Luck Domain: Difference between revisions
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| 2 || Superlative Luck || Caster gains 9-again for a skill roll. This is cast as part of the skill check. 1 Mana. | | 2 || Superlative Luck || Caster gains 9-again for a skill roll. This is cast as part of the skill check. 1 Mana. | ||
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| 3 || Evasion || | | 3 || Evasion || As a Fast action the caster may add their dodge bonus to their Magic Defense for Rank rounds. This may not be activated reactively, and must be activated on the caster's turn. 2 Mana. | ||
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| 4 || Freedom of Movement || | | 4 || Freedom of Movement || The caster becomes immune to effects that would apply a speed penalty or prevent movement for 10 minutes (such as magic or terrain that impedes movement). Additionally the caster automatically succeeds on any grapple check made to resist or escape a grapple. | ||
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| 5 || Protection of Thysis || For the next three rounds incoming attacks | | 5 || Protection of Thysis || For the next three rounds incoming attacks only count natural 10s as successes. 1 Story Point. | ||
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Revision as of 16:43, 17 July 2015
Domain Power: Tricksters Luck - Once per day the caster or any target within 10 yards x Rank must re-roll a single roll and take whichever of the two rolls the caster specifies. The caster gains a second use of this power at Rank 5.
Rank | Power | Description |
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1 | Blessing | Each encounter the caster gains Rank Blessing charges. A charge may be expended as a free action to grant an ally +1 dice on a roll. Only one such bonus may be granted per round, and one per target per encounter. |
2 | Superlative Luck | Caster gains 9-again for a skill roll. This is cast as part of the skill check. 1 Mana. |
3 | Evasion | As a Fast action the caster may add their dodge bonus to their Magic Defense for Rank rounds. This may not be activated reactively, and must be activated on the caster's turn. 2 Mana. |
4 | Freedom of Movement | The caster becomes immune to effects that would apply a speed penalty or prevent movement for 10 minutes (such as magic or terrain that impedes movement). Additionally the caster automatically succeeds on any grapple check made to resist or escape a grapple. |
5 | Protection of Thysis | For the next three rounds incoming attacks only count natural 10s as successes. 1 Story Point. |
Rank | Power | Description |
---|---|---|
1 | Curse | -1 dice on the targets next roll. Charges equal to rank. Only one such penalty may be granted per round, and one per target per day. Assigning this penalty is a free action. |
2 | Bad Luck | All targets within a 10 yard radius suffer -2 to all non-combat rolls. The aura may not be disabled once acquired, it is permanent. 1s and 2s are considered as critical failures if no successes are rolled while affected by this aura. |
3 | Dangerous Luck | Attackers within 10 yards targeting the caster suffer -2 to combat rolls. Results with no successes are treated as critical failures with 2s treated as 1s. |
4 | Deadly Luck | The Dangerous Luck effect now extends to ranged attacks outside 10 yards including aimed magical attacks. |
5 | Touch of Thysis | Single target touched (Str/Dex + Brawl) is cursed by Thysis. Their next action will automatically be a critical failure with the successes treated as 1s. |
Rank | Power | Description |
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1 | ||
2 | ||
3 | ||
4 | ||
5 |