Creative Build Challenges: Week 3 [Ninjas]

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Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Sat Aug 17, 2013 10:38 am

I've been contemplating for a while if we should have somewhat weekly challenges to create builds for various characters.  Would be an interesting way to flex the system a bit to see whether certain things are possible and to see design different styles.  Most should have limiters in place ranging from sticking with a race or not using specific talent in order to add to the challenge aspect.  


Starting them up.  I'll be updating this as weeks go by.

Week 1:
  • Cheerilee
  • Gambler's Armor


Week 2:
  • The Planeteers (no entries)


Week 3:
  • Ninjas


Last edited by ZamuelNow on Fri Sep 06, 2013 11:38 am; edited 5 times in total
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Doc pseudopolis on Sat Aug 17, 2013 11:01 am

Why the heck not I say.

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  LoganAura on Sat Aug 17, 2013 12:35 pm

Maybe we can do something like:

Lv 10 Twilight Sparkle,
or
Character based around Super Sentai shows.
to add to the creativity?

I'd be a competitor not a judge >>

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Sat Aug 17, 2013 12:52 pm

I'm not even sure judging would be needed, especially since there's no prizes. There's also the fact that some characters have multiple variations. Many superheroes have fluctuated over time and some characters are simply open to varied interpretations due to lacking hard stats or having weird quirks.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  LoganAura on Sat Aug 17, 2013 12:53 pm

Ah, challenge sort of implied a competition to me, sorr.

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Doc pseudopolis on Sat Aug 17, 2013 3:39 pm

So more "can you build according to this concept?" as opposed to "Who can make the closest build to this concept?"

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Sat Aug 17, 2013 4:06 pm

More or less. Thinking of it as a group creative thinking exercise of sorts.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Hayatecooper on Sat Aug 17, 2013 6:59 pm

Heck yeah
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  LoganAura on Sun Aug 18, 2013 12:42 am

Reminds me of that create a character thing we did A looooooooooooooooooooooooooong time back.

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Mon Aug 19, 2013 1:35 am

Week 1

Two different parts to this challenge. The first is a character and the one in question is Cheerilee.  Originally I was going to do a non MLP character but I thought she'd be interesting since as an educator the options are a little more limited or take more creative thinking.  In an odd bit of design leniency, the only restrictions shall be that she has to have a cutie mark and the build should be Level 2.  The build has to actually feel like it's supposed to be Cheerilee (describe your choices) but that's a requirement for any of the character focused challenges.

Part two is solely for the combat minded.  Make a decently usable combat build using Gambler's Armor.  It's notorious for the danger of its -13 vulnerability but the +6 resistance can be put to use.  I made a gimmick build for it once that I'll probably post mid week.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Paper Shadow on Mon Aug 19, 2013 1:58 am

Too lazy to go into detail atm, but in a nutshell:

Cheerilee: High Knowledge and Horse-Sense, Standard Earth Pony Racials, Utility Stuff which involve bonuses to other players (e.g. Instant-Party and Dependable), Kindness Element, Non-Heal Support Combat Build. Training Diploma because she is a teacher, duh...

Gambler's Armour: Take something else instead Semi-Interrupt Build. The high resist will allow you to shrug off most attacks and save your pips for the big ones. Misdirection and Stunning Heron's Palm are the main things, Wheel of Fortune in case of pip shortage. Have some pip building move and a large nuke, most likely take Spellbook for more options. Lightning Reflexes and Who's The Tank work well...

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Mind Gamer on Mon Aug 19, 2013 2:04 am

As for Cheerilee's combat build, she's most definitely a cross Warlord/Cleric to me. Fits her status as a supportive leader. Plus, the image of her using Royal Command with her class is just perfect.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Hayatecooper on Mon Aug 19, 2013 4:26 am

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Doc pseudopolis on Mon Aug 19, 2013 8:38 am

Hmmm...Quick question: For just the combat thing is there a level requirement?
Week 01: Gamblers armour
Concept: The banana shield Solo Fighter:

(Half damage then half again, hard on the outside, soft and squishy on the inside)
Combat
Level 5/No party support

Combat Talents
[+3] Supercharge - Standard Attack
Deal 1d8 damage to yourself and flip a coin. If you win the flip, deal 1d10 damage to target enemy.
[+2] Muddle the Mixture - Standard Utility
You and target enemy are weakened until the end of your next turn. When you use this
ability flip a coin. If you win the flip, you gain an additional 2 energy. If you lose the flip, you are blinded (save ends).
[0] Heads I Win, Tails You Lose - Standard Utility [Created by Xel Unknown]
Flip a coin. If heads, you or target ally gains 2 energy. If tails, deal 1d8 damage to target creature and that creature is weakened (save ends).
[+1] Guarded Stance - Standard Utility
Until the end of your next turn, you take half damage.
[-2] Enfeebling Curse - Standard Attack
The target is weakened and suffers 5 ongoing damage (save ends both).
[-2] Guardian’s Shield - Interrupt Utility
Trigger - You would take damage from an attack
Effect - You take half that damage instead.
[-8] Red Requiem - Standard Attack
Target creatures loses 1d4 hp.
Target creatures loses 1d6 hp.
Target creatures loses 1d8 hp.
Target creatures loses 1d10 hp.
Target creatures loses 1d12 hp.
Equipment
Weapons

Defensive Blade - 1000 Gold
Weapon
Once per battle, you may use the following combat talent.

[0] Deflect Blow - Interrupt Utility [1/Battle]
Trigger - An enemy would deal damage to you.
Effect - You suffer only half that much damage instead.
Armour
Gambler’s Armor - 4500 Gold [Created by White Eyes]
Armor
You have Resist 6 and Vulnerability 13.
Lifebound Armor - 1000 gold
Armor
You gain regeneration 2.
Trinkets

Traits
Who’s The Tank?
You may equip two sets of armor instead of one. When you have resistance from another source, you may increase that resistance by 1.
Lightning Reflexes
Once per round, you may use a Reaction or Interrupt combat talent not granted from a trait or item for 1 less energy. This can’t reduce its cost to less than 0.
Persistent Hex
Enemies suffer a -3 penalty to saving throws against (save ends) effects that you bestow.
Special Ability
Crippling Strike
8: Blind target enemy (save ends)

10: Blind and weaken target enemy (save ends both)

12: Blind target enemy and it suffers vulnerability 3 and 5 ongoing damage (save ends all)
This build assumes the player will have no support from the party (That is to say not a tank) and as such was built to work solo. While this build does not affect the Gamblers armour vulnerability effect by Weakening the enemy and using a talent that blocks half the damage they can get an effective resist 28 from the combination of Gambler's armour and who's the tank?
On the side offence the only real damage option is Red Requiem which gets around the weakening self effect Muddle the mixture has, although Supercharge (More for PIP gain though, use Guardians shield or Muddle the mixture the turn before to minimise the chance of dealing damage your resist cannot) and Heads I win, Tails you lose (more for weakening the enemy) and can also deal damage while you're building up to it.

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Zarhon on Mon Aug 19, 2013 11:44 pm

As far as combat goes, the Gambler's armor most likely fits best with:
Combat stuff:
- Adrenaline Rush (guaranteed to trigger off of any damage, and with the "Sleight of Hand" coin re-toss trait, a fairly good chance of getting a pip from any attack)
- Any of the "deal damage when KO'd" abilities, items, or traits.
- Reactions, interrupts and status effects that trigger from your damage - Barter in Blood, slashback, vengeance is mine...
- Who’s The Tank? (another useful armor, and you boost your resist!) + either Armor of Energy Storing (No pip loss from KO) OR Armor of Unholy Vengeance (super damage on a KO).
- Falling with Style, to boost allies when KO'd.
- The Tough trait (40 max hp to take at least another hit) trait, coupled with the "Never Say Die" and "Die Another Day" to ensure you don't get killed or knocked out of the fight early.
- An ally with "Shielding Presence" is ideal.

As for her actual combat role, she's either a:
1) Often-KO'd tank that either completely nullified damage (all the defense traits), or turns KOs to her advantage (can self-revive with phoenix stuff and hits hard when KO'd).
2) A healer/supporter that buffs and heals allies (pacifist, temporary hp, resist granting...).
3) A combat controller, decked with stuff that outright negates enemies attacks and makes the rest of the team's job simpler (dazing effects, domination, stuns, blinds, confusion and re-targeting abilities, draining enemy pips, putting enemies all adjacent to each other...).

As far as utilities go, Cheerilee can have any of the following:
Potential utilities/racials:
- Kindness or Generosity.
- Anything that provides bonuses to others or assists aiding (the stare, yeehaw, team player...).
- Many tongues (talk with anything).
- Anything that grants rerolls to others (e.g. awesomeness, to prevent a blunder of a foolish student).
- Dirty look/hex (teacher scolding!).
- Call out (summon class from recess).
- Pinkie Promise (for anyone trying to cheat their exams).
- Illusionary Mask (everyone likes her as a teacher, and she's perpetully cheerful).
- Spike, take a letter (to send parents report cards, and letters on their pupil's progress).
- Enchanting: Arcane Alarm (recess bell, anyone trying to sneak out of class), Arcane Lock (to keep the grades-book safe), Traveler’s Mantle (for students caught without their coats in a blizzard.
- Zone of Truth (excellent for seeing if they did that book report or not!
- Mind of it's own (so you can actually have an eye on the back of your head!).
- Detect Thoughts (seeing if students are lying / did their homework).
- Magical Tricks (purely to summon tools and otherwise give yourself schooling equipment/effects for better teaching).

So for a utility/racial pick at lvl 2, it would probably be:
Cheerilee Racials/Utilities:

Attack The Day! (2)
Cutie Mark (2)
Pack Mentality (3)
Sharp Eyes (1)
-Spike Letter
-Dirty Look
-The Stare
-Awesomeness
-Illusionary Mask
-Most Dependable of Ponies
*Generosity
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Tue Aug 20, 2013 2:00 am

Doc pseudopolis wrote:Hmmm...Quick question: For just the combat thing is there a level requirement?
Nope.

Also, Cheerilee doesn't need to have the Gambler's Armor. It's two separate challenges though there's nothing wrong with combining them if you want.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Doc pseudopolis on Tue Aug 20, 2013 6:26 pm

Concept:

Combat
Level 5/Required party support
Combat Talents
[+2] Muddle the Mixture - Standard Utility
You and target enemy are weakened until the end of your next turn. When you use this
ability flip a coin. If you win the flip, you gain an additional 2 energy. If you lose the flip, you are blinded (save ends).
[+1] Guarded Stance - Standard Utility
Until the end of your next turn, you take half damage.
[-1] Blood Pact - Minor Utility
For the rest of the battle, at the beginning of your turn, you gain 1 energy and then lose 1
HP for each energy you have.
[-2] Enfeebling Curse - Standard Attack
The target is weakened and suffers 5 ongoing damage (save ends both).
[-2] Defender - Interrupt Utility
Trigger – An ally is targeted by an attack.
Effect - The triggering attack hits you instead.
[-2] Guardian’s Shield - Interrupt Utility
Trigger - You would take damage from an attack
Effect - You take half that damage instead.
[-2] Roar of Challenge - Minor Utility
Target creature and all creatures adjacent to it are subjected to your “Roar of Challenge” until the end of your next turn. A creature subjected to your, “Roar of Challenge” deals half damage on attacks that do not include you as a target.
[-6] Never Stay Down - Interrupt Utility
Trigger - You fall unconscious
Effect - At the beginning of your next turn, if you are still alive, you regain 2d8 hit points and may take an extra standard action.
Equipment
Weapons

Armour
Gambler’s Armor - 4500 Gold [Created by White Eyes]
Armor
You have Resist 6 and Vulnerability 13.
Trinkets
Energizing Amulet - 2000 Gold
Trinket
At the start of your turn, if you have less than 4 energy, you may gain 1 energy.
Traits
Rapid Recovery
At the beginning of your turn, if you have less than 4 energy you gain 1 energy.
Mark of Defense
You gain the following combat talent.
[0] Mark of Defense - Minor Utility
Target creature is subjected to your, ‘challenge’ until the end of your next turn. Once per round, when a creature that is subjected to your, ‘challenge’ makes a single target attack against an ally, you may have the attack target you instead. A creature cannot be challenged by more than one creature at a time and a new ‘challenge’ supersedes the first.
Fast Gambit
You may make an additional minor action each turn, but you cannot use it to make attacks.
Special Ability
Knight’s Presence
8: You gain resist 5 until the end of your next turn and target enemy must attack you on its next turn.

10: Up to two target allies cannot be attacked until the end of your next turn.

12: Halve all damage target ally takes for the rest of the battle.
This build functions similar to the solo fighter build in that it utilises effects that force the enemy to deal half-damage and allow the user to half incoming damage to effectively quadruple the resist granted by the gambler’s armour. Unlike the previous build it requires party support and acts as a dedicated tank, being with a party allows the use of the inspiring presence traits to increase the amount of resist possessed (going by shielding presence granting 2 extra resist each instance increases the minimum damage to actually deal damage by 8 ). Requirements from party: Healing. Recommended: Shielding presence, PIP boosters for interrupts, additional weakening save-ends.


Last edited by Doc pseudopolis on Wed Aug 21, 2013 5:54 am; edited 1 time in total

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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Tue Aug 20, 2013 11:35 pm

Life on the edge...

This bit of random insanity came from a moment where I was curious about what would happen if Gambler's Armor and Granite Axe. Along with the Who’s The Tank? trait you're sitting on 8 resistance before you get to damage halving options. From there, it's just a load or re-rolling option and temp HP so that you can just spam Strength of Stone. The other utility talents were casually picked but not focused on and it would love teammates with the new Crescendo. It's still dangerous to use but it's a weird way to get two mediocre options to be useful.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Sat Aug 24, 2013 9:33 pm

Had expected the challenge to possibly open up a bit of suggestion about the submitted builds but admittedly this was a little basic. I'll update with something more complex tomorrow but I'm curious if people think these should stay up a full week or not.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Mon Aug 26, 2013 1:28 am

Week 2

While Captain Planet certainly has a fair bit of infamy, the show has its fans and it's an example of the Five Man Band.  This week's challenge is to build The Planeteers.  This is something of a what if, designing them some years down the line as opposed to near the beginning when they got the rings.  Restrictions for this week:

  • Level 9
  • Must build all five as a team:
    • Kwame (Earth)
    • Wheeler (Fire)
    • Linka (Wind)
    • Gi (Water)
    • Ma-Ti (Heart)

  • Must use the LL racial build for humans
  • Level 3 Boon is All Aboard! (representing the Geocruiser or Eco Sub)


I do wonder how these will be since there's any number of interpretations of the team based on people's view of the show.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  ZamuelNow on Fri Sep 06, 2013 11:53 am

The previous week was so unpopular to not even get a "that sucks" but I'll admit that building a full team at higher levels has a number of difficulties. This week I'm moving it back to singular entries and changing it to Ninjas. It can be either a named character like Donatello, Snake Eyes, Ryu Hayabusa, or perhaps a basic concept of a ninja designed to fit specific roles in a clan. Can be any level and while more focused on utility builds, this can include the combat half and any boons/destinies that would be available at higher levels. This week's challenges/restrictions are that it can't have Focused Evolution and that it must be a racial build from either the AoH or LL documents though it can be any of the races and reflavored as needed.
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Re: Creative Build Challenges: Week 3 [Ninjas]

Post  Doc pseudopolis on Fri Sep 13, 2013 10:15 am

Somewhat more historical ninja (Disguise and misdirection, level 1)
Attributes and racials (High Precision and Horse-sense):
Brawn: 5   Athletics: 5    Endurance: 5
Precision: 9   Acrobatics: 12 T    Stealth: 12 T    Mechanics: 12 T
Knowledge: 5    Arcana: 5    History: 5    Heal: 5
Horse-Sense: 9   Perception: 12 T    Persuasion: 14 ES    Streetsmarts: 9

Racials:
Mimicry (1)
You can make your voice sound like anyone or anything.

Cultural Knowledge (1)
You gain the Freaky Knowledge utility talent.
Freaky Knowledge (Self disguise and espionage)
Choose two very specific areas of interest such as sewing, fishing, animal-care, rodeos, bartering, lock-picking, the history of a particular town or something similar. Gain a +5 bonus to skill checks involving these specific areas of interest. This talent can be taken multiple times, though you must choose different areas of interest each time.

Expert Skill (2)
Characters of this race may choose one of their skills as their area of Expertise. This becomes their Expert Skill, giving them a +5 bonus to checks of that skill. In addition to the +5 bonus it provides to that skill – rolling a natural 20 on one of those skill checks results in them achieving a Spectacular Success… A Spectacular Success makes normal Critical Successes look tame by comparison. For example, a Critical Success in trying to pick a guard’s pocket might nab you his coin purse or even his blade without his notice. A Spectacular Success might let you strip him of his armor without him being any the wiser.

Untraceable (2) - At Will
Your race is a slippery folk. Your features and identity blur in the minds of others, making you very hard to pin down. Whenever you like, you can choose a creature that you can see. For the next month, that creature finds it nearly impossible to describe your appearance to others or remember what your name is. They still remember all your actions and will recognize you if they see you again, but can’t seem to give a description of you to anyone that might ask.

Naturally Skilled (2)
Characters of your race gain an additional utility talent at character creation. You may take this racial trait multiple times.
Utilities, sans element:

Art of the Dress – Magic
Preparation Time: 5 Minutes
You may change the appearance of up to six creatures. For the next four hours they each appear as a similarly-sized creature of your choice.

Cunning Disguise
Preparation Time: 10 minutes
Spend the preparation time studying a medium-sized creature. Once you have done so, that creature becomes your ‘mark’. You may add half of your Perception or Persuasion modifier (whichever is higher) as a bonus to any skill checks you make to impersonate that creature. You may only have one ‘mark’ at a time.

You Don’t Know Where It’s been - At Will
You can quickly hide any item smaller than yourself upon your person, making the object nigh-impossible to find. Make a stealth check with a +15 bonus. The result becomes the DC for a perception check to beat in order to find the item. You can only have one such concealed item on your person at a time.

Stealth Mode – 3/Day
Preparation Time: 5 Seconds
You become invisible for the next five minutes or until you attack. While you are invisible, you gain a +10 bonus to your stealth checks.

I’ve Read A Lot About it [Created by Philladelphus]
You gain training in two additional skills. You may take this talent multiple times.

Enchanting - 3/Day
When you select this utility talent choose up to four of the following enchantments. When you activate this utility talent, you may activate one of the enchantments you chose this way. You may take this talent multiple times, choosing different enchantments each time.
Amphibious Travel - Enchantment
Preparation Time: 10 minutes
You enchant a vehicle of any size. Anyone on board the vehicle gains the ability to breathe underwater and the vehicle can move through water as easily as if it were moving in its intended environment. This enchantment vanishes after 24 hours.
Climber’s Grip - Enchantment
Preparation Time: 10 seconds
You and up to five allies gain a +10 bonus to skill checks made to climb or hold onto surfaces for the next hour.
Thief’s Tool - Enchantment
Preparation Time: 5 seconds
Enchant a small lockpick-shaped object you’re touching. For the next ten minutes, the object gives anyone holding it a +5 bonus to picking locks.
Untraceable - Enchantment
Preparation Time: 5 seconds
You and up to five target allies leave no trace of your presence for the next five minutes (you leave no fingerprints, no magical impressions, no tracks etc.).
Combat:
Combat coming later.

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