War Domain: Difference between revisions

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!Description
!Description
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| 1 || Divine Strike || Gain +1 Armor Piercing, +1 Ignore Dodge on a melee attack, that if it deals damage will deal an additional 1 non-lethal damage. The Armor Piercing and Ignore Dodge improve to +2 at Rank 3, and +3 at Rank 5. This strike may not be combined with Maneuvers from Fighting Styles.  1 Mana.
| 1 || Divine Strike || Gain +1 Armor Piercing, +1 Ignore Dodge on a melee attack. The Armor Piercing and Ignore Dodge improve to +2 at Rank 3, and +3 at Rank 5. This strike may not be combined with Maneuvers from Fighting Styles.  1 Mana.
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| 2 || Divine Blessing ||  
| 2 || Divine Blessing || As a Fast action gain +Rank Speed, and ignore the first 3 points of Non-Lethal damage taken while the spell is active. Rank + 1 rounds duration. 2 Mana. May be used once per encounter.
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| 3 || Divine Surge || As a Fast action gain +Rank Speed, +2 Initiative, and ignore the first 3 points of Non-Lethal damage taken while the spell is active. Rank + 1 rounds duration. 2 Mana. May be used once per encounter.
| 3 || Divine Surge || If a target is dealt damage by a Divine Strike they take an additional 1 non-lethal damage and suffer a -3 Movement Speed penalty for 1 round.
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| 4 || Divine Intervention || If an ally within your base movement would take damage from an aimed attack you may move yourself adjacent and take up to Rank damage instead. The attack is rolled against the original targets defense +2 divine bonus, but you may apply any applicable damage reduction to the successes. This does not count against your normal action limits for the round however the movement counts against your maximum movement for the round. Only once such guard may be made per round.
| 4 || Divine Intervention || If an ally within your base movement would take damage from an aimed attack you may move yourself adjacent and take up to Rank damage instead. The attack is rolled against the original targets defense +2 divine bonus, but you may apply any applicable damage reduction to the successes. This does not count against your normal action limits for the round however the movement counts against your maximum movement for the round. Only once such guard may be made per round.

Revision as of 13:05, 31 January 2018

Domain Power: Weapon Mastery - Choose a fighting style when you select this domain. Each rank of the War domain grants an equal rank in that chosen Fighting Style. Ranks granted through this domain do not stack with ranks purchased in Character Creation, or with experience.

Evoker
Rank Power Description
1 Combat Coordination Allows sending of simple message/response to single target within 1 mile x Rank.
2 Spiritual Arms Conjures an animated weapon which attacks on the caster’s turn or an animated shield which provides +1 shield bonus. The shield bonus increases to +2 at Rank 4.
3 Stun Slam a target up to Rank x 5 yards away with concussive divine force dealing 1 non-lethal damage and stunning them for 1 round if they fail to resist.
4 Blade Barrier Conjures a swirling circle of blades which causes lethal physical damage.
5 Anti-Magic Shell Casting Time: Full Round
Divine Warrior
Rank Power Description
1 Divine Strike Gain +1 Armor Piercing, +1 Ignore Dodge on a melee attack. The Armor Piercing and Ignore Dodge improve to +2 at Rank 3, and +3 at Rank 5. This strike may not be combined with Maneuvers from Fighting Styles. 1 Mana.
2 Divine Blessing As a Fast action gain +Rank Speed, and ignore the first 3 points of Non-Lethal damage taken while the spell is active. Rank + 1 rounds duration. 2 Mana. May be used once per encounter.
3 Divine Surge If a target is dealt damage by a Divine Strike they take an additional 1 non-lethal damage and suffer a -3 Movement Speed penalty for 1 round.
4 Divine Intervention If an ally within your base movement would take damage from an aimed attack you may move yourself adjacent and take up to Rank damage instead. The attack is rolled against the original targets defense +2 divine bonus, but you may apply any applicable damage reduction to the successes. This does not count against your normal action limits for the round however the movement counts against your maximum movement for the round. Only once such guard may be made per round.
5 Divine Smite Once per day when making a Divine Strike, the strike does Mortal damage.


Warlord
Rank Power Description
1 On Your Guard Players up to Rank (including the caster) within 10 yards x Rank of the caster may spend 1 mana to gain a +2 bonus to Search and Perception checks for Rank x 2 minutes. This shout may be performed as a Move action.
2 Calculated Assault Players up to Rank (including the caster) within 10 yards x Rank of the caster may spend 1 mana to gain 9-again on their weapon for 2 x Rank rounds. This shout may be performed as a Move action.
3 Regain Your Strength Players (including the caster) within 10 yards x Rank of the caster may spend 4 Mana to gain caster’s Rank + Leadership dice in healing. This shout may be performed as a Move action once per encounter.
4 Stand Your Ground Players (including the caster) up to Rank within 10 yards x Rank of the caster may spend 3 mana to gain +Rank Parry, +1 divine bonus to Physical defense, and +1 Physical Damage Reduction for Rank rounds. This bonus stacks with any existing parry or damage reduction the players may have. This shout may be performed as a Move action.
5 Heroism Players (including the caster) within 10 yards x Rank of the caster ignore wound and fatigue penalties for one encounter and gain a +Rank divine bonus on their next action. Players other than the caster additionally gain a Bonus Story Point. This shout may be performed as a Move action and costs 1 Story Point.