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*'''Withdraw:''' With a successful Water saving throw do not draw attacks when leaving melee at full speed.  
 
*'''Withdraw:''' With a successful Water saving throw do not draw attacks when leaving melee at full speed.  
  
*'''Sprint/Leap:''' Double your speed.
+
*'''Sprint/Leap:''' Move up to full speed as a free action.
  
*'''Wall Running:''' If you move no more than half speed you may move freely along vertical surfaces. You may not end your movement on a vertical surface.
+
*'''Wall Running:''' Move up to half speed along a vertical surface as a free action.
  
*'''Climb/Fall:''' You may move vertically up or down a surface. Moving up costs you double what moving across costs. Moving down is limited to half your speed, beyond that you suffer falling damage normally.  
+
*'''Leap/Fall:''' Move vertically up to half speed as a free action.
  
 
*'''Sure-footed:''' Ignore penalties to movement when moving up to half speed.
 
*'''Sure-footed:''' Ignore penalties to movement when moving up to half speed.
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*'''Rock-Steady:''' No penalty when standing on a narrow surface so long as it is stable (rock, gate).  
 
*'''Rock-Steady:''' No penalty when standing on a narrow surface so long as it is stable (rock, gate).  
 
**Take twice to no longer need the surface to be stable (rope or chain).
 
**Take twice to no longer need the surface to be stable (rope or chain).
 +
  
 
==Iron Body==
 
==Iron Body==
*'''Cloak of Chi:''' Ignore extreme temperatures when determining if a saving throw is needed in the wilderness. Gain hit points equal to the your HD.
+
*'''Cloak of Chi:''' Ignore extreme temperatures when determining if a saving throw is needed in the wilderness. Gain hit points equal to the HD of your class.
  
*'''Feel No Pain:''' With a successful Wood save you may ignore the effects of being Wounded for a number of rounds equal to 1/2 level + con bonus. Gain hit points equal to your HD.
+
*'''Feel No Pain:''' With a successful Wood save you may ignore the effects of being Wounded for a number of rounds equal to 1/2 level + con bonus. Gain hit points equal to the HD of your class.
  
 
*'''Cleanse the Blood:''' Once per day, the character may choose one of the following effects: regain 2 hit points per level, make an additional save to shrug off a poison or disease.  
 
*'''Cleanse the Blood:''' Once per day, the character may choose one of the following effects: regain 2 hit points per level, make an additional save to shrug off a poison or disease.  
 
**This ability may be taken up to 3 times.
 
**This ability may be taken up to 3 times.
  
*'''Iron Skin:''' +1 to AC
+
*'''Iron Skin:''' With a successful Metal saving throw increase AC by +2 for a number of rounds equal to half level + con bonus.
**Take twice to use add Con mod instead of your Dex mod to AC. This does not stack with the +1 from taking this ability once.
 
  
 
*'''Strong Defense:''' +2 to saving throws to resist being stunned, knocked out or delayed.  
 
*'''Strong Defense:''' +2 to saving throws to resist being stunned, knocked out or delayed.  
 
**Take twice to get +4.
 
**Take twice to get +4.
  
*'''Strength of Mountains:''' +1 to Str mod to determine encumbrance.
 
**Take twice to get +2 to acts of brute strength.
 
***Take three times to get an additional +2 to acts of brute strength.
 
  
 
==Perfect Action==
 
==Perfect Action==
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*'''The Secret Veil:''' You may conceal a number of small objects (no larger than a knife or throwing spike) equal to Dex bonus + number of Hidden Shadow abilities you possess. No normal search will reveal them.
 
*'''The Secret Veil:''' You may conceal a number of small objects (no larger than a knife or throwing spike) equal to Dex bonus + number of Hidden Shadow abilities you possess. No normal search will reveal them.
  
*'''The Path of Shadows:''' +4 to proficiency throws on any movement ability so long as you are not observed.
+
*'''The Path of Shadows:''' +4 to proficiency throws on any movement abilty so long as you are not observed.
  
 
*'''The Path of Ghosts:''' You may attempt to become hidden even without suitable cover.  
 
*'''The Path of Ghosts:''' You may attempt to become hidden even without suitable cover.  
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*'''Spring Breeze:''' With a Metal saving throw the commander's calm demeanor suppresses the results of a unit's failed save or morale check for a number of rounds equal to half the commander's level. If the condition that caused the check persists at the end of this period the unit must re-check morale.
 
*'''Spring Breeze:''' With a Metal saving throw the commander's calm demeanor suppresses the results of a unit's failed save or morale check for a number of rounds equal to half the commander's level. If the condition that caused the check persists at the end of this period the unit must re-check morale.
*'''Gentle Rain:''' Negate the morale penalties of your division/army due to lack of supplies. The unit must still make periodic morale checks due to lack of supply but the penalty does not increase with each period.
+
*'''Gentle Rain:''' Negate the morale penalties due to lack of supplies. The unit must still make periodic morale checks due to lack of supply but the penalty does not increase with each period.
*'''Rolling Thunder:''' Increase your Leadership Rating by 1.
+
*'''Rolling Thunder:''' Increase the number of units that can be personally commanded by 1.
*'''Green Bamboo:''' Gain a bonus on the morale checks of units in your division equal to the BF risked in that round's foray.
+
*'''Green Bamboo:''' Gain a bonus on the morale checks of units lead personally equal to the BF risked in that round's foray.
*'''Drawn Breath:''' With a Wood save your division/army may ignore the fatigue penalty due to a forced march or heightened alertness.
+
*'''Drawn Breath:''' With a Wood save personally lead units may ignore the fatigue penalty due to a forced march or heightened alertness.
*'''Observe the Dragon:''' Instead of making a Heroic Foray you may simply bid BR equal to your Int mod. If your allies win their foray or if the enemy has no heroes to oppose you then treat it as if you succeeded in a foray of that BR.
+
*'''Observe the Dragon:''' With a Water save increase the Strategic rating of the commander by +1.
*'''Rustling Grass''': Enemy armies treat you as 1 category more distant when making recon rolls.
 
**Take twice to shift all enemy recon results one column to the left.
 
 
 
==Way of Peace==
 
 
 
*'''Sow Confusion''': The enemy commander must make an Earth save. Failure means your battlefield position is shifted 1 category in your favor. If your force has already ambushed their their army's BR is halved for the first battle round and they may not attempt a Heroic Foray.
 
*'''Still Water''': Reduce the difficulty of a water crossing by 1 category.
 
**Take twice and with a Water save you treat any water crossing as still water.
 
*'''Bend the Heavens''': Change one aspect of the weather by 1 category. This can include changing the direction of the wind. You must know at least 2 other Way of Peace chi abilities to learn this ability.
 
**Take twice to change more than one aspect of the weather. Make an Earth save for each shift beyond the first. If any of the saves fail the weather returns to normal. You may never sustain more shifts than your Wis mod.
 
***Take three times to change a single aspect by more than one category. This requires an Earth save as per the previous ability and the total shifts is still limited by your Wis mod.
 
*'''Spirit Army''': Each Battle turn you gain additional BR equal to your Wis mod. This BR may be assigned casualties as normal but whether they are or not they vanish at the end of the turn. You must have as many or more levels of at least one other Way of Peace chi ability as you do levels of this ability. Each time you use this ability make an Earth save. Failure results in you taking damage equal to your maximum hit points. Roll normally on the Mortal Wounds table for the hp value you have been reduced to.
 
**Take twice to use this ability at Battalion scale
 
**Take three times to use this ability at Brigade scale.
 

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