Odax Limit System

Limit Basics

  • Limit Track stores up to 20 points of limit
  • Three different limit tracks, switching between them is a swift action but once switched that type of Limit Track remains.
  • Switching between tracks resets Limit
  • Limit can only be acquired in combat or skill challenges
  • Limit gained over the maximum amount of the Limit Track (20) is lost
  • Activating a Limit Break is a standard action
  • Limit can only be acquired while you’re conscious

Track 1 – Offense

Gaining Limit
ConditionLimit GainedDetails
Ally successfully hits with melee/ranged attack1ally must be w/in LoS, max limit / turn = allies
You successful hit with a melee/ranged attack2can only grant limit once per turn
Ally successful scores a critical hit2as successful attack, ally must roll natural 20 (no Serenity)
You successfully score a critical hit5as successful attack, you must roll a natural 20 (no Serenity)

Limit Breaks
Break NameLimit CostDetails
Saber Wind Strike5deliver a powerful saber slash against nearby opponents
Thousand Cut Slash10release powerful concussive attacks on a single enemy
Null Force Grenade20hit all surrounding enemies with a powerful blast of Force

Saber Wind Strike: Make a single attack roll with a Lightsaber against all hostile targets within 6 squares with a +2 bonus. All enemies must contend with the attack normally. Modifiers that apply to single attack rolls also apply to all attacks, including attack bonuses/penalties and damage bonuses.

Thousand Cut Slash: Release up to five lightsabers for a single devastating strike against a single target. Make five separate attacks at your higher bonus with a +5 bonus to the attack against a single target. Modifiers that apply to single attack rolls also apply to all attacks, including attack bonuses/penalties and damage bonuses.

Null Force Grenade: Slam a Lightsaber into the ground releasing a massive, concussive blast with a radius of 20 squares. Roll two attack rolls at your highest bonus with a +10 bonus and take the highest roll. Compare the attack against all Defenses of all enemies in the area. If the attack overcomes their Fortitude Defense, they move down the Condition track 1 step plus an additional step for every 5 by which you overcome their Defense. If the attack overcomes their Reflex Defense, treat the attack as a critical hit dealing x3 damage (which can also move the target down the condition track). If the attack overcomes their Will Defense, the target cannot activate Force Powers or spend Force Points for 1 round plus an additional round for every 5 by which you overcome their Will Defense.

Track 2 – Defense

Gaining Limit
ConditionLimit GainedDetails
You successfully avoid an attack1can only grant limit once per turn
An ally gets hit with an attack1ally must be within line of sight, can only grant Limit / turn = allies
You get hit with a successful attack2attack must be from a serious threat
An ally gets hit with a critical attack2attack must be from a serious threat
You get hit with a critical attack5as successful attack

Limit Breaks
Break NameLimit CostDetails
Revitalizing Shout5grant self and nearby allies minor bonuses
Healing Current10a powerful revitalization for you and nearby allies
Force Rejuvenation20completely rejuvenate self and surrounding allies

Revitalizing Shout: Make a Use the Force check and divide the result by 5 (rounded down) to determine the "target number’. You and allies within line of sight gain the target number x 2 temporary hit points for the remainder of the encounter. Additionally, you and allies within line of sight that are Force Sensitive return a number of expended Force Powers to your suite equal to the target number.

Healing Current: Make a Use the Force check and divide the result by 5 (rounded down) to determine the “target number”. You and allies within range gain DR equal to the target number for the remainder of the encounter (which stacks with existing DR except itself) that applies against all damage sources. Additionally, you and allies within line of sight recover a number of hit points equal to the target number x 5.

Force Rejuvenation: Make a Use the Force check and divide the result by 5 (rounded down) to determine the “target number”. You gain the target number in temporary Force Points to assign between all allies within Line of Sight. Additionally, all allies recover the target number in expended Force Powers, move up the condition track a number of steps equal to the target number, and heal the target number x 10 hit points in damage.

Track 3 – Utility

Gaining Limit
ConditionLimit GainedDetails
An ally fails a skill check1ally must be w/in LoS, max limit / turn = allies
You fail a skill check1can only grant limit once per turn
An ally succeeds on a skill check2as successful check
You succeed on a skill check2as successful check

Limit Breaks
Break NameLimit CostDetails
Embodiment of the Force5you and allies gain bonus to skill checks
Force Assurance10you and allies have an easier time succeeding
One with the Force20you and allies always put your best foot forward

Embodiment of the Force: Make a Use the Force check and divide the result by 5 (rounded down) to determine the “target number”. For a number of rounds equal to the target number, you and allies gain a +2 Limit bonus no one skill of your choice.

Force Assurance: Make a Use the force check and divide the result by 5 (rounded down) to determine the “target number”. For a number of rounds equal to the target number, you and all allies lower the difficulty of all skill checks by 5.

One with the Force: Make a Use the Force check and divide the result by 5 (rounded down) to determine the “target number”. For a number of rounds equal to the target number, you and all allies can choose to reroll all skill checks but you must take the second result. Additionally, for the duration of this Limit Break, allies affected by One with the Force have no limit to the number of Force Points they can spend in a single turn.

Odax Limit System

Brightest Light, Darkest Knight Jonathonathon