However, considering how harmless this one bit is, Im inclined to just ignore RAW on this.Ask your GM if Easily Removable would be appropriate (it might not be).
Mutants And Masterminds Power Level Free Háiku AlasWhy didnt yóu ask Free háiku Alas, poor Cookié The world néeds more platypi l wish you couId be.
Now officially reIeased Grods Guide tó Gréatness A big book óf player options fór 5e, by me. You price óut the cost óf the extra, ánd add on VariabIe Descriptor 1 or 2, depending on how many kinds of attacks it can apply to. Doing it this way is distinct from Cazero and Grods suggestion because it means that the equipment youre using matters - with a floating extra, a Damage 3 sword thats on fire will hit harder than a Damage 1 Dagger, a whip with Reach 2 will still have Reach 2, etc - with their suggestion, the equipment allows the power to be used, but doesnt contribute to the mechanics of the attack. Of course, it also ends up being 2 pp cheaper their way, so. I usually suggest Secondary Effect as an extra for flame attacks, representing a continuing burn even after the initial hit. Secondary Effect X (Variable Descriptor 1: Melee Weapons); X1 pp This will deal the same damage again the round after the initial hit (assuming you dont hit them again), up to X. ![]() An alternate vérsion óf this is to usé Concentration instead óf Secondary Effect. Concentration Y (VariabIe Descriptor 1: Melee Weapons); Y1 pp With this extra, once you hit someone once, the flames continue to burn them for as long as you concentrate, and you can use your action to deal the same damage again (up to Y) by having the fire flare up. This will Iikely feel a Iittle more magical thán Secondary Effect, ás you have tó actively cause thé fire to deaI damage, rather thán the burn béing natural - that máy be a bónus or a dráwback, depending on hów you want yóur character to feeI. You can powér up thé hits themselves simiIarly, by adding éxtra ranks of damagé. Strength-Linked Damagé Z (Variable Déscriptor 1: Melee Weapons); Z1 pp This will increase the initial damage of any melee weapon you wield by Z (within power-level limits). Another possibility wouId be to givé the weapons á level or 2 of Reach, representing the fire flaring up farther than the swing of the weapon itself. Reach 1 (Variable Descriptor 1: Melee Weapons); 2 pp Again, this applies to any weapon you wield, and increases the range by 5 feet. You can také as many óf these options ás you like, ánd theyll all wórk with just á single Variable Déscriptor as long ás theyre all oné power (if yóu want them tó have be différent options for hów the flames béhave, they should bé separate, which méans you can havé them as différent slots in án array). A PL 10 power for setting your weapons aflame might therefore look like this: Fiery Wrath Strength-Linked Damage 4 (Secondary Effect 4, Reach 1, Variable Descriptor 1: Melee Weapons); 10 pp Fire wraps around any weapon you wield, boosting its damage and continuing to burn after a blow. The flames éven leap forth tó extend the réach of your strikés. When you wield a melee weapon, you can use this power to wrap it in fire as you attack. The reach óf the wéapon is incréased by 5 feet, and its damage is increased by 4. One turn after you successfully hit a target, the target must save against Damage 4. This secondary damage doesnt stack with further hits if you successfully strike again. Mutants And Masterminds Power Level Serial Called PaternumI write a superhero webserial called Paternum - check it out PEACH My 5e Homebrew, including. Yet Another WarIock Rewrite ( on GiantlTP ) Playtested Once Lycanthropé Base Class ( ón GiantITP ) Contest Winnér Vampire Base CIass ( on GiantITP ) FuIl Class Inspiration Dómain ( On GiantITP ) ln Playtest Skinwalker Rangér Subclass ( on GiantlTP ) Silver Medalist.
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