Post by niro on May 2, 2017 14:33:48 GMT -5
Now.. I have always felt that the zenshabas haven't gotten enough love so I will try to make some new types to give them some freshness (and a slightly more demonic feel to them)
As always I have not made any requirements so hopefully someone will help with coming up with some AND these are most likely broken beyond belief so erm.. some nerfing will probably happen. But then again I like the sorta weapons that can make or break a battle in 3-4 moves.
Whenever I make something I like to think of them like skilltrees. Like if you find something you like then you should be able to specialize in using that one trick. It may hurt you down the road but who cares about that. It is all about having fun
insect type
Stinger: your zenshaba grows a small tail with a stinger at the end of its hilt. This means that every time you attack, you are allowed to make an extra attack at -10 your attack bonus which will deal 1d6
Improved stinger: your stinger now deals +2d6 and extra attacks are made at -5 your normal attack.
Better Stinger: your stinger now deals +3d6 and extra attacks are made at -5 your normal attack.
Poisonous stinger: Your stinger now injects a poison when it hits an opponent similar to the zanpakutou ability "Excrete Poison"
Wings: As your zenshaba is released, part of your true form peeks it head. You grow a pair of wings which gives you a flight movement equal to our normal movement and at average maneuverability
Improved maneuverability: You increase your maneuverability by 1 stage. Can be taken multiple times up to perfect maneuverability.
Additional wings: You grow an additional pair of wings. The extra pair of wings increases your flight speed by x1. Each time you take this ability, your speed increases by x1
Wing type - Dragonfly: Your wings look somewhat like a dragonflys. The wings will buzz and reflect the light around them making it harder for enemies to hit you. This will give you a miss chance equal to 10%*pair of wings (to a max of 50%)
Wing type - Butterfly: Your wings are big and beautiful like a butterflys. But these wings are equally as deadly as they are pretty. By flying over opponents, your wings will release spores which have the ability to paralyze for 1 round (each pair of wings will increase the duration by 1 round). The target(s) are allowed a fortitude save to resist the paralyzation (dc = 10+½ level+con+pair of wings)
(you are only able to take one wing type)
Wing smash: Yodu have wings big enough to bash people with . Each pair of wings that you have will give you an additional attack (at your lowest bonus) which deals your zanshabas damage/effects
Egg injector: Using a standard action (and by hitting) you are able to inject your insect egg into your target. This egg will hatch into an insect 10 rounds later and burst out of the target. The insect will have the stats as a Rank 1 golem and the target will take (number of Insect type) points of damage
Additional eggs: Whenever you use "Egg Injector" you actually spawn 2 eggs. Otherwise this ability will work the same way as Egg Injector.
This ability can be taken multiple times up to a maximum of 5 eggs.
Reduced Incubation time: The time that your eggs need to hatch is reduced by 1 round. This can be taken up to 9 times in total bring the hatching period down to 1 round.
Improved insect: The insect that appears from "Egg injector" gains an additional rank. This can be taken up to a maximum of Rank 6 Golem. Once you get to epic levels you may take this ability as many times as you want. Each rank will increase the golems rank
Exo-skeleton: As your zenshaba is released, a protective layer of chitin forms around you. You gain damage mitigation equal to 5 per insect ability you have
Assassion bug-like: You are able to bind your fallen foes to your body. This both increases your hp by an amount equal to the HD of your slain foe AND decreases your speed an amount equal to the foes HD. You cannot use this ability if your speed should drop to 0 or less.
insect ruler: Without this ability, insects will run wild. But with this ability, you are able to command them. The insects that you "summon" via the "Egg Injector" ability are now yours to control.
Other insects will have to win in a willpower contest against you or be loyal slaves to you. If they succeed they will gain a damage bonus of +50% against you (because let's face it.. they are pissed that you wanted to control them)
Insect royalty: Summoned insects have their attack and damage increased by 2% per insect ability you possess
Insect breath: Your insides are made out of insects and when you open your mouth they come out. As a standard action you can open your mouth and "summon" a Swarm of Insects which are under your control.
Improved Insect breath: Your breath attack is improved. You now summon your spellscore modifier of Swarm of Insects
spider type
Webbing aftermatch: Each attack you deliver will leave a thin string of webbing that will attatch itself to your opponent. This will dull the attackpower of your enemy and therefore they will deal 1 less damage per Spider type pick. (max decrease in power is negative your HD.
Improved Webbing: The debuff is equal to 2 per spider type pick. This can be picked multiple times and will each time increase the debuffs power by 1.
(You can only pick one web attribute)
Web attribute - decapitation: Your web is so thin anddurable that it is like a thin blade which can occasional decapitate. You now deal an additional number of damage equal to the number of webbing attatched to your target.
Web attribute - flame: Your web is resistant to flames and this has heled you deal out much more damage. Any target that has been affected by your webbing will now also begin to burn. They gain the Burning condition in which they recieve 1 hp damage per HD each round they are covered in web
Web attribute - corrosive: Each time your web hit something or someone, they/it will take 1 constitution damage. This can at the most reduce their total constitution to 1
Web attribute - weakening: Each time your web hit something or someone, they/it will take 1 strength damage. This can at the most reduce their total strength to 1
Web entanglement: using a standard action you are able to "spray" your opponent with webfluid which hardens and trap your opponent. They are considered Entangled if they fail a strength/escape artist check vs a dc: 10+½ lvl+dex modifier
Crushing web: During each round your target is entangled, you deal 1 point of damage to it automatically because of the bonecrushing effects of the web.
Web crushing: You improve the crushing effect on the target by adding a layer. You deal 2 points of damage per round the target is entangled.
Improved web crushing: You deal double crushing damage per layer that you add. This ability can be taken multiple times and each time it will double to crushing damage (1,2,4,8,16 etc.)
Web domain: While using "Webbing afteratch" you are not limited to a single target. This instead changes it from a single target ability to an AoE. The range is a circle with you as the center and a radius equal to 20 feet.
Increased range: Your web domains range is increased by 10 feet per HD you possess in addition to "Web domain"
Web kingdom: Your range is further improved. You now gain a bonus to your range equal to 10 feet per spider type picked.
Web vibrations: As you use "Web domain" webstrings will land on the ground and you are able to feel everything that moves around you via vibrations. As long as you are in your domain, you cannot be flanked or surprised. Even if you were to lose your sight, you can still "see" while in your domain
Double web: With each swing of your weapon you now produce TWO strings
Spiderlegs: You grow two spiderlegs from somewhere on your body. Each of these extra legs can be used to stab opponents at your lowest attack bonus -5 and deal 1d6+# of spider picks which ignores damage reduction/mitigation.
This ability can be taken until you have 8 legs in total (and 8 stab attacks)
Spiderclimb: Gravity has no control over you... Sorta. You are able to fight on the walls, ceilings etc. As long as there is a surface you are most likely able to stand on it
Mandibles: As you release your zenshaba, your mouth starts to transform. A huge pair of mandibles form as you loose the ability to talk. This grants you an extra attack when you are in melee range at your highest BaB bonus+5 which deals 1d6+str mod per 2 HD that you have
Spider fur: Small amounts of hair grows everywhere on your body. This hair grants you damage reduction equal to 1 per spider type picked.
(you can only pick one elemental fur ability)
elmental fur - Fire: Your fur slightly burns as people get too close. Every time they attack you, they are dealt your HD in fire damage
elmental fur - lightning: Your fur slightly electrifies people as they get too close. Every time they attack you, they are dealt your HD in lightning damage
As always I have not made any requirements so hopefully someone will help with coming up with some AND these are most likely broken beyond belief so erm.. some nerfing will probably happen. But then again I like the sorta weapons that can make or break a battle in 3-4 moves.
Whenever I make something I like to think of them like skilltrees. Like if you find something you like then you should be able to specialize in using that one trick. It may hurt you down the road but who cares about that. It is all about having fun
insect type
Stinger: your zenshaba grows a small tail with a stinger at the end of its hilt. This means that every time you attack, you are allowed to make an extra attack at -10 your attack bonus which will deal 1d6
Improved stinger: your stinger now deals +2d6 and extra attacks are made at -5 your normal attack.
Better Stinger: your stinger now deals +3d6 and extra attacks are made at -5 your normal attack.
Poisonous stinger: Your stinger now injects a poison when it hits an opponent similar to the zanpakutou ability "Excrete Poison"
Wings: As your zenshaba is released, part of your true form peeks it head. You grow a pair of wings which gives you a flight movement equal to our normal movement and at average maneuverability
Improved maneuverability: You increase your maneuverability by 1 stage. Can be taken multiple times up to perfect maneuverability.
Additional wings: You grow an additional pair of wings. The extra pair of wings increases your flight speed by x1. Each time you take this ability, your speed increases by x1
Wing type - Dragonfly: Your wings look somewhat like a dragonflys. The wings will buzz and reflect the light around them making it harder for enemies to hit you. This will give you a miss chance equal to 10%*pair of wings (to a max of 50%)
Wing type - Butterfly: Your wings are big and beautiful like a butterflys. But these wings are equally as deadly as they are pretty. By flying over opponents, your wings will release spores which have the ability to paralyze for 1 round (each pair of wings will increase the duration by 1 round). The target(s) are allowed a fortitude save to resist the paralyzation (dc = 10+½ level+con+pair of wings)
(you are only able to take one wing type)
Wing smash: Yodu have wings big enough to bash people with . Each pair of wings that you have will give you an additional attack (at your lowest bonus) which deals your zanshabas damage/effects
Egg injector: Using a standard action (and by hitting) you are able to inject your insect egg into your target. This egg will hatch into an insect 10 rounds later and burst out of the target. The insect will have the stats as a Rank 1 golem and the target will take (number of Insect type) points of damage
Additional eggs: Whenever you use "Egg Injector" you actually spawn 2 eggs. Otherwise this ability will work the same way as Egg Injector.
This ability can be taken multiple times up to a maximum of 5 eggs.
Reduced Incubation time: The time that your eggs need to hatch is reduced by 1 round. This can be taken up to 9 times in total bring the hatching period down to 1 round.
Improved insect: The insect that appears from "Egg injector" gains an additional rank. This can be taken up to a maximum of Rank 6 Golem. Once you get to epic levels you may take this ability as many times as you want. Each rank will increase the golems rank
Exo-skeleton: As your zenshaba is released, a protective layer of chitin forms around you. You gain damage mitigation equal to 5 per insect ability you have
Assassion bug-like: You are able to bind your fallen foes to your body. This both increases your hp by an amount equal to the HD of your slain foe AND decreases your speed an amount equal to the foes HD. You cannot use this ability if your speed should drop to 0 or less.
insect ruler: Without this ability, insects will run wild. But with this ability, you are able to command them. The insects that you "summon" via the "Egg Injector" ability are now yours to control.
Other insects will have to win in a willpower contest against you or be loyal slaves to you. If they succeed they will gain a damage bonus of +50% against you (because let's face it.. they are pissed that you wanted to control them)
Insect royalty: Summoned insects have their attack and damage increased by 2% per insect ability you possess
Insect breath: Your insides are made out of insects and when you open your mouth they come out. As a standard action you can open your mouth and "summon" a Swarm of Insects which are under your control.
Improved Insect breath: Your breath attack is improved. You now summon your spellscore modifier of Swarm of Insects
spider type
Webbing aftermatch: Each attack you deliver will leave a thin string of webbing that will attatch itself to your opponent. This will dull the attackpower of your enemy and therefore they will deal 1 less damage per Spider type pick. (max decrease in power is negative your HD.
Improved Webbing: The debuff is equal to 2 per spider type pick. This can be picked multiple times and will each time increase the debuffs power by 1.
(You can only pick one web attribute)
Web attribute - decapitation: Your web is so thin anddurable that it is like a thin blade which can occasional decapitate. You now deal an additional number of damage equal to the number of webbing attatched to your target.
Web attribute - flame: Your web is resistant to flames and this has heled you deal out much more damage. Any target that has been affected by your webbing will now also begin to burn. They gain the Burning condition in which they recieve 1 hp damage per HD each round they are covered in web
Web attribute - corrosive: Each time your web hit something or someone, they/it will take 1 constitution damage. This can at the most reduce their total constitution to 1
Web attribute - weakening: Each time your web hit something or someone, they/it will take 1 strength damage. This can at the most reduce their total strength to 1
Web entanglement: using a standard action you are able to "spray" your opponent with webfluid which hardens and trap your opponent. They are considered Entangled if they fail a strength/escape artist check vs a dc: 10+½ lvl+dex modifier
Crushing web: During each round your target is entangled, you deal 1 point of damage to it automatically because of the bonecrushing effects of the web.
Web crushing: You improve the crushing effect on the target by adding a layer. You deal 2 points of damage per round the target is entangled.
Improved web crushing: You deal double crushing damage per layer that you add. This ability can be taken multiple times and each time it will double to crushing damage (1,2,4,8,16 etc.)
Web domain: While using "Webbing afteratch" you are not limited to a single target. This instead changes it from a single target ability to an AoE. The range is a circle with you as the center and a radius equal to 20 feet.
Increased range: Your web domains range is increased by 10 feet per HD you possess in addition to "Web domain"
Web kingdom: Your range is further improved. You now gain a bonus to your range equal to 10 feet per spider type picked.
Web vibrations: As you use "Web domain" webstrings will land on the ground and you are able to feel everything that moves around you via vibrations. As long as you are in your domain, you cannot be flanked or surprised. Even if you were to lose your sight, you can still "see" while in your domain
Double web: With each swing of your weapon you now produce TWO strings
Spiderlegs: You grow two spiderlegs from somewhere on your body. Each of these extra legs can be used to stab opponents at your lowest attack bonus -5 and deal 1d6+# of spider picks which ignores damage reduction/mitigation.
This ability can be taken until you have 8 legs in total (and 8 stab attacks)
Spiderclimb: Gravity has no control over you... Sorta. You are able to fight on the walls, ceilings etc. As long as there is a surface you are most likely able to stand on it
Mandibles: As you release your zenshaba, your mouth starts to transform. A huge pair of mandibles form as you loose the ability to talk. This grants you an extra attack when you are in melee range at your highest BaB bonus+5 which deals 1d6+str mod per 2 HD that you have
Spider fur: Small amounts of hair grows everywhere on your body. This hair grants you damage reduction equal to 1 per spider type picked.
(you can only pick one elemental fur ability)
elmental fur - Fire: Your fur slightly burns as people get too close. Every time they attack you, they are dealt your HD in fire damage
elmental fur - lightning: Your fur slightly electrifies people as they get too close. Every time they attack you, they are dealt your HD in lightning damage