The all-consuming Wind Tunnel

Aleolus

First Post
OK, now I've gotten started making anime-based feats, and I can't seem to stop. Here's another!

Devouring Void
Activating this feat is a standard action. When you activate this feat, you create an 80-foot cone in front of you. All creatures within this cone must make a Fortitude save, adding their Strength modifier rather than their Con, DC equal to 10 plus your character level, plus your Strength modifier. If they fail their saving throw, they are sucked into a void, and destroyed permanently. This is a supernatural effect, and even affects creatures who are normally immune to death effects. This effect permanently destroys the creature, who cannot be brought back by anything short of a Wish or Miracle spell. Not even creature such as the Tarrasque can survive this if they fail their saving throw. Creatures with fewer than five HD automatically fail their saving throw. You may maintain the effect for as long as you desire, requiring a new saving throw by each creature every round you maintain it.
However, this power is not without a price. Whenever you activate this feat, you must make a Will save, DC equal to the save against death that the creatures caught by it must make, or take 1d8 points of Con damage. Success means you only take 1d4 Con damage. You must make this saving throw every round you maintain the effect of this ability.
Should your Con drop to 0 while you have this ability active, whether from this ability, or from the effect of another spell, creature, or similar, or if your HP is dropped to or below 0, you instantly are consumed by the void, creating an explosion that deals 3d12+15 damage to every creature within 30 feet, with a Reflex save for half damage. The save DC for the Reflex save is equal to the original DC against death for the creatures in the effect.
If you destroy a creature who is naturally venomous, or has an acidic nature, you take 2d6 points of acid damage for every HD of that creature.
While this ability is active, you cannot take any standard or move actions, though you may take free actions as normal, and may change the direction you face if you desire.
 
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From a board standpoint, House Rules would be the best home for this thread.

From a balance standpoint, it is far beyond any meaning of game balance I can think of. Naturally so, since it's modeled after "I have Power Level of 15!" anime. Left as is, I would tell any player who wanted it that the discussion would have to wait until the party reached level 35. At least. Or I'd tell him the gross tonnage of the bribe necessary for me to allow this game-breaker feat in.

Either way, it's an absurd power, entirely too strong for a feat, and too strong as well for a 9th level spell. Back to the drawing board Hideaki.
 

Yeah, I mentioned that first point in the other thread. :confused:

OP: How about something that doesn't circumvent all the conventionally-available means of defense and carry with it complete obliteration from existence?

Only exceedingly high saving throw bonuses of the appropriate sort, or a Surelife spell cast specifically to prevent that type of demise, would save a poor berk from this universal obliterator. Who wants a controllable Sphere of Annihilation in their back pocket....? Who doesn't want a controllable Sphere of Annihilation in their back pocket!?!

.....you see what I'm getting at, yes?
 

It's, pretty strong, Aleolus. What show is this from? That's crazy!

And... House Rules! No cookie for you! :D

With significant revision, it sounds like it could be a cool effect for a Level 9 martial manoeuvre, or a pinnacle ability of a prestige class. A feat? Not so much.

What Arkhandus says above is very true. If you're going to have a save DC for something like this, you should follow the DC guidelines in the Monster Manual (they may also be in the DMG, but I'm not 100% certain).

DCs typically go 10 + 1/2 hit dice/character level + ability modifier. If the ability is something supernatural, it should be based on Charisma. If it's some kind of horrendous physical capability, it should be based on Constitution (or Charisma, if the creature lacks a Constitution score).

Secondly, the save type. Honestly, I think there needs to be two saves against this thing. The first, a Reflex (negates) save to save against the sucking effect, and then a Fortitude (partial) save to resist Ultimate Destruction. The ultimate destruction effect should also be comparable to the aforementioned Disintegrate/ Sphere of Annihilation. Your caster level for this purpose would be equal 1/2 your HD.

Thirdly, the area. I'd make the size of the cone either 30 or 60 feet (possibly upgrading from the first to the second). It's a more standard cone area. This 30/60 foot zone would be the area creatures need to make the reflex save in.
You'll also need a 5 or 10 foot area closest to the user where the annihilation effect occurs. This would be the area where Fortitude saves are required.

Finally, the consequences of failure. It seems like it would be better to have a set number of Constitution damage (and what about creatures that don't have Con?). 4 points of Constitution/Charisma drain on a failed Fortitude save (same DC) each round, 2 on a successful save. The DC should remain static, since your Constitution is dropping regardless of success.

Again, this sounds a lot like a spell/power/manoeuvre than a feat. What on earth could the prerequisites be? It really is quite nuts!
 

I'll give more useful, constructive criticism/ideas later. :heh:

Azure: He's pulled this from the InuYasha anime/manga as well. Monk Miroku's 'wind tunnel' curse, except handled differently.
 

Arkhandus said:
Azure: He's pulled this from the InuYasha anime/manga as well. Monk Miroku's 'wind tunnel' curse, except handled differently.

Thanks for the info! I really should watch that show one day. I've become a bit of a "serious anime" snob lately.
 

Added in something I almost had forgot, taking acid damage if you suck in acidic or venomous creatures. Also, I'm thinking of just making it a Fort save, using their Str instead of their Con for it. Seems to work, representing how well they can hold on against the winds pulling them in.
 

Wormhole

You are given a cursed gift to create a void of terrible power sucking in anything in it’s way.
Prerequisites-Failed a save on a Bestow Cures that lowered your con score below ten and into the negative hp.

Benefit: As a full round action you can open a void to a pocket dimension from your hand. It creates a 30 ft cone of sucking winds. Any one caught in this effect must make a reflex save of 15 or be sucked in. You take non lethal damage equal the HD of the creatures sucked in. If the creature is two size categories larger then you, or has more HD and fails the save then they ‘pop’ into a adjacent square at the end of the turn. The Worm hole can hold up to 1 huge, 4 large, 18 medium, 64 small, or 251 tiny creatures. When the Worm hole is full, the curse bearer dies with no save.

Fixed
 

Sounds good, though I would also add in that anything that has been in the dimention for one month is permanently destroyed, and can only be brought back with a Wish or Miracle spell.
 

As it is a extra dimensional space, any creature that can use any type of dimensional travel (Etheral jaunt, Teleport) can escape. Other wise they will die of either starvation or suffocation. If a creature doesn't have the need of breathing or eating, then they are stuck in a mental hell :P

---Rusty
 

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