iwattgaming

 

Supernatural Roles

Page history last edited by Ian 6 days ago

 

Adepts and power source feats 

 

If you want to possess powers, you must first take a power source feat (Sorcerer, Wizard, Cleric, Paladin, Ranger, Use Magical Items). The first such feat taken by a character gives some usually some additional benefit. Taking second, third and more power source feats allows you to take powers associated with them, but gives no other benefits. These special abilities are in addition to those from the characters Core Ability.

 


 

 

 

Cleric (Adept).

The key ability is Wisdom. The “Cleric” feat allows the cleric to pick one power from their Domain List, which they gain. If during play you loose your deities support, you loose Domain powers. When subsequently you begin to worship another deity, you gain new Domain power. A Cleric can use any of those powers he has not learned by expending a Conviction point. He must still fulfil prerequisites.

Powers: Banishment, Bless, Change Size, Combat Sense, Cure, Curse, Detect, Dispel, Energy Resistance, Enhance Abilities, Enhance Senses, Ghost Touch, Mind Touch, Resistance, Restoration, Summon (Outsider), Ward

Domain Powers: See Deities. 

Supernatural Focus: Starting at 6th Level, Clerics can take this feat for any power they posses.

 

Paladin (Warrior)

The key ability for Paladins is Charisma. The “Paladin” feat gives Smite feat if you haven’t taken any other power source feat before.

Paladins can take the following powers, when taking either Adept or Warrior levels: Bless, Combat Sense, Cure, DetectEnergy Resistance, Enhance Abilities, Ghost Touch, Resistance, RestorationWard

If a Paladin has not learned any of those powers he can still use it by expending a Conviction point. He must still fulfil prerequisites.

Paladins usually take Core Ability Fearless (instead of Determination, like other warriors). 

 

Fearless: You are completely immune to effects that cause fear (including supernatural powers like Heart Shaping) and to the effects of the Intimidate skill, unless the user’s total level is at least four greater than yours. You can also eliminate a fear-induced condition from an ally at any time by spending a point of Conviction and standing up to the source of the fear. 

 

Ranger (Warrior)

The key ability for Rangers is Wisdom. The “Ranger” feat gives Favourite Opponent as a bonus feat if you haven’t taken any other power source feat before.

Rangers can take the following powers, when taking either Adept or Warrior levels: Cure, DetectEnergy Resistance, Enhance Abilities, Enhance Senses, Influence Others (Animal), Resistance, Restoration, Snare, Summon (Animal),

A Ranger can use any of those powers he had not learned by expending a Conviction point. He must still fulfil prerequisites.

 

Sorcerer (Adept).

The key ability is Charisma. The “Sorcerer” feat gives Cantrips power when taken as the first power source feat.

Sorcerers cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They cannot use powers while wrestling or pinned. They can cast spells without using verbal components, but this increases Difficulty of Fatigue checks by 2. Sorcerers can take Still Spell feat. Still Spell feat allows to cast spell without Somatic Components, so they can eg wear armor without check penalty to power checks and use powers when restrained.

Powers: Air Shaping, Banishment, Bind,

Change Size, Cold Shaping, Combat Sense, Confusion, Corruption, Create Undead, Curse, Detect, Dispel, Dominate, Earth Shaping, Energy Resistance, Enhance Abilities, Enhance Senses, Fear, Figment, Fire Shaping,Fly, Fog, Force Shaping, Glamer, Influence Others, Mind Touch, Move Object, Pattern, Phantasm, Polymorph, Prescience, Resistance, Shadow Manipulation, Sleep, Snare, Soul Shifting, Summon (Outsider), Teleport, Time Shaping

Sorcerers cannot spend Conviction to use powers they have not learned. Instead they gain the Ultimate Power Core Ability. This Core Ability must aplly to one of the powers they posses. At any time they may spend a full-round action and a point of Conviction to change the associated. power.

Supernatural Focus: Starting at 6th Level, Sorcerers can take this feat for any power they posses.

 

Wizard (Adept).

The key ability is Intelligence. The “Wizard” feat gives Cantrips power when taken as the first power source feat. Wizards cast spells using Verbal and Somatic Components. They must be able to speak and gesture freely to cast their spells. They suffer Armor check penalty to Power and Fatigue checks. They can cast spells without using verbal components, but this increases Difficulty of Fatigue checks by 2. Wizards can take Still Spell feat. Still Spell allows to cast spell without Somatic Components, so they can eg wear armor without check penalty to power checks and fatigue checks, and use powers when restrained or wrestling.

 

Arcane School:

A wizard can choose to specialize in one school of magic, gaining the abilty to take Supernatural Focus on Powers related to his school. This choice must be made when taking the "Wizard" Power Source feat, and once made, it cannot be changed. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. All powers from his opposition schools take a -5 penalty.  A wizard that does not select a school does not gain either these benefits or penalties. See Schools.

 

Powers:  Air Shaping, Banishment, Bind,Change Size, Cold Shaping, Combat Sense, Confusion, Corruption, Create Undead, Curse, Detect, Dispel, Dominate, Earth Shaping, Energy Resistance, Enhance Abilities, Enhance Senses, Fear, Figment, Fire Shaping,Fly, Fog, Force Shaping, Glamer, Influence Others, Mind Touch, Move Object, Pattern, Phantasm, Polymorph, Prescience, Resistance, Shadow Manipulation, Sleep, Snare, Soul Shifting, Summon (Outsider), Teleport, Time Shaping

Wizards cannot spend Conviction to use powers they have not learned. When they take a power, however, they can inscribe a second power in their spellbook (reserve powers). They can spend an hour meditating in order to ready powers from spellbook (regardless of the number of powers being readied, it always takes 1 hour). For each reserve power readied, they must move one of their own powers to reserve, so the total number of powers they can cast remains constant. The readied reserve powers are treated in all aspects as other powers of wizard. In other words, a wizard possess a pool of powers (twice as much as he took power feats) from which he can select half as his readied powers.

Supernatural Focus: Starting at 6th Level, Specialist Wizards can take this feat for any power they posses. Unspecialized Wizarsd cannot take this feat for any power.

Comments (0)

You don't have permission to comment on this page.