T O P I C R E V I E W |
Alisttair |
Posted - 04 Sep 2009 : 11:58:30 As per the Forgotten Realms Player's Guide, when you take the Feat that gives you a spellscar, it gives you a small power associated with it (as well as the ability to take Multiclass Initiate Feats to access the Spellscar powers). Anyways, they only list about 3 or 4 spellscar abilities as suggestions and say you or your DM can devise your own. Has anyone designed any that are well balanced and interesting at the same time? If so, feel free to share your ideas here and the mechanics of your spellscars. My friend is looking for an idea for one in my brother's 4E FR Campaign we just started. |
7 L A T E S T R E P L I E S (Newest First) |
Thalorian |
Posted - 20 Jan 2012 : 01:54:18 Time Traveler
Futures Smile: 3/day you may predict the future, allowing you to reroll any roll and choose the best. This must be declared before making a roll.
Time Flux: By controling the flow of time surrounding others and yourself you can cast Haste and slow a number of times equal to 5/day (E.G. Yorsef casts Haste twice and then casts Slow three times, and can no longer make use of Time Flux)
Dream Walker: You will sometimes dream of the past and future, you are unable to control when you have these dreams, but, they will often times have something to do with situations you are currently involved in.
Timlessness: You are immune to the negative effects of age, you also are immortal, immune to age, but can only be killed by wounds. You gain immunity to effects that effect age, and +3 to saves VS draining effects.
Traveler: You may cast Blink up to 3 times a day, as well as transport you, your companions, and any amount of matter (Up to the size of a small city) through time and space. The second ability may only be cast once..........period. When you cast this, you cannot control which direction in time you travel, or even how far, you may travel only a few seconds in the past or the future or several thousand years in either direction. Also, once you arive, your essence begins to fade, and you lose all abilities of the spellscar for 10 years. You must also make a fortitude save of DC 25 or fade out of existance (Die). No one will remember you, any who have seen you will forget you were there, your party members will never remember traveling with you ect. |
Thalorian |
Posted - 20 Jan 2012 : 01:38:23 I have Four spell-scars that I have fit to PF rules, so, you may wish to change it over.
Telepath
Open Book: Up to 5/day, you are able to read the mind of creatures with a total hit die equal to your own level. This effect lasts for 1 round plus another round for every point of wisdom.
Painful Memories: 3 times a day you may release a telepathic plast that effects creatures with a total HD that equals half yer level, they must make a willsave or take 10+wis mod+half your level sonic damage. DC is your level+wis mod+10.
Telepathic Blow: once per day, you may throw the entir weight of you consciousness against another, forcing them to do what you want them to do, controlling them for a number of rounds equal to the amount they failed their Will Saving throw by. DC is your level + wis mod + 10.
Transfer: Once per life you may choose to swap your conciousness with another, allowing you to force thier conciousness out of thier body and inserting your own, you body instantly will disintergrate into blue flames. The soul of the person whom you took over will forever float through nothingness, and your own soul will become part of that body. You will lose all Spellscar powers, and if you die in that body, resurrect will bring you back with that body, that body will function as your natural body.
Diamond Skin
Diamond Strength: You gain +3 Strength, and Constitution, and lose 2 Dexterity. You also gain +10 Base Speed.
Diamonds Curse: Your skin is made from flawless diamonds, unarmed attacks gain a 1d4 slashing damage, and barely touching a body made of flesh will deal 1d3 slashing damage. Making human contact next to impossible.
Diamonds Mind: You gain immunity to mind effecting spells.
Diamond Skin: You gain energy resistance/ 10, as well as Damage Resistance/ 10 (Slashing and Peircing damage bypass this) You gain +4 Natural AC. Any who hit you with a melee attack take 1d4 slashing damage. Light spells and rays are reflected back in random directions. 1d4: 1 north, 2 east, 3 south, 4 west.
Diamonds Mercy: once per week you may change back into your original form for 24 hours.
Multiple Personality
Personality Disorder: Your essence splits into two different beings. On the full moon every month, you change into a alternate personality for one month, the next full moon chages you back. One personality is ALWAYS female, and the other is ALWAYS male. Each should have thier own character sheet. Upon changing into the other personality, they do not notice a month has occured since they last were present, nor are they aware of the other personality.
Infinite Lives: When one personality dies, they instantly change back into thier other personality with a burst of blue flames that lunge out from them and kill the person whom killed them, no saving throw unless they are, undead, dragon, or construct. After one year, they regain a new personality that is level 1, no matter the level it used to be. If both personalities die, then they explode in a burst of greenish blue flame that rush outwards having the same effects of spellplauge. Thier essence is scattered and after 5 moons, they reform into the two personalities both at level one.
Mothers Love: The only way to retain one form forever is for the female personality to become preganent, in which she remains preganent for the 9 months or whatever time is needed, and the male personality is birthed from her womb, the two personalities are then forever apart, however. The female personality must remain within 5 miles of her child or she will then instantly regain a male personality and her son gain a female personality.
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Alisttair |
Posted - 21 Jan 2010 : 18:26:29 quote: Originally posted by Tyranthraxus
This is a spellscar I made up for one of my players
Painful Insight: Blue flames ignite from the huge scar on your back. When the pain dies down you become more aware of the attackers around you. Once per day as a minor action you can spend a healing surge to gain a bonus to all defenses equal to your Wisdom modifier until the end of the encounter.
Hey that's a nice one. I like that! Very well thought out. |
Tyranthraxus |
Posted - 21 Jan 2010 : 14:27:12 This is a spellscar I made up for one of my players
Painful Insight: Blue flames ignite from the huge scar on your back. When the pain dies down you become more aware of the attackers around you. Once per day as a minor action you can spend a healing surge to gain a bonus to all defenses equal to your Wisdom modifier until the end of the encounter. |
Alisttair |
Posted - 08 Sep 2009 : 18:07:58 Thanks Erik...much appreciated! |
Erik Scott de Bie |
Posted - 04 Sep 2009 : 16:12:34 quote: Originally posted by Wooly Rupert
Some folks believe spellscars are just another version of Eber-whatsit's dragonmarks. Without commenting either way on that belief, I'm assuming that you could easily use dragonmark mechanics for spellscars.
Not a belief I share, but I recognize how it could look that way at a glance. And I do agree that you could probably substitute the dragonmark abilities without a lot of extra work.
A couple of suggested mechanics based on spellscars in Downshadow--not going to say which character is which, however!
1) Scalding Skin: Your flawless skin naturally unravels flesh, and touching you is intensely painful for living creatures. Once per encounter, an opponent who hits you with a melee attack takes acid and necrotic damage equal to your Charisma modifier.
2) Embedded Blade: Your spellscar partly merged you with one or more objects, whether a fistful of nails or a sword. Choose a simple melee weapon. This weapon is grafted to one of your arms and can be enhanced normally with powers or rituals. (alternately, if you think this is unbalanced, this could be "you gain a natural weapon that inflicts 1d6 damage.")
3) Toughened Flesh: You feel less pain then others. The first time you become bloodied in an encounter, you gain temporary hit points equal to your healing surge value.
4) Limited Telepathy: You can see inside a target creature's mind, experiencing dream-like visions based on the creature's memories. Once per encounter, when you make a skill check related to that creature, you gain a bonus to the check equal to your Intelligence modifier.
5) Face of the Deceiver: You can alter minor details of your appearance, such as hair color, shape of your features, and skin tone. You gain a +2 bonus to all Bluff checks.
Cheers |
Wooly Rupert |
Posted - 04 Sep 2009 : 14:51:46 Some folks believe spellscars are just another version of Eber-whatsit's dragonmarks. Without commenting either way on that belief, I'm assuming that you could easily use dragonmark mechanics for spellscars. |
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