Author Topic: Dream Battle-revelatory vision  (Read 24149 times)

Offline oslecamo

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Re: Dream Battle-revelatory vision
« Reply #40 on: November 23, 2013, 02:54:02 PM »
Ok, here's the new Fantasy Heaven draft.

Fantasy Heaven
Dream Battle (Stance)
Level: Crusader 9, Swordsage 9
Initiation Action: Standard Action
Range: See text
Target: you.
Duration: stance

Detach yourself from reality

When you enter this stance you summon a series of ying-yang orbs that float around you. While the stance lasts, you gain a flight speed with perfect maneuverability equal to 5 x your Wis mod, all of your melee and thrown attacks become touch attacks, you benefit from a Freedom of Movement effect, automatically remove one ill condition from yourself with a duration other than permanent at the start of your turn, and 1/round as free action you can perform a plane shift or dimension door effect as the spell with CL=ranks in Sense Motive with only you as the target.

At the end of each turn you remain on this stance, you lose 1d4 charisma points. This loss cannot be prevented or reduced by any means. This cannot reduce your Cha below 1, but once it reaches 1, you automatically exit this stance.

Once you've exited it, you can't enter it again until you've rested for 5 minutes and drank a cup of hot tea, which also restores the lost charisma.

This is a supernatural stance.

(click to show/hide)
« Last Edit: May 24, 2016, 11:12:07 AM by oslecamo »

Offline Raineh Daze

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Re: Dream Battle-revelatory vision
« Reply #41 on: November 23, 2013, 03:28:23 PM »
I like it. Powerful--but not something that can exactly be used as regularity. Though I feel it should be somewhat more restrictive than just 'tea', since it should really be something you can make between fights. :lmao

Offline ketaro

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Re: Dream Battle-revelatory vision
« Reply #42 on: November 23, 2013, 06:03:09 PM »
I dunno. Having to take time to have a little, proper tea ceremony to regain your lost composure. It's so elegant!  :D

No but it looks good. :p

Offline Raineh Daze

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Re: Dream Battle-revelatory vision
« Reply #43 on: November 23, 2013, 06:05:24 PM »
I dunno. Having to take time to have a little, proper tea ceremony to regain your lost composure. It's so elegant!  :D

No but it looks good. :p

I said 'can make between fights' when I meant 'can't', didn't I? x_x

Offline ketaro

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Re: Dream Battle-revelatory vision
« Reply #44 on: November 23, 2013, 09:03:26 PM »
Yeah I realized that halfway through the post, changed it, but then forgot about the "I dunno" at the start xD

Offline Raineh Daze

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Re: Dream Battle-revelatory vision
« Reply #45 on: April 26, 2014, 10:23:50 AM »
For an 8th level stance, a 20% miss chance doesn't seem like much. It's available at level 15, and can be broken by See Invisibility? Let alone True Seeing...

6th level stance, on the other hand, is flight + ignoring terrain restrictions + surprisingly notable AC boost (however, I have to ask: what good is a 15' flying speed supposed to be? :lmao)
« Last Edit: April 26, 2014, 10:29:35 AM by Raineh Daze »

Offline oslecamo

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Re: Dream Battle-revelatory vision
« Reply #46 on: April 26, 2014, 06:33:31 PM »
You're forgetting you're also benefiting from the other blink benefits:
-Move trough walls and other obstacles, just not ignoring terrain restrictions.
-Half damage from area attacks... Unless they extend into the etheral plane.

Hmm, buffed that last part. Now all area effects only deal half damage while in you're that stance, and area penalties are halved as well.

Offline CrazyYanmega

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Re: Dream Battle-revelatory vision
« Reply #47 on: January 23, 2016, 10:29:28 AM »
You may want to nerf Fantasy Orb on the third level Maneuver list a bit. As written now you can re-roll all missed attacks until they hit. Maybe once per use of the maneuver?

Also, allowing someone to replace the range with the range of their weapon if the weapon thrown is better would be nice.

Offline oslecamo

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Re: Dream Battle-revelatory vision
« Reply #48 on: January 27, 2016, 03:02:47 AM »
Updated Fantasy Orb.

As for maneuvers with limited range, well, the idea was precisely to limit how far away you can use them. Didn't want to turn maneuvers like Light Spirit-Divine Orbs into orbital bombardments, neither to reward players for dumpester diving for obscure super-range thrown weapons and then nobody ever throwing improvised stuff at their enemies.

Offline Raineh Daze

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Re: Dream Battle-revelatory vision
« Reply #49 on: April 26, 2017, 10:32:46 AM »
I think you might need to update the short description for Fantasy Heaven, seeing as it does nothing to make you invincible.

Offline oslecamo

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Re: Dream Battle-revelatory vision
« Reply #50 on: May 03, 2017, 08:57:20 AM »
Done.

Offline oslecamo

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Re: Dream Battle-revelatory vision
« Reply #51 on: April 15, 2019, 03:08:23 AM »
Cleaning and updating a bit:
-Duplex Barrier now increases the range of maneuvers based in Wis.
-Boundary-Duplex Damage Bounded Field affects a bigger area and makes it count as difficult terrain, can ignore the difficult terrain bit in return for auto-taking damage.
-Divine Arts-Omnidirectional Demon Binding Circle can extend the immobilization by the initiator not moving themselves.
-Unknown-Flying Mysterious Shrine Maiden now scales off ranks in Sense Motive and allows to be used and act while normally unable to do so and enemies count as flat-footed but limits self to basic attacks which get an inherent 50% miss chance.
-Holy Relic-Yin-Yang Sanctifier Orb can deal nonlethal damage.
-Marisa's commentary added here and there.

Offline ketaro

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Re: Dream Battle-revelatory vision
« Reply #52 on: July 27, 2019, 11:35:36 PM »
Can Dream Sign (1st Level) let you flank with yourself? Especially if you're like a TWF and/or Unarmed fighter that effectively/actually has multiple weapons to threaten with?

Offline oslecamo

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Re: Dream Battle-revelatory vision
« Reply #53 on: July 31, 2019, 09:28:51 PM »
Of course.

Offline ketaro

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Re: Dream Battle-revelatory vision
« Reply #54 on: August 01, 2019, 12:05:00 AM »
Awesome~

I'm playing an e6 gestalt every sat with this, drunk demon, and chinese star so i'll probably be having more playtested feedback/fix suggestions/clarifications in the following weeks.  :D