User:Cedges/Plasma Scion (Legend Track)

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Author: Cedges (talk)
Date Created: 2013-08-10
Status: initial idea
Editing: Clarity edits only please
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Wielder of a plasma of potential


Plasma Scion[edit]

A Plasma Scion wields a plasma of potential weapons and abilities, and forms it to fit the desires and needs of the moment.

Track Abilities[edit]

A Plasma Scion has a pool of plasma points, which can be spent to access and improve four plasma items: a weapon, armor, a shield, and a device. Each of these plasma items has an improvement available at each circle after first. Each item and improvement costs one plasma point. To access the improvement for a circle and item, you must have the improvement from the previous circle for the same item. If you remove the improvement from a circle for an item, you lose access to the improvements from all higher circles for the same item.

1st Circle - Plasma ItemsSU: You gain 1 plasma point. You gain access to the following plasma items, each of which costs 1 plasma point:

Plasma Weapon - A melee or ranged weapon with 3 weapon properties other than [Barbed] of your choice. It grants a +1 item bonus to attack rolls. It is treated as being a Lesser item and as having the Variable enchantment.
Plasma Armor - Armor with a +3 item bonus to Armor Class. It is treated as being a Lesser item and as having the Masterwork enchantment.
Plasma Shield - A shield with a +2 deflection bonus to Armor Class. It is treated as being a Lesser item and as having the Masterwork enchantment.
Plasma Device - Your plasma device grants you a +10 ft bonus to your movement speed. Choose a mundane hand-held tool; you can use your plasma device as this tool. Your plasma device is treated as being a Lesser item and as having the Streamlined enchantment.

Once per [Round], you may change your choice of items and their properties as a swift action. When you change your choice of item, you may change its appearance to anything of the same size, within the limits of your imagination. You may change the item to be appropriately sized for your form. This is a [Morph] action.

You can not give your plasma items to an ally. If they are separated from you because you are disarmed or for any reason they cease to exist, you can form them again as a swift action. This is a [Morph] action.

2nd Circle - Elemental PlasmaSU: You gain 2 additional plasma points. If you have the corresponding plasma item, you can add the following improvements, each of which costs 1 plasma point:

Elemental Weapon - Choose [Fire], [Cold], [Acid], [Electricity] or [Force]. Whenever you deal damage with an attack using your plasma weapon, you deal 2 additional energy damage with the chosen descriptor. Your plasma weapon's item bonus to attack rolls improves to +2. It is treated as having the Energized and Masterwork enchantments.
Armor - Two enchantments
Shield - Two enchantments
Plasma Fins - You gain the Swim movement mode and the benefits of the endure elements spell. You can move out of difficult terrain without expending extra effort. Your plasma device's bonus to movement speed increases to +15 ft. Your plasma device is treated as having the Traveler's enchantment.

3rd Circle - Greater PlasmaSU: You gain 2 additional plasma points. If your plasma item has the corresponding 2nd circle improvement, you can add the following improvements, each of which costs 1 plasma point:

Greater Plasma Weapon - Your plasma weapon gains a 4th weapon property of your choice, its item bonus to attack rolls improves to +3, and it deals 2 more damage of your chosen energy descriptor. It is treated as being a Greater item and as having the Sophisticated enchantment.
Greater Plasma Armor - Your plasma armor's item bonus to Armor Class improves to +4. One enchantment. It is treated as being a Greater item.
Greater Plasma Shield - Your plasma shield's deflection bonus to Armor Class improves to +3. One enchantment. It is treated as being a Greater item.
Plasma Wings - Your plasma device grants you the Fly movement mode, and its bonus to movement speed increases to +20 ft. Choose a skill; you gain a +2 item bonus to that skill. Your plasma device is treated as having the Flying and Adept enchantments.

4th Circle - Boundless PlasmaSU: You gain 2 additional plasma points. If your plasma item has the corresponding 3rd circle improvement, you can add the following improvements, each of which costs 1 plasma point:

Weapon - Two enchantments
Armor - Two enchantments
Shield - Two enchantments
Plasma Paws - Your plasma device grants you the Burrow movement mode.

5th Circle - Plasma RelicSU: You gain 2 additional plasma points. If your plasma item has the corresponding 4th circle improvement, you can add the following improvements, each of which costs 1 plasma point:

Relic Plasma Weapon - Your plasma weapon gains a 5th weapon property of your choice. Your plasma weapon's item bonus to attack rolls improves to +4, and it deals 2 more damage of your chosen energy descriptor. One enchantment. It is treated as being a Relic item.
Relic Plasma Armor - Your plasma armor's item bonus to Armor Class improves to +5. One enchantment. It is treated as being a Relic item.
Relic Plasma Shield - Your plasma shield's deflection bonus to Armor Class improves to +4. One enchantment. It is treated as being a Relic item.
Wingspan - Your plasma device grants you the Soar movement mode. It takes 5 rounds of effort to ascend to or descend from [Soaring]. Your plasma device's bonus to movement speed increases to +25 ft, and it grants a +2 item bonus to a second skill. Your plasma device is treated as being a Relic item.

6th Circle - ? PlasmaSU: You gain 2 additional plasma points. If your plasma item has the corresponding 5th circle improvement, you can add the following improvements, each of which costs 1 plasma point:

Weapon - Two enchantments
Armor - Two enchantments
Shield - Two enchantments
Stability - While wielding your plasma device, you are immune to [Checked], to being knocked [Prone], [Blown Away], or [Knocked Down], and to effects that would cause you to lose the [Swimming], [Flying], [Burrowing], or [Soaring] conditions.

7th Circle - True PlasmaSU: You gain 2 additional plasma points. If your plasma item has the corresponding 6th circle improvement, you can add the following improvements, each of which costs 1 plasma point:

Artifact Plasma Weapon - Your plasma weapon gains a 6th weapon property of your choice. Your plasma weapon's item bonus to attack rolls increases to +5, and it deals 2 more damage of your chosen energy descriptor. One enchantment. It is treated as being an Artifact item.
Artifact Plasma Armor - Your plasma armor's item bonus to Armor Class increases to +6. One enchantment. It is treated as being an Artifact item.
Artifact Plasma Shield - Your plasma shield's deflection bonus to Armor Class increases to +5. One enchantment. It is treated as being an Artifact item.
Mobility - While wielding your plasma device, your movement, diving, surfacing, digging in, taking off, landing, ascending, descending, falling [Prone], and standing up from [Prone] do not provoke attacks of opportunity. Your plasma device's bonus to movement speed increases to +30 ft and it grants a +2 item bonus to a third skill. It is treated as being an Artifact item.

One of your plasma items gains 2 points of enchantment of your choice. You can change the 2 points of enchantment as a standard action. This is a [Morph] action. Your plasma device can gain [Weapon], [Armor], or [Shield] enchantments, the effects of which are applied to any one weapon, armor, or shield that your are wielding or wearing.


[Morph] Actions[edit]

Multiple [Morph] actions and up to one [Metamorph] action can be combined into a single action, which takes as long as the longest of the combined actions. Standard actions are longer than move actions, move actions are longer than swift actions, and swift actions are longer than immediate actions.

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