Record your buffs here...
GERAD:
Ward Benefits:
- Messaging: Everyone (including the villagers) can keep in touch via tiny sendings.
- Warcraft: Everyone gains +2 BAB, +1d10 (and Con Mod) HP, and proficiency with Shields, Light and Medium Armor, and Simple and Martial Weapons. These are typeless bonuses.
- Grant Of Aid: Everyone gains the Grant of Aid ability. If they already have it, they gain +4 Bonus Uses. (Grant of Aid: healed 1/Day per three levels or part thereof of1d8+5 Damage, or 1d3 attribute damage, or one negative level. This does not require an action, the player simply decides when his character recieves aid). So for most of us, two uses. Presumably one use for most villagers.
- Enlightenment: The area is sunlit, and has a permanent Prayer effect ("You and each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a -1 penalty on such rolls.") benefiting the residents and their guardians and penalizing enemies and attackers.
- Since the GM didn't pick, I took a random roll for the Major Power and got Absorption: Everyone the Ward accepts as a Resident can absorb up to (Constitution) levels of incoming spells daily as an immediate action. Anyone can use that power to cast the first six spells from the following list:
quote:
Real Men Spell List: (Paths of Power II or the printed version)
“I stroll up to the dragon, strike a match on its fangs, and light my cigar before I tell it to get lost.”
Some men show no fear. Some play hard-bitten private eyes in Fluffy Cuddly Bunnies games. Such men would use this spell list if they were wimpy enough to cast spells.
- L1 Final Stand*: Take 1-3 actions after you should be unconscious - or deceased.
- L2 Force Weapon*: Weapon does +2d6 force damage for one round/level, 10 maximum.
- L3 Blood Blade*: Heals caster as he or she inflicts damage in melee for 3 rounds or 5 HP/Level (75 Max), whichever comes first.
- L4 Style Gear*: Alters equipment’s appearance and “feel”, but not its function.
- L5 Stoneskin: Ignore 10 points of damage per attack, no GP cost.
- L6 Transformation: You gain combat bonuses (Standard Spell).
Spellcasters can also use the energy to power their own spells. Spellcasters with Spellcraft 18+ may store up to a dozen spells in the ward and may reflect or counterspell spells rather than absorbing them.
Spoiler text: (Highlight or hover over the text to view)
I do not know if living on top of the Beckfyrd nexus means that everyone will have a few spell levels available already. At a guess, perhaps three or four?
War Shrines Benefits:
- +2 Enhancement Bonus to Armor Bonus (effective even if you just wear normal clothing with a base +0 Armor Bonus)
- +2 Enhancement Bonus to your Shield Bonus (Requires that you are using something that works as a shield).
- +1 Enhancement Bonus to any single weapon you like.
It's important to note that those can be fairly easily dispelled, but otherwise will last for months before you need to make another visit to renew them.
THAL:
Thal has created a ritualized version of Wall of Moonlight, that has the following enhanced benefits:
1) It surrounds the entire town of Beckfyrd.
2) The weapons of those inside are enchanted with Bane vs Lycanthropes, gaining +2 to hit, and 2d6+2 vs were-creatures.
3) It counts as silver, to increase it's effectiveness vs lycanthropes.
4) It also grants the benefits of the Blessing, Sanctify and Warding Path of Light witchcraft powers to those within it's confines.
4a) Blessings: +2 LUCK Bonus to AC.
4b) Sanctify: +4 bonus to saving throws, AC, and attack rolls against devils, demons, undead, and Lycanthropes
4c) Warding: Everyone saves IF Thal or a designated individual at the time makes the save. (Thal may transfer the host of this benefit as a Free Action at the start of any round, but must declare it before any other actions take place)
KHOROLF:
Mead Of Uthgar's Rising: The imbiber may glimpse Uthgar's great Feasting Hall, and be revived as the spirits of the dead are there revived to battle!
Acts as a nights rest and refreshes uses-per-day abilities (only once per real week though). User gains Immunity to Fear and a +5 Morale Bonus to Hit and Damage for the duration.
Draught Of The Spirit World: Once during the next two weeks the imbiber may hear the voices of the spirits speaking, and channel their power into his or her magic!
Provides +2 Caster Levels, 1d10 + Con Mod temporary hit points, +1 to BAB, Saves, and AC, +7 Bonus Standard Actions for Spellcasting only, maximum of one per round,not compatible with other reflex actions.
Wine of the Valkyries: The user feels the touch of a Valkyrie, inspiring him or her to even greater heroic deeds!
Provides +1d10 + Con Mod temporary hit points, +1 to BAB, Saves, and AC, user heals (1d8+5) damage up to once per round as needed six times during the duration, user gains a +4 Morale Bonus on Saving Throws, and a +4 Morale Bonus (and +2 Temporary HP per Hit Die, +2 Fortitude, Etc) to Constituition.
Winterfire Spirits: In freezing cold, ice may be skimmed from freezing spirits until only the essence remains, a draught of burning fire!
Provides +1d10 + Con Mod temporary hit points, +1 to BAB, Saves, and AC, 3d6 Mana with the Unskilled Magic Option, Specialized and Corrupted / only for Unskilled Fire Magic, DR 4/- and Energy Resistance (All) 4.
Unskilled Magic is basically an off-the-cuff system, but a pretty limited one. To quote the book...
Unskilled Magic. You may simply announce the spell effect you’re trying to produce and dump Mana into it.
Whatever-it-is you’re trying to do will cost 2 Mana per level of the effect - half of which is wasted and a quarter of which goes into random side effects.
The Casting Level equals the user’s level or (Int/3 + the effect level), whichever is less.
The maximum level of effect which can be produced quals the user’s base Will save bonus or (Wis/3), whichever is less.
Keeping the side effects down to displays and inconvenient effects (rather than dangerous ones) requires a Cha check at a DC of ([2x the Mana used] + 6). The side effects are always up to the Game Master.
CHRYSTA:
Echoes (3/117)
Harmonize:
1) Amplify - Targets; friendly spell casters in a 30' radius - a +2 Caster level
2) Mass Excellence - Targets; 48 allies - a +4 morale bonuses to an attribute, and all saves
Harmonize:
1) Mass Greatness - Targets; 24 allies - a +1 Positive level bonus and 1d10 temp HP, all attacks bypass up to 14pts DR/silver
2) Emotion - Targets; Allies - a +5 morale bonus on saves against mind-affecting powers and on attacks and damage
Harmonize:
1&2) Competence - Targets; 6 allies - a +2 morale bonus to skill check
This message was last edited by the GM at 19:10, Sat 27 Feb 2021.