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A_Shadow_of_Life
Those who Pray Dionon doesn't derp...
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May 3, 2017 at 4:22pm
Old Revised Reiatsu Categories -
Small: 1-500
Moderate: 501-2,000
Strong: 2,001-8,000
Very Strong: 8,001-30,000
Massive: 30,001-150,000
Incredible: 150,001-500,000
Immense: 500,001-2,000,000
Titanic: 2,000,001-5,000,000
Ungodly: 5,000,001-20,000,000
Godly: 20,000,001+
Minor: 1 - 3,000
Medium: 3,001 - 10,000
Major: 10,001 - 50,000
Incredible: 50,001 - 200,000
Immense: 200,001 - 750,000
Titanic: 750,001 - 2,000,000
Godly: 2,000,001 - 10,000,000
Divine: 10,000,001+
Minor - 1 - 3k
Small: 1-250
Moderate: 251-500
Strong: 501-1,000
Very Strong: 1,001-2,000
Massive: 2,001-3,000
Medium - 3k-10k
Small: 3,001-4,000
Moderate: 4,001-5,000
Strong: 5,001-6,000
Very Strong: 7,001-8,000
Massive: 8,001 - 10,000
Divine: 10,000,001+
A_Shadow_of_Life
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Aug 17, 2017 at 4:26pm
Talonhawke likes this
Jutsu System -
E-Rank: 1-10 points (10-100 Chakra)
D-Rank: 11-20 points (110-200 Chakra)
C-Rank: 21-30 points (210-300 Chakra)
B-Rank: 31-40 points (310-400 Chakra)
A-Rank: 41-50 points (410-500 Chakra)
S-Rank: 51+ points (510+ Chakra)
Restrictions: "+Xd6 Damage" and "+X Enhancement Bonus" are restricted to Signature Jutsu and those derived from
them.
Restrictions: "Penetrating" May only be on a Jutsu once, unless it's your signature jutsu, or a jutsu derived from it,
and is S-Rank.
Bonus Jutsu points above and beyond those given by rank do not increase the chakra cost.
To create a jutsu the user must have the following ability score modifiers:
E-Rank:
D-Rank:
C-Rank:
B-Rank:
A-Rank:
S-Rank:
In the relevant ability score for the type of jutsu they are creating
Taijutsu: Strength/Dexterity
Ninjutsu: Intelligence
Genjutsu: Charisma
Sensory/Medical Ninjutsu: Wisdom
A_Shadow_of_Life
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Aug 18, 2017 at 1:09pm
~ General Feats ~
A_Shadow_of_Life
Those who Pray Dionon doesn't derp...
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Aug 18, 2017 at 3:04pm
~ Clan and Bloodline Feats ~
~ Uchiha ~
~ Hyuuga ~
A_Shadow_of_Life
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Dec 6, 2017 at 10:01pm
NEW POWER -
A Natural 20 on an attack roll are an automatic hit. Incidentally, they also are a Critical Hit and deal Critical Damage.
All other rolls that happen to be a Critical Threat must still beat the Defense check as normal.
A_Shadow_of_Life
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Jan 8, 2018 at 9:43pm
New Armor Special Ability:
Bulwak: +1 Ability
Double your Critical Defense range, this has the same restrictions as Keen.
Special: May not be used in a game that uses the House Rule "Natural 20's Matter".
New Feat:
NOTE: None of these abilities should be used in a game that uses the House Rule "Natural 20's Matter"
A_Shadow_of_Life
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Jan 10, 2018 at 1:42pm
New Feat Subtype:
Heroic -
Each time you gain a Heroic Feat, you gain an additional super point.
Prestige Path:
Technological Warrior
2 – Bonus Feat
4 – Bonus Feat
Prerequisites:
Feats: Ki Conservation taken at least twice.
Skills: Spellcraft 10+ Ranks, Knowledge (Mystic Arts) 10+ Ranks, Concentration 10+ Ranks
2 – Bonus Feat
3 – IMPROVED SPECIAL CONSERVATION [PRESTIGE]
Reduce the cost of all Special Attacks you possess by 10%. This overlaps Special Conservation. Also, reduce the
number of rounds it take to charge a Special Attack by an additional 2, minimum 1.
4 – Bonus Feat
A_Shadow_of_Life
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Jan 28, 2018 at 11:44am
Random Maddwaffles content I am saving so he doesn't lose it ever again.
• Limited Memory: Spells learned, and thus Super Points spent on this power, are permanent and cannot be
changed between encounters. This means that the character stops learning spells when they've learned their
maximum points granted by this power. (-2 Super Points/Level)
Advantages:
• Accumulate Magic: You may make a special Concentration Check. You gain that many temporary points
to enhance spells you already have. They don't have a maximum level for this effect. The points bleed
off after one hour. (+2 Super Points/Level)
•Speedy Spellslinger: You may cast a spell as a swift action, rather than a standard action. (+1 Super
Points/Level)
•Permanence: When casting a spell, its duration is increased from rounds to minutes. (+2 Super Points/
Level, Reslectable, when selected again it increases from minutes to hours, then hours to days. Spells are
still always timed out by an encounter finishing.)
•Versatile Mage: At the start of an encounter you no longer have to establish all of the spells you intend
to use, you may instead choose to establish spells as you use them DURING combat. (+3 Super Points/Level)
•Spell-Swapper: Throughout combat, with a movement action, you may unspend your points gained from this
power
for one spell so that you may choose to use those points on other spells. (+3 Super Points/Level)
Linked Weapon: (Special Prerequisite: Slashing, Piercing, or Bludgeoning Energy Type) The energy weapon you
manifest is now linked to your physiology, when sundered you now suffer the same damage the weapon did to your
health.
Advantages:
Fast Weapon: You may create your weapon as a Swift Action (+7 Super Points)
Enhancement Bonus: You may add a +1 enhancement bonus to your energy weapon. You may grant weapon
enhancement to your weapon as well as long as you have at least a +1 enhancement bonus left after granting
abilities. (+2 Super Points/Reselectable/Stackable, cannot take more times than 5 + your character level)
Any Weapon Will Do: You may create any melee weapon as an energy weapon instead of selecting only one type. (+1
Super Points)
Ranged Weapon: Select one type of ranged weapon, your Energy Weapon now manifests as this instead. If you have
selected Any Weapon Will Do, it reads “Any Ranged Weapon that deals fewer than 3 damage dice” instead. Now,
your Damage Dice improves with Ranged Shot, rather than Weapon Attack. (+2 Super Points)
Fisticuffs Weapon: Your Energy Weapon now manifests as an extension of your Unarmed Strike, dealing the same
damage. Now, your Damage Dice improves with Unarmed Strike, rather than Weapon Attack. (+1 Super Points)
Additional Energy: Select one type of energy you did not previously with this power at selection, you now deal that
energy type, and the original selection, for all positive purposes. (+5 Super Points/Reselectable/Stackable)
Powerful Weapon: The damage dice that your weapon deals increases by 1 size. (+3 Super
Points/Reselectable/Stackable/Exclusive of Fisticuffs Weapon)
A_Shadow_of_Life
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Feb 4, 2018 at 1:18pm
STRENGTHEN THE SOUL [GENERAL, REIATSU]
Prerequisites: A racial weapon
Benefits: Select a racial weapon you possess, double the hardness of your selected racial weapon, and its hitpoints.
Special: You may select this feat multiple times. Its effects stack, following normal stacking rules.
A_Shadow_of_Life
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Feb 10, 2018 at 1:21pm
BUSOSHOKU HAKI MASTER
You have developed your Busoshoku Haki to such a degree that you begin to master it.
Prerequisites:
Feats: Busoshoku Haki Nullification, Busoshoku Improved Haki Defense, Busoshoku Improved Haki Offense
Skills: Unarmed Strike 11+ Ranks OR Weapon Attack 11+ Ranks, Fortitude Save 11+ Ranks OR Will Save 11+ Ranks
Special: All feats in this Prestige Path are considered Haki feats.
2 - Bonus Feat
4 - Bonus Feat
You have developed your Kenbunshoku Haki to such a degree that you begin to master it.
Prerequisites:
Feats: Improved Kenbunshoku Haki Defense
Skills: Defense 11+ Ranks, Reflex Save 11+ Ranks
Special: Each feat in this Prestige Path is considered a Haki feat.
2 - Bonus Feat
4 - Bonus Feat
You have developed your Haoshoku Haki to such a degree that you begin to master it.
Prerequisites:
Feats: Haoshoku Improved Haki
Skills: Will Save 13+ Ranks, Intimidate 13+ Ranks, Diplomacy 13+ Ranks
Special: Each feat in this Prestige Path is considered a Haki feat.
2 - Bonus Feat
4 - Bonus Feat
Some Quincy prefer using their own reiatsu to create their weapons, in place of Reishi. Those Quincy find their
powers greatly enhanced by the power of their own soul.
Prerequisites:
Feats: Senrai Training, Enhanced Spiritual Absorption, Oceanic Spiritual Pressure
Skills: Any Attack Skill 6+ Ranks, Concentration 6+ Ranks, Spellcraft 6+ Ranks
Special: Exclusive of Reishi Holster
Special: Each feat in this Prestige Path counts as a Reiatsu feat.
2 - Bonus Feat
4 - Bonus Feat
Some Hollows have taken the time to master the Bala, to turn it into a powerful weapon.
Prerequisites:
Feats: Improved Combat Bowmanship, Rapid Shot
Skills: Unarmed Strike 6+, Ranged Shot 6+, Concentration 6+, Spellcraft 6+
Special: Bala at least twice
Special: Each feat in this Prestige Path counts as a Reiatsu feat.
2 - Bonus Feat
4 - Bonus Feat
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