Revision [1660]
Last edited on 2007-06-14 14:30:46 by NimeaSylvanosAdditions:
{{image url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner5.jpg"}}
Deletions:
Additions:
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Red;6 Power per target;Special;One animal per 6 Power spent;+15"}}The Beastmaster concentrates, sending out a wordless call for a specific type of animal within a 1 mile radius. The summoned animals will arrive as soon as possible. Animals will remain neutral toward the Beastmaster and companions. Other means must be utilized for specific tasks not within their usual nature. The animals will disperse after 1 hour.
**Totem Power**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;15;5;+5"}}The Beastmaster must have a Totem to use this power. The Beastmaster takes on one ability or characteristic of choice of the Totem Animal. Such characteristics could include Agility, Speed, Defense, or such abilities as Flight, Nightvision, or an Attack Form (Bite, Claw, etc.). Type of characteristic is at PGM Discretion. Stamina, Pow, CA, or MA cannot be acquired. This power may be used in combat.
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Blue;10 Power per hour;1+hours;None"}}The Beastmaster must have a Totem to use this power. This power allows the Beastmaster to physically transform into an average specimen of any natural animal. The transformation takes 30 seconds. Any clothing or belongings carried upon the Beastmaster do not transform. When the Beastmaster chooses to resume his normal shape, or the duration has expired, a successful Willpower check, modified by the Beastmaster's level as a bonus, is required. If failed, the Beastmaster's intelligence is submerged beneath animal instincts; for all intents and purposes, the Beastmaster becomes a normal animal. Additional attempts to break free can be made once per day.
**Totem Power**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;15;5;+5"}}The Beastmaster must have a Totem to use this power. The Beastmaster takes on one ability or characteristic of choice of the Totem Animal. Such characteristics could include Agility, Speed, Defense, or such abilities as Flight, Nightvision, or an Attack Form (Bite, Claw, etc.). Type of characteristic is at PGM Discretion. Stamina, Pow, CA, or MA cannot be acquired. This power may be used in combat.
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Blue;10 Power per hour;1+hours;None"}}The Beastmaster must have a Totem to use this power. This power allows the Beastmaster to physically transform into an average specimen of any natural animal. The transformation takes 30 seconds. Any clothing or belongings carried upon the Beastmaster do not transform. When the Beastmaster chooses to resume his normal shape, or the duration has expired, a successful Willpower check, modified by the Beastmaster's level as a bonus, is required. If failed, the Beastmaster's intelligence is submerged beneath animal instincts; for all intents and purposes, the Beastmaster becomes a normal animal. Additional attempts to break free can be made once per day.
Deletions:
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Orange;6 Power per target;Special;One animal per 6 Power spent;+15"}}The Beastmaster concentrates, sending out a wordless call for a specific type of animal within a 1 mile radius. The summoned animals will arrive as soon as possible. Animals will remain neutral toward the Beastmaster and companions. Other means must be utilized for specific tasks not within their usual nature. The animals will disperse after 1 hour.
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;10 Power per hour;1+hours;None"}}The Beastmaster must have a Totem to use this power. This power allows the Beastmaster to physically transform into an average specimen of any natural animal. The transformation takes 30 seconds. Any clothing or belongings carried upon the Beastmaster do not transform. When the Beastmaster chooses to resume his normal shape, or the duration has expired, a successful Willpower check, modified by the Beastmaster's level as a bonus, is required. If failed, the Beastmaster's intelligence is submerged beneath animal instincts; for all intents and purposes, the Beastmaster becomes a normal animal. Additional attempts to break free can be made once per day.
Revision [1150]
Edited on 2007-05-04 23:52:44 by NimeaSylvanosAdditions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
__**[[Beastmaster Beastmaster]]**__, __**[[Powers Powers]]**__
__**[[Beastmaster Beastmaster]]**__, __**[[Powers Powers]]**__
Deletions:
Additions:
{{image url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner2.jpg"}}
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[Beastmaster Beastmaster]]**__, __**[[Powers Powers]]**__
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[http://www.parthosrpg.com/mboard/ Message Boards]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__ __**[[Beastmaster Beastmaster]]**__, __**[[Powers Powers]]**__
Deletions:
Revision [484]
Edited on 2006-09-14 01:38:57 by NimeaSylvanosAdditions:
**Calm**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;White;1 Power per target;One hour;One animal per Power spent;+25"}}The Beastmaster speaks in soothing voices while exerting his will over an animal within sight, calming it. If successfully calmed, the creature will be neutral towards the Beastmaster and any companions, as long as the creature senses no hostile intent. The animal will not attack nor aid the caster in any direct way, unless other efforts are made. The Beastmaster may attempt to calm fanciful creatures after 10th level.
**Locate**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;White;1;Instantaneous;500' radius;+25"}}The Beastmaster extends his sense though the area and locates a particular type of animal of his choosing within 1000 feet. The Beastmaster will know numbers and approximate location of all such animals within range.
**Befriend**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Gray;3 Power per target;One hour;One animal per 3 Power spent;+20"}}The animal must previously be calmed, or favorable towards the Beastmaster, as a prerequisite of this Power. When this power is used, the Beastmaster creates a temporary bond of friendship. The animal will treat the Beastmaster as a friend, though it will remain neutral toward his companions. The animal will perform simple tasks, assuming a method of instruction is possible, but will not engage in combat. The bond will last at maximum for one hour, assuming no mistreatment comes to the animal. This power cannot be used to gain a permanent, loyal follower; such trust must be earned rather than coerced. The same requirements concerning the animal, as stated in Animal Calming, also apply to this power. The Beastmaster may attempt to befriend fanciful creatures after 15th level.
**Communicate**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Gray;3;Ten minutes;One animal;+20"}}This allows the Beastmaster to communicate on a mental level with an animal within sight. This communication takes the form of impressions, emotions, and images rather than actual speech. The Beastmaster may attempt to speak to fanciful creatures after 10th level.
**Bond**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Red;3 Power per minute;1+ minutes;One animal within 100';+15"}}The Beastmaster falls into a meditative trance, allowing the use of the senses of any animal within 100 feet. The bond can extend up to a mile in distance between the animal and the Beastmaster. If no animal exists within the area, the power fails. The Beastmaster is able to slightly affect the animal's actions, such as causing the creature to turn its head. Only one sense may be used at a time, and the power must be reinitiated for each different sense used.
**Calm**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Red;1 Power per target;One hour;One animal within 100';+15"}}The Beastmaster falls into a meditative trance, allowing the use of the senses of any animal within 100 feet. The bond can extend up to a mile in distance between the animal and the Beastmaster. If no animal exists within the area, the power fails. The Beastmaster is able to slightly affect the animal's actions, such as causing the creature to turn its head. Only one sense may be used at a time, and the power must be reinitiated for each different sense used.
**Call**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Orange;6 Power per target;Special;One animal per 6 Power spent;+15"}}The Beastmaster concentrates, sending out a wordless call for a specific type of animal within a 1 mile radius. The summoned animals will arrive as soon as possible. Animals will remain neutral toward the Beastmaster and companions. Other means must be utilized for specific tasks not within their usual nature. The animals will disperse after 1 hour.
**Totem Journey**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;20;One week;+10"}}The Beastmaster travels into the wilderness to find his Totem. After RPing a week of fasting and meditiation, the Beastmaster makes an MA roll. If successful, an animal spirit, a Totem, appears and bonds with the Beastmaster. As a result of this bond, the Beastmaster gains a permanent +5 MA. If the MA roll fails, no Totem appears and the Beastmaster must wait a month to Journey again.
Note: The Totem chooses the Beastmaster, not the other way around, so Totem selection is at PGM Discretion.
**Command**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Yellow;10;Special;One animal;+5"}}The Beastmaster must have a Totem to use this power. Allows the Beastmaster to give any one animal a single mental command which must be obeyed. The command cannot consist of over 10 words, and is limited to one action or task. The animal will not obey a command that will obviously risk its life; however, it can be commanded to attack. A companion or familiar will refuse to attack its master; however it may be commanded to do nothing. This power may be used in combat.
**Merge With Animal**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Yellow;10 Power per hour;Special;+5"}}The Beastmaster must have a Totem to use this power. Upon exercising this power, the Beastmaster's physical body falls comatose as his spirit leaves and joins with any natural animal within eyesight. The spirit coexists with the animal's spirit; in other words, the Beastmaster can, if he so chooses, control the animal's actions or ride along as an observer. Any strong animal instincts may still override the Beastmaster's control.Ê Once the spirit is within the animal, there is no range distance which the animal may roam. If the animal dies while the Beastmaster still occupies it, a Will save must be made or else the spirit fails to return to the Beastmaster and his body is left in a coma.
**Companion Journey**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Green;30;One week;None"}}The Beastmaster must have a Totem to use this power. The Beastmaster RPs a week-long journey to find an animal companion. During his journey, the Beastmaster will be tested by his Totem to prove his worth. Depending on the Beastmasters past actions, the Totem may deem him unworthy. At the end of the week, an animal decided by the Totem to be a companion best suited to the Beastmaster will appear to him. At this point, a roll on MA must be made to establish the bond between the pair. If successful, the Beastmaster gains a permanent and loyal companion. If the MA roll fails, the Beastmaster may not Journey again for another 2 months. If the companion dies, the Beastmaster is at -50 MA for 3 months and may not use any Totem powers during that time.
**Shapechange**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;10 Power per hour;1+hours;None"}}The Beastmaster must have a Totem to use this power. This power allows the Beastmaster to physically transform into an average specimen of any natural animal. The transformation takes 30 seconds. Any clothing or belongings carried upon the Beastmaster do not transform. When the Beastmaster chooses to resume his normal shape, or the duration has expired, a successful Willpower check, modified by the Beastmaster's level as a bonus, is required. If failed, the Beastmaster's intelligence is submerged beneath animal instincts; for all intents and purposes, the Beastmaster becomes a normal animal. Additional attempts to break free can be made once per day.
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;White;1 Power per target;One hour;One animal per Power spent;+25"}}The Beastmaster speaks in soothing voices while exerting his will over an animal within sight, calming it. If successfully calmed, the creature will be neutral towards the Beastmaster and any companions, as long as the creature senses no hostile intent. The animal will not attack nor aid the caster in any direct way, unless other efforts are made. The Beastmaster may attempt to calm fanciful creatures after 10th level.
**Locate**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;White;1;Instantaneous;500' radius;+25"}}The Beastmaster extends his sense though the area and locates a particular type of animal of his choosing within 1000 feet. The Beastmaster will know numbers and approximate location of all such animals within range.
**Befriend**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Gray;3 Power per target;One hour;One animal per 3 Power spent;+20"}}The animal must previously be calmed, or favorable towards the Beastmaster, as a prerequisite of this Power. When this power is used, the Beastmaster creates a temporary bond of friendship. The animal will treat the Beastmaster as a friend, though it will remain neutral toward his companions. The animal will perform simple tasks, assuming a method of instruction is possible, but will not engage in combat. The bond will last at maximum for one hour, assuming no mistreatment comes to the animal. This power cannot be used to gain a permanent, loyal follower; such trust must be earned rather than coerced. The same requirements concerning the animal, as stated in Animal Calming, also apply to this power. The Beastmaster may attempt to befriend fanciful creatures after 15th level.
**Communicate**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Gray;3;Ten minutes;One animal;+20"}}This allows the Beastmaster to communicate on a mental level with an animal within sight. This communication takes the form of impressions, emotions, and images rather than actual speech. The Beastmaster may attempt to speak to fanciful creatures after 10th level.
**Bond**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Red;3 Power per minute;1+ minutes;One animal within 100';+15"}}The Beastmaster falls into a meditative trance, allowing the use of the senses of any animal within 100 feet. The bond can extend up to a mile in distance between the animal and the Beastmaster. If no animal exists within the area, the power fails. The Beastmaster is able to slightly affect the animal's actions, such as causing the creature to turn its head. Only one sense may be used at a time, and the power must be reinitiated for each different sense used.
**Calm**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Red;1 Power per target;One hour;One animal within 100';+15"}}The Beastmaster falls into a meditative trance, allowing the use of the senses of any animal within 100 feet. The bond can extend up to a mile in distance between the animal and the Beastmaster. If no animal exists within the area, the power fails. The Beastmaster is able to slightly affect the animal's actions, such as causing the creature to turn its head. Only one sense may be used at a time, and the power must be reinitiated for each different sense used.
**Call**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Orange;6 Power per target;Special;One animal per 6 Power spent;+15"}}The Beastmaster concentrates, sending out a wordless call for a specific type of animal within a 1 mile radius. The summoned animals will arrive as soon as possible. Animals will remain neutral toward the Beastmaster and companions. Other means must be utilized for specific tasks not within their usual nature. The animals will disperse after 1 hour.
**Totem Journey**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;20;One week;+10"}}The Beastmaster travels into the wilderness to find his Totem. After RPing a week of fasting and meditiation, the Beastmaster makes an MA roll. If successful, an animal spirit, a Totem, appears and bonds with the Beastmaster. As a result of this bond, the Beastmaster gains a permanent +5 MA. If the MA roll fails, no Totem appears and the Beastmaster must wait a month to Journey again.
Note: The Totem chooses the Beastmaster, not the other way around, so Totem selection is at PGM Discretion.
**Command**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Yellow;10;Special;One animal;+5"}}The Beastmaster must have a Totem to use this power. Allows the Beastmaster to give any one animal a single mental command which must be obeyed. The command cannot consist of over 10 words, and is limited to one action or task. The animal will not obey a command that will obviously risk its life; however, it can be commanded to attack. A companion or familiar will refuse to attack its master; however it may be commanded to do nothing. This power may be used in combat.
**Merge With Animal**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Yellow;10 Power per hour;Special;+5"}}The Beastmaster must have a Totem to use this power. Upon exercising this power, the Beastmaster's physical body falls comatose as his spirit leaves and joins with any natural animal within eyesight. The spirit coexists with the animal's spirit; in other words, the Beastmaster can, if he so chooses, control the animal's actions or ride along as an observer. Any strong animal instincts may still override the Beastmaster's control.Ê Once the spirit is within the animal, there is no range distance which the animal may roam. If the animal dies while the Beastmaster still occupies it, a Will save must be made or else the spirit fails to return to the Beastmaster and his body is left in a coma.
**Companion Journey**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Green;30;One week;None"}}The Beastmaster must have a Totem to use this power. The Beastmaster RPs a week-long journey to find an animal companion. During his journey, the Beastmaster will be tested by his Totem to prove his worth. Depending on the Beastmasters past actions, the Totem may deem him unworthy. At the end of the week, an animal decided by the Totem to be a companion best suited to the Beastmaster will appear to him. At this point, a roll on MA must be made to establish the bond between the pair. If successful, the Beastmaster gains a permanent and loyal companion. If the MA roll fails, the Beastmaster may not Journey again for another 2 months. If the companion dies, the Beastmaster is at -50 MA for 3 months and may not use any Totem powers during that time.
**Shapechange**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;10 Power per hour;1+hours;None"}}The Beastmaster must have a Totem to use this power. This power allows the Beastmaster to physically transform into an average specimen of any natural animal. The transformation takes 30 seconds. Any clothing or belongings carried upon the Beastmaster do not transform. When the Beastmaster chooses to resume his normal shape, or the duration has expired, a successful Willpower check, modified by the Beastmaster's level as a bonus, is required. If failed, the Beastmaster's intelligence is submerged beneath animal instincts; for all intents and purposes, the Beastmaster becomes a normal animal. Additional attempts to break free can be made once per day.
Revision [393]
Edited on 2006-09-12 18:53:04 by NimeaSylvanosAdditions:
Power Activation:
Many powers require the beastmaster to have Animal Empathy to be effective when dealing with animals. If the beastmaster does not have the proper skill, he may not use the power in question. If the beastmaster does have the skill, then take half of their AE skill added with MA for purposes of activating that power (that is, instead of rolling plain MA, the roll is made on [(Animal Empathy) / 2 + MA + "MA Bonus"]. The "MA Bounus" is only applied if the beastmaster is dealing with an animal that falls within the scope of this Animal Empathy. For powers not requiring a skill, base MA is used as normal.
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Many powers require the beastmaster to have Animal Empathy to be effective when dealing with animals. If the beastmaster does not have the proper skill, he may not use the power in question. If the beastmaster does have the skill, then take half of their AE skill added with MA for purposes of activating that power (that is, instead of rolling plain MA, the roll is made on [(Animal Empathy) / 2 + MA + "MA Bonus"]. The "MA Bounus" is only applied if the beastmaster is dealing with an animal that falls within the scope of this Animal Empathy. For powers not requiring a skill, base MA is used as normal.
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