Post by A_Shadow_of_Life on May 18, 2013 16:13:22 GMT -5
Names are all pending for cooler ones.
I realize the Speed, Improved Speed, etc tree is from Generic. It's been added to the "Speed" Type as well for completion and because they will count as "Speed" abilities for prerequisites.
I've also considered naming it the Shunpo Type.
I'm considering adding some of the Flash Step feats as abilities as well, but we'll see.
Maybe I'll make it so that for every 2 Flash Step feats you gain from the release (say, if you gain them via Bonus Feat ability), will count as a "Speed" ability..
Speed Type
This type is all about mobility and how fast you can move, gaining power from the kinetic energy produced by high speed movement.
Blade of the Zephyr:
Whenever you move at least 10 feet in a round, you gain +1d6 damage and +1 to your Defense skill for the round. Active upon release.
Greater Blade of the Zephyr:
Your Blade of the Zephyr damage bonus increases by +2d6 and the Defense bonus increases by +2, for a total of +3d6 damage/+3 Defense.
Superior Blade of the Zephyr:
Your Blade of the Zephyr damage bonus increases by +2d6 and the Defense bonus increases by +2, for a total of +5d6 damage/+5 Defense.
Mobile Strike:
Requires: Blade of the Zephyr
Benefit: You gain the benefits of Spring Attack while your Zanpakuto is released.
Greater Mobile Strike:
Requires: Mobile Strike
Benefit: You gain the benefits of Flash Step Spring Attack while your Zanpakuto is released.
Whirlwind of Blades:
Requires: Mobile Strike, two other Speed abilities
Benefit: You may make one attack with your off hand weapon during a Spring Attack for each time you could make an attack with your main hand.
Blade of the Whirlwind:
Requires: Blade of the Zephyr
Benefit: When you move at least 40 feet in a round, your bonus from Blade of the Zephyr increases by an additional +2d6 damage/+2 Defense
Kinetic Field:
Requires: Four Speed abilities
Benefit: You gain damage mitigation equal to your dexterity modifier. When struck in melee, your attacker takes 2d6 force damage, ignoring damage mitigation.
Improved Kinetic Field:
Requires: Kinetic Field, Five other Speed abilities
Benefit: Your Kinetic Field's damage return increases by 2d6.
Step of Mach I
Requires: Five Speed abilities
Benefit: You may, by spending 100 reiatsu, choose to travel in miles instead of feet when making a Flash Step check.
Special: You may take this multiple times, each additional time increases the distance you can travel by a factor of ten. (10, 100, 1,000, and so on.)
Step of Light
Requires: Step of Mach I
Benefit: You may choose to travel Light years instead of miles with your Step of Mach I. This does not allow you to survive in a vacuum by itself, but you are moving so fast, most times a vacuum won’t have time to affect you. You may, at any time choose to travel less than a light year with a DC 10 Flash Step check.
Mach Strike:
Requires: Step of Mach I
Benefit: You may make a charge attack at an opponent by using Flash Step and Mach I, you may make one attack against them at the end of this charge. For every 4 points on the check result you deal an additional 1d6 damage.
Speed:
This gives you an additional +10 to base land movement speed while your zanpakutou is released. It may be taken multiple times, its effects stack.
Improved Speed:
This requires Speed. Each time you take this ability, your Flash Step gains a +5 bonus.
Greater Speed:
This requires Improved Speed.
As an immediate action, you may make a DC 10 Flash Step check to gain a +1 bonus to Defense checks for one full round. This stacks with the Aid Another use of Flash Step. For each 5 points you defeat the DC by add another +1 to the Defense rolls for that round.
Superior Speed:
This requires Greater Speed.
As an immediate Action you may make a DC 15 Flash Step check to gain a +1 bonus to attack rolls that round. For every 5 you beat the DC by add another +1 to the attack rolls for that round.
Perfect Speed:
This requires Superior Speed.
As an immediate action, you may make a DC 25 Flash Step check to gain the benefits of both Greater Speed and Superior Speed. For each 5 you beat the DC by add another +1 to both Defense and Attack for that round.
Intense Speed:
Benefit: You gain a +10 bonus to Flash Step checks, and are always considered to have used a swift action when performing Flash Step.
Step of Hermes:
Benefit: While your Zanpakuto is released, you are constantly under the effects of a Haste spell.
Greater Step of Hermes:
Requires: Step of Hermes
Benefit: While your Zanpakuto I released, you are constantly under the effects of a Freedom of Movement spell.
God of Flash:
Benefit: This gives an extra swift action to use flash step and +2 to Flash Step checks each time you take it.
Rapid Activation:
Requirements: 4 other Speed abilities
Benefit: Once per round, while your Zanpakuto is released, you may activate an ability that normally takes a full-round action as a standard action, or you may active an ability that normally takes a standard action as a move action.
Epic Content:
Superior Step of Hermes:
Requirements: Greater Step of Hermes, 8 other Speed abilities
Benefits: Once per round, while your Zanpakuto is released, you may take an extra partial action before or after your actions for the round, on your initiative.
Special: This does stack with the Epic Hollow Growth: Alacrity, but you may only take 1 additional standard action in total.
I realize the Speed, Improved Speed, etc tree is from Generic. It's been added to the "Speed" Type as well for completion and because they will count as "Speed" abilities for prerequisites.
I've also considered naming it the Shunpo Type.
I'm considering adding some of the Flash Step feats as abilities as well, but we'll see.
Maybe I'll make it so that for every 2 Flash Step feats you gain from the release (say, if you gain them via Bonus Feat ability), will count as a "Speed" ability..
Speed Type
This type is all about mobility and how fast you can move, gaining power from the kinetic energy produced by high speed movement.
Blade of the Zephyr:
Whenever you move at least 10 feet in a round, you gain +1d6 damage and +1 to your Defense skill for the round. Active upon release.
Greater Blade of the Zephyr:
Your Blade of the Zephyr damage bonus increases by +2d6 and the Defense bonus increases by +2, for a total of +3d6 damage/+3 Defense.
Superior Blade of the Zephyr:
Your Blade of the Zephyr damage bonus increases by +2d6 and the Defense bonus increases by +2, for a total of +5d6 damage/+5 Defense.
Mobile Strike:
Requires: Blade of the Zephyr
Benefit: You gain the benefits of Spring Attack while your Zanpakuto is released.
Greater Mobile Strike:
Requires: Mobile Strike
Benefit: You gain the benefits of Flash Step Spring Attack while your Zanpakuto is released.
Whirlwind of Blades:
Requires: Mobile Strike, two other Speed abilities
Benefit: You may make one attack with your off hand weapon during a Spring Attack for each time you could make an attack with your main hand.
Blade of the Whirlwind:
Requires: Blade of the Zephyr
Benefit: When you move at least 40 feet in a round, your bonus from Blade of the Zephyr increases by an additional +2d6 damage/+2 Defense
Kinetic Field:
Requires: Four Speed abilities
Benefit: You gain damage mitigation equal to your dexterity modifier. When struck in melee, your attacker takes 2d6 force damage, ignoring damage mitigation.
Improved Kinetic Field:
Requires: Kinetic Field, Five other Speed abilities
Benefit: Your Kinetic Field's damage return increases by 2d6.
Step of Mach I
Requires: Five Speed abilities
Benefit: You may, by spending 100 reiatsu, choose to travel in miles instead of feet when making a Flash Step check.
Special: You may take this multiple times, each additional time increases the distance you can travel by a factor of ten. (10, 100, 1,000, and so on.)
Step of Light
Requires: Step of Mach I
Benefit: You may choose to travel Light years instead of miles with your Step of Mach I. This does not allow you to survive in a vacuum by itself, but you are moving so fast, most times a vacuum won’t have time to affect you. You may, at any time choose to travel less than a light year with a DC 10 Flash Step check.
Mach Strike:
Requires: Step of Mach I
Benefit: You may make a charge attack at an opponent by using Flash Step and Mach I, you may make one attack against them at the end of this charge. For every 4 points on the check result you deal an additional 1d6 damage.
Speed:
This gives you an additional +10 to base land movement speed while your zanpakutou is released. It may be taken multiple times, its effects stack.
Improved Speed:
This requires Speed. Each time you take this ability, your Flash Step gains a +5 bonus.
Greater Speed:
This requires Improved Speed.
As an immediate action, you may make a DC 10 Flash Step check to gain a +1 bonus to Defense checks for one full round. This stacks with the Aid Another use of Flash Step. For each 5 points you defeat the DC by add another +1 to the Defense rolls for that round.
Superior Speed:
This requires Greater Speed.
As an immediate Action you may make a DC 15 Flash Step check to gain a +1 bonus to attack rolls that round. For every 5 you beat the DC by add another +1 to the attack rolls for that round.
Perfect Speed:
This requires Superior Speed.
As an immediate action, you may make a DC 25 Flash Step check to gain the benefits of both Greater Speed and Superior Speed. For each 5 you beat the DC by add another +1 to both Defense and Attack for that round.
Intense Speed:
Benefit: You gain a +10 bonus to Flash Step checks, and are always considered to have used a swift action when performing Flash Step.
Step of Hermes:
Benefit: While your Zanpakuto is released, you are constantly under the effects of a Haste spell.
Greater Step of Hermes:
Requires: Step of Hermes
Benefit: While your Zanpakuto I released, you are constantly under the effects of a Freedom of Movement spell.
God of Flash:
Benefit: This gives an extra swift action to use flash step and +2 to Flash Step checks each time you take it.
Rapid Activation:
Requirements: 4 other Speed abilities
Benefit: Once per round, while your Zanpakuto is released, you may activate an ability that normally takes a full-round action as a standard action, or you may active an ability that normally takes a standard action as a move action.
Epic Content:
Superior Step of Hermes:
Requirements: Greater Step of Hermes, 8 other Speed abilities
Benefits: Once per round, while your Zanpakuto is released, you may take an extra partial action before or after your actions for the round, on your initiative.
Special: This does stack with the Epic Hollow Growth: Alacrity, but you may only take 1 additional standard action in total.