Shutters

Friday, February 22, 2013

Blitzcrank

Blitzcrank
The Great Steam Golem

Hit Die
d10 

Requirements
To qualify to become an arcanosteam golem of most excellent design, the character must fulfill all of the following criteria.

Skills
Craft (Steamtech) 8 ranks.

Spells
The ability to cast spells of the 2nd level.  Divine or Arcane, it doesn't matter to this guy as long as he has loads of 'mana.'

Special
Must be a boxing fool or created for waste reclamation.  

Class Skills
Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Blitzcrank and all of his charged metal.

Weapon and Armor Proficiency
Blitzcrank gains no proficiencies with weapons nor armor.

Mana Barrier (Ex)
Blitzcrank protects himself when he is brought below a quarter of his health, he gains temporary hit points equal to the total number of spell levels he has mastered.  This includes spell levels he has expended for the day.  This effect can only occur once per encounter.

Rocket Grab (Ex)
Blitzcrank can use a standard action to make a ranged touch attack against a target within twenty feet. If successful he pulls them adjacent to himself and applies damage equal to his normal weapon damage (this includes strength modifiers, enhancement bonuses, and all other bonuses and penalties applied to his melee damage at the time of the grab) plus his Intelligence modifier as electricity damage.  He can use this ability once per encounter at second level and twice per encounter at fourth level.

Overdrive (Su)
As a move action, Blitzcrank overclocks his processing power, gaining one extra attack per round at his highest attack bonus as well as doubling his land movement speed.  Blitzcrank can use this ability a number of times per encounter equal to half of his class levels.

Powerfist (Sp)
Blitzcrank redirects his kinetic chargers into his fists in order to knock his enemies off of their feet with a powerful punch.  As a swift action he declares his next attack to be a Powerfist which, if it successfully hits, deals double damage and dazes his target until the end of their next turn.  They can resist the dazing effect with a Fort save vs. DC 10 + 1/2 Blitzcrank's HD + his Int modifier.  Blitzcrank can use this ability a number of times per encounter equal to half of his class levels.

Static Field (Sp)
At the beginning of every second turn Blitzcrank takes, he fires a lightning bolt at a random enemy within 15' that does 3d6 + his Int modifier electricity damage if they fail a Ref save vs. DC 10 + 1/2 Blitzcrank's HD + his Int modifier.  The randomness will need to be determined on the fly using methods chosen by your awesome GM... or I can suggest some things, but why bother insulting everyone's intelligence?

Static Field also grants Blitzcrank the ability to, twice per encounter, fire a massive burst of electricity that targets enemies within 20' dealing twice his class levels in d6 electricity damage.  Enemies that fail a Will save vs. DC 10 + 1/2 Blitzcranks HD + his Int modifier take the damage and are silenced until the end of their next turn.  Enemies that successfully save only suffer half of the electricity damage and are not silenced.



Blitzcrank
LvL BaB Fort Ref Will Special
1 +1 +2 +0 +2 Mana Barrier
2 +2 +3 +0 +3 Rocket Grab
3 +3 +3 +1 +3 Overdrive
4 +4 +4 +1 +4 Powerfist
5 +5 +4 +1 +4 Static Field

Thursday, February 14, 2013

Silly Teams

An ongoing project

These teams have great cohesiveness, but only theoretical effectiveness:

Team Skeleton: Fiddlesticks, Reaper Hecarim, Karthis, Singed, Thresh,

Team Redhead: Miss Fortune, Foxfire Ahri, Leopard Nid, Katarina, Gragas, Ironscale Shyvana,

Team I'm on Fire!: Foxfire Ahri, Brand, Volcanic Wukong, Firefang Warwick, Scorched Earth Zerath, Wildfire Zyra

Team Counterelement:  Cryocore Brand, Phoenix Anivia, Frostfire Annie,

Team Pentakill: Yorick, Morde, Sona, Olaf,

Team Western or Desperado: Safari Caitlyn, Cowboy Alistar, Desperada Cassiopea, Bandito Fiddlesticks, Outback Rene, High Noon TF,

Team Ninja: Akali, Shen, Zed, Rammus, Kennan,

Team Monster: Cho'gath, Kog'maw, Kha'zix, Skarner, Trundle, Warwick, Galio,

Team Elemental: Malphite, Maokai, Nocturne, Xerath,  Brand,

Team Doubles: Nunu, Sejuani, Lulu, Orianna, Swain, Janna, Heimerdinger,

Team Summon: Yorick, Syndra, Malzahar, Elise, Annie,

Team Tech: Viktor, Heimerdinger, Corki, Rumble, Urgot, Vi, Ziggs

Team Undead (not skeletons): Sion, Mordekaiser, Amumu,

Team Plate: Mordekaiser, Taric, Leona, Volleybear,  Jarvan, Hecarim,

Team Bombshell:  MF, Bunny Riven, Janna, Tango Eve, French Maid Nid,

Team Frost: Cryocore Brand, Anivia, Ashe, Nautilis, Sejuani,

Team Lightning: Ryze, Kennen, Ezereal, Volleybear, Blitzcrank,

Team Acid: Kog, Singed, Vlad?, Urgot,

Team Arcane: Xerath,

Team Reach: Thresh, Blitz, Naut, Amumu,

Team Toss: Singed, Volleybear, Thresh, Orianna

Team Impregnate: Cho, Xin, Malp, Jarvin, Lulu, Nami,

Team Guns: Cait, MF, Gankplank, Graves, Jayce, Tristana

Team Pools: Nasus, Malz, Karth, Morgana, Singed, Swain, Trundle, Anivia, Cass,

Team Trap: Teemo, Cait, Nid, Zyra, Shaco,

Team Poison: Cass, Teemo, Twitch, Gankplank, Fizz, Elise, Shaco,

Team Punch: Vi, Ali, Volleybear, Lee Sin, Udyr,

Team Blood: Vlad, Talon, Dr. Mundo, Darius,

Team Blades: Karma, Irelia, Talon, Katarina, Akali,

Team Good: Kayle, Leona, Taric, Lux, Jayce,

Team Hammer: Jax, Jayce, Morde, Poppy, Trundle, Wukong,

Team Axe: Sion, Yorick, Darius, Dr. Mundo, Hecarim, Nasus, Olaf,

Team Spear: Xin, Jarvan, Nid, Pantheon,

Team Taunt: Rammus, Ahri, Shen, Galio

Team Speed: Rammus, MF, Hecarim, Mundo, Janna, Master Yi, Singed, Teemo

Team Anywhere: Shen, Gankplank, Ashe, Ezreal, Draven,

Team Weirdweapon: Draven, Diana,

Team Shadow: Noct, Zed,

Team thisitemwasbuiltjustforme: Rengar, Viktor, Blitz (manamune),

Team Birdies: Fid, Swain, Janna, Kayle (wings),

Team Light: Lux, Leona, LeBlanc,

Team Suit Up: Gragas Esq., Debonair Jayce, Mafia Graves, Mafia MF, Gentleman Cho' Gath, Almost Prom King Amumu, Corporate Mundo, Prestigious Le Blanc, Tango TF, Gangster Twitch,

Ashe

Ashe
The Frost Archer

Hit Die
d10 

Requirements
To qualify to become the reluctant princess of chilling beauty and freezing death, the character must fulfill all of the following criteria:

Base Attack Bonus
+6

Feats
Point Blank Shot and Far Shot.

Special
Must have white hair.  

Class Skills
Climb (Str), Craft (Int), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis), and Swim (Str). 

Skill Points at Each Level
2 + Int modifier.

Class Features
All of the following are features of the prestige class that represents Ashe and her intense beauty... er, I mean deadliness.

Weapon and Armor Proficiency
Ashe gains proficiency with any one two handed bow of the player's choosing but no proficiencies with armor.

Focus (Ex)
Ashe builds up the ability to critical hit throughout a combat.  Her critical range increases by 1 at the end of each turn in which she does not successfully land a critical hit.  The maximum amount her critical range can be increased by is limited to her class level.  I know this is broken as far as the 3.5 ruleset is concerned, but IMHO crits are too exciting to nerf into the ground. 

Frost Shot (Su)
Enemies struck by Ashe lose 5' per class level from their movement speeds until the end of their next turn. I may include a mechanic to reflect the mana cost that Ashe experiences in LoL. Something like she can only fire a number of Frost Shots per encounter equal to her class level. 

Volley (Sp)
As a standard action Ashe fires a 30' cone of freezing arrows.  She applies her normal arrow damage plus her Dex mod and her class level to all enemies in the cone's area of effect who fail a reflex save vs. a DC of 10 + 1/2 her HD + her Dex mod.  Those who fail their saves also lose 5' per class level from their movement speeds until the end of their next turn. She can use this ability once per encounter at level three and twice per encounter at level five.

Hawkshot (Su and Sp)
Ashe is quite adept at finding valuables when she scavenges bodies.  Each creature that she brings to negative hit points grants her extra gold pieces equal to her HD multiplied by 10...once she searches the body.

She can also summon a hawk to grant Ashe and her allies within 30' a bird's eye view of the terrain around them.  For one round per class level Ashe and her party can look down upon the area within two hundred feet per class level around them as a standard action.  Within the same standard action an ally can zoom in on a particular area as if he or she were perched above it at 15' of height.  Ashe can use this ability twice per day.

Enchanted Crystal Arrow (Sp)
Once per day, Ashe can loose a large freezing arrow that will deal tremendous damage, stun the target and slow enemies around the impact site.  She makes a ranged attack roll, gains a bonus  (+ class level)  to hit the target if they are within 50' and a smaller bonus (+1/2 class level) if they are within 100' of herself.  She gains no bonus to hit a target beyond 100' and may suffer long range penalties.  Targets struck take twice her class level in d6 cold damage + normal arrow damage and must make a Fortitude saving throw vs. a DC of 10 + 1/2 Ashe's HD + her Dex modifier.  If they fail they are stunned for one to three turns depending on how far away they are from Ashe: one turn if they are within 50' of Ashe, two turns if they are within 100', and three turns if they are beyond 100'.

Enemies within 10' of the target suffer half the cold damage, no arrow damage, and are affected by Frost Shot.  She can use this ability once per day.



Ashe
LvL BaB Fort Ref Will Special
1 +1 +0 +2 +0 Focus
2 +2 +0 +3 +0 Frost Shot
3 +3 +1 +3 +1 Volley
4 +4 +1 +4 +1 Hawkshot
5 +5 +1 +4 +1 Enchanted Crystal Arrow