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Chapitre 10 - Les Limits BreaksEdit

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Limites par ClassesEdit

Niveau 1

  • Guerrier : Breathe, Dash, Extend Strike, Jaguar Kick, Land, Scurry, Shoving Strike, Stunning Strikee, Super Jump
  • Moine : Breathe, Dash, Extend Strike, Jaguar Kick, Land, Refreshing Wind, Scurry, Shoving Strike, Somersault, Stunning Strike, Super Jump, Waterkick
  • Samourai : Breathe, Dash, Extend Strike, Jaguar Kick, Land, Scurry, Shoving Strikee, Super Jump
  • Shaman : Breathe, Refreshing Wind
  • Shugenja : Acidic Strike, Breathe, Cold Strike, Fire Strike, Refreshing Wind, Sonic Strike, Static Strike
  • Sohei : Acidic Strike, Breathe, Cold Strike, Fire Strike, Hadouken, Refreshing Wind, Somersault, Sonic Strike, Static Strike, Wave Fist
  • Voleur : Big Shot, Blend, Breathe, Dash, Extend Strike, Lurking Attack, Scarring Wound, Scurry, Stunning Strikee, Super Jump, Sure Shot
  • Wujen : Acidic Strike, Breathe, Cold Strike, Fire Strike, Sonic Strike, Static Strike

Niveau 2

  • Guerrier : Battle Fortification, Break, Feral Attack, Grand Sever, Hasten, Overpowering Strike, Rigorous Combattant, Safe, Virulent Battler
  • Moine : Beat Rush, Break, Escape, Feral Attack, Hasten, Meteodrive, Overpowering Strike, Repeating Fist, Rigorous Combattant, Safe, Senpuu Kyaku, Shoryuken, Virulent Battler
  • Samourai : Blade Rush, Break, Grand Sever, Hasten, Overpowering Strike, Rigorous Combattant, Virulent Battler
  • Shaman : Electric Defense
  • Shugenja : Blink, Electric Defense
  • Sohei : Beat Rush, Blink, Electric Defense, Raising Storm, Repukken
  • Voleur : Arm Slice, Blade Rush, Brain Rend, Charge Shot, Double Lurk, Escape, Hasten, Ligament Strike, Soul Rend, Virulent Battler
  • Wujen : Blink, Electric Defense

Niveau 3

  • Guerrier : ...
  • Moine : ...
  • Samourai : ...
  • Shaman : ...
  • Shugenja : ...
  • Sohei : ...
  • Voleur : ...
  • Wujen : ...

Niveau 4

  • Guerrier : ...
  • Moine : ...
  • Samourai : ...
  • Shaman : ...
  • Shugenja : ...
  • Sohei : ...
  • Voleur : ...
  • Wujen : ...

Niveau 5

  • Guerrier : ...
  • Moine : ...
  • Samourai : ...
  • Shaman : ...
  • Shugenja : ...
  • Sohei : ...
  • Voleur : ...
  • Wujen : ...

Niveau 6

  • Guerrier : ...
  • Moine : ...
  • Samourai : ...
  • Shaman : ...
  • Shugenja : ...
  • Sohei : ...
  • Voleur : ...
  • Wujen : ...

Niveau 1Edit

  • Acidic Strike: Deal an extra 1d6 acid damage with each attack this round.
  • Big Shot: This is a single shot that goes off at the end of the round with half of your normal range. It deals 1d6 energy damage. However, you may pump this Limit Break. For every 5 more points that you spend from your Limit Gauge, this attack deals an additional 1d6 points of damage to a maximum of 40d6.
  • Blend: You gain a +10 bonus to hide checks for 1 round/level.
  • Breathe:You can breathe water for 1 round/level.
  • Cold Strike: Deal an extra 1d6 cold damage with each attack this round.
  • Dash: Triple your base movement rate for this round.
  • Extend Strike: Double your weapon's reach for this round.
  • Fire Strike: Deal an extra 1d6 fire damage with each attack this round.
  • Hadouken: As a standard action, you thrust an air-born ball of concentrated ki at an enemy. You make a thrown attack roll at a target up to 50' away. This attack deals 2d8 damage.
  • Jaguar Kick: This is an attack that lets you jump over obstacles. As a standard action, you do a jumping kick to an opponent up to 20 feet away. You may ignore terrain and any obstacles shorter than 5 feet high while flying through the air.
  • Land: As an immediate action you may use this limit break to cancel out all falling damage, no matter the height.
  • Lurking Attack: When you deal a sneak attack this turn, you may make an extra sneak attack at your highest attack bonus.
  • Refreshing Wind: As a standard action, you can heal yourself of 1d6 damage.
  • Scarring Wound: Your sneak attacks deal an extra 1d6 damage this round.
  • Scurry: Your climb speed increases to your base land speed for 1 round/level.
  • Shoving Strike: As a standard action, you can attempt to push an opponent 30' away with a normal attack at your highest attack bonus. The opponent is allowed a Fortitude saving throw against DC (10 + 1/2 your character level + your STR modifier).
  • Somersault: When you use this limit, you add an extra hit to the end of your custom combo at your highest attack bonus. .
  • Sonic Strike: Deal an extra 1d4 sonic damage with each attack this round. This extra damage ignores an object's hardness.
  • Static Strike: Deal an extra 1d6 electric damage with each attack this round.
  • Stunning Strike: As a standard action, you can attempt to stun your opponent in the form of an attack at your highest attack bonus. The DC for your stun attempt is (10 + 1/2 your class level + your WIS modifier) against their Fortitude save. If successful, the opponent is stunned for one round.
  • Super Jump: You can make an extraordinary jump this round. Your jump counts as a running jump, and you gain a +20 to your check.
  • Sure Shot: You ignore any concealment that your target has this round.
  • Waterkick: With this limit, each hit in your custom combo does damage two grades higher than normal. (1d6 does 1d10, 1d8 goes up to 2d6, etc.)
  • Wave Fist: With this limit, you may use your custom combo on someone up to 15 feet away as long as you have line of sight.

Niveau 2Edit

  • Arm Slice: Each sneak attack you make deals 2 STR damage in addition to its normal damage.
  • Battle Fortification: Gain 5 temporary hit points per level. These HP last for 1 round/level. When you take damage, it's taken from your temporary HP first.
  • Beat Rush: You may move your full movement rate and then follow up with your entire custom combo.
  • Blade Beam: As a standard action, you send a beam from your sword to any opponent you have line of sight to within 30 feet. This counts as a ray attack. You use your highest base attack bonus and do normal damage for your sword.
  • Blade Rush: You dash forward 15 feet in a straight line, hitting any enemies in the way. Any enemies you target must be along the line you rush past. You attack at your highest base attack bonus, rolling once for all attacks. You do your normal sword damage for the attack. After you rush past them, you backflip back to your original position in battle. This is a full action.
  • Blink: You gain the benefits of the blink spell (PHB 206) for 1 round/level.
  • Brain Rend: Each sneak attack you make deals 2 INT damage in addition to the normal damage.
  • Break: You ignore the first 10 points of any object's hardness that you attack in this round.
  • Charge Shot: You only get one attack this round, but it deals triple damage. You can wait until the next round to fire it off as a standard action that deals quadruple damage. This is a full round action.
  • Double Lurk:If you deal a sneak attack this round, you deal an additional two sneak attacks at your highest attack bonus.
  • Electric Defense: Until the beginning of your next turn, anyone who physically touches you takes 1d8 electric damage. If grappling, anyone touching you must make a DC20 CON check or let go.
  • Escape: You may use this as an immediate action. You gain a +20 bonus to Escape Artist checks for one action.
  • Feral Attack: After making a charge this round, you can still make a full attack.
  • Grand Sever: For this round, you gain the benefits of Cleave and Greater Cleave, even if you don't have the feats.
  • Hasten: You gain the benefits of Haste (PH 239) for this round.
  • Ligament Strike: Each sneak attack you make deals 2 DEX damage in addition to its normal damage.
  • Meteodrive: The last attack of your custom combo this round is likely to knock your opponent prone. If your last hit connects and your opponent is one size larger than you or smaller, they're automatically knocked prone.
  • Overpowering Strike: The first attack you do this round deals double damage.
  • Raising Storm: As a standard action, you create an aura of harmful ki around your body. All adjacent living creatures take 3d6 points of energy damage.
  • Repeating Fist: You take a gamble with your attacks with hopes of doing great damage. Roll 1d4, the result is the number of attacks that you get to make at your highest attack bonus. Each attack you do deals 1d20 plus your STR modifier in damage. This limit is a standard action.
  • Reppuken: You slice the ground with a blade of ki that then travels along the ground to your opponent. This attack automatically hits your target if he's on the ground. This deals 3d10 electric damage and is a standard action.
  • Rigorous Combatant: You gain a +4 insight bonus to all damage rolls for this round.
  • Rolling Attack: As a standard action, you take a great leap, curling into a ball and bashing into your opponent as long as they're within 40 feet, dealing 3d8 damage. You roll at your highest attack bonus. If you hit them, you may bounce off to any unoccupied spot within 30 feet. If you miss, you keep flying in the same direction, and may land in any unoccupied spot up to 15 feet behind your target.
  • Safe: You gain spell resistance and psionic resistance of 13 for 1 round/level.
  • Senpuu Kyaku: You take a strong leap with a leg extended and begin to spin. You travel along a fifteen foot line, making an attack at your highest attack bonus against each target adjacent to your path of travel. This is a standard action.
  • Shoryuken: At the end of your custom combo this turn, you make an extra attack at your highest attack bonus. This extra attack deals 4d6 damage and you may take an extra 5 foot step afterwards.
  • Soul Rend: Each sneak attack you make deals 2 WIS damage in addition to the normal damage.
  • Virulent Battler: Gain a +2 insight bonus to all attacks for this round.

Niveau 3Edit

  • Accelerated Assault: You can move then attack and keep moving. You can continue to move and attack for however many attacks you have left in the round as long as you have some movement left. You can move up to your normal movement rate. Enemies still get an attack of oppurtunity on you if it applies, though you can tumble normally.
  • Ace Ambition: Move yourself to the top of the initiative order.
  • Adrenaline Boost: Gain a +6 bonus to STR, DEX, and CON for 1 round/level.
  • Blade Blast: As a standard action, you send a bead from your sword that explodes when it hits a target within 30 feet. The explosion deals 1d6 damage/level (to a max of 15d6) to the target and all adjacent targets. The targets are allowed a Reflex save for half damage against a DC of (10 + 1/2 your class level + your WIS modifier).
  • Bulwark Defense: You gain a +5 deflection bonus to your AC for 1 round/level.
  • Corrosion: You can sneak attack constructs normally.
  • Cunning Delivery: You slash your sword many times at the air and an enemy within 30 feet feels the effects of them. You effectively make a full attack against any enemy within range. This is a full action.
  • Dolphin Blow: At the end of your custom combo this turn, you make an extra attack at your highest attack bonus. This extra attack deals 6d8 damage.
  • Earth Slash: You slice the ground with a blade of ki that then travels along the ground. This attack automatically hits everything along a 40 foot path on the ground. This deals 5d8 electric damage and is a standard action.
  • Ethereal Strike: You can sneak attack targets lurking in coexistent planes.
  • Emergency Aegis: Gain a +10 bonus to your natural AC until the end of your next turn. You can use this as an immediate action in response to danger unless you've already used a Limit Break this round.
  • Fade: You become invisible as the spell Invisibility (PHB245) for 1 minute/level.
  • Fate: From the moment that you use this Limit until the beginning of your next turn, you can reroll any failed roll one time. If you fail again, you must accept the roll.
  • Flurry: You can double the amount of thrown attacks you make this round.
  • Grave: You gain a +20 to Move Silently checks for 1 round/level.
  • Grenade Bomber: You make a single shot that arcs as opposed to shooting straight. This shot explodes when it lands, causing 8d6 fire damage in a 10 foot radius.
  • Hunter: You can sneak attack the undead normally.
  • Intuitive Sight: You gain blindsense out to 15 feet for 1 round/level.
  • Lock-On: You gain a +10 bonus to all attack rolls this round.
  • New Gravity: You can treat any surface as though it's a floor. When you step on a wall, for instance, your new gravity lets you walk along it at your normal base speed and you need not make climb checks. This lasts for 1 round/level.
  • Pass: You can pass through solid objects this round. You must end your turn in an empty space or take 2d6 damage and be transported to the nearest empty spot.
  • Restore: You cure yourself of 3d10 damage. This is a standard action.
  • Safeguard: You gain damage reduction of 5/- for 1 round/level.
  • Secret Fist: Your critical threat range is tripled for this round.
  • Shakunetsu Hadouken: As a standard action, you thrust an air-born ball of concentrated ki at an enemy. You make a thrown attack roll at a target up to 80' away. This attack deals 8d8 damage.
  • Sudden Death: You suddenly appear behind a target within 80 feet of you, denying them their DEX bonus against you. This is a move action.
  • Thousand Hand Slap: As a full round action, you make 10 attacks at (your highest attack bonus - 5). Each attack you make this round does 1d10 damage.
  • Triple Lurk: If you deal a sneak attack this round, you deal an additional three sneak attacks at your highest base attack bonus.
  • True Knight: When using your Protect Ally ability, you take no damage from the attack. This effect lasts for 1 round/level.
  • True Score: You gain a +20 insight bonus to the first attack made in this round.
  • Yoga Teleport: As a free action, you teleport yourself to any available space up to 60 feet away.

Niveau 4Edit

  • Aural Abuse: Deal an extra 3d4 points of sonic damage with each attack this round. This extra damage ignores an object's hardness.
  • Berserker: When you use this Limit Break, all damage you take counts double towards your Limit Gauge for the remainder of the battle. If you have the Berserk class ability, then damage is tripled for your Limit Gauge.
  • Blade's Breath: Your sword emanates a powerful "breath" of energy in a 25 foot cone, dealing 11d6 damage to all targets in range. Targets are allowed a Reflex save for half damage against a DC of (10 + 1/2 your class level + your WIS modifier). This is a standard action.
  • Blazing Punishment: Deal an extra 3d6 fire damage with each attack you do this round.
  • Cannon Drill: You launch yourself at your opponent, traveling up to 60 feet. When you get to your opponent, you land with a kick at your highest attack which deals 6d8 damage. You may then use your full custom combo against them. This is a full round action.
  • Charged Retribution: Deal an extra 3d6 electric damage with each attack you do this round.
  • Cold Suffering: Deal an extra 3d6 cold damage with each attack you do this round.
  • Double Drive: You gain two extra attacks this round at your highest attack bonus.
  • Double Reppuken: As a standard action, you form your ki into a shield, which surrounds you and destroys all non-magical projectiles. This lasts 1d4+1 rounds or until you disband it. If you choose to disband it early, you send it flying along the ground to an opponent. It acts like a normal Reppuken limit break, except dealing 6d10 electric damage.
  • Eager Strike: For this round, you double the critical range of your weapon. This stacks with the effects of keen weapons, the keen Exotic Sword trait, or the Improved Critical feat.
  • Fostered Fortress: You bolster yourself for the worst. For 1 round/level, you're immune to death effects and disintegration.
  • Hamedo: For this round, you may use your full custom combo for your attacks of opportunity.
  • Inconsistancy: For 1 round/level, you teleport a distance of 60 feet at the beginning of each turn that does not count as a move action.
  • Lacerate: You deal an extra 2d8 damage with each attack you do this round.
  • Offsetting Offense: You make an attack of opportunity against every attack made against you until the beginning of your next turn.
  • Poof: You teleport as the spell teleport (PHB 292).
  • Rashomon: As a standard action, you cause a target up to one size larger than you or smaller to hover a foot or two above the ground for 1d4+1 rounds. This renders them unable to move, but still able to act. The DC to resist this power each round is 10 + 1/2 your level + your WIS modifier.
  • Roundhouse: At the end of your custom combo, you make an extra attack. This attack is made at your highest attack bonus and deals 6d10 damage. Additionally, if you connect the hit, the target is knocked back 20 feet if they're the same size as you or smaller.
  • Sight: You gain true seeing for 1 minute/level.
  • Spin Fist: You perform your custom combo, but it affects all adjacent targets. You roll once for each attack against everyone's AC.
  • Split Shot: All shot that you make this round split off into to shots. These two shots must each go to seperate targets, but they have all the same properties as your normal shot.

Niveau 5Edit

  • Atemi Nage: Each time you get hit this round, you may use your custom combo against whomever hit you. They must be within range, however.
  • Aid: You heal adjacent allies, but not yourself, of 6d8 points of damage. This is a standard action.
  • Blade-erang: You throw out your sword and it attacks all opponents within 30 feet at your highest attack bonus. It deals the same damage as a normal strike. This is a standard action.
  • Ego Crusher: With each successful strike this round, you deal an additional 1d4 Charisma damage.
  • Elude Defense: Your weapon strikes true, bypassing all damage reduction your opponents have for the remainder of this battle.
  • Explosion: You sacrifice all the stones left in your chamber in order to cause an explosion centered on you (but not harming you). This 20 foot radius explosion deals 2d6 damage (of whichever element your Chain is) for each stone that you sacrifice in this manner. If your Ice Chain has 8 stones left in the chamber when you use this Limit Break, you'll deal 16d6 cold damage. Those caught in the explosion are allowed a Reflex save DC (10 + 1/2 class level + CHA modifier) for half.
  • Hyakuretsu Kyaku: As a full round action, you make 10 attacks at (your highest attack bonus - 5). Each attack you make this round does 2d10 damage.
  • Long Shot: For this round, you can make shots out as far as you can see without any range penalties. You must have line of sight to your target.
  • Mind Crusher: With each successful strike this round, you deal an additional 1d4 Intelligence damage.
  • Remove: You emit an aura that halts all magical and psionic effects within 5 feet of you. This effect lasts for 1 minute/level.
  • Rounding Rend: You spin around, attacking all opponents adjacent to you. You attack each target twice, once at your highest attack bonus and another with a -10 penalty. This is a standard action.
  • Sniping Blitz: Your sword is eager to attack opponents from afar. You can make a full attack against one opponent from 400 feet away.
  • Soul Crusher: With each successful strike this round, you deal an additional 1d4 Wisdom damage.
  • Stigma Magic: As a standard action, you use an effect similar to Restoration (PHB 272) to an adjacent target.
  • Storm: You triple the number of thrown attacks you make this round.
  • Stygian Strike: Your sneak attacks this round bestow 1d3 negative levels to the target for 1 round, as well as its normal damage.
  • Syphon Sword: You heal yourself an amount of damage equal to the damage that you deal this round.
  • Thunder Break: As a standard action, you summon lightning from the heavens. All adjacent targets take 10d6 electric damage. This can only be used outdoors.
  • Tormenting Triad: You gain an additional three attacks this round, each at your highest attack bonus.
  • Yoga Flame: You breathe out a huge flame in a 30 foot cone. A successful reflex save will net you half damage (DC 10 + 1/2 your level + WIS modifier). Those hit, however, take 12d6 fire damage. Any flamable objects will burst into flames from this attack.

Niveau 6Edit

  • Chakra: You use your ki in a healing manner. As a standard action, you heal all those adjacent to you an amount equal to your current hit points.
  • Chaotic Slash: You spin your sword around powerfully. You make one roll at your highest attack bonus. Any opponents that you hit get hit for normal damage plus 15d6. This is a standard action.
  • Countless Cuts: You double the number of attacks you get this round. You also double any additional attacks from haste or similar effects.
  • Ferocious Frenzy: Your Limit Gauge fills up to full after using this Limit (essentially, it just fills your Limit Gauge to it's maximum, but you have the 160 points first). For the remainder of the battle, all limits cost half their normal cost. This counts as a swift action, but does not count against your limit of one Limit Break. It still counts against your number of swift actions, however you may use standard action Limit Breaks. You may only use this Limit Break once per day.
  • Final Heaven: At the end of your custom combo, you gather all of your ki into your fist and smash it forcefully into your opponent. You use your highest attack bonus to determine if you hit. If successful, you deal 20d6 damage to the opponent. The force of the ki does splash damage to all creatures within 20 feet. The splash damage does 4d6 damage, but a successful reflex save (DC 10 + 1/2 your level + your WIS modifier) will cause no damage.
  • Hyper Lurk: Your target this round does not gain their DEX bonus to AC against you, and you gain an additional five sneak attacks against them, all at your highest base attack bonus.
  • Lucky!: Each time you make an attack this round, flip a coin. If it comes up heads, you make another attack at the same attack bonus and flip the coin again, continuing until you flip tails. When you flip tails, you do not get an extra attack and you move to your next attack, if you have any left available.
  • Max Anger:As a full attack action, you make 18 attacks at your highest attack bonus. However, your rage gets the better of you and you make all 18 attacks against random targets within your range.
  • Meteor Strike: A powerful strike from your sword deals 24d6 damage and bypasses all damage reduction. Roll the attack at your highest attack bonus. This is a standard action.
  • Ruining Strike: You add an additional 20 points to all damage rolls you make this round.
  • Self Stasis: You're immune to all effects, both helpful and harmful, until the end of your next turn. This is an immediate action that you can use out of your initiative in response to danger.
  • Shinkuu Hadouken: You gather your ki for a strong blast. As a standard action, you throw out a huge hadouken. This is a sphere with a 10 foot radius that travels in a straight line for 100 feet and does 12d8 damage to all those that it hits. Those who are in the path may make a fortitude save for half damage (DC 10 + 1/2 your level + your WIS modifier),attack deals 2d8 damage.
  • Sure Death: All attacks you make this round gain a +20 bonus to attack rolls.
  • Umbra Ego: You split yourself into two for this round. Each version of yourself has half the hit points you had before the split. If one of you dies, the other becomes the permanent you. Each of you can perform any Limit Breaks you know in addition to this one for this round. At the end of the round, the clone disappears and you reclaim any HP that they had left. If you or your clone was healed, you do not get more HP than your maximum amount.



Source : http://community.wizards.com/go/thread/view/75882/19528498/The_Limit_Warriors

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