
Upon reaching level 20, a limit freak doubles the amount of damage they recieve when adding it to their Limit Gauge. For example, if Vincent takes 54 damage from an attack, he adds 108 points to his Limit Gauge.


PLAYING A LIMIT FREAK
"What I saw wasn't the prettiest of pictures."
Fluff (soon, i promise)
Other Classes: more fluff
Combat: stuff
Advancement: advice

NPC Reaction
Yet more fluff


EPIC PROGRESSION
Level Abilities
21
22 Bonus Feat
23
24 Bonus Feat
25
26 Bonus Feat
27
28 Bonus Feat
29
30 Bonus Feat

The only growth you gain after 20th level is a bonus feat at every even level.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:39PM #2
Animana
Date Joined: Feb 14, 2005
Posts: 127
LIMIT KNIGHT


Art by Mr-Mister
http://mr-mister.deviantart.com/

"Don't misunderstand. Those who sacrifice themselves for their jobs aren't pros ... just fools."

Times have been tough on warriors lately. Some of them have had enough. These warriors have learned to harness their inner rage to unlock new potentials. Using these hidden powers, they combine them with their expert fighting skills to become an unstoppable force. These limit knights are sought after by many kings, as they're capable of taking out small forces on their own. The more they're beat down, the more forceful they climb back up.

MAKING A LIMIT KNIGHT
A low level limit knight should try to stay with a healer at all times. They'll be taking plenty of damage to use their special Limit Break ability. With a d10 HD, they can take damage, but they should be careful not to take too much.
Much like a barbarian, you have a burning fire inside of you that's a fighting beast waiting to get out. Unlike a barbarian, however, you've trained to hold it in until it can be manifested in it's most powerful form. This is the powerful Limit Break ability.
As a limit knight levels up, they gain more powerful Limit Breaks and useful dodge bonuses. They'll also gain the ability to protect nearby allies to gain more damage for their Limits. This is dually beneficial, as you'll be protecting weakers of the party as well as fueling your potent abilities.
Abilities: You benefit from a high Constitution for more hit points. The more damage you take the more you can use your Limit Breaks. Strength is also important to deal more damage. Wisdom will boost your No Thought ability in later levels, so you may want to plan ahead. Dexterity gets you more AC.
Races: Limit knights are a rather common class, which almost every race having at least one.
Alignment: They tend to be lawful because of their training, but they can be of any alignmeny.
Starting Gold: 5d4 x 10gp (125 gp)
Starting Age: As paladin (PH 109)

Class Skills
The limit knight's class skills (and the key ability for each skill) are.... Balance (DEX), Concentration (CON), Craft (INT), Intimidate (CHA), Jump (STR), Ride (DEX), Sense Motive (WIS), Spot (WIS), Survival (WIS), Tumble (DEX)
Skills Points at 1st Level : (4 + INT)x4
Skills Points at Each Additional Level : 4 + INT

Hit Dice: d10

[b] BAB Fort Ref Will Abilities Limits Known Highest Limit[/b]
1. +1 +2 +0 +2 Exotic Sword, Limit Gauge 1 1
2. +2 +3 +0 +3 2 1
3. +3 +3 +1 +3 Uncanny Dodge 2 1
4. +4 +4 +1 +4 Protect Ally 3 2
5. +5 +4 +1 +4 Extra Trait 3 2
6. +6 +5 +2 +5 Fast Healing 1, Mettle 4 2
7. +7 +5 +2 +5 Weapon Specialization 4 2
8. +8 +6 +2 +6 No Thought 5 3
9. +9 +6 +3 +6 Extra Trait 5 3
10.+10 +7 +3 +7 Improved Uncanny Dodge 6 3
11.+11 +7 +3 +7 High Jump 6 3
12.+12 +8 +4 +8 Fast Healing 2 7 4
13.+13 +8 +4 +8 Extra Trait 7 4
14.+14 +9 +4 +9 8 4
15.+15 +9 +5 +9 Greater Weapon Specialization 8 4
16.+16 +10 +5 +10 9 5
17.+17 +10 +5 +10 Extra Trait 9 5
18.+18 +11 +6 +11 Fast Healing 3 10 5
19.+19 +11 +6 +11 Inner Essence 10 5
20.+20 +12 +6 +12 Berserk 11 6

Weapon Proficiencies:
Limit knights are proficient with all simple weapons and all slashing martial weapons. They're also proficient with all light and medium armors, but no shields.

Exotic Sword:
Each limit knight begins with a sword unique to them. You may design this sword however you like. Your sword is considered a two-handed weapon. The base damage is 1d10 with a critical range of 19-20/x2. Your sword is an exotic weapon in anyone else's hands, but you gain proficiency with it when you create it. You may choose one of the following traits when you create your sword. You may recreate your sword with more traits as you gain levels. No trait may be placed on a sword more than once unless otherwise stated, and no Exotic Sword may be enchanted. Infusions work on the Exotic Sword normally, but cannot be made permanent by any means. The Hammer trait may be taken at first level for free.
  • Adamantine : Your sword is made out of Adamantine and gains all of the benefits (DMG 283). If you choose this trait you cannot use the Alchemical Silver, Byeshk, Cold Iron, or Wraithiron traits.
  • Alchemical Silver : Your sword is made out of Alchemical Silver and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Adamantine, Byeshk, Cold Iron, or Wraithiron traits.
  • Aurorum : Your blade gleams with hues of pink and indigo. If your weapon is sundered, you can repair it simply by holding the broken pieces together (a full round action). The repair is flawless and seamless.
  • Balanced : The blade is exceptionally balanced, allowing you to hold the blade in one hand instead of two.
  • Bewitched : A slight magical aura surrounds your blade. It counts as magical for the purpose of overcoming damage reduction.
  • Black* : Your blade seems to absorb light. It counts as evil for the purposes of overcoming damage reduction.
  • Blessed : When smiting with this weapon, you deal an extra 1d4 damage.
  • Bonded : While wielding this weapon, you gain a +1 bonus to caster checks and you gain the effects of the still spell feat.
  • Bouyant : While this sword is in your possession, you gain a +5 bonus to swim checks.
  • Broad : You can use your sword to help you defend yourself thanks to it's width. When wielding your sword, you gain a +2 shield bonus to AC.
  • Byeshk: Your weapon is made of the Byeshk material. This weapon now overcomes the DR of the daelkyr of Eberron. If you choose this trait you cannot use the Adamantine, Alchemical Silver, Cold Iron, or Wraithiron traits.
  • Calculated : The blade of your sword was measured and cut exactly according to plan. This weapon is considered lawful for purposes of overcoming damage reduction. This cannot be taken with the Irregular trait.
  • Channeling : You can store a spell or power of third level or lower in your blade until your blade makes contact with a target. The spell or power must be cast or manifested into the blade as a full round action and it takes effect when you strike your target. The spell or power must have a range of touch.
  • Cold Iron : Your sword is made out of Cold Iron and gains all of the benefits (DMG 284). If you choose this trait you cannot use the Adamantine, Alchemical Silver, Byeshk, or Wraithiron traits.
  • Corrupted : Your sword is able to store poison. You can pour a vial of poison onto your blade which absorbs it and takes on its coloration. The poison is released upon a successful strike for three attacks of your choice. After three poison uses the blade returns to normal and another poison can be absorbed. If you wish, you can switch poisons, the former poison dissolves and is wasted.
    This can be used with the Covert trait; each bolt counts as 1 use. A Fragmentable sword holds 1 use in each blade. An Oversized or Dual bladed sword can hold two vials of poison (same poison) which can be used for six attacks. A Fragmentable and Oversized sword holds 3 uses in each blade. Only contact poisons can be used with the Hammer trait.
  • Covert : Your sword has a hollow in the middle of the sword which bolts can be shot out of. There is a trigger on the handle of the sword, essentially making it a light crossbow. Your sword can only hold clips of 5 bolts at a time. If your sword has the Oversized trait, it can hold 10 bolts and it works as a heavy crossbow. If you have the dual-bladed trait you may double how many bolts you store and may fire them from either end. Any applicable traits you have on your sword apply to your ammunition. You cannot use this trait with the fragmentable trait.
  • Crystal : Your sword has crystal shards imbedded in it that doubles the time that infusions affect it.
  • Cursed: If anyone other than you tries to hold your sword, they take 2d6 points of damage every round. They must willingly be trying to hold it. If you force it in their hands, it will do no damage unless they take hold of it themselves. Additionally, you may designate someone as the new owner of the sword, which will prevent it from harming them but will make the sword harm you.
  • Dual-Bladed : Your sword has two blades attached to the handle. The second blade does the same base damage as the first. You are considered to have the Two Weapon Fighting feat when wielding this sword.
  • Eager : You gain a +2 bonus to initiative rolls as long as you hold your sword. You may also use the Quick Draw feat with your Exotic Sword.
  • Ferocious : Whenever you enter rage while holding this weapon, you gain an extra 4 STR.
  • Fluid : Light flows off your blade in a mesmerizing manner giving you a +4 bonus to feinting attempts.
  • Fragmentable : Your sword can be split into two smaller blades, each being considered a light one-handed weapon. The base damage for each is one die size lower than the normal base. If you choose the Oversized trait in addition to this trait, then the smaller blades are no longer light. You are considered to have the Two Weapon Fighting feat when weilding your fragmented blades. You cannot use this trait with the Hammer or Lance traits.
  • Greedy : Your sword can absorb a large amount of coins that can be recalled at any point by the wielder. When a coin (regardless of material, as long as it's recognized as a coin with worth) touches the sword and you will it to, it will absorb the coin into a pocket dimension. Your sword can handle up to 2000 coins in this manner. Recalling coins from the sword is a move action, and it will release 400 coins each round (of your choosing).
  • Hammer : Your exotic weapon is a large two-handed hammer instead of a sword. You may only take this at first level in addition to another trait. The damage and critical range are the same, but your weapon does bludgeoning damage as opposed to slashing. Also change your martial proficiencies from slashing to bludgeoning. If you take the Keen trait, call it Impact, though it essentially works the same.
  • Heavy : Your sword has a heavier blade. You gain a +2 bonus on damage rolls.
  • Hooked : A hooked blade allows your sword to be used when making trip attempts. You can drop your sword to avoid being tripped.
  • Iconic : While this sword is visible, the wielder gains a +5 bonus to intimidate checks.
  • Impervious : Your weapon gains an extra 40 HP.
  • Incarnum : Incarnum flows through your blade. When you wield this weapon you gain an extra 2 points of essentia.
  • Inspiring : While this weapon is in the hands of a bard, all bardic music effects last for an extra round. You also gain a +2 bonus on bardic knowledge checks.
  • Irregular : It looks as though your blade is a large scrap of metal you found. It counts as chaotic for the purposes of overcoming damage reduction. This cannot be taken with the Calculated trait.
  • Keen : The blade of your sword can pierce even the best defenses. Your sword's critical range becomes 17-20/x2.
  • Lance : Your exotic weapon is a lance instead of a sword. You may only take this as your first trait. The damage is the same and the critical range changes to x3. Your weapon now does piercing damage as opposed to slashing and is a reach weapon. Also change your martial proficiencies from slashing to piercing. This is a reach weapon as described in the PHB. If you take the Reach trait, call it Short Haft and you may attack adjacent foes normally. You may not take the Dual-Bladed or Fragmentable traits in addition to this one.
  • Legendary : Your sword is as legendary as you are and now overcomes Epic damage reduction. You may only take this trait once you're an epic-level Limit Knight.
  • Linked : You always know where your weapon is. Make a Concentration check (DC 15) to know the direction and distance. If your weapon is across the planes make a Knowledge(Planes) check (DC 15) to know which plane it's on.
  • Lucky : Your superstitions that this blade is lucky may be true. Once per session you may reroll a failed attack roll.
  • Merciful : You may deal nonlethal damage with your weapon without taking the normal -4 penalty to your attack roll.
  • Monastic : You may use this weapon as a monk weapon.
  • Oversized : Your sword is unusually larger than most swords. The base damage increases to 2d8. You are considered to have the Monkey Grip feat when wielding this weapon. You may not take this trait in addition to the Thin or Dual-Bladed traits. (for information on Monkey Grip, see spoiler at end of post)
  • Penetrating : Your sword is able to pierce through most types of defense. You gain a +1 bonus to all attack rolls made with this weapon.
  • Psi-influenced : You may store your psionic focus within your sword. While psionically focused the sword counts as psionic for the purposes of overcoming damage reduction. You may not take this trait if you already have a Psicrystal.
  • Pure : While wielding this weapon, you gain an additional daily use of a turn undead attempt. This does not grant you the ability if you don't already have it.
  • Reach : Your sword reaches out to ten feet. You may still attack adjacent opponents, though at a -2 attack penalty.
  • Serated : Your sword has serated edges. If you take this trait, all base damage die rolls are increased by one die size.
  • Shifting : If the wielder of this blade changes form, the sword changes with them. Their natural attacks count as having all the same applicable traits as the Exotic Sword.
  • Shiny : Your weapon never tanishes and is immune to corrosive attacks, such as the attacks of a rust monster or similar effects.
  • Sneaky : When you deliver a successful sneak attack with this weapon, you deal an additional 1d6 points of damage.
  • Spiteful : Chose a type of creature when you create your sword with this trait. From now on, whenever striking a foe of that type you deal an extra 1d6 damage. This trait can be taken multiple times, each time adding 1d6 to the same creature or adding 1d6 to a different creature.
  • Sturdy : This trait increases the sword's hardness by 5.
  • Superior : This sword proves it's might against other weapons, providing a +2 bonus to all damage rolls when attempting to sunder a weapon.
  • Surging : You can draw up to 10 power points from your blade throughout a 24 hour period. This doesn't let you use more power points than you're allowed in any given round.
  • Thin : Your sword is thinner than most weapons it's size. You may apply the Weapon Finesse feat to this weapon. You cannot take this trait with the Hammer or Oversized traits.
  • White* : Your sword is extraordinarily white. It counts as a good-aligned weapon for the purposes of overcoming damage reduction.
  • Wonky : You gain a +2 bonus to disarming attempts made with your sword.
  • Wraithiron : Your sword is made of wraithiron and gains all the benefits. If you choose this trait you cannot use the Adamantine, Alchemical Silver, Byeshk, or Cold Iron traits.
If you lose your sword, you can attempt to remake it. It requires a Craft (Weaponmaking) check with a DC of 15 and costs 2500 gp. Only the Limit Knight who owned the weapon can build it. You can only recreate the same weapon you first created.
*If you choose the black and white traits together (which can be done), the colours form a pattern of your choosing on the blade.

Limit Gauge:
Limit knights use their Limit Break ability by depleting their Limit Gauge. Your Limit Gauge begins at zero. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Zack takes 14 damage, he would add that to whatever he already had in his Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. Your limit gauge refreshes back to zero at each dawn, regardless of whether you've rested or not.
When you use your Limit Breaks, subtract the cost of the Limit Break from your total. For example, Zack uses a second level Limit Break, which costs 10 points. If he had 42 points before using it, he now has 32. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.

Limits Known:
A limit knight begins play knowing only one Limit Break. He learns another Limit Break at every even numbered level. He can use any Limit Break he knows at any time as long as he can pay for it from his Limit Gauge. First level Limits cost 5 points, second level Limits cost 10, third level Limits cost 20, fourth level Limits cost 40, fifth level Limits cost 80, and sixth level limits cost 160.

Highest Limit:
Limit knights know only first level Limit Breaks when they begin play. At every fourth level, the highest level they can use is increased by one (Level 2 at Class Level 4, 3 at level 8, 4 at level 12, 5 at level 16, and 6 at level 20). When a Limit Knight member learns a new Limit Break, he can choose the highest level he knows or any Limit Break lower.

Uncanny Dodge:
Starting at third level, a limit knight can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a limit knight already has uncanny dodge from a different class (a limit knight with four levels in rogue, for example), he automatically gains improved uncanny dodge (see below) instead.

Protect Ally:
Starting at fourth level, as an immediate action, you can push an adjacent ally out of the way of an attack that targets them specifically in order to take the attack yourself. You use this after the enemy confirms a hit, but before damage is rolled. You push your ally into an adjecent square to them, and you move into their square. If the attack is an area effect, you cannot use this ability.

Extra Trait:
At fifth level, and every fourth level after (9th, 13th, and 17th), Limit Knights can rebuild their Exotic Sword, adding an extra trait to it. At fifth level they get a second trait, ninth they gain a third, etc. You may not rechoose previous traits taken. The DC to craft your weapon is 12 + (# of traits x 3) and the cost is 2000 + (# of traits x 500)gp. You do not have to choose a trait until you rebuild your weapon.

Fast Healing:
At 6th level, after becoming accustomed to wounds and the healing process, the body has sped up the process. At the beginning of each of his turns, he heals 1 hit point. If he has taken both subdual and normal damage, he heals subdual damage first. Fast healing does not restore hit points lost from starvation, thirst or suffocation. At 12th level and again at 18th level, he heals 1 more point of damage each round.

Mettle:
At sixth level and higher, a Limit Knight can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save, he instead can opt to completely negate the effect. An unconcious or sleeping Limit Knight does not gain the benefit of mettle.

Weapon Specialization:
You gain the Weapon Specialization feat for your sword for free, adding an extra 2 damage to all of your damage rolls with your sword.

No Thought:
At eighth level, a limit knight adds his wisdom modifier, if positive, to all attack and damage rolls with his Exotic Sword. This reflects his mastery with his sword.

Improved Uncanny Dodge:
A limit knight of tenth level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies characters to sneak attack him by flanking him unless the attacker has at least four more HD than the target does.

High Jump:
Starting at eleventh level, all jumps made by a limit knight count as running jumps, and they gain a +8 to all jump checks.

Greater Weapon Specialization:
At fifteenth level, you gain the Greater Weapon Specialization feat for free, adding another +2 to all damage rolls made with your sword.

Inner Essence:
At nineteenth level, the limit knight gains the ability to suddenly unleash devastation on their opponents. Once per day, the limit knight may use one limit break for free. You must have the limit points in your gauge in order to initiate the limit break, it just doesn't leave your reserves. This does not allow you to do more than one limit break a round.

Berserk:
Upon reaching level 20, a limit knight doubles the amount of damage they recieve when adding it to their Limit Gauge. For example, if Zack takes 54 damage from an attack, he adds 108 points to his Limit Gauge.

LIMIT BREAKS
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Cold Strike
Dash
Extend Strike
Fire Strike
Refreshing Wind
Shoving Strike
Sonic Strike
Static Strike
Stunning Strike
LEVEL 2 LIMITS
Battle Fortification
Blade Beam
Blade Rush
Break
Feral Attack
Grand Sever
Hasten
Overpowering Strike
Rigorous Combatant
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Adrenaline Boost
Blade Blast
Bulwark Defense
Cunning Delivery
Emergency Aegis
Fate
Intuitive Sight
Restore
Safeguard
True Knight
True Score
LEVEL 4 LIMITS
Aural Abuse
Berserker
Blade's Breath
Blazing Punishment
Charged Retribution
Cold Suffering
Double Drive
Eager Strike
Fostered Fortress
Lacerate
Offsetting Offense
LEVEL 5 LIMITS
Aid
Blade-erang
Ego Crusher
Elude Defense
Syphon Sword
Mind Crusher
Rounding Rend
Sniping Blitz
Soul Crusher
Tormenting Triad
LEVEL 6 LIMITS
Chaotic Slash
Countless Cuts
Lucky!
Meteor Strike
Ruining Strike
Self Stasis
Umbra Ego


PLAYING A LIMIT KNIGHT
"Good. You fight like the limit knight you once claimed to be... You haven't lost your touch."
The limit knight knows battle like no other. Because of this, they typically have little patience for sitting around and doing nothing. They travel the land, looking for new challenges. Each win brings them satisfaction; each loss, a new rung to climb.
Other Classes: You get along with all sorts of other classes. Limit knights look quite favorably to clerics who can constantly heal their wounds so that they can fill up their Limit Gauges without having to worry about being too low on HP. You also enjoy the company of magic users who's magic abilities can provide some good assistance. Other front line combat classes are always good company to help fell foes quickly.
Combat: Limit knights stay in the front line, willing to take most of the attacks. You use your evasive abilities to avoid taking too much damage if you start to get low or if your Limit Gauge is full. You use your Limit Breaks to deal larger amounts of damage to end the battle more quickly. When in a party of spellcasters, your protect ally ability will keep them alive a bit longer while helping to fill your limit gauge. Their evasive abilities are also useful when facing mutliple foes so you can better focus on one enemy.
Advancement: If your focus is on Limit Breaks, you should continue through all 20 levels for the Berserk ability. It will ensure that you can use Limits as often as you want. Otherwise, combat should be your main focus. Barbarian is always a good choice so you can rage. Fighter is also an excellent choice for the feats.

NPC Reaction
Common folk easily recognize most limit knights by the sword that they carry. Most people look up to and respect all limit knights for maintaining peace throughout the land when it was needed most. Lately, though, there are some rogue limit knights who have been causing mischief in the land. Those who are victims of these misdeeds tend to look at all limit knights with mistrust. Most adventurers also view limit knights with respect because their fighting skills are known to be top notch.

EPIC PROGRESSION
Spoiler: Show
Level Abilities
21 Extra Trait
22
23 Bonus Feat
24 Fast Healing 4
25 Extra Trait
26 Bonus Feat
27
28
29 Extra Trait, Bonus Feat
30 Fast Healing 5

Limit knights continue to gain traits to add to their sword every four levels and they gain a bonus feat at every third level after 20th. Your fast healing also increases by one point per round at levels 24 and 30.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:40PM #3
Animana
Date Joined: Feb 14, 2005
Posts: 127
LIMIT MAGE


Art by Bara Chan
http://bara_chan.deviantart.com/

"No, actually, you really don't want to see me mad."

Most who use magic learn it from books. Sorcerors have inate powers inherited from a long bloodline. The limit mage normally doesn't realize their powers until someone pisses them off. Whoever that someone is soon learns not to do so again. By taking damage, these ticking time bombs can explode with the same spells that other spell casters are able to cast - except theirs are learned in pure rage.

MAKING A LIMIT MAGE
Limit mages tend to be masochists. They've learned that their power comes from suffering. Though they have a fresh supply of magical energy each morning, they can continue casting their most powerful spells by being in the front of combat. No one expects a pure caster in the front line. Or the Spanish Inquisition.
Abilities: Constitution is easily your most important stat. You need plenty of hit points so that you can keep taking tons of damage. The more damage, the more you can cast. With only a d6, you'll need all the hit points you can get. The next most important stat is your Charisma. This affects the spells you can cast, the DC of your spells, and your extra limit points.
Races: All races have the innate rage and ability to cast spells with that rage.
Alignment: Almost all limit mages are chaotic, but limit mages have come from the most orderly of people as well.
Starting Gold: 3d4 x 10gp (75 gp)
Starting Age: As sorceror (PHB 109)

Class Skills
The limit mage's class skills (and the key ability for each skill) are.... Concentration (CON), Craft (INT), Intimidate (CHA), Knowledge(Arcana) (INT), Profession (WIS), Spellcraft (INT)
Skills Points at 1st Level : (2 + INT)x4
Skills Points at Each Additional Level : 2 + INT

Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +2 +0 +2 Eschew Materials, Limit Gauge, Fresh Rage
2. +1 +3 +0 +3 Constant Prestidigitation
3. +1 +3 +1 +3
4. +2 +4 +1 +4 Masochist
5. +2 +4 +1 +4
6. +3 +5 +2 +5
7. +3 +5 +2 +5
8. +4 +6 +2 +6 Inner Rune
9. +4 +6 +3 +6
10.+5 +7 +3 +7
11.+5 +7 +3 +7
12.+6 +8 +4 +8 Inner Rune
13.+6 +8 +4 +8
14.+7 +9 +4 +9
15.+7 +9 +5 +9
16.+8 +10 +5 +10 Inner Rune
17.+8 +10 +5 +10
18.+9 +11 +6 +11
19.+9 +11 +6 +11
20.+10 +12 +6 +12 Inner Rune

Spells Known
Spoiler: Show
[b]Level 0 1 2 3 4 5 6 7 8 9[/b]
1 4 1 - - - - - - - -
2 5 1 - - - - - - - -
3 6 2 - - - - - - - -
4 6 2 1 - - - - - - -
5 7 2 2 - - - - - - -
6 7 3 2 1 - - - - - -
7 8 3 2 1 - - - - - -
8 8 3 3 2 1 - - - - -
9 8 4 3 2 2 - - - - -
10 9 4 3 2 2 1 - - - -
11 9 4 4 3 2 1 - - - -
12 9 5 4 3 3 2 1 - - -
13 9 5 4 3 3 2 2 - - -
14 9 5 5 4 3 2 2 1 - -
15 9 5 5 4 4 3 2 1 - -
16 9 5 5 4 4 3 3 2 1 -
17 9 5 5 4 4 3 3 2 2 -
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3


Limit Point Costs
Spoiler: Show
[b]Spell Level Spell Point Cost[/b]
0 0[SUP]1[/SUP]
1 1
2 4
3 7
4 10
5 13
6 16
7 19
8 22
9 25
[SUP]1[/SUP] A limit mage can cast three 0-level spells each day for free.
After that they each cost one point.



Weapon Proficiencies:
Limit mages are proficient with all simple weapons, but not with any type of armor or shield. Armor of any type interferes with a limit mage's movements, which can cause her spells with somatic components to fail.

Spells:
A limit mage casts arcane spells, which are drawn primarily from the sorceror/wizard spell list. She can cast any spell she knows without preparing it ahead of time.
To learn or cast a spell, a limit mage must have a Charisma score queal to at least 10 + the spell level. The Difficulty Class for a saving throw against a limit mage's spell is 10 + the spell's level + the limit mage's Charisma modifier.
A limit mage casts spells by dipping into their limit gauge point reserves. The limit gauge is explained in more detail below. The cost for spells is listed in the above table.
A limit mage's selection of sells is extremely limited. A limit mage begins play knowing four 0-level spells and one 1st-level spells. At each new limit mage level, she gains one or more new spells, as indicated on the above table.
Upon reaching 4th level, and at every even-numbered limit mage level after that, a limit mage can choose to learn a new spell in place of one she already knows. In effect, the limit mage "loses" the old spell in exchange for the new one. A limit mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or cleric, a limit mage need not prepare her spells in advance. She can cast any spell she knows at any time assuming she still has enough limit gauge points to cast the spell in question.

Eschew Materials:
A limit mage's spells come from a rage inside of them, not some silly bat guano or sulfur. They have no need for material components in spells unless the component is more than 1 gp. You gain the benefits of the Eschew Materials feat for free.

Limit Gauge:
Limit mages power their spells by depleting their Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Fran takes 14 damage, she would add that to whatever she already had in her Limit Gauge. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.

Fresh Rage:
Unlike other limit warriors, a limit mage begins each day with their limit gauge completely full. As long as you get 8 hours of rest, you will be at your full potential. Additionally, after their rest they gain a bonus pool of points for their spells. With a higher Charisma, you gain a bonus as listed on the table below. You must use the points in this extra pool before you can use your normal limit gauge points. Once you deplete the extra points, they cannot be recovered until you rest again.
If you multiclass with other limit warrior classes, you start each day with the limit points that you have from limit mage only. For example, Paine, a 4th level limit mage and 5th level limit knight would start each morning with 40 points in her limit gauge even though her full limit gauge would be 90 points.

Bonus Fresh Rage Limit Points
Spoiler: Show
[b]Bonus Limit Points (by maximum spell level)
Score 0 1 2 3 4 5 6 7 8 9[/b]
12-13 - 1 1 1 1 1 1 1 1 1
14-15 - 1 4 4 4 4 4 4 4 4
16-17 - 1 4 9 9 9 9 9 9 9
18-19 - 1 4 9 16 16 16 16 16 16
20-21 - 2 5 10 17 26 26 26 26 26
22-23 - 2 8 13 20 29 40 40 40 40
24-25 - 2 8 18 25 34 45 58 58 58
26-27 - 2 8 18 32 41 52 65 80 80
28-29 - 3 9 19 33 51 62 75 90 107
30-31 - 3 12 22 36 54 76 89 104 121
32-33 - 3 12 24 38 56 78 104 119 136
34-35 - 3 12 27 48 66 88 114 144 161
36-37 - 4 13 28 49 76 98 124 154 188
38-39 - 4 16 31 52 77 110 136 166 200
40-41 - 4 16 36 57 84 117 156 186 220
42-43 - 4 16 36 64 91 124 163 208 242
44-45 - 5 17 37 65 101 134 173 218 269
46-47 - 5 20 40 68 104 148 187 232 283
48-49 - 5 20 45 73 109 153 205 250 301
50-51 - 5 20 45 80 116 160 212 272 323
and so on...


Constant Prestidigitation:
As long as you have points in your limit gauge, you have a constant effect on you as the spell prestidigitation (PHB 264).

Masochist:
You may bring yourself pain in order to give yourself a boost in your limit gauge. For every 2 points of lethal damage that you deal to yourself, you gain 1 point in your limit gauge reserves.

Inner Rune:
Your inner turmoil presents itself by carving strange runes into your skin. Each time that you get this ability, you may take one of the following runes. You may not take the same rune more than once.
  • Blessed : You may replace one of your spells with a cleric spell of third level or lower. This rune cannot be taken until level 12.
  • Body : You gain an extra 8 hit points.
  • Fight : You gain the benefits of the Arcane Strike feat (CW 96). This rune cannot be taken until level 12. When using this feat, sacrifice a number of limit gauge points equal to the level of spell you would sacrifice. You cannot sacrifice more than 25 points when using this feat.
  • Mind : You gain a +2 bonus to all knowledge checks. Additionally, all knowledges become class skills for you.
  • Power : You gain a +2 bonus to all caster level checks.
  • Silence : You gain the benefits of the Silent Spell feat (PHB 100).
  • Stillness : You gain the benefits of the Still Spell feat (PHB 101).
  • Tower : You gain the benefits of the Shield Proficiency feat (PHB 100).
  • Will : You gain a +4 bonus to Concentration checks.
  • Youth : You do not age. You will still die from old age, though. This rune cannot be taken until level 16.


PLAYING A LIMIT MAGE
"I don't get it! No matter how many times I hit her, she keeps coming at me with Meteor Swarm! I thought most could only cast that a couple of times!
Limit mages aren't like other spell casters. They enjoy getting hit. Instead of scaring them off, like with most casters, it just invites them to get even. The limit mage is a fresh change to the way you play as a caster.
Other Classes: Other casters don't understand you. Why don't you just learn from a book and stay in the back like everyone else? Fighters and other front liners like to see how well you can stay toe to toe with them in the front line. Clerics tend to have trouble keeping up with you, since you're certainly not invincible.
Combat: While you're still using your bonus points from Fresh Rage, you should stay in the back like most casters. Once you've expended those points, though, may as well blast continually with your highest spells and stick to the front to keep your limit gauge near max. If you keep taking damage, there's no limit to how many times you can cast your biggest and baddest spells.
Advancement: All of the other limit warriors classes could be good for you. With Fresh Start and Masochist you'd have an advantage over the other warriors, even if they have stronger limit breaks than what you'll have. Otherwise, any other caster class could be good if your DM allows you to use spell points interchangably with your limit gauge. And the spellwarp sniper from Complete Scoundrel is a good choice for any mage, in my humble opinion.

NPC Reaction
Most are curious at your cockiness in battle, but soon grow accustomed to it. Some mages may envy you for your capabilities to cast your strongest spells repeatedly without a second thought, but they won't envy you for the hits you'll be taking to do so.

EPIC PROGRESSION
Spoiler: Show
Level Abilities
21
22 Bonus Feat
23
24 Inner Rune
25
26 Bonus Feat
27
28 Inner Rune
29
30 Bonus feat

A limit mage keeps gaining Inner Runes, as well as bonus feats at 22nd level and every four levels after that.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:41PM #4
Animana
Date Joined: Feb 14, 2005
Posts: 127
Reserved for
LIMIT MARTYR
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:42PM #5
Animana
Date Joined: Feb 14, 2005
Posts: 127
LIMIT MONK


Art by whitetsubasa
http://whitetsubasa.deviantart.com/

"The only way a true fighter can suffer is by not fighting."

Some people battle for fun. Others battle because they have to. The limit monks consist of those that seem to be chased by battle no matter where they go. Some are even hunted, their skills wanted, which only makes the limit monk stronger. Battle has become a way of life, and they know they're probably not going to be able to escape it. Embracing their abilities and constantly improving, the limit monk has become a true warrior - the kind that legends are born from. Whether they're fighting to protect themselves, to protect others, or just for the hell of it, where ever a limit monk goes, stories follow.

MAKING A LIMIT MONK
Like all limit warriors, a limit monk pairs with a healer very nicely. Since they'll be taking hits to power their limit breaks, they'll need to be healed frequently, until they're able to take care of themselves. The limit monk's specialty is their custom combo, which can become quite powerful, especially when they can string their limit breaks onto it. The limit monks are fast and agile, and not to be underestimated.
Abilities: Strength is initially one of the most important ability for higher damage, but later it becomes less important. Constitution is important for any limit warrior since they'll be taking plenty of hits. Wisdom and Dexterity are both good for AC, as well as later being able to add one of those to damage in your custom combo.
Races: Any race is able to become a limit monk. Humans and half-elves are the most common to become limit monks.
Alignment: The concentration required for a limit monk's training tends to pull mostly lawful characters, but it's certainly not limited to them.
Starting Gold: 3d4 x 10 gp (75 gp)
Starting Age: As monk (PHB 109)

Class Skills
The limit monk's class skills (and the key ability for each skill) are.... Balance (DEX), Climb (STR), Craft (INT), Concentration (CON), Escape Artist (DEX), Intimidate (CHA), Jump (STR), Listen (WIS), Sense Motive (WIS), Spot (WIS), Survival (WIS), Swim (STR), Tumble (DEX)
Skills Points at 1st Level : (4 + INT)x4
Skills Points at Each Additional Level : 4 + INT

Hit Dice: d10

[b] AC Limits Highest Speed
BAB Fort Ref Will Abilities Bonus Known Limit Bonus[/b]
1. +0 +2 +2 +2 Custom Combo, Limit Gauge, Unarmed Strike +0 1 1 +0
2. +1 +3 +3 +3 Custom Combo, Evasion +0 2 1 +0
3. +2 +3 +3 +3 Custom Combo +0 2 1 +0
4. +3 +4 +4 +4 +0 3 2 +0
5. +3 +4 +4 +4 Custom Combo +1 3 2 +10
6. +4 +5 +5 +5 High Jump +1 4 2 +10
7. +5 +5 +5 +5 Custom Combo +1 4 2 +10
8. +6 +6 +6 +6 +1 5 3 +10
9. +6 +6 +6 +6 Custom Combo +1 5 3 +20
10.+7 +7 +7 +7 Improved Evasion +2 6 3 +20
11.+8 +7 +7 +7 Custom Combo +2 6 3 +20
12.+9 +8 +8 +8 +2 7 4 +20
13.+9 +8 +8 +8 Custom Combo +2 7 4 +30
14.+10 +9 +9 +9 Double Jump +2 8 4 +30
15.+11 +9 +9 +9 Custom Combo +3 8 4 +30
16.+12 +10 +10 +10 Vengeful Spirit +3 9 5 +30
17.+12 +10 +10 +10 Custom Combo +3 9 5 +40
18.+13 +11 +11 +11 Safe Landing +3 10 5 +40
19.+14 +11 +11 +11 Custom Combo +3 10 5 +40
20.+15 +12 +12 +12 Custom Combo, Limit Combo +4 11 6 +40

Weapon Proficiencies:
The limit monk is mainly only proficient with her fists, though they have basic training with simple weapons, too. They are not proficient with any armor or shields. When wearing armor, using a shield, or carring a medium load, a limit monk loses her AC bonus, as well as her fast movement and custom combo abilities.

AC Bonus:
A limit monk is highly trained at dodging blows and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, the limit monk adds her Wisdom bonus(if any) to her AC. In addition, a limit monk gains a bonus to AC at 5th level. This bonus increases by 1 for every five limit monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th).
These bonuses to AC apply even against touch attacks or when the limit monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Custom Combo:
Each limit monk begins play with a signature combo called a custom combo. The limit monk may create this combo using any trait that they're able to choose from in the beginning, adding more traits as they level up. As a base, the combo is one unarmed attack with a -2 penalty to their attack roll and does 1d6 damage. You may only use this custom combo when unarmored and unencumbered. This cannot be used with any weapons, only your own body, whether it be fists, elbows, shoulers, feet, knees, or what have you. Using your custom combo is a full round action.
As previously stated, at first level you gain one trait from the following for your custom combo. You gain an additional trait at second level, every odd level, and again at 20th level. Unless stated otherwise, you can only take a trait once.

Additional Attacks
[INDENT]Second Attack: You gain an additional attack at the same attack bonus as the first attack.
Third Attack: You gain an additional attack with an attack penalty of -5 from your first attack. You may only take this if your first attack is at a +5 bonus or higher.
Fourth Attack: You gain an additional attack at the same attack bonus as your first attack.
Fifth Attack: You gain an additional attack with an attack penalty of -10 from your first attack. You may only take this if your first attack is at a +10 bonus or higher.[/INDENT]Attack Improvements
[INDENT]Accuracy: All attacks in your custom combo gain a +1 to hit. This can be taken multiple times.
Adamantine: Your fists act as though made of adamantine for purposes of dealing damage to creatures with damage reduction and bypassing hardness. This affects your normal unarmed attacks as well.
Dangerous: Your critical multiplier goes from x2 to x3. This affects your normal unarmed attacks as well.
Increase Damage: You increase the damage that your fists do for all unarmed attacks, not just in your custom combo. You may take this trait multiple times, according to the following progression.
1d6 => 1d8 => 1d10 => 2d6 => 2d8 => 2d10 => 3d8 => 4d8 => 5d8 => 6d8 => 8d8
Increase Threat: Your critical threat range goes from 20 to 19-20. This may be taken a second time to increase it to 18-20. This affects your normal unarmed attacks as well.
Magical: Your combo attacks count as magical for purposes of overcoming damage reduction. This affects your normal unarmed attacks as well.
Overwhelming: You add your Strength modifier to damage twice instead of just once. You may not take this trait along with Precise or Quick.
Precise: You add your Wisdom modifier to damage in addition to your Strength modifier. You may not take this trait with Overwhelmeing or Quick.
Psionic: Your combo attacks count as psionic for purposes of overcoming damage reduction. This affects your normal unarmed attacks as well.
Quick: You add your Dexterity modifier to damage in addition to your Strength modifier. You may not take this trait with Overwhelming or Precise.[/INDENT]Attack Modifiers
[INDENT]Axiomatic: You may make any hit in your combo deal lawful damage if you choose.
Chaotic: You may make any hit in your combo deal chaotic damage if you choose.
Cold: You may make any hit in your combo deal cold damage if you choose.
Electric: You may make any hit in your combo deal electric damage if you choose.
Flaming: You may make any hit in your combo deal fire damage if you choose.
Holy: You may make any hit in your combo deal good damage if you choose.
Piercing: You may make any hit in your combo deal piercing damage if you choose.
Slashing: You may make any hit in your combo deal slashing damage if you choose.
Thundering: You may make any hit in your combo deal sonic damage if you choose.
Unholy: You may make any hit in your combo deal evil damage if you choose.[/INDENT]It should be noted that with the attack modifiers, you may not make an attack deal two types of damage, such as electric and good, but you may have each attack in your combo deal a different type of damage.

Limit Gauge:
Limit monks use their Limit Break ability by depleting their Limit Gauge. Your Limit Gauge begins at zero. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Tifa takes 14 damage, she would add that to whatever she already had in her Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. Your limit gauge refreshes back to zero at each dawn, regardless of whether you've rested or not.
When you use your Limit Breaks, subtract the cost of the Limit Break from your total. For example, Tifa uses a second level Limit Break, which costs 10 points. If she had 42 points before using it, she now has 32. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.

Limits Known:
A limit monk begins play knowing only one Limit Break. She learns another Limit Break at every even numbered level. She can use any Limit Break she knows at any time as long as she can pay for it from her Limit Gauge. First level Limits cost 5 points, second level Limits cost 10, third level Limits cost 20, fourth level Limits cost 40, fifth level Limits cost 80, and sixth level limits cost 160.

Highest Limit:
Limit monks know only first level Limit Breaks when they begin play. At every fourth level, the highest level they can use is increased by one (Level 2 at Class Level 4, 3 at level 8, 4 at level 12, 5 at level 16, and 6 at level 20). When a limit monk learns a new Limit Break, she can choose the highest level she knows or any Limit Break lower.

Unarmed Strike:
Limit monks are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level, a limit monk gains Improved Unarmed Strike as a bonus feat. A limit monk's attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a limit monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a limit monk striking unarmed. A limit monk may thus apply her full strength bonus on damage rolls for all her unarmed strikes.
Usually a limit monk's unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A limit monk's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

Evasion:
A limit monk of second level or higher can avoid even magical and unusual atacks with great agility. If she 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 a limit monk is wearing light armor or no armor. A helpless limit monk does not gain the benefits of evasion.

Fast Movement:
At fifth level, a limit monk gains an enhancement bonus to her speed, as shown on the above table. A limit monk in armor or carrying a medium or heavy load loses this extra speed.

High Jump:
Starting at sixth level, all jumps made by a limit monk count as running jumps, and they gain a +8 to all jump checks.

Improved Evasion:
At tenth level, a limit monk's evasion ability improves. She still takes no damage on a successful reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth takes only half damage on a failed save. A helpless limit monk does not gain the benefit of improved evasion.

Double Jump:
At fourteenth level, a limit monk learns to use her ki as a momentary platform and may make another jump check to get higher and farther at any point during a jump from the ground. This second jump counts as a standing jump, even with the high jump ability.

Vengeful Spirit:
At sixteenth level, a limit monk's evasion becomes even more useful. Whenever you avoid damage by using the evasion ability, you still add the full damage you would have taken to your limit gauge. If you make a successful reflex save against a fireball spell, for example, you won't take any damage, but you would add whatever damage would have been dealt to your limit gauge.

Safe Landing:
Upon attaining eighteenth level, you can treat large falls as though they were nothing. For every level you have in limit monk, you can fall an extra five feet without taking damage. A level 18 limit monk would treat falls 90 feet shorter than they actually are, for example.

Limit Combo:
At twentieth level, you may string together certain limit breaks. This ability lets you break the normal rule of one limit break per round. The only limit breaks that you can let break this rule are ones that add extra hits to your custom combo. You must already have access to whatever limit breaks you want to string together and you must still be able to pay for all of them with your limit gauge. The limit breaks and the order they'd go off in are...
Cannon Drill
([i]custom combo[/i])
Somersault
Dolphin Blow
Final Heaven
Roundhouse

LIMIT BREAKS
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Cold Strike
Dash
Fire Strike
Hadouken
Jaguar Kick
Refreshing Wind
Somersault
Sonic Strike
Static Strike
Stunning Strike
Waterkick
Wave Fist
LEVEL 2 LIMITS
Beat Rush
Electric Defense
Hasten
Meteodrive
Raising Storm
Repeating Fist
Reppuken
Rigorous Combatant
Rolling Attack
Senpuu Kyaku
Shoryuken
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Dolphin Blow
Earth Slash
Emergency Aegis
Fate
Intuitive Sight
Restore
Safeguard
Secret Fist
Shakunetsu Hadouken
Thousand Hand Slap
Yoga Teleport
LEVEL 4 LIMITS
Aural Abuse
Blazing Punishment
Cannon Drill
Charged Retribution
Cold Suffering
Double Drive
Double Reppuken
Fostered Fortress
Hamedo
Lacerate
Rashomon
Roundhouse
Spin Fist
LEVEL 5 LIMITS
Atemi Nage
Ego Crusher
Hyakuretsu Kyaku
Mind Crusher
Soul Crusher
Stigma Magic
Thunder Break
Tormenting Triad
Yoga Flame
LEVEL 6 LIMITS
Chakra
Ferocious Frenzy
Final Heaven
Lucky!
Ruining Strike
Self Stasis
Shinkuu Hadouken


PLAYING A LIMIT MONK
"Get up! It's too early for you to be defeated!"
Battle may be a way of life for you, but it's not always your first answer to every problem. Typically you try to settle things through discussion or some other means, but some how, all conflicts come out in battle. You don't mind, so much, though. You're good at what you do, but it can become tiring. You tend to travel, finding some place to settle down peacefully, or maybe you've found a place you like, and you battle to protect it.
Other Classes: Those who assist you in combat are always looked favourably upon, especially those who replenish your hit points. Magic users can aid you greatly from a distance. You tend to be not too fond of rogues and other tricksters, who have little mind for discipline. Simple fighters and barbarians can be useful, but you don't think they put their potential to full use.
Combat: Close combat is going to be your specialty. The less you need to move, the more you'll be able to pull off your custom combo. When upgrading your custom combo, you should evenly spread the upgrades among extra attacks, more damage, and extra features, though this certainly isn't a neccessity. When choosing limit breaks, play to your strengths. There are some useful limit breaks that will help close the gap between you and your enemy and get an attack in, too. Or if you like playing the distance game, there are some limit breaks for that, too, including the hadouken, which has several upgrades.
Advancement: This class is designed to be most beneficial to those who pursue all 20 levels, though there may be some benefits by dipping into other classes. Anything that would give you bonuses to unarmed combat would be useful, as would taking some arcane levels and taking the arcane strike feat could make this a rather good gish build. Also, the bonus feats and attack bonus provided by a fighter are always nice.

NPC Reaction
Limit monks don't typically show off their skills, so most civilians wouldn't be able to spot a limit monk if one were to walk past. Limit monks prefer it this way -- it attracts less trouble. When trouble does pop up, limit monks respond in earnest, then everyone's more than glad that they're around. Some will be glad that the limit monk's are around to protect, some who might be a bit more wise, though, tend to think that the limit monks are a curse, always bringing trouble to an otherwise peaceful town. On average, people tend to like limit monks.

EPIC PROGRESSION
Spoiler: Show
Level Abilities AC Bonus Fast Movement
21 Custom Combo +4 +50
22 Bonus Feat +4 +50
23 Custom Combo +4 +50
24 +4 +50
25 Custom Combo +5 +60
26 Bonus Feat +5 +60
27 Custom Combo +5 +60
28 +5 +60
29 Custom Combo +5 +70
30 Bonus Feat +6 +70

You continue gaining traits for your custom combo every odd level. You also keep advancing your AC bonus and fast movement. Additionally, you gain a bonus feat at level 22 and every four levels after.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:42PM #6
Animana
Date Joined: Feb 14, 2005
Posts: 127
LIMIT NINJA


Art by elpinoy
http://elpinoy.deviantart.com/

"Why do you get so serious when you know you can't win?"

Those who are stealthy and can make the first move can be deadly. Deadlier still is the limit ninja. The limit ninja can focus their inner essence in order to give them considerable boosts to combat and stealth alike. They use shadows as their skin and they can climb walls in seconds. There's nothing secure enough to keep them out, nor is there any way to contain them. If a limit ninja wants to get somewhere, they get there.

MAKING A LIMIT NINJA
You need no one, but that doesn't mean that others aren't helpful. Clerics and other healers will be useful if you want to use your myriad of limit breaks, especially with only a d6 hit die. Limit ninjas make excellent scouts and assassins, and their movement skills are simply unrivaled when they have enough limit points.
Abilities: Dexterity will probably be your most important ability. It determines your AC, your to hit bonus (with weapon finesse), and your stealth skills. Additionally, Constitution will be important for more hit points, which is important for any limit warrior. Your Charisma bonus will be useful for your your slow rage ability and your wisdom provides additional AC.
Races: Anyone capable of being stealthy can be a limit ninja. Half-orcs and other more savage races tend to lack the discipline to become a limit ninja.
Alignment: Limit ninjas tend to be neutral more than anything else, but they can be of any alignment.
Starting Gold: 5d4 x 10 gp (125 gp)
Starting Age: As rogue (PHB 109)

Class Skills
The limit ninja's class skills (and the key ability for each skill) are.... Balance (DEX), Bluff (CHA), Climb (STR), Craft (INT), Concentration (CON), Disable Device (DEX), Disguise (CHA), Distract (COM), Escape Artist (DEX), Forgery (INT), Hide (DEX), Intimidate (CHA), Jump (STR), Listen (WIS), Move Silently (DEX), Open Lock (DEX), Search (INT), Sense Motive (WIS), Sleight of Hand (DEX), Spot (WIS), Swim (STR), Tumble (DEX), Use Magic Device (CHA), Use Rope (DEX)
Skills Points at 1st Level : (6 + INT)x4
Skills Points at Each Additional Level : 6 + INT

Hit Dice: d6

[b] Limits Highest
BAB Fort Ref Will Abilities Known Limit[/b]
1. +0 +0 +2 +0 Limit Gauge, Shinobi Shozoku, Slow Rage 1 1
2. +1 +0 +3 +0 Sneak Attack +1d6 2 1
3. +2 +1 +3 +1 Essence Weave, Evasion 3 1
4. +3 +1 +4 +1 Sneak Attack +2d6, High Jump 4 2
5. +3 +1 +4 +1 Essence Weave 5 2
6. +4 +2 +5 +2 Sneak Attack +3d6 6 2
7. +5 +2 +5 +2 Essence Weave, Uncanny Dodge 7 2
8. +6 +2 +6 +2 Sneak Attack +4d6, Double Jump 8 3
9. +6 +3 +6 +3 Essence Weave 9 3
10.+7 +3 +7 +3 Sneak Attack +5d6 10 3
11.+8 +3 +7 +3 Essence Weave, Improved Uncanny Dodge 11 3
12.+9 +4 +8 +4 Sneak Attack +6d6, Safe Landing 12 4
13.+9 +4 +8 +4 Essence Weave 13 4
14.+10 +4 +9 +4 Sneak Attack +7d6 14 4
15.+11 +5 +9 +5 Essence Weave, Hide In Plain Sight 15 4
16.+12 +5 +10 +5 Sneak Attack +8d6, Triple Jump 16 5
17.+12 +5 +10 +5 Essence Weave 17 5
18.+13 +6 +11 +6 Sneak Attack +9d6 18 5
19.+14 +6 +11 +6 Essence Weave, Free Movement 19 5
20.+15 +6 +12 +6 Sneak Attack +10d6, Strong Rage, Wall Jump 20 6

Weapon Proficiencies: Limit ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and sianghim. Limit ninjas are not proficient with any type of armor.

Limit Gauge:
Limit ninjas use their Limit Break ability by depleting their Limit Gauge. Your Limit Gauge begins at zero. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Shadow takes 14 damage, he would add that to whatever he already had in his Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. Your limit gauge refreshes back to zero at each dawn, regardless of whether you've rested or not.
When you use your Limit Breaks, subtract the cost of the Limit Break from your total. For example, Shadow uses a second level Limit Break, which costs 10 points. If he had 42 points before using it, he now has 32. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.

Limits Known:
A limit ninja begins play knowing only one Limit Break. He learns another Limit Break every level. He can use any Limit Break he knows at any time as long as he can pay for it from his Limit Gauge. First level Limits cost 5 points, second level Limits cost 10, third level Limits cost 20, fourth level Limits cost 40, fifth level Limits cost 80, and sixth level limits cost 160.

Highest Limit:
Limit ninjas know only first level Limit Breaks when they begin play. At every fourth level, the highest level they can use is increased by one (Level 2 at Class Level 4, 3 at level 8, 4 at level 12, 5 at level 16, and 6 at level 20). When a limit ninja learns a new Limit Break, he can choose the highest level he knows or any Limit Break lower.

Shinobi Shozoku:
At first level, a limit ninja is given or makes a special garb called the shinobi shozoku. This garment is loose fitting and light for maximum mobility. There are some specially stitched folds for small blades, as well. Many include face masks or hoods for concealment. The garment has a special ability, though. The shinobi shozoku slowly absorbs a trace of the limit ninja's essence, granting it special powers that other garments don't have. You only benefit from these traits while wearing the shinobi shozoku. You may choose from one of the following traits.
  • Aural: You gain a +2 bonus to Listen checks. You may take this trait multiple times.
  • Bouyant: You gain a +2 bonus to Swim checks. You may take this trait multiple times.
  • Breathing: You may hold your breath underwater for up to five minutes before a check needs to be made to hold your breath longer.
  • Chaotic: You may choose to make your sneak attacks deal chaotic damage. This may not be taken with the Lawful trait.
  • Dark: You gain a +2 bonus to Hide checks. You may take this trait multiple times.
  • Defiant: You may stick to a surface for up to five minutes without needing to make any checks to hold on. This does not allow you to climb any surface -- you must make climb checks normally to reach a spot to stick to.
  • Evil: You may choose to make your sneak attacks deal evil damage. This may not be taken with the Good trait.
  • Fooling: You gain a +2 bonus to Disguise checks. You may take this trait multiple times.
  • Good: You may choose to make your sneak attacks deal good damage. This may not be taken with the Evil trait.
  • Instinctful: You gain a +2 bonus to Sense Motive checks. You may take this trait multiple times.
  • Lawful: You may choose to make your sneak attacks deal lawful damage. This may not be taken with the Chaotic trait.
  • Light: You gain a +2 bonus to Jump checks. You may take this trait multiple times.
  • Loose: You gain a +2 bonus to Tumble checks. You may take this trait multiple times.
  • Morphing: This garment can appear to be whatever outfit the wearer chooses it to be. This is just an illusion, however, there is no actual change.
  • Optic: You gain a +2 bonus to Spot checks. You may take this trait multiple times.
  • Quick: You gain a +2 bonus to Sleight of Hand checks. You may take this trait multiple times.
  • Slippery: You gain a +2 bonus to Escape Artist checks. You may take this trait multiple times.
  • Soft: You gain a +2 bonus to Move Silently checks. You may take this trait multiple times.
  • Sticky: You gain a +2 bonus to Climb checks. You may take this trait multiple times.
  • Thick: The shinobi shozoku gains an AC bonus of +1. You may take this trait up to three times, each time the AC rating goes up by 1.
  • Warm: While wearing this garment, you can comfortably be in extremely cold weather.

Slow Rage:
The daylight is your bane and you naturally build a rage in order to counteract the light. Beginning at dawn and lasting until dusk, every hour that a limit ninja is awake, they gain a number of points in their limit gauge equal to their charisma modifier.

Sneak Attack:
If a limit ninja can catch an opponent when he is unable to defend himself effectively from his atack, he can strike a vital spot for extra damage. Basically, the limit ninja's attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the limit ninja flanks his target. This extra damage is 1d6 at first level, and it increases by 1d6 every two limit ninja levels thereafter. Should the limit ninja score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet. A limit ninja can't strike with deadly accuracy from beyond that range.
With a sap or an unarmed strike, a limit ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of his weapon in order to execute a sneak attack.
A limit ninja can sneak attack only living creatures with discernible anatomies -- undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The limit ninja must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A limit ninja cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Essence Weave:
At third level and every odd level after, a small portion of the limit ninja's essence weaves itself into the fabric of your shinobi shozoku. You may choose to take another trait from the list provided in the shinobi shozoku ability.

Evasion:
A limit ninja of third level or higher can avoid even magical and unusual atacks with great agility. If he makes a successful reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a limit ninja is wearing light armor or no armor. A helpless limit ninja does not gain the benefits of evasion.

High Jump:
Starting at fourth level, all jumps made by a limit ninja count as running jumps, and they gain a +8 to all jump checks.

Uncanny Dodge:
Starting at seventh level, a limit ninja can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.
If a limit ninja already has uncanny dodge from a different class (a limit ninja with four levels in rogue, for example), he automatically gains improved uncanny dodge (see below) instead.

Double Jump:
At eighth level, a limit ninja learns to use his ki as a momentary platform and may make another jump check to get higher and farther at any point during a jump from the ground. This second jump counts as a standing jump, even with the high jump ability.

Improved Uncanny Dodge:
A limit ninja of eleventh level or higher can no longer be flanked; he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies characters to sneak attack him by flanking him unless the attacker has at least four more HD than the target does.

Safe Landing:
Upon attaining level twelve, you can treat large falls as though they were nothing. For every level you have in limit ninja, you can fall an extra five feet without taking damage. A level 15 limit ninja would treat falls 75 feet shorter than they actually are, for example.

Hide In Plain Sight:
Beginning at 15th level, a limit ninja can use the Hide skill in natural terrain even while being observed. A limit ninja loses this benefit when wearing armor or carrying a medium or heavy load.

Triple Jump:
At sixteenth level, after making a second jump from double jump, you may jump yet once more at any point before landing. This jump also counts as a standing jump regardless of the high jump feat.

Free Movement:
At 19th level and higher, a limit ninja can slip out of bonds, grapples, and even the effects of confining spells easily. This ability duplicates the effect of a freedom of movement spell, except that it is always active. A limit ninja loses this benefit when carrying a medium or heavy load.

Strong Rage:
At twentieth level a limit ninja adds not only his charisma modifier, but also his class level, to the amount of points that he adds to his limit gauge each hour.

Wall Jump:
At 20th level, whenever in between two solid surfaces, a limit ninja can bounce between the two to gain height. You make a jump check when 'landing' on a wall in order to immediately bounce off to the next wall. Each time you do this, you take a cumulative -5 penalty to your jump check. If you use a double or triple jump during your climb, you reset the penalty to -0.

LIMIT BREAKS
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Blend
Breathe
Cold Strike
Dash
Extend Strike
Fire Strike
Land
Lurking Attack
Refreshing Strike
Scarring Wound
Scurry
Sonic Strike
Static Strike
Stunning Strike
Super Jump
Sure Shot
LEVEL 2 LIMITS
Arm Slice
Battle Fortification
Blink
Brain Rend
Break
Double Lurk
Escape
Feral Attack
Hasten
Ligament Strike
Overpowering Strike
Rigorous Combatant
Safe
Soul Rend
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Adrenaline Boost
Bulwark Defense
Corrosion
Emergency Aegis
Ethereal Strike
Fade
Fate
Flurry
Hunter
Intuitive Sight
New Gravity
Pass
Restore
Safeguard
Sudden Death
Triple Lurk
True Score
LEVEL 4 LIMITS
Aural Abuse
Berserker
Blazing Punishment
Charged Retribution
Cold Suffering
Double Drive
Eager Strike
Fostered Fortress
Inconsistancy
Lacerate
Offsetting Offense
Poof
Sight
LEVEL 5 LIMITS
Ego Crusher
Elude Defense
Mind Crusher
Remove
Rounding Rend
Soul Crusher
Storm
Stygian Strike
Syphon Sword
Tormenting Triad
LEVEL 6 LIMITS
Chaotic Slash
Ferocious Frenzy
Hyper Lurk
Lucky!
Ruining Strike
Self Stasis
Sure Death
Umbra Ego


PLAYING A LIMIT NINJA
"They say he'd slit his momma's throat for a copper."
The limit ninja knows how to get things done, and they have the skills to compliment that knowledge. They can do quite a few things with their skills -- assassin, thief, treasure hunter, hunter, or simply a show-off. While they tend to never get too close to anyone, it doesn't mean that they don't have colleagues and friends.
Other Classes: Rogues and other scoundrel characters get along fine with limit ninjas, though the limit ninja will get impatient if they can't keep up. Healers, as always, are extremely valued since the limit ninja will be taking damage that they can't always afford to take.
Combat: A limit ninja needs to learn when to take hits, and when it's time to withdraw, though not neccessarily surrender. A balance between taking hits to fill your gauge and avoiding hits to save your skin will need to become second nature to you.
Advancement: Any class that offers sneak attack or sudden strike are nice, as they'll keep your progression going, as well as boosting your attack bonus. Fighter will be good for those who want to focus on combat, as will limit knight, since the exotic sword trait sneaky will give you added damage.

NPC Reaction
As a ninja, it's important not to stand out. The morphing shinobi shozoku trait will help you look like a peasant or noble. Otherwise, limit ninja's are often mistaken as monks or awkward rogues. Ideally, the limit ninja wants to draw no attention to themselves. When found out to be a limit ninja, most people are very distrustful of them; the reputation amongst limit ninjas is not the best.


EPIC PROGRESSION
Spoiler: Show
Level Abilities
21 Essence Weave
22 Sneak Attack +11d6
23 Essence Weave
24 Bonus Feat, Sneak Attack +12d6
25 Essence Weave
26 Sneak Attack +13d6
27 Essence Weave
28 Bonus Feat, Sneak Attack +14d6
29 Essence Weave
30 Sneak Attack +15d6

A limit ninja continues progressing their essence weave and sneak attack abilities. Additionally, they gain a bonus feat at 24th level and every four levels after.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:43PM #7
Animana
Date Joined: Feb 14, 2005
Posts: 127
LIMIT PSION


Art by sekkei
http://sekkei.deviantart.com/

"People need hard times and oppression to develop psychic muscles."

On a constant adventure to learn the limits of their mind, the limit psion never rests. Their passion to make themselves better than all challenges is what drives their power. Each strike they receive motivates them to become even better. They shouldn't allow the powers of their awesome mind to let their bodies feel pain. Until they reach that philosophy, they'll always want.

MAKING A LIMIT PSION
Even when it's what they're avoiding, all limit psions realize that they're going to get hurt. Thusly they'll prepare themselves with a high Constitution or taking armor proficiencies. Some even prefer front line combat.
Abilities: Constitution. With only a d4, you're the most frail of the limit warriors. Additionally, Charisma will make your powers more effective as well as giving you bonus points to manifest with.
Races: The psionic races of course have more limit psions than other races, but anyone with potential may be a limit psion.
Alignment: The powers manifested by the limit psion are independent of any alignment, thusly you may be any alignment.
Starting Gold: 3d4 x 10gp (75 gp)
Starting Age: As bard (PHB 109)

Class Skills
The limit psion's class skills (and the key ability for each skill) are.... Autohypnosis (WIS), Balance (DEX), Bluff (CHA), Concentration (CON), Craft (INT), Gather Information (CHA), Intimidate (CHA), Knowledge(All) (INT), Listen (WIS), Profession (WIS), Psicraft (INT), Sense Motive (WIS), Spot (WIS)
Skills Points at 1st Level : (2 + INT)x4
Skills Points at Each Additional Level : 2 + INT

Hit Dice: d4

[b] Powers Highest Power
BAB Fort Ref Will Abilities Known Level Known[/b]
1. +0 +0 +0 +2 Limit Gauge, Fresh Rage 3 1
2. +1 +0 +0 +3 Constant Prestidigitation 4 1
3. +1 +1 +1 +3 6 2
4. +2 +1 +1 +4 Intuition 7 2
5. +2 +1 +1 +4 9 3
6. +3 +2 +2 +5 10 3
7. +3 +2 +2 +5 12 4
8. +4 +2 +2 +6 Intuition 13 4
9. +4 +3 +3 +6 15 5
10.+5 +3 +3 +7 16 5
11.+5 +3 +3 +7 18 6
12.+6 +4 +4 +8 Fast Healing 1, Intuition 19 6
13.+6 +4 +4 +8 21 7
14.+7 +4 +4 +9 22 7
15.+7 +5 +5 +9 24 8
16.+8 +5 +5 +10 Intuition 25 8
17.+8 +5 +5 +10 27 9
18.+9 +6 +6 +11 28 9
19.+9 +6 +6 +11 30 9
20.+10 +6 +6 +12 Intuition 31 9

Weapon Proficiencies:
Limit psion's are proficient with all simple weapons, but not with any types of armor or shields.

Powers Known:
A limit psion begins play knowing three psion powers of your choice, Each time she achieves a new level, she unlocks the knowledge of new powers,
Choose the powers known from the psion power list. You cannot choose powers from any psion discipline. A psion can manifest any power that has a power point cost equal to or lower than her manifester level.
The number of times a limit psion can manifest a power in a day is limit only by her limit gauge. A limit psion simply knows her powers; they are ingrained in her mind. She does not need to prepare them. The Difficulty class for saving throws against her psion powers is 10 + the power's level + the limit psion's Charisma modifier.

Maximum Power Level Known:
A limit psion begins play with the ability to learn 1st-level powers. As she attains higher levels, a limit psion may gain the ability to master more complex powers. To learn or manifest a power, a limit psion must have an Intelligence score of at least 10 + the power's level.

Limit Gauge:
Limit psions power their abilties by depleting their Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Rinoa takes 14 damage, she would add that to whatever she already had in her Limit Gauge. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.

Fresh Rage:
Unlike other limit warriors, a limit psion begins each day with their limit gauge completely full. As long as you get 8 hours of rest, you will be at your full potential. Additionally, after their rest they gain a bonus pool of points for their spells. With a higher Charisma, you gain a bonus as listed on the table below. You must use the points in this extra pool before you can use your normal limit gauge points. Once you deplete the extra points, they cannot be recovered until you rest again.
If you multiclass with other limit warrior classes, you start each day with the limit points that you have from limit psion only. For example, Rydia, a 4th level limit psion and 3rd level limit knight would start each morning with 40 points in her limit gauge even though her full limit gauge would be 70 points.

Bonus Fresh Rage Limit Points
Spoiler: Show
[b]Bonus Limit Points (by maximum spell level)
Score 0 1 2 3 4 5 6 7 8 9[/b]
12-13 - 1 1 1 1 1 1 1 1 1
14-15 - 1 4 4 4 4 4 4 4 4
16-17 - 1 4 9 9 9 9 9 9 9
18-19 - 1 4 9 16 16 16 16 16 16
20-21 - 2 5 10 17 26 26 26 26 26
22-23 - 2 8 13 20 29 40 40 40 40
24-25 - 2 8 18 25 34 45 58 58 58
26-27 - 2 8 18 32 41 52 65 80 80
28-29 - 3 9 19 33 51 62 75 90 107
30-31 - 3 12 22 36 54 76 89 104 121
32-33 - 3 12 24 38 56 78 104 119 136
34-35 - 3 12 27 48 66 88 114 144 161
36-37 - 4 13 28 49 76 98 124 154 188
38-39 - 4 16 31 52 77 110 136 166 200
40-41 - 4 16 36 57 84 117 156 186 220
42-43 - 4 16 36 64 91 124 163 208 242
44-45 - 5 17 37 65 101 134 173 218 269
46-47 - 5 20 40 68 104 148 187 232 283
48-49 - 5 20 45 73 109 153 205 250 301
50-51 - 5 20 45 80 116 160 212 272 323
and so on...


Constant Prestidigitation:
As long as you have points in your limit gauge, you have a constant effect on you as the spell prestidigitation (PHB 264), except this is a psionic effect as opposed to arcane.

Intuition:
You've learned to tap into your psychic powers to give you a sixth sense. From now on you permanently have one of the following effects. Each time you gain this ability, you may take another intuition ability. You cannot take any ability more than once unless otherwise stated.
  • Agressive : You gain a +1 insight bonus to attack rolls.
  • Darkness : You gain darkvision out to 60 feet while psionically focused.
  • Knowledge : You gain a +2 bonus to all knowledge checks that you make.
  • Remote : You add the Clairvoyant Sense power (XPH 83) to the list of powers you know. You cannot take this intuition until level 8.
  • Presence : You gain a +5 bonus to Spot skill checks.
  • Safety : You gain a +1 insight bonus to your AC.
  • Sight : Whenever you close your eyes and are psionically focused, you gain blindsense out to 20 feet. You may take this multiple times, each time adding 10 feet to the range of your blindsight.
  • Social : You gain a +5 insight bonus to Sense Motive skill checks.
  • Survival : You gain a +5 insight bonus to Survival skill checks.

Fast Healing:
Beginning at twelfth level, you gain Fast Healing 1. At the beginning of each of your turns, you heal 1 hit point. If you have taken both subdual and normal damage, you heal subdual damage first. Fast healing does not restore hit points lost from starvation, thirst or suffocation. This is a permanent effect.

PLAYING A LIMIT PSION
"They know things. They're out there - in the ether."
A limit psion can become anything depending on the choices they make. Depending on those choices, they can fill any role in the party.
Other Classes: Other psions see you as just another discipline, even though you're more than that. Other classes typically get along well with limit psions.
Combat: With only a d4 hit die, you'll want to play it safe like a normal caster. Once you gain fast healing, though, you'll recharge in between combat, allowing you to get more reckless so you can recharge your limit gauge. Vigor will be a very important power to you.
Advancement: All psionic classes should be pretty tempting if your DM lets you use limit points and power points interchangeably. With the Fresh Rage ability, you would have a morning advantage over other limit warriors if you were to multiclass into them. If you want to continue advancing as a limit psion, then you should choose your powers carefully since you have a smaller selection than a normal psion.

NPC Reaction
Other than the rift between magic and psionics that can cause some arguments, limit psions get along well with almost everyone. Limit psions also get along very well with wilders, with whom they share a passion of constant development.

EPIC PROGRESSION
Spoiler: Show
Level Abilities
21
22 Bonus Feat
23
24 Intuition
25
26 Bonus Feat
27
28 Intuition
29
30 Bonus Feat

A limit psion keeps gaining Intuition, as well as bonus feats at 22nd level and every four levels after that.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:44PM #8
Animana
Date Joined: Feb 14, 2005
Posts: 127
LIMIT SNIPER


Art by Prikai
http://prikai.deviantart.com/

"Go ahead. Make my day."

About a hundred years ago a wizard created a device that could shoot small stones which could easily be infused with his magic. It was like a repeating crossbow, only better. So he taught his children how to make this device, and they taught their students and children until there was a considerable number able to make them. Many of them focused so intently on this new device that they lost their spellcasting capabilities, though remnants still remain. Those who create these devices now are called limit snipers.

MAKING A LIMIT SNIPER
A limit sniper is both similar and dissimilar to their limit warrior friends. They have a very stunted limit break selection, learning only 6 limit breaks total, but they have a much higher focus on their Chains.
Abilities: Dexterity is easily your highest priority so that you can make sure you hit your mark. Next is probably Wisdom for your Dead Eye bonus. Constitution will be important if you plan on using your Limit breaks often. Intelligence will make sure that you can make your Craft(Weaponmaking) checks when rebuilding your Chain.
Races: Any race can become a limit sniper. With the sheer number of humans, there's bound to be quite a few. Elves like this class because of their keen eyesight. Gnomes love to tinker, so this is a natural choice for them.
Alignment: Limit snipers are from the entire spectrum of alignments.
Starting Gold: 3d4 x 10gp (75 gp)
Starting Age: As ranger (PH 109)

Class Skills
The limit sniper's class skills (and the key ability for each skill) are.... Appraise (INT), Concentration (CON), Craft (INT), Disable Device (INT), Knowledge(Arcana) (INT), Knowledge(Architecture & Engineering) (INT), Knowledge(Psionics) (INT), Profession (WIS), Spellcraft (INT), Spot (WIS), Use Magic Device (CHA)
Skills Points at 1st Level : (4 + INT)x4
Skills Points at Each Additional Level : 4 + INT

Hit Dice: d6

[b] Limits Highest
BAB Fort Ref Will Abilities Known Limit[/b]
1. +1 +0 +2 +2 Chain Style, Limit Gauge 1 1
2. +2 +0 +3 +3 Power Source 1 1
3. +3 +1 +3 +3 Elemental Style 1 1
4. +4 +1 +4 +4 2 2
5. +5 +1 +4 +4 Chain Trait 2 2
6. +6 +2 +5 +5 Chamber Trait 2 2
7. +7 +2 +5 +5 Element Trait 2 2
8. +8 +2 +6 +6 Dead Eye 3 3
9. +9 +3 +6 +6 Chain Trait 3 3
10.+10 +3 +7 +7 Chamber Trait 3 3
11.+11 +3 +7 +7 Element Trait 3 3
12.+12 +4 +8 +8 4 4
13.+13 +4 +8 +8 Chain Trait 4 4
14.+14 +4 +9 +9 Chamber Trait 4 4
15.+15 +5 +9 +9 Element Trait 4 4
16.+16 +5 +10 +10 5 5
17.+17 +5 +10 +10 Chain Trait 5 5
18.+18 +6 +11 +11 Chamber Trait 5 5
19.+19 +6 +11 +11 Element Trait 5 5
20.+20 +6 +12 +12 Berserk 6 6

Weapon Proficiencies:
Limit snipers focus too much on their Chains to gain much proficiency with other weapons. They can only use simple melee weapons with any finesse. They're also only proficient with light armor, but with no shields.

Chain Style:
At first level, a limit sniper designs a device called a Chain, which is short for Chamber Infuser. Chambers are small compartments which contain magically created stones which can easily be infused with short bursts of either magical or psionic energy.
When you first create your Chain, you must choose between one of the following three styles, which will become the only type of Chain you will be able to build.
[INDENT]BAZOOKA: This two-handed Chain is the largest and bulkiest, but produces the heaviest damage with decent range. This weapon deals 2d6 bludgeoning damage and has a range of 60 feet and a critical of 20/x3. Each shot uses up 4 stones from a chamber and replacing a chamber is a full round action that provokes attacks of opportunities. It weighs 12 pounds.Yuna with an oversized bazooka Chain: Show PISTOL: This Chain is does low damage and has the shortest range of all the Chains, but it's also the only one-handed chain and can be quickly reloaded. The pistol Chain deals 1d6 piercing damage with a range of 40 feet and a critical of 19-20/x2. Replacing a chamber is a move equivalent action that provokes attacks of opportunites. You can shoot, but not load, a pistol Chain with one hand at no penalty. You can shoot a pistol Chain with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. These Chains weigh about 5 pounds.
Yuna taking advantage of dual pistol Chains: Show RIFLE: The rifle Chain has the best range of all the Chains with average damage. This two-handed weapon deals 1d8 piercing damage, has a range of 80 feet, and a critical of 18-20/x2. Loading a rifle Chain is a move equivalent action that provokes attacks of opportunity. These Chains weigh about 8 pounds.Yuna with a long barreled rifle Chain: Show [/INDENT]Your Chain is an exotic weapon in anyone else's hands, but you gain proficiency with it when you create it. No Chain may be enchanted. Infusions work on Chains normally, but cannot be made permanent by any means.
If you lose your Chain, you may attempt to rebuild it with a Craft (Weaponmaking) check with a DC of 15. The cost for materials is 2500 gp.[/INDENT]A Chain cannot fire stones unless loaded with a chamber. You can create your own chambers with a Craft (Weaponmaking) check with a DC of 10, and the cost for materials is 50 gp. You begin play with 2 chambers. The chambers you craft are only good for the Chain that you build, they're useless in all other Chains. Because of this, chambers sell very poorly to those without your particular Chain.
Chambers store 4 stones in them. Each shot fired from a Chain uses up one stone, except the bazooka Chain, which uses 4 stones with each shot. Stones shatter upon impact and cannot be reclaimed. Chambers should be saved when emptied, because after 24 hours of being shot, each stone will regenerate within the chamber.

Limit Gauge:
Limit snipers use their Limit Break ability by depleting their Limit Gauge. Your Limit Gauge begins at zero. As you take damage, you add whatever amount of damage you took to your Limit Gauge. For example, if Yuna takes 14 damage, she would add that to whatever she already had in her Limit Gauge. The maximum amount that your Limit Gauge can go to is your level times 10, to a max of 200 at level 20. Your limit gauge refreshes back to zero at each dawn, regardless of whether you've rested or not.
When you use your Limit Breaks, subtract the cost of the Limit Break from your total. For example, Yuna uses a second level Limit Break, which costs 10 points. If she had 42 points before using it, she now has 32. You only count damage taken in battle towards your Limit Gauge, not damage from other sources. Therefore, you don't add damage taken from a fall or bashing your head into a wall.

Limits Known:
A limit sniper begins play knowing only one Limit Break. She learns more Limit Breaks according to the above table. She can use any Limit Break she knows at any time as long as she can pay for it from her Limit Gauge. First level Limits cost 5 points, second level Limits cost 10, third level Limits cost 20, fourth level Limits cost 40, fifth level Limits cost 80, and sixth level limits cost 160.

Highest Limit:
Limit snipers know only first level Limit Breaks when they begin play. At every fourth level, the highest level they can use is increased by one (Level 2 at Class Level 4, 3 at level 8, 4 at level 12, 5 at level 16, and 6 at level 20). When a limit sniper member learns a new Limit Break, he can choose the highest level she knows or any Limit Break lower.

Power Source:
At second level, a limit sniper focuses their arcane or psionic powers into their chain. They must choose from either arcane or psionic. From now on their Chain will be considered magical or psionic for purposes of overcoming damage reduction. Every Chain that they craft from here on out will have the same power source.

Elemental Style:
A limit sniper of third level may further focus their power to specialize in an element. You may choose from any of the following elements :
  • Dark: You may substitute your normal type of damage with evil damage. Additionally, when you get the Element Trait ability, you must select from the Dark traits. You can only take this element if of an evil alignment.
  • Electric: You may substitute your normal type of damage with electric damage. Additionally, when you get the Element Trait ability, you must select from the Electric traits.
  • Fire: You may substitute your normal type of damage with fire damage. Additionally, when you get the Element Trait ability, you must select from the Fire traits.
  • Holy: You may substitute your normal type of damage with good damage. Additionally, when you get the Element Trait ability, you must select from the Holy traits. You can only take this element if of a good alignment.
  • Ice: You may substitute your normal type of damage with cold damage. Additionally, when you get the Element Trait ability, you must select from the Ice traits.
  • Thunder: You may substitute your normal type of damage with sonic damage. When substituting in this fasion, your damage goes down a die size, but the damage you deal ignore's an object's hardness. Additionally, when you get the Element Trait ability, you must select from the Thunder traits.

Chain Trait:
At fifth level, and again every four levels after, you may modify your Chain with new traits and abilities. You may choose one from either the same type as your Chain (bazooka, pistol, or rifle) or one of the general traits. Before the new traits take effect, however, you must rebuild your Chain. The DC to craft a new Chain is 15 + (# of traits x 3) and the cost is 2500 + (# of traits x 500)gp. You may also choose to modify any of your existing Chains. To modify an old Chain, the DC check is 10 + (# of new traits added x 3) and the cost is 1800 + (# of new traits x 200)gp. You must choose the trait at the level you gain it, but you do not need to rebuild your Chain with that trait right away. No trait may be chosen more than once unless otherwise stated.[INDENT]Bazooka Traits:
  • Bursting: When stones make contact with their target, they make a light explosion which creates splash damage to those nearby. Any adjacent creatures to the target take 1d4 points of the same type of damage as the base. If taken in conjunction with the Pass Through trait, it will explode at the initial target, and the following as well.
  • Far Shot: When using your Chain, you gain the benefits of the Far Shot feat (PHB 94), even if you don't meet the prerequisites.
  • Intimidating: While this Chain is visible, the wielder gains a +5 bonus to intimidate checks.
  • Knockback: On a critical hit, this Chain knocks medium sized creatures or smaller 1d4 x 5 feet back.
  • Net: In lieu of doing damage, you can make your Chain shoot out a net (PHB 119). You can fire it up to half of your normal range and it stays in existance for 5 rounds. This uses up one stone instead of four.
  • Oversized: Your Chain doubles in weight and becomes much bulkier. However, it can now hold up to 3 chambers at once. Also, it's damage increases a die size to d8s.
Pistol Traits:
  • Greater Two Weapon Fighting: You gain the benefits of the Greater Two Weapon Fighting feat (PHB 95) when wielding two pistol Chains. You cannot take this trait until you are at least level 13 and have the Improved Two Weapon Fighting trait or feat. This does not count as a trait when rebuilding your Chain.
  • Improved Two Weapon Fighting: You gain the benefits of the Improved Two Weapon Fighting feat (PHB 96) when wielding two pistol Chains. You cannot take this trait until you're at least level 9 and have the Two Weapon Fighting trait or feat. This does not count as a feat when rebuilding your Chain.
  • Precise Shot: You build your Chain to be much more steady, giving you the benefits of the Precise Shot feat (PHB 98).
  • Quick Draw: You create a custom holster for your Chain which allows you to draw it as an immediate action.
  • Rapid Shot: Your Chain is capable of shooting faster than normal. You gain one extra attack per round. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use your full attack action to use this feat.
  • Two Weapon Fighting: You gain the benefits of the Two Weapon Fighting feat (PHB 102) when wielding two pistol Chains. This does not count as a trait when rebuilding your Chain.
Rifle Traits:
  • Bayonet: You build an attachment on the underside of the barrel of your Chain which you can attack any dagger to. Should you attach an enchanted dagger, the enchantments do not affect anything else about the Chain. When fighting with the dagger, you can use the Chain one-handed as a short sword. You count as being proficient with this attack.
  • Double Barrel: You build a second barrel, which makes your Chain capable of shooting two stones at once. Though, when you choose to do this, you make your shots at only half the range.
  • Far Shot: When using your Chain, you gain the benefits of the Far Shot feat (PHB 94), even if you don't meet the prerequisites.
  • Long Barrel: Your Chain has a longer barrel, which makes the stones it fires travel straighter. All shots made with your Chain gain a +1 to attack rolls.
  • Rapid Shot: Your Chain is capable of shooting faster than normal. You gain one extra attack per round. The attack is at your highest base attack bonus, but each attack you make in that round takes a -2 penalty. You must use your full attack action to use this feat.
  • Scope: You attach a scope to the top of your Chain which allows you to make a Sniping action. Sniping is a full round action in which you make one shot at your highest attack bonus, except you double your critical range. Additionally, you double the range increments for your weapon for the round that you Snipe.
General Traits:
  • Chaotic: It looks as though your Chain is an oddly shaped lump of metal. It counts as chaotic for the purposes of overcoming damage reduction. This cannot be taken with the Lawful trait.
  • Crystaline: Your Chain has crystal shards imbedded in it that doubles the time that infusions affect it.
  • Cursed: If anyone other than you tries to hold your Chain, they take 2d6 points of damage every round. They must willingly be trying to hold it. If you force it in their hands, it will do no damage unless they take hold of it themselves.
  • Distance: The range increment of your Chain increases by 10 feet, unless your Chain is a rifle, then it increases by 20 feet. This trait may be taken multiple times.
  • Eager: You gain a +2 bonus to initiative rolls as long as you wield this Chain.
  • Impervious: Your weapon gains an extra 20 HP, unless it's a Bazooka, in which case it gains 40 HP.
  • Lawful: You Chain was measured and built exactly according to plan. This weapon is considered lawful for purposes of overcoming damage reduction. This cannot be taken with the Chaotic trait.
  • Linked: You always know where your weapon is. Make a Concentration check (DC 15) to know the direction and distance. If your weapon is across the planes make a Knowledge(Planes) check (DC 15) to know which plane it's on.
  • Non-Lethal: You may deal nonlethal damage with your weapon without taking the normal -4 penalty to your attack roll.
  • Pass Through: If you deal a creature enough damage to make it drop, the stone passes through it and to whatever targets might be on the other side of the dropped creature. You use the same attack roll that dropped the first target.
  • Sneaky: When you make a sneak attack with this Chain, you gain an extra 1d6 points of sneak attack damage.
  • Sturdy: This trait increases the Chain's hardness by 5.
[/INDENT]
Chamber Trait:
At sixth level, and again every four levels after, you may build chambers with new traits. The DC to craft new chambers is 10 + (# of traits x2) with a cost of 50 + (# of traits x50) gp. You can not modify old chambers. For traits to take effect, you must build new chambers for them. No trait may be chosen more than once unless otherwise stated. You must choose the trait at the level you gain it, but you do not need to build chambers with that trait right away.[INDENT]Traits:
  • Acidic: For 1d4 rounds after you strike a target with a shot, your target will take 1d4 acid damage that's left behind by the residue of your stone. As a move action, they can wipe this residue off to stop the damage.
  • Adamantine: Your ammunition is now made out of Adamantine. Your shots will now ignore an object's first 20 points of hardness, as well as overcoming Adamantine damage reductions. If you build a chamber with this trait, it cannot have the Alchemical Silver, Byeshk, Cold Iron, or Wraithiron traits.
  • Alchemical Silver: You ammunition is now made out of Alchemical Silver. It now bypasses the damage reduction of creatures such as lycanthropes. All damage rolls made with silver weapons take a -1 penalty. If you build a chamber with this trait, it cannot have the Adamantine, Byeshk, Cold Iron, or Wraithiron traits.
  • Byeshk: Your ammunition is made of the Byeshk material. This weapon now overcomes the DR of the daelkyr of Eberron. If you build a chamber with this trait, it cannot have the Adamantine, Alchemical Silver, Cold Iron, or Wraithiron traits.
  • Cold Iron: Your ammunition is made out of Cold Iron and will overcome the damage reduction of fey creatures. If you build a chamber with this triat, it cannot have the Adamantine, Alchemical Silver, Byeshk, or Wraithiron traits.
  • Large: If you build a chamber with this trait, it now holds 4 additional stones. You may take this trait multiple times.
  • Penetrating: The stones generated by chambers with this trait have a slight tip that helps it penetrate defenses. Chains that shoot these stones gain a +1 bonus to attack rolls.
  • Quick Loading: This trait essentially gives you the Rapid Reload trait. When loading a bazooka Chain, it is now a move action. When loading a pistol or rifle Chain, it is a free action.
  • Quick Restoring: Chambers with this trait refill their stones in one hour instead of one day.
  • Wraithiron: Your ammunition is now made out of Wraithiron. When making shots against incorporeal creatures, you may strike them normally. If you build a chamber with this trait, it cannot have the Adamantine, Alchemical Silver, Byeshk, or Cold Iron traits.
[/INDENT]
Element Trait:
At seventh level, and every four levels after that, you can alter the elemental focus of your Chain. When you choose a trait, it automatically affects your weapon, you need not rebuild it. You may only choose each trait once unless otherwise stated. Depending on which element you chose earlier, your choices are limited as follows.
[INDENT]Dark Traits:
  • Benevolent: This Chain grants a constant Protection from Good effect as the spell (PHB 266) to the wielder.
  • Darkness: By sacrificing a stone, you can surround yourself in a bubble of darkness, as the spell darkness (PHB 216). The effect is centered on the Chain and spreads out in a 10 foot radius, lasting for 1 minute.
  • Potent: When you substitute elemental damage for your Chain's default damage, you add an additional 1d6 evil damage.
  • Vicious: You may choose to make this Chain deal an extra 2d6 evil damage, though you take 1d6 evil damage whenever you do.

Electric Traits:
  • Chain: When your stone hits its target, lightning arcs outward to other targets. This lightning will go out 10 feet and do 1d6 electric damage to all targets within range. This may be taken a second time to make the lightning arc out from the secondary targets in the same fashion as the first arc. A reflex save DC (10 + 1/2 class level + CHA modifier) may be made to resist the attack.
  • Potent: When you substitute elemental damage for your Chain's default damage, you add an additional 1d6 electric damage.
  • Resistant: This Chain grants electric resistance 10 to the wielder. This trait can be taken a second time to enhance the resistance to 20.
  • Stun: On a critical hit with this element, you cause the target to undergo a Hold Monster effect as the spell (PHB 241) for 1d4+1 rounds.

Fire Traits:
  • Dragon's Breath: You may forgo a normal shot in order to blast out an emulated breath weapon. This does fire damage equal to the normal amount of damage you would deal, but in a 15 foot cone. Anyone caught in the breath's path may make a Reflex save DC (10 + 1/2 class level + your CHA modifier) to take half damage. After using this ability, you must wait 1d4 rounds before using it again. You may take this trait a second time to extend the cone to 30 feet.
  • Exploding: Whenever you score a critical hit while making an elemental shot, you deal an extra 1d6 damage and anything flamable in their space gets ignited.
  • Potent: When you substitute elemental damage for your Chain's default damage, you add an additional 1d6 fire damage.
  • Resistant: This Chain grants fire resistance 10 to the wielder. This trait can be taken a second time to enhance the resistance to 20.

Holy Traits:
  • Hallowed: This Chain grants a constant Protection from Evil effect as the spell (PHB 266) to the wielder.
  • Healing: A number of times per day equal to your CHA modifier, you may give your Chain healing properties. When you choose to do this, you heal your target for the same amount that you would have damaged them. This healing will still damage undead creatures, though.
  • Potent: When you substitute elemental damage for your Chain's default damage, you add an additional an addition 1d6 good damage.
  • Radiant: As a free action, you may make your Chain radiate a light effect as the spell (PHB 248). This effect lasts until you dismiss it.

Ice Traits:
  • Freeze: Whenever you hit someone with cold damage from your Chain, they lose 1 point in their initiative order. This 'initiative damage' is cumulative and lasts until the end of the encounter.
  • Potent: When you substitute elemental damage for your Chain's default damage, you add an additional 1d6 cold damage.
  • Resistant: This Chain grants cold resistance 10 to the wielder. This trait can be taken a second time to enhance the resistance to 20.
  • Slow: On a critical hit from using cold damage, the creature is restricted to making only 5 foot steps for 1d4+1 rounds.

Thunder Traits:
  • Bang: When your stone hits its target, a loud bang will be heard that causes 1d4 splash sonic damage to all adjacent creatures. This trait may be taken multiple times to add another 5 feet to the splash damage's effect. A will save Dc (10 + 1/2 class level + CHA modifier) may be made to resist this damage entirely.
  • Drain: On a critical hit with a sonic attack, you drain the sound out of the area surrounding the target. An area with a radius of ten feet with a silence spell effect (PHB 279) pops up immediately and lasts for 5 minutes.
  • Potent: When you substitute elemental damage for your Chain's default damage, you add an additional 1d4 sonic damage.
  • Resistant: This Chain grants sonic resistance 10 to the wielder. This trait can be taken a second time to enhance the resistance to 20.
[/INDENT]
Dead Eye:
At eighth level, a limit sniper adds her wisdom modifier, if positive, to all attack and damage rolls with her Chain. This reflects her ability to be able to judge an enemy's movements and adjust her aim for vital spots on the fly.

Berserk:
Upon reaching level 20, a limit sniper doubles the amount of damage they recieve when adding it to their Limit Gauge. For example, if Yuna takes 54 damage from an attack, she adds 108 points to her Limit Gauge.

LIMIT BREAK
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Big Shot
Cold Strike
Dash
Fire Strike
Refreshing Wind
Sonic Strike
Static Strike
Stunning Stike
Sure Shot
LEVEL 2 LIMITS
Battle Fortification
Break
Charge Shot
Feral Attack
Hasten
Overpowering Strike
Rigorous Combatant
Safe
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Adrenaline Boost
Bulwak Defense
Emergency Aegis
Fate
Greanade bomber
Intuitive Sight
Lock-On
Restore
Safegaurd
True Score
LEVEL 4 LIMITS
Aural Abuse
Berserker
Blazing Punishment
Charged Retribution
Cold Suffering
Double Drive
Eager Strike
Fostered Fortress
Lacerate
Offsetting Offense
Sight
Split Shot
LEVEL 5 LIMITS
Aid
Ego Crusher
Elude Defense
Explosion
Long Shot
Mind Crusher
Soul Crusher
Tormenting Triad
LEVEL 6 LIMITS
Ferocious Frenzy
Lucky!
Max Anger
Ruining Strike
Self Stasis


PLAYING A LIMIT SNIPER
"You couldn't hit the broad side of a barn with that thing!"
"Not only that, but I'll light it on fire, too!"

Your Chains are basically your life. They provide for you, whether it's keeping you safe or getting you your next meal. So long as they're in functioning order, you're A-OK. Because of this mindset, you don't have troubles being on your own. Don't forget that friends will get your back when you need them to.
Other Classes: Wizards and psions tend to be very interested in your Chain, as are you of their powers. They come from similar sources, but they're manifested very differently. Clerics aren't as interested, but their company is always appreciated for their healing. Fighters and barbarians are useful front liners to keep the enemy distracted while you aid them from a distance.
Combat: You're going to generally want to be in the back line of combat, perhaps taking care of other back line opponents, who will probably be the ones providing you with your Limit Gauge points. You should probably save your Limit Breaks for when you really need them, as you won't be in danger's way as much as the other Limit Warriors.
Advancement: Since you have fewer Limit Breaks than the other Limit Warriors, you need to pay attention to your choices very wisely. If you branch off into another class, Ranger would make an excellent choice, as would any caster class. With caster levels, you can use your Chain for constant ranged damage, with some powerful spells to back you up. Limit Ninja will also greatly improve your movement, getting you in a much better position to fire at people with your ranged expertise. Rogue levels could be beneficial - sneak attacking with dual pistols could be quite nice.

NPC Reaction
Strangers tend to be very interested in the strange devices that limit snipers carry around with them. An NPC's reaction is generally one of curiousity, what they do with that curiousity is another story. Some wish to learn more, some are scared of them, others may wish to buy them off of the sniper.


EPIC PROGRESSION
Level Abilities
21 Chain Trait
22 Chamber Trait
23 Element Trait
24 Bonus Feat
25 Chain Trait
26 Chamber Trait
27 Element Trait
28 Bonus Feat
29 Chain Trait
30 Chamber Trait

You continue to focus your efforts on your Chain and its chamber and elemental upgrades. You also gain a bonus feat at 24th level and every 4 levels after.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:45PM #9
Animana
Date Joined: Feb 14, 2005
Posts: 127
LIMIT BREAKS
LIMIT KNIGHT
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Cold Strike
Dash
Extend Strike
Fire Strike
Refreshing Wind
Shoving Strike
Sonic Strike
Static Strike
Stunning Strike
LEVEL 2 LIMITS
Battle Fortification
Blade Beam
Blade Rush
Break
Feral Attack
Grand Sever
Hasten
Overpowering Strike
Rigorous Combatant
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Adrenaline Boost
Blade Blast
Bulwark Defense
Cunning Delivery
Emergency Aegis
Fate
Intuitive Sight
Restore
Safeguard
True Knight
True Score
LEVEL 4 LIMITS
Aural Abuse
Berserker
Blade's Breath
Blazing Punishment
Charged Retribution
Cold Suffering
Double Drive
Eager Strike
Fostered Fortress
Lacerate
Offsetting Offense
LEVEL 5 LIMITS
Aid
Blade-erang
Ego Crusher
Elude Defense
Syphon Sword
Mind Crusher
Rounding Rend
Sniping Blitz
Soul Crusher
Tormenting Triad
LEVEL 6 LIMITS
Chaotic Slash
Countless Cuts
Lucky!
Meteor Strike
Ruining Strike
Self Stasis
Umbra Ego

LIMIT MONK
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Cold Strike
Dash
Fire Strike
Hadouken
Jaguar Kick
Refreshing Wind
Somersault
Sonic Strike
Static Strike
Stunning Strike
Waterkick
Wave Fist
LEVEL 2 LIMITS
Beat Rush
Electric Defense
Hasten
Meteodrive
Raising Storm
Repeating Fist
Reppuken
Rigorous Combatant
Rolling Attack
Senpuu Kyaku
Shoryuken
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Dolphin Blow
Earth Slash
Emergency Aegis
Fate
Intuitive Sight
Restore
Safeguard
Secret Fist
Shakunetsu Hadouken
Thousand Hand Slap
Yoga Teleport
LEVEL 4 LIMITS
Aural Abuse
Blazing Punishment
Cannon Drill
Charged Retribution
Cold Suffering
Double Drive
Double Reppuken
Fostered Fortress
Hamedo
Lacerate
Rashomon
Roundhouse
Spin Fist
LEVEL 5 LIMITS
Atemi Nage
Ego Crusher
Hyakuretsu Kyaku
Mind Crusher
Soul Crusher
Stigma Magic
Thunder Break
Tormenting Triad
Yoga Flame
LEVEL 6 LIMITS
Chakra
Ferocious Frenzy
Final Heaven
Lucky!
Ruining Strike
Self Stasis
Shinkuu Hadouken

LIMIT NINJA
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Blend
Breathe
Cold Strike
Dash
Extend Strike
Fire Strike
Land
Lurking Attack
Refreshing Strike
Scarring Wound
Scurry
Sonic Strike
Static Strike
Stunning Strike
Super Jump
Sure Shot
LEVEL 2 LIMITS
Arm Slice
Battle Fortification
Blink
Brain Rend
Break
Double Lurk
Escape
Feral Attack
Hasten
Ligament Strike
Overpowering Strike
Rigorous Combatant
Safe
Soul Rend
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Adrenaline Boost
Bulwark Defense
Corrosion
Emergency Aegis
Ethereal Strike
Fade
Fate
Flurry
Hunter
Intuitive Sight
New Gravity
Pass
Restore
Safeguard
Sudden Death
Triple Lurk
True Score
LEVEL 4 LIMITS
Aural Abuse
Berserker
Blazing Punishment
Charged Retribution
Cold Suffering
Double Drive
Eager Strike
Fostered Fortress
Inconsistancy
Lacerate
Offsetting Offense
Poof
Sight
LEVEL 5 LIMITS
Ego Crusher
Elude Defense
Mind Crusher
Remove
Rounding Rend
Soul Crusher
Storm
Stygian Strike
Syphon Sword
Tormenting Triad
LEVEL 6 LIMITS
Chaotic Slash
Ferocious Frenzy
Hyper Lurk
Lucky!
Ruining Strike
Self Stasis
Sure Death
Umbra Ego

LIMIT SNIPER
Spoiler: Show
LEVEL 1 LIMITS
Acidic Strike
Big Shot
Cold Strike
Dash
Fire Strike
Refreshing Wind
Sonic Strike
Static Strike
Stunning Stike
Sure Shot
LEVEL 2 LIMITS
Battle Fortification
Break
Charge Shot
Feral Attack
Hasten
Overpowering Strike
Rigorous Combatant
Safe
Virulent Battler
LEVEL 3 LIMITS
Accelerated Assault
Ace Ambition
Adrenaline Boost
Bulwak Defense
Emergency Aegis
Fate
Greanade bomber
Intuitive Sight
Lock-On
Restore
Safegaurd
True Score
LEVEL 4 LIMITS
Aural Abuse
Berserker
Blazing Punishment
Charged Retribution
Cold Suffering
Double Drive
Eager Strike
Fostered Fortress
Lacerate
Offsetting Offense
Sight
Split Shot
LEVEL 5 LIMITS
Aid
Ego Crusher
Elude Defense
Explosion
Long Shot
Mind Crusher
Soul Crusher
Tormenting Triad
LEVEL 6 LIMITS
Ferocious Frenzy
Lucky!
Max Anger
Ruining Strike
Self Stasis


DESCRIPTIONS
Unless otherwise stated, all Limit Breaks are extraordinary abilities and are swift actions to activate. You can only use one Limit Break per round. Activating a Limit Break does not provoke attacks of opportunity.

LEVEL 1 LIMITS
Level 1 Limit Breaks cost 5 points out of your Limit Gauge reserves.
Spoiler: Show
Acidic Strike:
Deal an extra 1d4 acid damage with each attack this round.
Big Shot:
This is a single shot that goes off at the end of the round with half of your normal range. It deals 1d6 energy damage. However, you may pump this Limit Break. For every 5 more points that you spend from your Limit Gauge, this attack deals an additional 1d6 points of damage to a maximum of 40d6.
Blend:
You gain a +10 bonus to hide checks for 1 round/level.
Breathe:
You can breathe water for 1 round/level.
Cold Strike:
Deal an extra 1d4 cold damage with each attack this round.
Dash:
Triple your base movement rate for this round.
Extend Strike:
Double your weapon's reach for this round.
Fire Strike:
Deal an extra 1d4 fire damage with each attack this round.
Hadouken:
As a standard action, you thrust an air-born ball of concentrated ki at an enemy. You make a thrown attack roll at a target up to 50' away. This attack deals 2d8 damage.
Jaguar Kick:
This is an attack that lets you jump over obstacles. As a standard action, you do a jumping kick to an opponent up to 20 feet away. You may ignore terrain and any obstacles shorter than 5 feet high while flying through the air.
Land:
As an immediate action you may use this limit break to cancel out all falling damage, no matter the height.
Lurking Attack:
When you deal a sneak attack this turn, you may make an extra sneak attack at your highest attack bonus.
Refreshing Wind:
As a standard action, you can heal yourself of 1d6 damage.
Scarring Wound:
Your sneak attacks deal an extra 1d6 damage this round.
Scurry:
Your climb speed increases to your base land speed for 1 round/level.
Shoving Strike:
As a standard action, you can attempt to push an opponent 30' away with a normal attack at your highest attack bonus. The opponent is allowed a Fortitude saving throw against DC (10 + 1/2 your character level + your STR modifier).
Somersault:
When you use this limit, you add an extra hit to the end of your custom combo at your highest attack bonus. This extra attack deals 2d6 damage.
Sonic Strike:
Deal an extra 1d3 sonic damage with each attack this round. This extra damage ignores an object's hardness.
Static Strike:
Deal an extra 1d4 electric damage with each attack this round.
Stunning Strike:
As a standard action, you can attempt to stun your opponent in the form of an attack at your highest attack bonus. The DC for your stun attempt is (10 + 1/2 your class level + your WIS modifier) against their Fortitude save. If successful, the opponent is stunned for one round.
Super Jump:
You can make an extraordinary jump this round. Your jump counts as a running jump, and you gain a +20 to your check.
Sure Shot:
You ignore any concealment that your target has this round.
Waterkick:
With this limit, each hit in your custom combo does damage two grades higher than normal. (1d6 does 1d10, 1d8 goes up to 2d6, etc.)
Wave Fist:
With this limit, you may use your custom combo on someone up to 15 feet away as long as you have line of sight.


LEVEL 2 LIMITS
Level 2 Limit Breaks cost 10 points out of your Limit Gauge reserves.
Spoiler: Show
Arm Slice:
Each sneak attack you make deals 2 STR damage in addition to its normal damage.
Battle Fortification:
Gain 5 temporary hit points per level. These HP last for 1 round/level. When you take damage, it's taken from your temporary HP first. This does not heal damage you've taken already. You gain only half the points from damage taken from your temporary HP for your Limit Gauge (round down). If you have the Berserk class feature, you gain points on a one for one basis.
Beat Rush:
You may move your full movement rate and then follow up with your entire custom combo.
Blade Beam:
As a standard action, you send a beam from your sword to any opponent you have line of sight to within 30 feet. This counts as a ray attack. You use your highest base attack bonus and do normal damage for your sword.
Blade Rush:
You dash forward 15 feet in a straight line, hitting any enemies in the way. Any enemies you target must be along the line you rush past. You attack at your highest base attack bonus, rolling once for all attacks. You do your normal sword damage for the attack. After you rush past them, you backflip back to your original position in battle. This is a full action.
Blink:
You gain the benefits of the blink spell (PHB 206) for 1 round/level.
Brain Rend:
Each sneak attack you make deals 2 INT damage in addition to the normal damage.
Break:
You ignore the first 10 points of any object's hardness that you attack in this round.
Charge Shot:
You only get one attack this round, but it deals triple damage. You can wait until the next round to fire it off as a standard action that deals quadruple damage. This is a full round action.
Double Lurk:
If you deal a sneak attack this round, you deal an additional two sneak attacks at your highest attack bonus.
Electric Defense:
Until the beginning of your next turn, anyone who physically touches you takes 1d8 electric damage. If grappling, anyone touching you must make a DC20 CON check or let go.
Escape:
You may use this as an immediate action. You gain a +20 bonus to Escape Artist checks for one action.
Feral Attack:
After making a charge this round, you can still make a full attack.
Grand Sever:
For this round, you gain the benefits of Cleave and Greater Cleave, even if you don't have the feats.
Hasten:
You gain the benefits of Haste (PH 239) for this round.
Ligament Strike:
Each sneak attack you make deals 2 DEX damage in addition to its normal damage.
Meteodrive:
The last attack of your custom combo this round is likely to knock your opponent prone. If your last hit connects and your opponent is one size larger than you or smaller, they're automatically knocked prone.
Overpowering Strike:
The first attack you do this round deals double damage.
Raising Storm:
As a standard action, you create an aura of harmful ki around your body. All adjacent living creatures take 3d6 points of energy damage.
Repeating Fist:
You take a gamble with your attacks with hopes of doing great damage. Roll 1d4, the result is the number of attacks that you get to make at your highest attack bonus. Each attack you do deals 1d20 plus your STR modifier in damage. This limit is a standard action.
Reppuken:
You slice the ground with a blade of ki that then travels along the ground to your opponent. This attack automatically hits your target if he's on the ground. This deals 3d10 electric damage and is a standard action.
Rigorous Combatant:
You gain a +4 insight bonus to all damage rolls for this round.
Rolling Attack:
As a standard action, you take a great leap, curling into a ball and bashing into your opponent as long as they're within 40 feet, dealing 3d8 damage. You roll at your highest attack bonus. If you hit them, you may bounce off to any unoccupied spot within 30 feet. If you miss, you keep flying in the same direction, and may land in any unoccupied spot up to 15 feet behind your target.
Safe:
You gain spell resistance and psionic resistance of 13 for 1 round/level.
Senpuu Kyaku:
You take a strong leap with a leg extended and begin to spin. You travel along a fifteen foot line, making an attack at your highest attack bonus against each target adjacent to your path of travel. This is a standard action.
Shoryuken:
At the end of your custom combo this turn, you make an extra attack at your highest attack bonus. This extra attack deals 4d6 damage and you may take an extra 5 foot step afterwards.
Soul Rend:
Each sneak attack you make deals 2 WIS damage in addition to the normal damage.
Virulent Battler:
Gain a +2 insight bonus to all attacks for this round.


LEVEL 3 LIMITS
Level 3 Limits cost 20 points out of your Limit Gauge reserves.
Spoiler: Show
Accelerated Assault:
You can move then attack and keep moving. You can continue to move and attack for however many attacks you have left in the round as long as you have some movement left. You can move up to your normal movement rate. Enemies still get an attack of oppurtunity on you if it applies, though you can tumble normally.
Ace Ambition:
Move yourself to the top of the initiative order.
Adrenaline Boost:
Gain a +6 bonus to STR, DEX, and CON for 1 round/level.
Blade Blast:
As a standard action, you send a bead from your sword that explodes when it hits a target within 30 feet. The explosion deals 1d6 damage/level (to a max of 15d6) to the target and all adjacent targets. The targets are allowed a Reflex save for half damage against a DC of (10 + 1/2 your class level + your WIS modifier).
Bulwark Defense:
You gain a +5 deflection bonus to your AC for 1 round/level.
Corrosion:
You can sneak attack constructs normally.
Cunning Delivery:
You slash your sword many times at the air and an enemy within 30 feet feels the effects of them. You effectively make a full attack against any enemy within range. This is a full action.
Dolphin Blow:
At the end of your custom combo this turn, you make an extra attack at your highest attack bonus. This extra attack deals 6d8 damage.
Earth Slash:
You slice the ground with a blade of ki that then travels along the ground. This attack automatically hits everything along a 40 foot path on the ground. This deals 5d8 electric damage and is a standard action.
Ethereal Strike:
You can sneak attack targets lurking in coexistent planes.
Emergency Aegis:
Gain a +10 bonus to your natural AC until the end of your next turn. You can use this as an immediate action in response to danger unless you've already used a Limit Break this round.
Fade:
You become invisible as the spell Invisibility (PHB245) for 1 minute/level.
Fate:
From the moment that you use this Limit until the beginning of your next turn, you can reroll any failed roll one time. If you fail again, you must accept the roll.
Flurry:
You can double the amount of thrown attacks you make this round.
Grave:
You gain a +20 to Move Silently checks for 1 round/level.
Grenade Bomber:
You make a single shot that arcs as opposed to shooting straight. This shot explodes when it lands, causing 8d6 fire damage in a 10 foot radius.
Hunter:
You can sneak attack the undead normally.
Intuitive Sight:
You gain blindsense out to 15 feet for 1 round/level.
Lock-On:
You gain a +10 bonus to all attack rolls this round.
New Gravity:
You can treat any surface as though it's a floor. When you step on a wall, for instance, your new gravity lets you walk along it at your normal base speed and you need not make climb checks. This lasts for 1 round/level.
Pass:
You can pass through solid objects this round. You must end your turn in an empty space or take 2d6 damage and be transported to the nearest empty spot.
Restore:
You cure yourself of 3d10 damage. This is a standard action.
Safeguard:
You gain damage reduction of 5/- for 1 round/level.
Secret Fist:
Your critical threat range is tripled for this round.
Shakunetsu Hadouken:
As a standard action, you thrust an air-born ball of concentrated ki at an enemy. You make a thrown attack roll at a target up to 80' away. This attack deals 8d8 damage.
Sudden Death:
You suddenly appear behind a target within 80 feet of you, denying them their DEX bonus against you. This is a move action.
Thousand Hand Slap:
As a full round action, you make 10 attacks at (your highest attack bonus - 5). Each attack you make this round does 1d10 damage.
Triple Lurk:
If you deal a sneak attack this round, you deal an additional three sneak attacks at your highest base attack bonus.
True Knight:
When using your Protect Ally ability, you take no damage from the attack. This effect lasts for 1 round/level.
True Score:
You gain a +20 insight bonus to the first attack made in this round.
Yoga Teleport:
As a free action, you teleport yourself to any available space up to 60 feet away.


LEVEL 4 LIMITS
Level 4 Limits cost 40 points out of your Limit Gauge reserves.
Spoiler: Show
Aural Abuse:
Deal an extra 3d4 points of sonic damage with each attack this round. This extra damage ignores an object's hardness.
Berserker:
When you use this Limit Break, all damage you take counts double towards your Limit Gauge for the remainder of the battle. If you have the Berserk class ability, then damage is tripled for your Limit Gauge.
Blade's Breath:
Your sword emanates a powerful "breath" of energy in a 25 foot cone, dealing 11d6 damage to all targets in range. Targets are allowed a Reflex save for half damage against a DC of (10 + 1/2 your class level + your WIS modifier). This is a standard action.
Blazing Punishment:
Deal an extra 3d6 fire damage with each attack you do this round.
Cannon Drill:
You launch yourself at your opponent, traveling up to 60 feet. When you get to your opponent, you land with a kick at your highest attack which deals 6d8 damage. You may then use your full custom combo against them. This is a full round action.
Charged Retribution:
Deal an extra 3d6 electric damage with each attack you do this round.
Cold Suffering:
Deal an extra 3d6 cold damage with each attack you do this round.
Double Drive:
You gain two extra attacks this round at your highest attack bonus.
Double Reppuken:
As a standard action, you form your ki into a shield, which surrounds you and destroys all non-magical projectiles. This lasts 1d4+1 rounds or until you disband it. If you choose to disband it early, you send it flying along the ground to an opponent. It acts like a normal Reppuken limit break, except dealing 6d10 electric damage.
Eager Strike:
For this round, you double the critical range of your weapon. This stacks with the effects of keen weapons, the keen Exotic Sword trait, or the Improved Critical feat.
Fostered Fortress:
You bolster yourself for the worst. For 1 round/level, you're immune to death effects and disintegration.
Hamedo:
For this round, you may use your full custom combo for your attacks of opportunity.
Inconsistancy:
For 1 round/level, you teleport a distance of 60 feet at the beginning of each turn that does not count as a move action.
Lacerate:
You deal an extra 2d8 damage with each attack you do this round.
Offsetting Offense:
You make an attack of opportunity against every attack made against you until the beginning of your next turn.
Poof:
You teleport as the spell teleport (PHB 292).
Rashomon:
As a standard action, you cause a target up to one size larger than you or smaller to hover a foot or two above the ground for 1d4+1 rounds. This renders them unable to move, but still able to act. The DC to resist this power each round is 10 + 1/2 your level + your WIS modifier.
Roundhouse:
At the end of your custom combo, you make an extra attack. This attack is made at your highest attack bonus and deals 6d10 damage. Additionally, if you connect the hit, the target is knocked back 20 feet if they're the same size as you or smaller.
Sight:
You gain true seeing for 1 minute/level.
Spin Fist:
You perform your custom combo, but it affects all adjacent targets. You roll once for each attack against everyone's AC.
Split Shot:
All shot that you make this round split off into to shots. These two shots must each go to seperate targets, but they have all the same properties as your normal shot.


LEVEL 5 LIMITS
Level 5 Limits cost 80 points out of your Limit Gauge reserves.
Spoiler: Show
Atemi Nage:
Each time you get hit this round, you may use your custom combo against whomever hit you. They must be within range, however.
Aid:
You heal adjacent allies, but not yourself, of 6d8 points of damage. This is a standard action.
Blade-erang:
You throw out your sword and it attacks all opponents within 30 feet at your highest attack bonus. It deals the same damage as a normal strike. This is a standard action.
Ego Crusher:
With each successful strike this round, you deal an additional 1d4 Charisma damage.
Elude Defense:
Your weapon strikes true, bypassing all damage reduction your opponents have for the remainder of this battle.
Explosion:
You sacrifice all the stones left in your chamber in order to cause an explosion centered on you (but not harming you). This 20 foot radius explosion deals 2d6 damage (of whichever element your Chain is) for each stone that you sacrifice in this manner. If your Ice Chain has 8 stones left in the chamber when you use this Limit Break, you'll deal 16d6 cold damage. Those caught in the explosion are allowed a Reflex save DC (10 + 1/2 class level + CHA modifier) for half.
Hyakuretsu Kyaku:
As a full round action, you make 10 attacks at (your highest attack bonus - 5). Each attack you make this round does 2d10 damage.
Long Shot:
For this round, you can make shots out as far as you can see without any range penalties. You must have line of sight to your target.
Mind Crusher:
With each successful strike this round, you deal an additional 1d4 Intelligence damage.
Remove:
You emit an aura that halts all magical and psionic effects within 5 feet of you. This effect lasts for 1 minute/level.
Rounding Rend:
You spin around, attacking all opponents adjacent to you. You attack each target twice, once at your highest attack bonus and another with a -10 penalty. This is a standard action.
Sniping Blitz:
Your sword is eager to attack opponents from afar. You can make a full attack against one opponent from 400 feet away.
Soul Crusher:
With each successful strike this round, you deal an additional 1d4 Wisdom damage.
Stigma Magic:
As a standard action, you use an effect similar to Restoration (PHB 272) to an adjacent target.
Storm:
You triple the number of thrown attacks you make this round.
Stygian Strike:
Your sneak attacks this round bestow 1d3 negative levels to the target for 1 round, as well as its normal damage.
Syphon Sword:
You heal yourself an amount of damage equal to the damage that you deal this round.
Thunder Break:
As a standard action, you summon lightning from the heavens. All adjacent targets take 10d6 electric damage. This can only be used outdoors.
Tormenting Triad:
You gain an additional three attacks this round, each at your highest attack bonus.
Yoga Flame:
You breathe out a huge flame in a 30 foot cone. A successful reflex save will net you half damage (DC 10 + 1/2 your level + WIS modifier). Those hit, however, take 12d6 fire damage. Any flamable objects will burst into flames from this attack.


LEVEL 6 LIMITS
Level 6 Limits cost 160 points out of your Limit Gauge reserves.
Spoiler: Show
Chakra:
You use your ki in a healing manner. As a standard action, you heal all those adjacent to you an amount equal to your current hit points.
Chaotic Slash:
You spin your sword around powerfully. You make one roll at your highest attack bonus. Any opponents that you hit get hit for normal damage plus 15d6. This is a standard action.
Countless Cuts:
You double the number of attacks you get this round. You also double any additional attacks from haste or similar effects.
Ferocious Frenzy:
Your Limit Gauge fills up to full after using this Limit (essentially, it just fills your Limit Gauge to it's maximum, but you have the 160 points first). For the remainder of the battle, all limits cost half their normal cost. This counts as a swift action, but does not count against your limit of one Limit Break. It still counts against your number of swift actions, however you may use standard action Limit Breaks. You may only use this Limit Break once per day.
Final Heaven:
At the end of your custom combo, you gather all of your ki into your fist and smash it forcefully into your opponent. You use your highest attack bonus to determine if you hit. If successful, you deal 20d6 damage to the opponent. The force of the ki does splash damage to all creatures within 20 feet. The splash damage does 4d6 damage, but a successful reflex save (DC 10 + 1/2 your level + your WIS modifier) will cause no damage.
Hyper Lurk:
Your target this round does not gain their DEX bonus to AC against you, and you gain an additional five sneak attacks against them, all at your highest base attack bonus.
Lucky!:
Each time you make an attack this round, flip a coin. If it comes up heads, you make another attack at the same attack bonus and flip the coin again, continuing until you flip tails. When you flip tails, you do not get an extra attack and you move to your next attack, if you have any left available.
Max Anger:As a full attack action, you make 18 attacks at your highest attack bonus. However, your rage gets the better of you and you make all 18 attacks against random targets within your range.
Meteor Strike:
A powerful strike from your sword deals 24d6 damage and bypasses all damage reduction. Roll the attack at your highest attack bonus. This is a standard action.
Ruining Strike:
You add an additional 20 points to all damage rolls you make this round.
Self Stasis:
You're immune to all effects, both helpful and harmful, until the end of your next turn. This is an immediate action that you can use out of your initiative in response to danger.
Shinkuu Hadouken:
You gather your ki for a strong blast. As a standard action, you throw out a huge hadouken. This is a sphere with a 10 foot radius that travels in a straight line for 100 feet and does 12d8 damage to all those that it hits. Those who are in the path may make a fortitude save for half damage (DC 10 + 1/2 your level + your WIS modifier),attack deals 2d8 damage.
Sure Death:
All attacks you make this round gain a +20 bonus to attack rolls.
Umbra Ego:
You split yourself into two for this round. Each version of yourself has half the hit points you had before the split. If one of you dies, the other becomes the permanent you. Each of you can perform any Limit Breaks you know in addition to this one for this round. At the end of the round, the clone disappears and you reclaim any HP that they had left. If you or your clone was healed, you do not get more HP than your maximum amount.
Quick Reply
Cancel
6 years ago  ::  Sep 03, 2007 - 5:45PM #10
Animana
Date Joined: Feb 14, 2005
Posts: 127
NEW FEATS

Agile Jumper [General]
Prerequisites : DEX 13, Jump 8 ranks
Benefits : When making jump checks, you can use your DEX modifier instead of your STR.

Extra Limit Break [General]
Prerequisite : Any limit warrior class level 4
Benefit : You can choose to learn a new Limit Break. The Limit Break you choose must be at least one level lower than your current highest Limit Break.

Higher Limit Gauge [General]
Benefit : You gain a higher limit gauge. Your maximum limit gauge is raised by 2 points for every level of a limit warrior class you have. A level 12 limit knight with this feat would have a maximum limit gauge of 144 points.
This feat can be taken multiple times. Each time you gain an additional 2 points per limit warrior level.

Learned Limit Break [Epic] [General]
Prerequisites : Any limit warrior class level 21
Benefit : You may learn an extra limit break of any level.


NEW MATERIALS

Wraithiron: This lightgrey metal can be found in any location that borders on the land of the dead. Wraithiron possesses an innate property that perfectly duplicates the ghost touch ability. When forged into armor the armor is able to retain its armor bonus against attacks from incorporeal creatures, the armor check penalty is reduced by 1. When forged into a weapon it is able to strike normally against incorporeal creatures. A wraithiron item counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the user. These effects can not be canceled or suppressed by any means. Items without metal parts can not be made out of wraithiron. Wraithiron has hardness 10 and 30 hit points per inch of thickness.
Ammunition +60gp
Light Armor +5,000gp
Medium Armor +10,000gp
Heavy Armor +15,000gp
Shield +2,000gp
Weapon +3,000gp
Other +500gp/lb

Wraithiron by Atsettam
Quick Reply
Cancel
Page 1 of 18  •  1 2 3 4 5 6 ... 18 Next
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing