Drop From Orbit [Skill]
Posted: Tue Feb 16, 2010 7:56 am
I'm running a campaign in which the players are on a plane with subjective gravity. One of the players got the idea to play the fantasy version of an ODST marine from halo, the ones that drop from orbit in drop pods. So I wrote this feat. Any glaring errors?
Drop From Orbit [Skill]
You leave a crater -before- the battle. This is a skill feat and scales with your ranks in Jump.
Prerequisite: Must have fought on a plane with subjective gravity before OR fallen more than 300 feet and lived.
0: You may negate any falling damage taken from colliding with solid ground by inflicting the same amount of damage you would have taken onto the ground. Consult the relevent section of the DMG for rules on destroying walls and floors.
4: You automatically suceed wisdom checks to alter the direction of subjective gravity.
9: When you fall and do enough damage to the ground to leave a hole, all everything within 10 feet of the hole take 1d6 fire damage per 50 feet you fell, with a reflex save for half damage. This damage is capped at a maximum of 20d6.
14: When falling on a plane with subjective gravity, you may move in non-straight lines and even hover. Treat this as a flight speed of 300' with perfect manuverability that can the turned on and off at will as a free action.
19: You can piledrive people from orbit. This allows you to negate falling damage taken from colliding with solid ground by inflicting the same amount of damage you would have taken onto a grappled creature. If the creature has less hit points than the falling damage inflicted, you must negate the remainder using the ground or take it yourself.
Drop From Orbit [Skill]
You leave a crater -before- the battle. This is a skill feat and scales with your ranks in Jump.
Prerequisite: Must have fought on a plane with subjective gravity before OR fallen more than 300 feet and lived.
0: You may negate any falling damage taken from colliding with solid ground by inflicting the same amount of damage you would have taken onto the ground. Consult the relevent section of the DMG for rules on destroying walls and floors.
4: You automatically suceed wisdom checks to alter the direction of subjective gravity.
9: When you fall and do enough damage to the ground to leave a hole, all everything within 10 feet of the hole take 1d6 fire damage per 50 feet you fell, with a reflex save for half damage. This damage is capped at a maximum of 20d6.
14: When falling on a plane with subjective gravity, you may move in non-straight lines and even hover. Treat this as a flight speed of 300' with perfect manuverability that can the turned on and off at will as a free action.
19: You can piledrive people from orbit. This allows you to negate falling damage taken from colliding with solid ground by inflicting the same amount of damage you would have taken onto a grappled creature. If the creature has less hit points than the falling damage inflicted, you must negate the remainder using the ground or take it yourself.