Three Kingdoms\Chi Powers: Difference between revisions
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[[Three_Kingdoms | Return to Main]] | [[Three_Kingdoms | Return to Main]] | ||
==Light Foot== | |||
The Light Foot power set is about motion and physical prowess | |||
*'''Withdraw:''' With a successful Water saving throw do not draw attacks when leaving melee at full speed. | |||
*'''Sprint/Leap:''' Move up to full speed as a free action. | |||
*'''Wall Running:''' Move up to half speed along a vertical surface as a free action. | |||
*'''Leap/Fall:''' Move vertically up to half speed as a free action. | |||
*'''Sure-footed:''' Ignore penalties to movement when moving up to half speed. | |||
*'''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). | |||
==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 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 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. | |||
**This ability may be taken up to 3 times. | |||
*'''Iron Skin:''' With a successful Metal saving throw increase AC by +2 for a number of rounds equal to half level + con bonus. | |||
*'''Strong Defense:''' +2 to saving throws to resist being stunned, knocked out or delayed. | |||
**Take twice to get +4. | |||
==Perfect Action== | |||
*'''Second Hand:''' Take any action that is not an attack or a move as a free action 1/round. | |||
**Take twice to allow the bonus action to be a move. | |||
***Take three times to allow it to be an unarmed attack. | |||
*'''Vigilance:''' With a successful Fire saving throw negate being surprised or any bonus an enemy has due to ambush or advantage. | |||
**Take twice and when you make the save all allies within half your normal speed also negate the effects. | |||
*'''Speed:''' Increase initiative by +1. | |||
**Take twice for +2. | |||
***Take three times and with a Fire saving throw the character automatically wins initiative. | |||
==Inner Power== | |||
*'''Improvised Shield:''' You may treat a harmless object as a shield or defensive weapon and gain the AC bonus even if you are not normally able to use shields. | |||
*'''Hidden Blade:''' You may treat harmless objects as Common Weapons. | |||
**Take twice to emulate Major weapons. The object must have a resemblence to the weapon emulated. | |||
*'''Invisible Armor:''' You may treat normal clothing as light armor and gain the AC bonus even if not normally able to use armor. | |||
*'''Shatter Wood:''' With a successful attack throw you may destroy a wooden object such as a chair, scaffold or wall. The attack throw is penalized by the size of the object. | |||
*'''Shatter Stone:''' With a successful attack throw you may destroy a stone object such as a boulder, coffin or wall. The attack throw is penalized by the size of the object. | |||
*'''Shatter Steel:''' With a successful attack throw you may destroy a metal object such as a sword, gong or gate. The attack throw is penalized by the size of the object and type of metal (-0 for bronze, -2 for iron). | |||
*'''Directed Chi:''' Normally all Inner Power abilities work only when you touch the object. With Directed Chi you may extend the effects long enough to either throw the object or to use a Shatter ability with a held or throw object. The range is limited to half your normal speed. | |||
==Hidden Shadow== | |||
*'''The Dark Veil:''' +2 to proficiency throws for stealth while remaining still. | |||
**Take twice to also gain the bonus while moving. | |||
*'''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 abilty so long as you are not observed. | |||
*'''The Path of Ghosts:''' You may attempt to become hidden even without suitable cover. | |||
**Take twice and you can attempt to vanish even if being directly observed. | |||
==Artisan's Hand== | |||
*'''The Hand that Mends:''' +2 to proficiency throws to repair or restore objects | |||
*'''The Hand that Creates:''' +2 to proficiency throws to create objects or works. | |||
*'''The Hand that Acts:''' Reduce all crafting times by half. If used to earn money increase earned amount by 50%. | |||
*'''The Hand that Inspires:''' On a successful proficiency throw all items/works crafted are of quality 1 step greater than normal for the materials/time required. | |||
*'''The Sharp Mind:''' +1 to proficiency throws for all skills using Intelligence. | |||
**Take twice for +2. | |||
*'''The Tranquil Mind:''' Ignore all penalties due to distractions. | |||
*'''Library of the Mind:''' With a successful Water save the character can perfectly recall an image, words in a scroll, or piece of music and reproduce it if they have the correct proficiency. If the character has the Loremastery proficiency they also get +2 to throws to use it. | |||
==Inner Eye== | |||
*'''The Keen Eye:''' +2 on all proficiency throws to hear noise, spot or otherwise passively perceive. | |||
*'''The Sharp Sense:''' As an action double the range/effect of one sense that you concentrate on. | |||
*'''The Outer Eye:''' With a Water saving throw ignore any penalty due to loss of sense or surprise or to negate the bonus enemies get from flanking. | |||
**Take twice to no longer need to make a saving throw, you can no longer suffer any penalty for loss of senses, surprise or being flanked. | |||
*'''Mask of Serenity:''' +1 to reaction rolls. | |||
**Take twice for +2. | |||
***Take three times to also improve the morale of henchmen by +1 while in your presence. | |||
*'''Resist Chi:''' +2 bonus to saving throws against the effects of chi abilities. | |||
*'''Resist Manipulation:''' +2 bonus to saving throws against any attempt to manipulate, intimidate or deceive. |
Revision as of 01:15, 23 May 2014
Light Foot
The Light Foot power set is about motion and physical prowess
- Withdraw: With a successful Water saving throw do not draw attacks when leaving melee at full speed.
- Sprint/Leap: Move up to full speed as a free action.
- Wall Running: Move up to half speed along a vertical surface as a free action.
- Leap/Fall: Move vertically up to half speed as a free action.
- Sure-footed: Ignore penalties to movement when moving up to half speed.
- 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).
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 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 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.
- This ability may be taken up to 3 times.
- Iron Skin: With a successful Metal saving throw increase AC by +2 for a number of rounds equal to half level + con bonus.
- Strong Defense: +2 to saving throws to resist being stunned, knocked out or delayed.
- Take twice to get +4.
Perfect Action
- Second Hand: Take any action that is not an attack or a move as a free action 1/round.
- Take twice to allow the bonus action to be a move.
- Take three times to allow it to be an unarmed attack.
- Take twice to allow the bonus action to be a move.
- Vigilance: With a successful Fire saving throw negate being surprised or any bonus an enemy has due to ambush or advantage.
- Take twice and when you make the save all allies within half your normal speed also negate the effects.
- Speed: Increase initiative by +1.
- Take twice for +2.
- Take three times and with a Fire saving throw the character automatically wins initiative.
- Take twice for +2.
Inner Power
- Improvised Shield: You may treat a harmless object as a shield or defensive weapon and gain the AC bonus even if you are not normally able to use shields.
- Hidden Blade: You may treat harmless objects as Common Weapons.
- Take twice to emulate Major weapons. The object must have a resemblence to the weapon emulated.
- Invisible Armor: You may treat normal clothing as light armor and gain the AC bonus even if not normally able to use armor.
- Shatter Wood: With a successful attack throw you may destroy a wooden object such as a chair, scaffold or wall. The attack throw is penalized by the size of the object.
- Shatter Stone: With a successful attack throw you may destroy a stone object such as a boulder, coffin or wall. The attack throw is penalized by the size of the object.
- Shatter Steel: With a successful attack throw you may destroy a metal object such as a sword, gong or gate. The attack throw is penalized by the size of the object and type of metal (-0 for bronze, -2 for iron).
- Directed Chi: Normally all Inner Power abilities work only when you touch the object. With Directed Chi you may extend the effects long enough to either throw the object or to use a Shatter ability with a held or throw object. The range is limited to half your normal speed.
Hidden Shadow
- The Dark Veil: +2 to proficiency throws for stealth while remaining still.
- Take twice to also gain the bonus while moving.
- 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 abilty so long as you are not observed.
- The Path of Ghosts: You may attempt to become hidden even without suitable cover.
- Take twice and you can attempt to vanish even if being directly observed.
Artisan's Hand
- The Hand that Mends: +2 to proficiency throws to repair or restore objects
- The Hand that Creates: +2 to proficiency throws to create objects or works.
- The Hand that Acts: Reduce all crafting times by half. If used to earn money increase earned amount by 50%.
- The Hand that Inspires: On a successful proficiency throw all items/works crafted are of quality 1 step greater than normal for the materials/time required.
- The Sharp Mind: +1 to proficiency throws for all skills using Intelligence.
- Take twice for +2.
- The Tranquil Mind: Ignore all penalties due to distractions.
- Library of the Mind: With a successful Water save the character can perfectly recall an image, words in a scroll, or piece of music and reproduce it if they have the correct proficiency. If the character has the Loremastery proficiency they also get +2 to throws to use it.
Inner Eye
- The Keen Eye: +2 on all proficiency throws to hear noise, spot or otherwise passively perceive.
- The Sharp Sense: As an action double the range/effect of one sense that you concentrate on.
- The Outer Eye: With a Water saving throw ignore any penalty due to loss of sense or surprise or to negate the bonus enemies get from flanking.
- Take twice to no longer need to make a saving throw, you can no longer suffer any penalty for loss of senses, surprise or being flanked.
- Mask of Serenity: +1 to reaction rolls.
- Take twice for +2.
- Take three times to also improve the morale of henchmen by +1 while in your presence.
- Take twice for +2.
- Resist Chi: +2 bonus to saving throws against the effects of chi abilities.
- Resist Manipulation: +2 bonus to saving throws against any attempt to manipulate, intimidate or deceive.