Goodman Games

Ideas for Signature Moves
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Author:  manyslayer [ Fri Jun 03, 2011 9:49 am ]
Post subject:  Ideas for Signature Moves

I'm having trouble coming up with really memorable signature moves for pre-gen characters for a crawl I'm working on for some friends. I want a bunch of pre-gens as there may be some player turn-over between levels (a weekend get-together with multiple games going on). Looking at 4th level characters (PCs first Div III).

So far I have the following ideas (nothing finalized):

For a monk/sorcerer: Bring The Thunder (call, cast shocking grasp, stunning fist)
For a bard: Lullaby Time (call, inspire courage, sleep spell)
For a wizard (conjurer): Grease Fire (call, cast grease, hit downed foe with alchemists fire)
For a wizard (transmuter) or bard: Wrap Him Up, I'll Take Him (call, cast animate rope, throw rope and succeed at entangle)


Author:  Thanotos [ Sat Jun 04, 2011 3:45 pm ]
Post subject:  Re: Ideas for Signature Moves

For a Fighter: call; bull rush; sunder shield successful
Front man types: call; successfull trip attempt; blunt weapon or foot to the nads, or face
one my friend uses as a sorcerer is: call; touch spell (he uses shocking grasp), and share spell with familiar (his is a snake); throw familiar at enimy

thats what I got
hope it helps

Author:  PHGraves [ Sat Jun 04, 2011 6:16 pm ]
Post subject:  Re: Ideas for Signature Moves

Some from players in my games:
"Fire & Ice": call - Alchemist's Fire - manyshot with ice arrows.
"Reap the Whirlwind": call - disarm with spiked chain - trip with spiked chain.
"Harry's Comet": call - thrown morningstar - bull rush.

Author:  DonnemenlIx [ Sun Jul 24, 2011 12:10 am ]
Post subject:  Ideas for Signature Moves

Signature moves should have BP like everything else. There should be, like, a cap on BP relative to the moves usage gap and effects, but other than that they should work like other attacks.
Im really curious to know who voted to have the set power...

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