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Showing posts with the label At-Will

Necromancy

Here we have some necromancy at-wills, advantages, and spells based on D&D4e, some based on Diablo 2. I might do the other curses later. Maybe.   Advantages Create Skeleton [1.4 per level] Rather than raising an undead creature out of the bones of a dead body, you use the residual soul remains of a dead body to create an undead servant. Its stats are fixed and not based on the creature used as "fuel". You must have the corpse of a dead creature available. Make a Concentrate, then the corpse is consumed and a humanoid skeleton is formed. You may keep a number of skeletons with a combined point worth equal to 5% of you own points per level up to 25%. Ally, based on 5%, Always x4 [0.8]; Conjured (+100%); Minion with Slave Mentality (+0%); Variable: Similar (+25%); Cosmic: Can be split between multiple allies (+50%); Necromancy (-10%); Requires Gestures, (-10%); Requires Magic Words, (-10%); Requires a body (-20%); Cosmic: Remove 24h to replace limitation (+50%) ...

At-Will Powers - Holy Warrior (Paladin)

  At-Will Powers - Holy Warrior (Paladin) Obviously these are all Divine powers. So you need a holy symbol and -10 worth of Vows or Disciplines of Faith to use them.   Divine Challenge [18] With a concentrate and a loud declaration of challenge, you mark a target within 5 yards that can detect you. The mark lasts as long as you are adjacent to the target or you attacked it last turn. Once per second, whenever the target attacks a creature that isn't you, he takes 1d damage directly to his HP, bypassing any resistances or DR. Affliction [10], Divine Challenge (+71%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); permanent - End condition: caster didn't attack the target or was next to it (+150%); At-Will (-5%); Divine (-10%); Requires Holy Symbol (-10%); Reduced Range, 1/10, -30%, Range is actually 5y (-10%); Doubly Aspected: Only in combat and only against enemies that can see you (-40%); Requires Magic Words, -10%; Nuisance Eff...

At-Will Powers - Barbarian (Ranger)

  At-Will Powers - Barbarian (Ranger) A lot of these are techniques turned into advantages. Also it's a bit late but I'm creating a Power Modifier: At-Wills. At-Wills cannot work with other At-wills, even if theoretically they could be combined, like two techniques or two follow-up attacks. At-Will is worth (-5%). I've gone and adjusted all the other powers I've posted previously to have this. 99% of the time the cost won't change anyway.   If you're playing Dungeon Fantasy, these At-Wills are for the Barbarian , because the DF Barbarian is closer to the D&D ranger than the DF Scout . That said, the Scout can a most of these as well; specifically: Hunter's Quarry, Twin Strike, Hit and Run, and Warning Shot.   Hunter's Quarry [20] With a concentrate, you may designate a target you can see as a Quarry. You gain +1 to attack rolls and +1d6 follow-up damage against that target. You may have only one Quarry at a time. Affliction [10]; Easy Ta...

At-Will Powers - Knight/Wizard (Swordmage)

These are spells, really. All are magical (-10%), and require having Magery 0. However, they don't cost FP or tally, and thus cannot be put on an Alternate Ability Array with real spells.  I really had to stretch the rules to get Aegis of Assault working. I'm not sure if it's works rules as written but at that price, GMs should just give it a break and let it work. At-Will Powers - Knight/Wizard (Swordmage) Aegis of Assault [53] You mark a target within 5 yards for 9 seconds. As long as the target is marked, if the target attacks an ally, you teleport next to the target and make an attack against the target. Affliction [10], -2 to DX (+20%); Range 10 yards - Attacks (-20%); Range is actually 5y (-10%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Nuisance Effect; Reduced Duration 1/20 (-25%); Linked (+10%); Magic (-10%); 20-20+100-5+0-25+1...

At-Will Powers - Knight (Warlord)

The closest thing to a warlord is a Knight when using Dungeon Fantasy, so these abilities are for the Knight. These are all using the High Command Power Modifier, which in case you don't have access to it, just mean you need a Sense of Duty of at least -5, and you lose your powers if you betray that sense of duty. Knight At will Powers It might be wise to take these as alternative abilities (GURPS powers 13). Reminder that since all of these are attacks of some form, it is a free action to switch between them, but you must use the same power for all attacks in the same turn.   Direct the Strike [25] Pre-Requisites : Trained in leadership, either Sense of Duty: Nation OR Code of Honor: Soldier OR Code of Honor: Gentleman's. Make a will-based leadership check as Concentrate maneuver. You must speak in a loud and clear manner during the maneuver. If you succeed, one ally within 10 yards can make an attack immediately. Affliction [10], Commander's Strike (+175%); Re...

At Will Powers - Knight (Fighter)

 Adaptation of various At-Will Powers for Dungeon Fantasy Careers.  Starting with the Fighter. The Knight is the obvious Fighter analogue so that's easy. Knight The Mark For one second, an enemy afflicted with a Mark has -2 to all attack rolls against anyone other than the character that marked him. Affliction [10], -2 to DX (+20%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Nuisance Effect; Reduced Duration 1/100 (-40%);   Combat Challenge [21] Whenever you hit with an unarmed or weapon attack, the enemy is Marked. Affliction [10], -2 to DX (+20%); Accessibility: Only for Attack Rolls (-20%); Cosmic: no dice roll required (+100%); nuisance effect: only against allies of the caster (-5%); fixed duration - 3 minutes (+0%), Reduced Duration 1/100 (-40%); Follow-Up, Universal (+50%); 20-20+100-5+0-40+50=105 10+(10*105%)=20.5...