Toa (Work in Progress)

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Wiseman
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Toa (Work in Progress)

Post by Wiseman »

Toa
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Unity! Duty! Destiny!
Toa are legendary warriors and heroes. Each possesses formidable martial might as well as wielding the power of an element. They also wear masks that grant them an additional variety of powers and abilities.

Hit Die: d10
Saves: 2 good, 1 poor.
BAB: Good
Skills: 4+int
Alignment: Most are Lawful Good, though nothing requires them to be.


Weapons and Armor: Toa are proficient in all simple and martial weapons, plus a Toa Tool (see below).

Destiny: A matoran who takes a level in Toa becomes medium sized. No alteration to their ability scores or natural armor occurs, just the size change.

Element: Each Toa wields the power of an element, which influences which Toa abilities are avaliable to them. The elements and basic effects that come with them are listed below.

Fire ("Ta")
1: Immunity to Fire and can breathe lava, smoke, and fumes easily. Gains Pyrokinisis as a bonus feat.
2: Ignite: As a standard action, the Toa of Fire may cause an object or creature within medium range line of sight to catch fire, taking 1d6/3 levels (round up) fire damage/round.
3: Flame Aura: A Toa of Fire may let loose an aura of flame, engulfing all squares up to 5ft. beyond their natural reach, dealing 1d6/2 levels fire damage.
4: Fire damage ignores resistance, and deals half damage against creatures with immunity.
5: May see through smoke, steam, mist and fog as if it wasn't there.
9: Sculpt Flames: A 9th level Toa of Fire can create delicate shapes and walls made of fire. The Fire is fully shapeable, but cannot pass through more than 2 squares per level. Any creature passing through a square with fire in it suffers 1d6 of fire damage per level. A creature which is in a square that is being filled with fire is entitled to a Reflex Save (DC 10 + ½ Level + Charisma Modifier) to move to the nearest non-flaming square as an immediate action. These fires persist for 1 round per level. Alternately, the Fire Mage can replicate a wall of fire which persists for 1 minute per level.
10: Healed by fire on a point for point basis.
12: Bonds of Fire (Sp): A 12th level Fire Toa can craft solid fire and entrap a victim in it. The bonds will immobilize a creature which fails a Reflex Save (DC 10 + ½ Level + Charisma Modifier), and will entangle the creature unless it succeeds in its save by more than 5. A creature can attempt to escape by taking a Full round action to make a Strength or Escape Artist test with a DC equal to the Use Rope Skill Result of the Fire Mage. The victim suffers 20 points of Fire Damage per round, and the bonds of fire last until the victim escapes or the Fire Mage dismisses them.

Water ("Ga")
1: Gain swim speed equal to land speed. May use a supernatural Create Water at will.
2: May use a supernatural Water Shield at will. Gains the Drench ability of a water elemental.
3: May use a supernatural Crashing Wave at will.
4: May use Control Water at will. May use Quench at will.
5: Swim speed becomes twice land speed. Movement and actions are not hindered by being underwater.


Ice ("Ko")
1: Immunity to Cold, Snowsight
3: Movement not impeded by snow or ice.
Cold Aura: A Toa of Ice may let loose an aura of cold, engulfing all squares up to 5ft. beyond their natural reach, dealing 1d6/2 levels cold damage.
4: Cold damage ignores resistance and deals half damage to creatures with immunity.
5: Ice Walking: May cling to icy surfaces as if by Spider Climb, but may keep hands free.
8: Ice Glide equal to land speed.
9: Control Weather at will, but may only create Winter weather, regardless of season.
11: May use Blizzard (Frostburn) at will as a supernatural ability.

Stone ("Po")
1: DR3/-, Stonecunning as dwarf, May use Magic Stone at will.
3: Not affected by difficult terrain caused by stone.
5: Stone Control: May use Telekinisis at will, but limited to objects or creatures made of stone or sand.

Earth ("Onu")
1: See in darkness of any kind (even magical darkness). Always intuit how deep undergound they are. Burrow speed equal to half land speed.
4: Burrow speed equal to land speed.
5: Earth Control: May use telekinisis at will, but limited to objects or creatures made of earth or dirt.
7: Melee attacks ignore material DR and hardness less than own level.

Air ("Le")
1: Always under featherfall effect (Ex).
3: May use Gust of Wind at will.
5: May glide equal to land speed, dropping 5 feet for every 30 feet glided. May use a supernatural Gale Force at will.
6: Under a constant (Su) Control Winds.

Shadow ("Kra")
1: May see in any darkness, even magical darkness. May use Shadowplay at will.
5: In shadowy illumination gains total concealment. In complete darkness, still retains concealment even against creatures with darkvision (but not see in darkness). May use Shadow Conjuration and Shadow Evocation 1/day.
7: May use Shadow Evocation and Shadow Conjuration at will.

Plantlife ("Bo")
1: Movement not impeded by difficult terrain caused by plants.
3: M
4: May use a supernatural Plant Growth and Diminish plants at will
5: Braciation speed equal to land speed.
7: Fast Healing 3

Light ("Av")
1: May generate light like a daylight spell. Immune to Light Damage
3: Light damage ignores resistance and deals half damage to creatures with immunity.
6: Immune to being blinded.

Electricity ("Vo")
1: Immune to electricity.
3: Electricity damage ignores resistance and deals half damage to creatures with immunity.
Shock Aura: A Toa of Electricity may let loose an aura of lightning, engulfing all squares up to 5ft. beyond their natural reach, dealing 1d6/2 levels electricity damage.

Iron ("Fe")
1: DR3/-
5: Hardness 5
5: Metal Control: May use telekinesis at will, but limited to objects or creatures made of metal.
10: Treated as object with hardness equal to level for purpose of taking damage.

Magnetism ("Fa")
1: May always intuit which direction is north.
5: Magnet Grip: May use a supernatural Telekinesis at will, but only on ferrous objects or creatures.

Gravity ("Ba")
1: Ignore negative effects of gravity.
10: Always act as if under subjective gravity.

Sonic ("De")
1: Immune to Sonic.
2: May use a supernatural Control Sounds at will.
3: May use Shatter 1/hour.
4: Ignores sonic damage and deals half damage to creatures with immunity.

Psionics ("Ce")
1: +3 to will saves

Kanohi Mask (Su): Kanohi masks are heavily intertwined with Toa. Each Toa starts play with one Kanohi mask and gains more through adventuring. Should a Toa possess multiple Kanohi masks, they may switch between them, instantly losing attunement to one, and re-attuning to the new mask as a move action.

Toa Tools:

Kanohi Mask Mastery: At 10th level, a Toa gains more control and power over Kanohi. They gain access to the Kanohi's mastery ability.

Nuva: Also at 10th level By concentrating, a Toa they can allow all allies within close range to share the power of the Kanohi mask, as if they were wearing it.

Nova Blast (Su): At 17th level, a Toa may expend all of their elemental energy in a massive and devastating blast with a radius of 1 mile per level. Each effect is different depending on the Element of the toa.
Fire: Everything takes 10 points of fire damage per level.
Water: The

Toa Powers: All Toa have elemental powers that they learn to harness in a variety of ways. Toa powers are ranked 1-5, with access to rank 1 powers at level one, rank 2 at level 3 and so forth. A Toa knows 3 starting. Any Save DC's' are 10+1/2level+highest of int/wis/cha. Toa powers are usable at will unless stated otherwise. They are formatted as such:

Name
Rank
Availability:
Activation Time:
Range:
Area:
Targets:
Duration:
Saving Throw:


Toa Bolt
Rank 1
Availability: All
Activation Time: Standard Action
Range: Close Range
Duration: Instantaneous
Saving Throw: None

The Toa projects their element towards a target, dealing 1d6/level damage. What damage this can be depends on the element, it may be one of them or half between two.
Fire: Fire, Bludgeoning
Air: Slashing, Bludgeoning, Piercing
Water: Bludgeoning
Ice: Piercing, Cold, Bludgeoning
Stone: Bludgeoning, Piercing, Slashing
Earth: Bludgeoning, Slashing, Piercing
Iron: Bludgeoning, Slashing, Piercing,
Plantlife: Bludgeoning, Piercing, Slashing, Acid
Electricity: Electricity
Magnetism: Bludgeoning, Piercing, Slashing, Electricity
Psionic: Force, Bludgeoning
Light: Light
Gravity: Bludgeoning,
Shadow: Slashing, Piercing, Bludgeoning
Sonic: Bludgeoning, Sonic

Obscure
Rank 1
Availability: Fire, Air, Water, Ice, Earth, Light, Shadow
Activation Time: Standard Action
Range: Medium
Area: 20ft.
Duration: 1 minute
Saving Throw: N/A

The Toa uses their element to obscure sight, granting all creatures in the area 20% concealment.

Illumination
Rank 1
Availability: Fire, Light, Electricity, Plantlife, Psionics, Earth
Activation Time: Standard Action
Range: Self
Area: See Text
Targets: Self
Duration: Concentration
Saving Throw: None
The toa uses their element to illuminate the area, providing light equal to double that of a torch.
Special: A Toa of Light sheds light equal to double the range of a Daylight spell.

Trick
Rank 1
Availability: Light, Psionics, Shadow
Activation Time: Standard Action
Range: Long
Area: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will Disbelief
This duplicates the effect of Silent Image

Slick
Rank 1
Availability: Air, Water, Stone, Shadow, Gravity, Ice,
Activation Time: Standard Action
Range: Medium
Area: 10ft.
Duration: 1 minute/level
Saving Throw: Reflex Negates
By creating slippery or unstable terrain the Toa duplicates the effects of Grease.

Trip
Rank 1
Availability: Air, Water, Ice, Stone, Earth, Iron, Plantlife, Magnetism, Sonics, Psionics, Gravity, Electricity
Activation Time: Standard Action
Range: Close
Targets: 1/level
Duration: -
Saving Throw: Reflex negates

The Toa uses their element in an attempt to knock an opponent off balance. If the fail a reflex save they are knocked prone. If they succeed by 5 or less, they suffer a -2 circumstance penalty to reflex saves for 1 round.

Speed
Rank 1
Availability: All
Activation Time: Standard Action
Range: Self
Targets: Self
Duration: Concentration
Saving Throw: N/A
The Toa uses their element in some bullshit way to increase their land speed. For the duration, they gain a +5/level bonus to their land speed.
Special: A Toa of Water may increase their swim speed in the same manner. A Toa of Air may increase their fly speed (if they have one) in the same manner.

Coat
Rank 1
Availability: Fire, Ice, Earth, Stone, Plantlife, Iron,
Activation Time: Standard Action
Range: Close
Area: 5ft./level cone
Duration: Instantaneous
Saving Throw: Reflex Negates
The Toa uses their element to coat the area in particles. Concealment due to illusions is negated.

Entanglement
Rank 2
Availability: Ice, Stone, Earth, Iron, Plantlife, Gravity, Shadow
Activation Time: Standard Action
Range: Medium
Area: 40ft.
Duration: 1 round/level
Saving Throw: Reflex
The Toa uses their element to entrap creatures in the area. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the element once again attempt to entangle all creatures that have avoided or escaped entanglement.

Stunning Impact
Rank 2
Availability: All
Activation Time: Standard Action
Range: Melee
Duration: 1 Round
Saving Throw: Fort Negates
As part of activating this ability, the Toa makes a melee attack. If it hits, they deal an extra 2d6 damage based on their element. In addition, the target struck must make a Fort Save or be stunned for 1 round.

Conceal
Rank 2
Availability: Fire, Ice, Wind, Earth, Shadow, Psionics, Light, Sonics,
Activation Time: Standard Action
Range: Self
Targets: Self
Duration: 1 round/level
Saving Throw: none
The Toa uses their element to grant themself 20% concealment for the duration.


Temporary Creation
Rank 2
Availability: Ice, Stone, Earth, Iron, Plantlife, Psionics, Magnetism, Shadow
Activation Time: 1 Round
Range: Close
Duration: Concentration
Saving Throw: None

The Toa uses their element to create or assemble something solid. The created object can be no larger than a 1 foot diameter per level and is made out of their element. Attempting to create complex objects might call for a skill check.

Elemental Wave
Rank 2
Availability: All
Activation Time: Standard Action
Range: See Text
Area: See Text
Duration: Instantaneous
Saving Throw: Reflex Half
The Toa projects their element in a cone out to 5ft./level, dealing 1d6/level damage of a type according to Toa Bolt. Creatures in the area may make a reflex save for half damage.

Blind
Rank 2
Availability: Fire, Shadow, Air, Light, Psionics, Earth, Electricity, Plantlife
Activation Time: Standard Action
Range: Close
Area:
Targets: 1 creature per 3 levels.
Duration: 1 round/level
Saving Throw: Fort Negates
The Toa uses their element to cause a creature to become blinded for the duration, unless it succeeds on it's fort save.

Confuse
Rank 3
Availability: Fire, Air, Magnetism, Psionics, Light, Shadow, Sonics, Plantlife, Stone, Gravity, Electricity,
Activation Time: Standard Action
Range: Close
Targets: 1 creature
Duration: 1 round/level
Saving Throw: Will Negates
The toa uses their element to mess with a creatures sense of balance/perception/self whatever. The target becomes confused for 1 round/level unless they make a will save. If they succeed on the save, they cannot be affected by this ability again for 24 hours, unless they are subsequently damaged by the toa.

Push
Rank 3
Availability: Water, Air, Stone, Earth, Psionics, Sonics, Magnetism, Iron, Gravity
Activation Time: Standard Action
Range: Close
Duration: Instantaneous
Saving Throw: None
The Toa uses their element to force the target to move in a direction of their choice. The target is bull rushed. The Toa uses the highest of their mental ability scores in place of strength, and does not move with the target.

Drain
Rank 3
Availability: Fire, Air, Ice, Psionics, Gravity, Sonics, Shadow, Electricity,
Activation Time: Standard Action
Range: Close
Duration: Instantaneous
Saving Throw: Fort Negates
The Toa uses their element to cause one target to become fatigued unless they succeed on a fort save. Applying this ability to a target who is already fatigued causes them to become exhausted.

Elemental Burst
Rank 3
Availability: All
Activation Time: Standard
Range: Long
Area: 20ft. Burst
Duration: Instantaneous
Saving Throw: Reflex Half
The Toa creates a powerful explosion with their element, dealing 1d6/level damage of a type according to Toa Bolt in a 20ft. burst.

Elemental Beam
Rank 3
Availability: All
Activation Time: Standard
Area: Line 10ft./level
Duration: Instantaneous
Saving Throw: Reflex Half
The Toa creates a powerful explosion with their element, dealing 1d6/level damage of a type according to Toa Bolt in a 10ft./level line.

Elemental Vortex
Rank 4
Availability: All
Activation Time: Full Round Action
Range: Medium
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level
Saving Throw: Reflex negates
The toa uses their element to duplicate the effect of Whirlwind, however, the damage is based on their Element, as per Toa Bolt.

Animate Element
Rank 4
Availability: All
Activation Time: Full Round Action
Range: Medium (100ft.+10ft./level)
Targets: Objects of the appropriate element
Duration: 1 minute/level
Saving Throw: N/A
The Toa shapes and brings their element to life! This duplicates the effects of Animate Objects though only animating objects out of their element. As they are shaping the objects to their desires, they may add any 2 special abilities to their animated object. They may have a total encounter CR's worth of animated objects equal to their character level-2 at one time, and may not make any of the objects permanent. If the animated object is made out of a damaging substance, then with each melee attack or grapple or contact, the animated object deals half that damage.



So this is very much a work in progress, feedback and ideas are very appreciated.

Things to do:
Figure out how to make Toa Tools work.
More comprehensive toa powers (summoning? more spell duplication?)
Maneuvers?
Extend base elemental abilities
Possibly some gimmick based around unity
Last edited by Wiseman on Wed Aug 05, 2020 9:16 pm, edited 6 times in total.
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Post by Shrapnel »

Would there be some mention of the oft-forgotten fact that a group of three Toa can combine to form a super-Toa?
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Post by Wiseman »

I considered it. There's mechanics for fusion in official content and homebrew. However, thinking about Kaita is a long way off.


These were made for the Toa class though Kanohi function for most creatures able to wear masks. Note: Nuva applies to the 10th level class feature of the Toa. Not relevant for most creatures.


Kanohi
Kanohi are legendary masks that grant their wielder special powers depending on the type of mask. Creatures with only levels in an NPC class or who have a single hit die of humanoid cannot make use of Kanohi masks, though when wearing one, they can still sense that the mask is magical.

A Kanohi is effectively a Lesser Magical Item in terms of pricing (4000gp). They can be made with an appropriate Craft check like a lesser magic item.

Any Save DC's are calculated by default as 10+1/2level+highest mental ability.


Hau: The Mask of Shielding grants it's wearer a +1/3 levels deflection bonus to AC that doesn't apply if the wielder is flatfooted. As a standard action, the wielder can create a Resilient Sphere centered on themself that lasts until the beginning of their next turn.
Nuva: 1/hour the wielder may create a Wall of Force (as the spell).

Kaukau: The Mask of Water Breathing grants it's wearer the ability to breathe water.
Nuva: The wearer does not need to breathe.

Miru: The Mask of Levitation allows it's wearer to duplicate the effects of Levitation at will, at a caster level equal to their character level/CR.
Nuva: The wearer gains a fly speed equal to twice their land speed.

Kakama: The Mask of Speed grants it's wielder a +10 bonus to speed per level. The wearer may run at 10 times their speed indefinitely (in any move speed).
Nuva: The wearer instead gains a +20 bonus to their speed per level. The wearer may run at 100 times their speed indefinitely. Additionally, they may vibrate their molecules to phase through solid material with a hardness less than their own level. However they must end their movement in open space or else they are bounced back to where they entered and suffer 5d6 damage and are stunned for 1 round.

Pakari: The Mask of Strength grants it's weilder a +1/3 levels (round up) bonus to their strength score. They also gain powerful build, being treated as 1 size category larger may wield weapons designed for a creature of this size without penalty. They are treated as larger for the purposes of everything except ability scores, natural armor and reach. They are also treated as a quadruped for the purposes of carry capacity. They suffer no reduction in speed for carrying a medium or heavy load.
Nuva: The wearer is treated as 1 size category larger per 5 levels (round up) for the purposes of powerful build.

Akaku: The Mask of X-Ray Vision allows its wearer the ability to see into and through solid matter on command. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
Nuva: The X-Ray vision goes out to line of sight, though the penetration distance remains the same.

Huna: The Mask of Concealment allows it's wearer to duplicate the effects of Invisibility as supernatural ability as a standard action on themself only.
Nuva: The wearer may duplicate Greater Invisibility.

Rau: The Mask of Translation grant's it's wearer the constant effect of Tongues and Comprehend Languages.
Nuva: The wearer is under a constant Speak with Animals and Speak with Plants.

Mahiki: The Mask of Illusion grants it's wearer Major Image and Disguise Self at will as supernatural abilities.
Nuva: They gain mirror image as well.

Komau: The Mask of Mind Control grant's it's wearer Suggestion at will as a Supernatural Ability.
Nuva: The wearer gains dominate monster, at will, but may only have 1 dominated target at a time.

Ruru: The Mask of Night Vision grant's it's wearer the ability to see in any kind of darkness as easily as daylight (even magical darkness).
Nuva: The wearer automatically disbelieves any shadow illusion as per true seeing.

Matutu: The Mask of Telekinisis grant's it's wearer Telekinisis at will as a supernatural ability save that they may not perform the violent thrust option.
Nuva: They may perform the violent thrust option.

Calix: The Mask of Fate allow's it's wearer to reroll any die roll they make 1/minute.
Nuva: They may perform this once per round.

Elda: The Mask of Detection grant's it's wearer Blindsense out to 30ft and Uncanny Dodge.
Nuva: The wearer gains Blindsight out to 60ft and Improved Uncanny Dodge.

Suletu: The Mask of Telepathy grant's it's wearer Telepathy out to medium range.
Nuva: The wearer gains telepathy out to twice long range.

Sanok: The Mask of Accuracy doubles any range increments of the wearer and halves any penalties for firing out to those ranges. Once per round, the wearer may reroll one missed attack roll.
Nuva: The wearer may reroll any attack that misses once.

Iden: The Mask of Spirit allows it's wearer to project their spirit from their body. Their body becomes helpless. Their spirit appears on the Ethereal Plane and may not leave the Border Ethereal. They can move a maximum 1 mile per 2 levels (round up) away from their body, though the wearer may effectively Greater Teleport throughout this area. Their spirit form may not attack, use any elemental or other mask powers, or take any standard actions. Ending this effect is a free action. If their spirit form is slain, they are immediately forced back into their body and wake up exhausted and sickened for 1 hour. If their body is slain, they die.
Nuva: The wearer may take 1 specific standard action. By touching a creature while in spirit form they may attempt to possess them, (against an unwilling creature who is aware of the wearers presence a melee touch is required). A will save negates this, and prevents them from being affected by this particular Iden mask for 24 hours. This can affect mindless creatures, creatures without souls, and constructs. Mindless creatures and constructs without an Int score do not receive a save for this ability. While possessing a creature, the only actions that can be taken are Control and Depart.

Arthron: The Mask of Sonar improves it's wearers listen skill by +1/3 levels (round up) enhancement bonus. They also suffer a -1 penalty per 100 feet of distance instead of 10.
Nuva: The wearer gains Blindsight and Tremorsense out to 60ft.

Faxon: The Mask of Kindred grant's it's wearer specific abilities depending on their environment. Jungle/Forest: The wearer gains a brachiation speed equal to their land speed. Aquatic: Gain's a swim speed equal to their land speed. Underground: Darkvision out to 60ft. Desert: Fire Resist 10 Arctic: Cold Resist 10, Plains/Fields: +10 to move speed.
Nuva: Double all the parameters.

Zatth: The Mask of Summoning grants it's wearer the ability to use Summon Monster (as a 2nd level spell minimum at will, but only to summon creatures of the Animal or Vermin type. Every 2 levels after 3rd the Summoning increases by a level.
Nuva: The wearer may summon non-draconic magical beasts as well.

Garai: The Mask of Gravity grant's it's wearer the ability to manipulate gravity out to close range, creating the effects of Light or Heavy gravity. Every 3 levels past first the wearer may increase the intensity by one step.
Nuva: The wearer may focus their abilities on one target. If they fail a fort save they are treated as lifting double their maximum load (no dex to AC, 5ft move speed, no flight) or any lesser load for 1 round/level. If the succeed they are merely treated as being under a heavy load for 1 round.

Volitak: The Mask of Stealth improves it's wearers Hide and Move Silently skills by a +1/3 levels (round up) enhancement bonus.
Nuva: The wearer gains total concealment in areas of dim illumination or less. Against creatures with darkvision, they still have 20% concealment.

Tryna: The Mask of Reanimation allows it's wearer to use Animate Dead as a supernatural ability at will. Normal control limits apply.
Nuva: The wearer may use Create Undead and Create Greater Undead as well.

Jutlin: The Mask of Corruption allows the wearer to duplicate the effects of Rusting Grasp at will as a supernatural ability.
Nuva: The 1/minute wearer may use disintegration with a melee touch as a supernatural ability.

Avsa: The Mask of Hunger allows the wearer to drain the strength from a designated creature within close range. The creature must make a fort save. If it fails, they take 1d6 strength damage, and the wearer gains this strength for 1 minute per level. Their bonus to strength from this ability cannot rise higher than +10 (though they can still keep draining). Nuva: Any creature who suffers strength damage suffers the effects of Crushing Despair and is Staggered until the damage is healed.

Felnas: The Mask of Disruption can interfere with the wearers enemies abilities. By making a melee touch attack, the wearer may activate one of the targets magical abilites, making them cast a spell, activate a power, or use a supernatural or spell-like ability or similar that the target can use as a standard action or less. The wearer decides any parameters and decisions about the usage of this ability (targeting, selections the ability makes, variations of the ability available, ect). A will save negates this effect.
Nuva: This ability can be used out to close range.

Shelek: The Mask of Silence allows the wearer to make a creature within close range muted rendering them deaf and/or incapable of making any sound for as long as they concentrate. They may also create a Silence effect at will.
Nuva: The Muting effect goes out to medium range and may instead last for 1 round/level, however, they receive a will save to negate the effect in this case.

Pekhui: The Mask of Diminishing allows the wearer to shrink 1 size category per 5 levels (round up) as a standard action.
Nuva: Regardless of how small the toa shrinks, their Strenth remains the same.

Inihu: The Mask of Clairvoyance allows the wearer to use Augury at will as a supernatural ability. Also, occasionally, they will receive plot relevant visions of the future.
Nuva: The wearer may use Divination at will.

Khulasi: The Mask of Quick-Travel allows the wearer to teleport anywhere within 100feet and line of sight as a standard action.
Nuva: Teleporting becomes a move action.

Awai: The Mask of Growth allows the wearer to grow 1 size category per 10 levels (round up) as a standard action.
Nuva: The wearer can grow 1 size category per 5 levels (round up).

Kiril: The Mask of Regeneration allows the wearer to use Mending and Make Whole at will as supernatural abilites.
Nuva: Make Whole can affect up to 200 cubic feet per level.

Rode: The Mask of Truth allows the wearer to use Discern Lies and Zone of Truth at will as supernatural abilities.
Nuva: The wearer is under a constant True Seeing effect.

Marahk: The Mask of Rahi-Control allows the wearer to take control of creatures with the Animal and Vermin types as per Dominate Animal (will negates) that ignores Vermin's immunity to such things.
Nuva: The wearer may take control of up to their level in creatures at once. The duration changes to 10 minutes per level.

Amana: The Mask of Healing allows the wearer to heal the injures and ailments of others (but not the wearer). With a touch as a standard action, they can make a Heal check and heal damage equal to the result. By making a heal check against a disease or poison's DC, the wearer can cure the target of those ailments. This healing does not come from positive energy, and thus can function on Undead and Lunarians.
Nuva: 1/Hour the wearer can duplicate the effects of Heal, though the healing is not derived from positive energy and thus again can function normally on Undead and Lunarians.

Karigni: The Mask of Undeath is a strange mask compared to others. On a living user, it constantly saps their life force, leaving them perpetually Fatigued. This fatigue cannot be removed while they still wear the mask. However, if the wearer dies while wearing the mask, they they are reanimated as an Undead creature, gaining [Dark-Minded] and their augmented previous type as subtypes. They use their highest mental ability modifier in place of Con to determine their hit points as well as Fort saves.
Nuva: The wearer may be reanimated as a Death Knight or Lich if they wish. In the case of Lichdom, the Mask now serves as their phylactery.

Lumiha: The Mask of Psychometry grants the wearer Object Reading as a supernatural ability, augmented up to their level.
Nuva: The wearer may use object reading on any object in their line of sight. Additionally, the effects advance per round instead of per minute.

Fehata: The Mask of Intangibility causes all attacks that cause hit point damage (even area attacks) against the wearer to suffer a 20% failure change, save for effects that would normally effect incorporeal creatures (force, ghost touch, positive/negative energy ect.)
Nuva: The wearer may gain or lose the [Incorporeal] subtype at will as a standard action.
Last edited by Wiseman on Fri Sep 14, 2018 7:11 pm, edited 4 times in total.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
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RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Shrapnel
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Post by Shrapnel »

What, no Avohkii, Ignika, or Vahi?
Is this wretched demi-bee
Half asleep upon my knee
Some freak from a menagerie?
No! It's Eric, the half a bee
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Wiseman
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Post by Wiseman »

Those would be artifact masks.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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Aryxbez
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Post by Aryxbez »

No real feedback right now, especially with it likely in hiatus or dead. That said, I am amazed this exists, as I quite liked Bionicles as a kid, and wanted to explore its world. I really enjoyed the GBA game where you played a Matoran. So consider me like the 3rd fan who knows this exists now, huzzah!
What I find wrong w/ 4th edition: "I want to stab dragons the size of a small keep with skin like supple adamantine and command over time and space to death with my longsword in head to head combat, but I want to be totally within realistic capabilities of a real human being!" --Caedrus mocking 4rries

"the thing about being Mister Cavern [DM], you don't blame players for how they play. That's like blaming the weather. Weather just is. You adapt to it. -Ancient History
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Wiseman
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Post by Wiseman »

It's not on hiatus, just really slow progress. On that note, anyone got any ideas how to handle Toa Tools? Toa have all sorts of weapons, ranging from things like a regular axe, to twin greatswords that can combine to make a hoverboard, to shields that shoot energy blasts, to gatling rocket launchers and pretty much everything in between.

http://bionicle.wikia.com/wiki/Toa_Tools

I wanted to create some system where a player could create their own weapon, but am vexxed as to how to go about it.
Keys to the Contract: A crossover between Puella Magi Madoka Magica and Kingdom Hearts.
Image
RadiantPhoenix wrote:
TheFlatline wrote:Legolas/Robin Hood are myths that have completely unrealistic expectation of "uses a bow".
The D&D wizard is a work of fiction that has a completely unrealistic expectation of "uses a book".
hyzmarca wrote:Well, Mario Mario comes from a blue collar background. He was a carpenter first, working at a construction site. Then a plumber. Then a demolitionist. Also, I'm not sure how strict Mushroom Kingdom's medical licensing requirements are. I don't think his MD is valid in New York.
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