Revision [6140]

Last edited on 2008-09-07 02:56:54 by PgmVelkaiva [Removed references to Druid and Priest Powers, removed links to same.]
Additions:
__**[[PaladinSpheres Paladin Spheres]]**__<< Bards, Beastmasters, Monks, and Paladins have Powers granted at certain levels, shown as the Armband Color under the sample Powers lists. A Power is not a spell, but rather an innate ability based both on the character's general understanding of magic and of her class. Therefore, Power points used are generally much lower than those used in casting a spell. In addition, some powers grant a bonus to the character's Magical Aptitude (MA) roll.
Deletions:
__**[[DruidPowers Druidic Powers]]**__
__**[[PaladinSpheres Paladin Spheres]]**__
__**[[PriestPowers Priest Powers]]**__<< Bards, Beastmasters, Druids, Monks, Paladins and Priests have Powers granted at certain levels, shown as the Armband Color under the sample Powers lists. A Power is not a spell, but rather an innate ability based both on the character's general understanding of magic and of her class. Therefore, Power points used are generally much lower than those used in casting a spell. In addition, some powers grant a bonus to the character's Magical Aptitude (MA) roll.


Revision [4303]

Edited on 2007-11-28 14:36:10 by NimeaSylvanos [Spells link]
Additions:
__**[[Magic Magic]]**__, __**[[Spells]]**__
Deletions:
__**[[Magic Magic]]**__


Revision [2580]

Edited on 2007-07-09 00:43:34 by NimeaSylvanos
Additions:
__**[[PaladinSpheres Paladin Spheres]]**__
Deletions:
__**[[PaladinPowers Paladin Powers]]**__


Revision [1658]

Edited on 2007-06-14 14:30:04 by NimeaSylvanos
Additions:
{{image url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner5.jpg"}}
Deletions:
{{image url="http://i144.photobucket.com/albums/r172/Nimea/ParthosBanner2.jpg"}}


Revision [1307]

Edited on 2007-05-23 14:25:27 by NimeaSylvanos [Back Link]
Additions:
__**[[Magic Magic]]**__


Revision [886]

Edited on 2007-02-23 22:56:01 by NimeaSylvanos
Additions:


<<__**[[BardPowers Bard Powers]]**__
__**[[BeastmasterPowers Beastmaster Powers]]**__
__**[[PriestPowers Priest Powers]]**__<< Bards, Beastmasters, Druids, Monks, Paladins and Priests have Powers granted at certain levels, shown as the Armband Color under the sample Powers lists. A Power is not a spell, but rather an innate ability based both on the character's general understanding of magic and of her class. Therefore, Power points used are generally much lower than those used in casting a spell. In addition, some powers grant a bonus to the character's Magical Aptitude (MA) roll.
Deletions:
__**[[BardPowers Bard Powers]]**__
__**[[BeastmasterPowers Beastmaster Powers]]**__
__**[[PriestPowers Priest Powers]]**__
Bards, Beastmasters, Druids, Monks, Paladins and Priests have Powers granted at certain levels, shown as the Armband Color under the sample Powers lists. A Power is not a spell, but rather an innate ability based both on the character's general understanding of magic and of her class. Therefore, Power points used are generally much lower than those used in casting a spell. In addition, some powers grant a bonus to the character's Magical Aptitude (MA) roll.


Revision [855]

Edited on 2007-02-23 22:31:46 by NimeaSylvanos [Banner, Heading Links]
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)]]**__
Deletions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[www.parthosrpg.com Original Site]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__


Revision [772]

Edited on 2007-02-20 15:32:40 by NimeaSylvanos
Additions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[www.parthosrpg.com Original Site]]**__, __**[[www.parthosrpg.com/aim.php The Parthenon (AIM)]]__, __[[www.parthosrpg.com/aol.php The Parthenon (AOL)]]**__
Deletions:
__**[[HomePage Home]]**__, __**[[Rules Rules]]**__, __**[[www.parthosrpg.com/forum/ Forum]]**__, __**[[www.parthosrpg.com Original Site]]**__


Revision [728]

Edited on 2007-02-17 03:02:08 by NimeaSylvanos
Additions:
__**[[BardPowers Bard Powers]]**__
__**[[BeastmasterPowers Beastmaster Powers]]**__
__**[[DruidPowers Druidic Powers]]**__
__**[[MonkPowers Monk Powers]]**__
__**[[PaladinPowers Paladin Powers]]**__
__**[[PriestPowers Priest Powers]]**__
Deletions:
__**[[BardPowers Bard Powers]]**__, __**[[BeastmasterPowers Beastmaster Powers]]**__, __**[[DruidPowers Druidic Powers]]**__, __**[[MonkPowers Monk Powers]]**__, __**[[PaladinPowers Paladin Powers]]**__, __**[[PriestPowers Priest Powers]]**__,


Revision [496]

Edited on 2006-09-14 09:34:01 by PgmTadrok
Deletions:
Bards and Powers
If a bard is sustaining a power, he may continue to attack as long as he doesn't attempt to initiate another power. Any attempt to initiate a new power instantly ends the sustained power. Damage from the Song of Pain is sustained at the end of each round.


Revision [495]

Edited on 2006-09-14 09:33:49 by PgmTadrok
Deletions:
=====Monk Powers=====
**Dim Mak**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Yellow;5;2 rounds;None"}}Through years of training and experience, the Monk is able to size up a target to determine its weakest point and strike. The first round must be spent in observation and study. Then, if a successful MA roll is made, the Monk will attempt to make a CA roll next round. If successful, the blow is an automatic critical hit, doing additional damage and a possible critical strike.


Revision [494]

Edited on 2006-09-14 09:33:31 by PgmTadrok
Additions:
Bards, Beastmasters, Druids, Monks, Paladins and Priests have Powers granted at certain levels, shown as the Armband Color under the sample Powers lists. A Power is not a spell, but rather an innate ability based both on the character's general understanding of magic and of her class. Therefore, Power points used are generally much lower than those used in casting a spell. In addition, some powers grant a bonus to the character's Magical Aptitude (MA) roll.
Deletions:
Bards, Beastmasters, Druids, Monks, Paladins and Priests have Powers granted at certain levels, shown as the Armband Color under the sample Powers lists. A Power is not a spell, but rather an innate ability based both on the character's general understanding of magic and of her class. Therefore, Power points used are generally much lower than those used in casting a spell. In addition, some powers grant a bonus to the character's MA roll.


Revision [488]

Edited on 2006-09-14 01:41:56 by NimeaSylvanos
Additions:
__**[[BardPowers Bard Powers]]**__, __**[[BeastmasterPowers Beastmaster Powers]]**__, __**[[DruidPowers Druidic Powers]]**__, __**[[MonkPowers Monk Powers]]**__, __**[[PaladinPowers Paladin Powers]]**__, __**[[PriestPowers Priest Powers]]**__,
Deletions:
__**[[BardPowers Bard Powers]]**__, __**[[BeastmasterPowers Beastmaster Powers]]**__, __**[[PriestPowers Priest Powers]]**__, __**[[DruidPowers Druidic Powers]]**__, __**[[MonkPowers Monk Powers]]**__
=====Druidic Powers=====
**Speak With Animals**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Red;1/1;1(+1);None"}}This allows the Druid to communicate with any woodland animal. This communication takes the form of impressions, emotions, and images rather than actual speech.
**Animal Messenger**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Yellow;20;Special;None"}}Summons a small animal (bird, bat, mouse, etc.) to carry a message from the Druid to a single person within one mile per level of the Druid. The message can be no more than 25 words long. The recipient does not need to understand the language of animals; this Power grants the messenger the ability to communicate the Druid's words clearly. If the recipient moves outside the range limit or the animal messenger is physically unable to reach that person (for example, it gets killed along the way), the Druid will instinctively know this when it happens.
**Hallowed Ground**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Blue;20;Special;None"}}Allows a Druid to sanctify a single area of untouched wilderness (a grove of trees, a stone circle, a waterfall or pool), no larger than 100 square feet per level. Malicious trespassers will feel extraordinarily uneasy within the boundaries of the Druid's Hallowed Ground, as if unseen eyes are watching them intently at all times, and must save vs. Will every 10 minutes or attempt to leave the area immediately. The Druid will instinctively know when trespassers have entered his Hallowed Ground, and will also gain a rough sense of their numbers and type.
Within the Hallowed Ground, the Druid gains a +10 bonus to Meditation and MA (for Ritual spells only) due to a sense of enhanced communion with the earth. Only one area may be Hallowed by any druid, but it remains consecrated until the land is defiled or the druid himself breaks the pact of consecration.


Revision [485]

Edited on 2006-09-14 01:39:37 by NimeaSylvanos
Deletions:
=====Divine Powers=====
Turn/Destroy Undead is available to both Priests and Paladins. The rest are available solely to Paladins.
**Turn/Destroy Undead**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;White;1 Power/5 Levels;Special;None"}}By invoking divine power through prayer, the Priest or Paladin is able to hold undead at bay or even destroy them outright.
When this Power is activated, all undead within 50' of the Turning character must save vs. Will/2 to resist. Those which fail their saves cannot come closer than 10' to the Turning character. Undead which are of a lower level than the Priest flee until they leave the line of sight of the Priest (with a minimum of fifty feet) and maintain this distance for the duration of the power, should they fail their saves. Undead which are 10 levels or more lower than the Turning character and fail their saves are instantly destroyed. Undead more than 1.5 times the character's level are not affected by this Power.
Demons and devils are also affected by Turn Undead, although they are banished to their home planes rather than being destroyed by high-level priests. Necromantic familiars and other bonded spirits are Turned as their owners' levels.
Turn Undead lasts up to 10 rounds once invoked. Maintaining the effect does not require any additional Power cost, but the Turning character cannot use weapons, cast spells, or initiate other Powers while sustaining a Turn. The effect drops if the character does, and is also terminated if the character forces the affected undead into a position from which they have nowhere to go other than the Power's area of effect (for example, by trying to back zombies off a cliff's edge).
The priest or paladin must state the amount of Power being expended with a Turn Undead attempt when it is initiated. Each point of Power affects up to five levels of undead, with the lowest-level undead always affected first.
**Sense Evil**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Area of Effect;MA Bonus;White;1/1;30' radius;+20"}}Allows the Paladin to detect extreme concentrations of evil and/or malignant entities, within a 30ft radius. Extreme sources of evil, with ill intent towards the Paladin, may be sensed within a 100ft radius.
**Aura of Goodness**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Gray;1 Power per +10 Def/MR;1(+1);+20"}}The Paladin is surrounded by a visible representation of his glowing aura. A -10 penalty per Power point spent each round is applied to all die rolls made by evil beings against the Paladin. A maximum -50 penalty can be achieved, and the same amount of Power must be spent each round, unless the ability is reactivated.
**Laying on of Hands**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Gray;1 Power per one damage healed;Two rounds;One creature;+10"}}The Paladin intones a brief prayer to his deity, who then grants him the power to heal one point of Stamina for every Power point expended by laying his hands upon injuries. Note: The recipient and the Paladin must be still during the two-round duration.
**Holy Steed**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Orange;10;12 hours;None"}}The Paladin must find seclusion away from civilization and remain from dawn to dusk in silent prayer and contemplation. After this period, a magnificent steed may arrive, guided by the deity. The steed may range from a powerful warhorse to a winged griffin, and remain loyal until his death. A Paladin may only have one Holy Steed at a time.
**Consecrated Weapon**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Yellow;10;Special;None"}}A paladin, upon reaching close communion with her deity, is granted considerable divine powers to combat evil forces. These powers are channeled through a single weapon, prepared by six hours in meditation by the paladin followed by a benediction delivered by a high ranking priest. Once consecrated, the paladin may activate the weapon with a thought (no activation roll required), upon which the weapon glows, and is a +20 CA weapon against evil creatures. Against evil Priests, Undead, Demons, or other supernatural evils, the consecrated weapon is a +30 CA, +2 damage weapon. Only the highest bonus applies. A Paladin may own no more than one Consecrated Weapon at any time. Magic weapons not in conflict with a paladin's diety's goals may be consecrated, but an activated Consecrated Weapon uses the abilities gained through consecration rather than other enchantments.


Revision [483]

Edited on 2006-09-14 01:38:21 by NimeaSylvanos
Deletions:
=====Beastmaster Powers=====
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.
**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.


Revision [481]

Edited on 2006-09-14 01:36:45 by NimeaSylvanos
Deletions:
=====Bard Powers=====
Use of bard powers abides by the following rules, except where the power indicates otherwise (Morale, for instance):
- Due to the nature of their powers, bards may only use or sustain one power at a time, and while doing so, must concentrate such that they may engage in no other significant action (although simple actions, such as moving no faster than a walk, are permissible).
- A victim must be visible to the bard in order to be initially affected by a power (or else a -50 penalty to the power activation roll is incurred). Once targetted, however, victims remain affected until they can move from the area of effect (usually earshot) as long as the bard sustains the power.
- In addition, many powers require the bard to have either Musical Instrument or Entertainment to be effective (the skill will be named in the Power description if it is required). If the bard does not have the proper skill, he may not use the power in question. If the bard does have the skill, then take the average of their MA and skill total for purposes of activating that power (that is, instead of rolling on plain MA, the roll is made on (MA+[Musical Instrument or Entertainment]/2). This limit applies before any listed "MA Bonus" of the power, which adds directly to the result regardless. For powers not requiring a skill, base MA is used as normal.
- Magical musical instruments may confer bonuses to bard powers, but the appropriate Musical Instrument Skill must be used.
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;White;2 Power per target;Special;One target per 2 power spent;+20"}}The Bard uses his powers of oratory persuasion to sooth and calm. He is able to direct this soothing power at one person per level of experience. If those affected fail a save vs. Will/2, then they will find the bard's calming words to make sense, and their hostile intentions will be quenched, angry crowds will be mollified, and those in distress will temporarily forget their problems. The affect will last as long as the bard continues his soothing ministrations.
Note: This power will not affect those already engaged in combat, although it can be used to avert combat. The bard should roleplay what he says to activate this power, and the PGM may apply bonuses or penalties to the target's save based on how effective the bard's words are. This power can be used on animals or creatures who do not speak the bard's language, but the bard is then limited to making soothing gestures and crooning sounds, and the targets are automatically at a +20 to save.
**Read Reaction**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;White;5;Special;One expression;+15"}}The first trick a novice bard learns is how to read her audience. By concentrating on facial expression, voice and body language, the bard can ascertain limited information about a single person. Only one piece of information, or one subject, can be affected per Power use. For example, the bard might attempt to determine whether the subject is lying (only one statement at a time can be tested), whether the subject is feeling any concealed emotion, what type of argument seems likely to be most persuasive to a person, and so on. Each time, the bard must roll vs. IQ to correctly interpret the subtle cues. Failure indicates no information gained or an incorrect result (at PGM discretion).
**Morale**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Gray;2 Power per target;Length of Combat;One target per 2 power spent;+15"}}The bard rallies his comrades for battle, inspiring them with a courageous song (Musical Instrument skill). The Bard expends two Power points per person he wishes to affect. Those affected gain +10 CA and MA for the remainder of the battle, plus NPCs affected by this spell have a better chance to resist fleeing from overwhelming odds.
**Song of Pain**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Gray;3 Power per target per round;Special;One creature per 3 Power spent;+10"}}To use this power, the bard must either sing or play on an instrument (Musical Instrument skill) harsh, dissonant tones, which are empowered by the bard to cause actual physical pain to those it is directed against. Targets suffer BC6 points of damage, and a penalty of -10 to CA, MA, and Speed, as the song causes them physical and mental anguish. The damage will be applied at the end of every round through which the bard maintains the song.
**Emotive Influence**
{{table columns="6" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Save;Red;2 Power per target per round;1 (+1);One creature per 2 Power spent;+10;Will/2 for no effect"}}A bard using Emotive Influence attempts to sway the emotions of an audience (willing or not). The bard tells a story or performs in some other way (Entertainment skill) that will evoke the emotion desired (such as telling jokes to lighten the mood, sword-swallowing to evoke awe, heckling to produce anger, or whatever). As with Calm, the attempt must be roleplayed out, and penalties or bonuses to the save may be applied based on the form of Entertainment chosen and the PGM's discretion. Victims must save vs. Will/2, or become overwhelmed with the emotion the bard choses to instill.
**Silver Tongue**
{{table columns="6" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Save;Red;3 Power per target per round;Special;One creature per 3 Power spent;+10;Will/2 for no effect"}}This power allows the Bard to speak with unnatural persuasiveness. The bard makes a convincing argument to a person (or group of people), which must be roleplayed out (as with Calm, save bonuses or penalties may be applied based on this roleplay, at the PGM's discretion). When the bard has made this argument, all those affected must make a save versus Will/2 or else find themselves swayed by the bard's words. Almost any course of action can be suggested, save that which is clearly against the interests of the target, or which goes against the target's inherent beliefs. This power will not function on animals or other creatures unable to understand the bard's words.
**Discord**
{{table columns="6" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Save;Orange;1 Power per target/-10 penalty applied;1(+1);Special: see cost;+5;Perc/2 for half penalties"}}To use this power, the bard plays or sings (Musical Instrument skill) a discordant melody which causes extreme disorientation and vertigo in those it is directed against. This confusion inflicts a -10 penalty to CA, MA, and Initiative per point of Power spent, with a -50 maximum. These penalties take effect at the end of the round in which Discord is initiated. (Example: To cause -50 penalties in two targets would cost 10 Power per round.) Once initiated, the level of penalty cannot be changed, and new targets cannot be added (targets may be dropped from the effect in subsequent rounds, though not later re-added) without stopping the power and re-initiating it. Victims receive a save vs. Perc/2 to halve the penalties incurred from this power.
**Song of Sleep**
{{table columns="6" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Save;Orange;5 Power per target;Special;One creature per 5 Power;+5;Perc/2 for half penalties"}}This magically soothing lullaby (Musical Instrument skill) allows a bard to put her audience to sleep. Targets may save vs. Will/2 to resist the effects of the song; those who fail drop into a light, enchanted slumber. The Song of Sleep must be played over several minutes without interruption and cannot be used in combat. Loud noises or hard physical contact (being shaken, kicked, etc.) will awaken the sleepers. If left in peace, those affected by the Song of Sleep will awaken on their own in an hour.
**Enthralling Performance**
{{table columns="6" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Save;Yellow;6 Power per target;Special;One creature per 6 Power;None;Will/2 for no effect"}}Bards with this power are able to perform with spectacular flair, above and beyond even what their normal skill levels would represent. Even common tales become fresh and new when retold by the bard, and simple tunes become something truly grand. To use this power, the bard chooses a mode of performance (either Entertainment or Musical Instrument, which becomes the limiting skill) and roleplays it out. The performance is imbued with so much of the bard's power that it can even be done in completely inappropriate situations. Those targetted by the bard must save vs. Will/2 or stop whatever else they are doing and watch the bard's performance, enthralled. Those not targetted will not notice anything out of the ordinary in the bard's performance. Enthralled victims may take no action until the bard ceases performing, unless they are attacked or threatened, in which case the bard's enchantment is automatically broken and the victim may act normally once again. They may also receive additional saves in subsequent rounds if something important to them is calling for their attention (such as a companion being attacked), with bonuses to the roll up to +50, at the PGM's discretion.
**Tongues**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Yellow;15;Special;Special;None"}}By traveling extensively, exchanging tales with people from farflung lands, and collecting songs in archaic verse, an experienced bard acquires a smattering of many different languages. This Power allows the bard to try his hand at communication in virtually any humanoid spoken language. An IQ roll is required to translate correctly, and a failed roll indicates a misunderstanding -- which may be harmlessly amusing or disastrous. Languages of nonhumanoid creatures (including most innately magical beings) cannot be translated by means of this Power. Additionally, the bard may attempt to decipher written languages. However, in this case the IQ check is made with a -50 penalty, mitigated by 1 point per level of the bard (i.e., a Level 15 bard has a -35 penalty to the IQ check). If the attempt fails, the bard must gain a level before he can attempt to translate that particular writing sample again.
**Lore**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Green;15;Special;Special;None"}}The bard is at this level able to tap into wells of knowledge gleaned from his travels, ancient songs and stories. This power can be used to recall legends and prophecies, or just about any other bit of history or archived knowledge the bard wishes to know. To use this power, the bard meditates for no less than five minutes, and then makes an IQ roll. If the roll succeeds, the bard will receive the information he desires; the actual amount and detail of the information will depend on PGM Discretion. If the roll fails, then the bard simply knows nothing about the given subject, and may not make another attempt to gain that knowledge.
**Song of Healing**
{{table columns="5" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;Area of Effect;MA Bonus;Green;10 Power per BC6 healed;Three minutes;25' radius;None"}}This gentle, uplifting song (Musical Instrument skill) is imbued with healing magic. For every 10 Power spent, the bard may heal BC6 damage on all creatures within a 25' radius. The effects can be made selective within that range, but the only limit to the number of beings that may be affected is how many of them can be crowded into the audience. This Power requires several minutes of uninterrupted playing and cannot be used in combat.


Revision [480]

Edited on 2006-09-14 01:36:00 by NimeaSylvanos
Additions:
__**[[BardPowers Bard Powers]]**__, __**[[BeastmasterPowers Beastmaster Powers]]**__, __**[[PriestPowers Priest Powers]]**__, __**[[DruidPowers Druidic Powers]]**__, __**[[MonkPowers Monk Powers]]**__
Deletions:
__**[[BardPowers Bard Powers]]**__, __**[[BeastmasterPowers Beastmaster Powers]]**__, __**[[PriestPowers Priest Powers]]**__, __**[[DruidPowers Druidic Powers]]**__, __**[[MonkPowers Monk Powers]]


Revision [476]

Edited on 2006-09-14 01:34:02 by NimeaSylvanos
Additions:
__**[[BardPowers Bard Powers]]**__, __**[[BeastmasterPowers Beastmaster Powers]]**__, __**[[PriestPowers Priest Powers]]**__, __**[[DruidPowers Druidic Powers]]**__, __**[[MonkPowers Monk Powers]]
Deletions:
__**[[BardPowers Bard Powers]]**__, __**[[BeastmasterPowers Beastmaster Powers]]**__, __**[[PriestPowers Priest Powers]]**__, __**[[DruidPowers Druidic Powers]]**__


Revision [475]

Edited on 2006-09-13 23:33:22 by UthranZamah
Additions:
=====Monk Powers=====
**Dim Mak**
{{table columns="4" style="background:#DDDDDD" cellpadding="1" cells="Band;Cost;Duration;MA Bonus;Yellow;5;2 rounds;None"}}Through years of training and experience, the Monk is able to size up a target to determine its weakest point and strike. The first round must be spent in observation and study. Then, if a successful MA roll is made, the Monk will attempt to make a CA roll next round. If successful, the blow is an automatic critical hit, doing additional damage and a possible critical strike.


Revision [474]

The oldest known version of this page was created on 2006-09-13 22:26:10 by NimeaSylvanos
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