KaorinSakura

DLI - Door of Woe

Aug 31st, 2015
152
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 6.72 KB | None | 0 0
  1. Lore:
  2. The original door that connects the Hall of the Dead to the Prayer Room. Once, Giratina used the waters in the Prayer Room as a gate into the world. It crashed into the wall and knocked the door out in its shaken state of transformation (from Origin Forme). The door was never placed back as it was believed that Giratina didn't want it there. The door, however, was never destroyed or even removed from the Hall of the Dead as it was believed the door was shown favouritism because Giratina hadn't destroyed it, merely removed it. Thus this door favourited by Giratina replaced the door to the Path of the King. Overtime, faith filled this door that it was a gateway to Reverse World from its ties to Giratina - and it became true.
  3.  
  4.  
  5.  
  6. Base Effect:
  7. 10-inch thick Enchanted Stone Door with a HP score of: 400 and a DR of: 30.
  8. Two-Handed Weapon made of Solid Enchanted Stone that deals Bludgeon damage. The Door has an inherent +5 Enhancement Bonus to Damage Rolls.
  9. Door of Woe requires a Power score of 22 to be able to wield as a weapon or of 16 if you bind with it. (you need to be able to carry at least 450 lbs. max weight before binding or at least 200 after binding.)
  10. If a creature is hit with Door of Woe, as a free action, the user can release Door of Woe to "drop" it on the hit creature. The creature makes an opposed Combat Check to resist being pinned (against Door of Woe, not the user). Door of Woe has a Combat of 3d6+2. If Door of Woe rolls higher, it pins the creature instantly (apply pin/grapple as normal) and at the end of each round the creature remains pinned, it loses Hit Points equal to a DB4 roll. Otherwise, Door of Woe is discarded to an adjacent square.
  11.  
  12. If the user has at least Novice Combat, they gain access to the following Moves while wielding Door of Woe:
  13. Heat Crash
  14. Heavy Slam
  15.  
  16.  
  17.  
  18. LV4
  19. Least Ability
  20.  
  21. LV7
  22. Least Ability
  23.  
  24. LV10
  25. Lesser Ability
  26.  
  27. LV13
  28. Least Ability
  29.  
  30. LV16
  31. Lesser Ability
  32.  
  33. LV19
  34. Least Ability
  35.  
  36. LV22
  37. Greater Ability
  38.  
  39. LV25
  40. Lesser Ability
  41.  
  42. LV28
  43. Greater Ability
  44.  
  45. LV31
  46. Lesser Ability
  47.  
  48. LV34
  49. Greatest Ability
  50.  
  51. LV37
  52. Greater Ability
  53.  
  54. LV40
  55. Greatest Ability
  56.  
  57. LV43
  58. Greater Ability
  59.  
  60. LV46
  61. Greatest Ability
  62.  
  63. LV49
  64. Greatest Ability
  65.  
  66.  
  67.  
  68.  
  69. Least Abilities:
  70.  
  71. Door Power (Basic)
  72. Static
  73. Effect: Increase Door of Woe's Base Effect Damage Base to 5 and Combat to 4d6+3.
  74.  
  75.  
  76. Blocking (Basic)
  77. Special
  78. Effect: Door of Woe can be placed standing upward and become blocking terrain of the maximum size of a medium creature. If placed upward in a corridor, hallway or similar will block the hallway as a door/wall as long as the corridor, hallway or similar is sized for a medium creature.
  79.  
  80.  
  81. Trapper (Basic)
  82. At-Will - Standard Action
  83. Effect: Door of Woe can be thrown (throwing range) onto the ground as a trap. Any creature touching it or moving over it (within X meters where X is equal to your throwing range) is sucked into Door of Woe and teleported 4-meters above an adjacent square and forcibly dropped onto the ground (negating levitation or sky capability. This is an uncontrolled fall).
  84.  
  85.  
  86. Like a Frisbee
  87. Static
  88. Door of Woe becomes weightless to its owner. It can be used as a throwing weapon and trigger its base effect when thrown.
  89. If the attack misses when thrown and both of its owners hands are free, at the start of their next turn the Door of Woe returns to them and becomes equipped, otherwise it lands on an empty square adjacent to them.
  90.  
  91.  
  92.  
  93. Lesser Abilities:
  94.  
  95.  
  96. Door Power (Advanced)
  97. Prerequisites: Door Power (Basic)
  98. Static
  99. Effect: Effect Damage Base increases to 6 and Combat to 5d6+3.
  100.  
  101.  
  102. Blocking (Advanced)
  103. Prerequisites: Blocking (Basic)
  104. Effect: As Blocking (Basic) but the size Door of Woe can become is Large instead of Medium.
  105.  
  106.  
  107. Trapper (Advanced)
  108. Prerequisites: Trapper (Basic)
  109. Effect: The distanced teleported increases from 4 to 6.
  110.  
  111.  
  112. Key Summoning
  113. Daily - Full Action
  114. Effect: The owner obtains a Key to the Door of Woe. When used, the owner makes a gesture of sticking the key into an imaginary keyhole and turns it as if unlocking a door. Wherever the Door of Woe is becomes teleported to the owner with the key inserted into its doorknob keyhole.
  115.  
  116.  
  117. Greater Abilities
  118.  
  119.  
  120. Door Power (Master)
  121. Prerequisites: Door Power (Advanced)
  122. Static
  123. Effect: Effect Damage Base increases to 7 and Combat to 6d6+3.
  124.  
  125.  
  126. Blocking (Master)
  127. Prerequisites: Blocking (Advanced)
  128. Effect: As Blocking (Advanced) but the size Door of Woe can become is Huge instead of Large.
  129.  
  130.  
  131. Trapper (Master)
  132. Prerequisites: Trapper (Advanced)
  133. Effect: The distanced teleported increases from 6 to 8.
  134.  
  135.  
  136. Haven
  137. Weekly - Extended Action (1 Minute)
  138. Effect: You set the Door of Woe up as if it were a real door and it locks in place. When the door is opened it leads to a safe haven - a manor house - located in the Reverse World. It is protected from the Reverse World, with the entirety of the house made of the same material as the Door of Woe and equally enchanted. The only door to the manor house is the Door of Woe itself, which leads back into the mundane world proper. However, the windows in the manor house lead into the Reverse World, and if opened may welcome denizens of the Reverse World entry to a once safe haven. These windows act both ways, offering a way into the manor house from the Reverse World and a way from the manor house into the Reverse World. The Door of Woe can be tethered to the manor house for as long as 48 continuous hours before it falls over into the world where the owner is ceases to lead to the Reverse World. If the owner wishes to end the duration early, they need only lift the door from its position.
  139.  
  140. The manor house is a fully furnished two-story home with two restrooms, four bathrooms, six bedrooms, two kitchens, two dens, one dining area and one living area complete with a fireplace. The kitchens are not set with food.
  141.  
  142.  
  143.  
  144. Greatest Abilities
  145.  
  146.  
  147. Door Power (Virtuoso)
  148. Prerequisites: Door Power (Master)
  149. Static
  150. Effect: Effect Damage Base increases to 8 and Combat to 5d6+9.
  151.  
  152.  
  153. Blocking (Virtuoso)
  154. Prerequisites: Blocking (Master)
  155. Effect: As Blocking (Master) but the size Door of Woe can become is Gigantic instead of Huge
  156.  
  157.  
  158. Trapper (Virtuoso)
  159. Prerequisites: Trapper (Master)
  160. Effect: The distanced teleported increases from 8 to 10.
  161.  
  162.  
  163. Banishment
  164. Weekly - Swift Action
  165. Trigger: You hit a creature with the Door of Woe
  166. Effect: The attack deals no damage and grants no additional effects with the exception of the following:
  167. The creature must make a Focus Check against the Door of Woe's Combat Check. If their result is equal to or less than the Door of Woe's they become violently expelled from the mundane world and into the Reverse World. Where they appear is randomly chosen but always on solid ground.
Advertisement
Add Comment
Please, Sign In to add comment