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ZeronosVega's Creation Index
#5
What does the Holy Dragoon give up for the spellcasting progression?

For the juggler, here's what I had before I got massively distracted. Feel free to use it, if you wish. If I ever get back to it, it will be a long time away. Keep in mind I designed it purely for the chemist.

Quote:Limit Break (Su): At 1st level, the fencer receives the Limit Break (Bombard)

Bombard (Su): This Limit Break allows the juggler to toss out bombs everywhere. For the duration of 1 round + 1 round per two juggler levels, the juggler can make and toss out bombs as an attack action instead of as a standard action (Thus allowing him to make a full attack with his bombs). Each bomb can be modified by different Chemist Discoveries or Juggler Tricks, as normal. Making a Bomb requires two hands, and as such they cannot be dual-wielded.

Bomb-Thrower (Ex): Add the character’s chemist and juggler levels together to determine the damage done by her bombs.

Juggler's Skill (Ex): A juggler is an adept showman, and gains a bonus to all sleight of hand checks equal to her level.

Juggle Trick (Ex): The juggler keeps multiple objects in the air, descending upon their hapless victims. As a standard action or part of the same action used to create and throw a bomb, the juggler can send another object at the same or another creature with a touch attack. Each juggle trick can be used a number of times per day equal to the juggler's dexterity modifier. The saving throw DC for all juggle tricks is 10 +1/2 the juggler's level + the juggler's dexterity modifier.

Ball (Ex): Two objects fly, but one's just a ball. It's heavier than it looks, and a stricken foe might find themselves confused. The target must make a fortitude save or be inflicted with the confused status for a number of rounds equal to the juggler's class level.

Choking Bomb (Ex): Whenever a juggler throws a smoke bomb, all living creatures in the resulting cloud must make a Fortitude save or become staggered by the choking black smoke for 1d4 rounds. The juggler can still decide to use a normal smoke bomb instead.

Gotcha Bomb (Ex): It looks like a bomb, and the ticking's getting louder. Enemies within 20 ft. of the gotcha bomb must make a will save or flee from the bomb for 1d4 rounds. The gotcha bomb is harmless, and explodes into a shower of confetti 5 rounds after thrown.

Knives (Ex): You throw some knives, but they're just a distraction. All foes within 20 ft. must make will saves or provoke an Attack of Opportunity.

Lemon Meringue (Ex): It's a pie in the face. The target of lemon meringue must make a reflex save or become blinded until they take a standard action to wipe the pie out of their eyes. Each round the foe moves without wiping the pie from their eyes, they must make a balance check (DC 10 + 1/2 the juggler's level + the juggler's dexterity modifier) or fall prone.

Molotov Cocktail (Ex): The juggler throws a bottle, which explodes into a fireball and causes the foe to panic and strike out wildly. Treat this as an Alchemist's fire; in addition, if the main target takes fire damage, he must make a will save or be inflicted with the berserk status for 1d4 rounds; Any creature that took splash damage must make a will save or be inflicted with the berserk status for 1 round.

Ring Toss (Ex): The enemy watches with dread as a harmless hoop flies through the air, settling around him and stopping his movements. The foe must make a Reflex save or be inflicted with disable for one round/level.

Smoke Bomb (Ex): This ability allows a juggler to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The juggler can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of 20 feet. Using this ability is a standard action.

Deft Fingers (Ex): Beginning at 3rd level, the juggler gains Deflect Arrows as a bonus feat, even if she doesn't meet the prerequisites.

Juggle-Fu (Ex): What goes up, must come down! As a standard action, a 5th level juggler can throw an item or a willing creature into the air; in 1 round/class level, the item or creature returns to earth and the juggler catches it automatically, no matter how far she has moved from her starting position; treat the item or creature as ascending by 10 ft./round for the first half of the duration, then descending 10 ft. round during the second half. The item or creature must be carried or adjacent to the juggler in order for her to throw it. A creature thrown into the air can act normally and is always directly above the juggler.

Confusing Pattern (Ex): A juggler of 7th level is a master of misdirection. When using the feint action, the juggler can choose to affect all creatures within 20 feet instead of one creature within melee range.

Sudden Toss (Ex): Beginning at 9th level, the juggler gains the Snatch Arrows feat, even if she doesn't meet the prerequisites. In addition, once per round when the juggler catches a returning weapon, he can throw the weapon again as a free action.

King Fool (Ex): Juggle-Fu now only takes a move action to perform, and can be performed on unwilling creatures as well (Reflex save DC 20 + the juggler's dexterity modifier). Finally, the juggler is considered one size category larger when using Juggle-Fu.

I like your juggling mechanic, by the way.
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Messages In This Thread
ZeronosVega's Creation Index - by ZeronosVega - 12-10-2012, 10:33 PM
RE: Juggler - by Nihilarian - 12-14-2012, 11:55 AM
RE: Juggler - by ZeronosVega - 12-14-2012, 01:09 PM
RE: ZeronosVega's Creation Index - by ZeronosVega - 12-14-2012, 08:03 PM
RE: ZeronosVega's Creation Index - by Nihilarian - 12-14-2012, 09:30 PM
RE: ZeronosVega's Creation Index - by ZeronosVega - 12-14-2012, 09:37 PM
RE: ZeronosVega's Creation Index - by Nihilarian - 12-14-2012, 10:27 PM
RE: ZeronosVega's Creation Index - by ZeronosVega - 01-08-2013, 11:08 PM

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