
"Only the idiots who can follow me get to see the scenery that comes next"
In life, there exists things of difficulty, and by definition, things that are not of difficulty. But from within that metric also lies relativity; what is difficult and what is not is defined by not only the individual, but the context of their position, timing, and ability. In one's life as well, difficulty will appear, and it will shimmer away. Times when a man is weak and unsightly, the worst of times, and times when a man is strong and successful, the best of times. The ebb and flow between these two is almost like friction; heat is generated as the pendulum swings back and forth between heaven and hell, and strength is created in it's place. But in the center, where it hardly swings at all is where you find mediocrity, complacency, and comfort. That is the place where all good men go to die.
- The Annals of the Locke, Volume 4
Ability Breaker comes in two separate forms as well, both designed to challenge whatever it is you are facing. When you make an attack roll against a creature, you may turn it into a ranged attack roll with a range of 60ft. If you hit, you learn the exact value of an ability score that creature has. If that attack dealt damage, you may also force that creature to make one of two kinds of saving throws, using an ability score of your choice:
Perfect Pass: If the creature passes the saving throw, the damage they took is reduced to 0, and they can add your ability score bonuses or proficiency bonuses onto any attack/damage roll, saving throw or ability check that would already use that score that they make until the end of your next turn (Ex. They would add your dexterity bonus onto an attack with a bow, but not a casting of magic missile). If they fail the saving throw, they take the full damage from the attack, and they cannot use reactions until the end of their next turn.
Perfect Shot: If the creature passes the saving throw, they cannot add their ability score bonus to saving throws, ability checks and attack/damage rolls of the same type as the saving throw they rolled, until the end of your next turn. You cannot use this ability on the same ability score two times in a row. If the creature fails the saving throw, they instead may expend up to 5 hit die, healing for that amount without adding their constitution modifier.
Previous Versions
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3/7/2024 6:35:55 PM
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3/12/2024 6:50:01 AM
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3/16/2024 5:14:51 AM
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3/17/2024 2:42:42 AM
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7/10/2024 7:28:36 AM
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8/27/2024 6:11:46 PM
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