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Old 01-27-2019, 09:04 PM   #109
TippetsTX
 
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Join Date: Sep 2018
Location: North Texas
Default Re: New use for XP - Heroic Exploits

So here's the re-structured version of the Channeling Portfolio (along w/ a few tweaks to address some of Skarg's comments and questions)...

Tier 1 Powers (750 XP each)

Bestow Grace

Three times per day, the character may draw on positive energies to temporarily boost DX or restore ST lost to fatigue for themselves or another player by 1 point per Power tier they have acquired in this portfolio (i.e. a character w/ the tier 3 ability ‘Restoration’ may add up to 3 DX). If granted to another player, the giver must be physically touching them. This enhancement only lasts for 5 turns.

If used against beings fueled by negative energy, however, this Power will have the reverse effect; temporarily disrupting them by subtracting from DX instead of boosting it (fatigue damage is not possible).

Note: This Power should stack with DX gained from other sources such as the Aid spell or magic items, however, the GM may want to consider capping the total amount of attribute bonuses that can stack to avoid unbalancing encounters.

Smite

The character with this Power has unlocked the ability to channel positive energy as a weapon against creatures that draw their strength from negative energy such as the undead (and demons in my campaign). Twice per day, they may target a single opponent and deliver ‘Smite’ damage equal to 1d+1 for each Power tier they have unlocked (i.e. 2d+2 if the character acquires a tier 2 Power). This damage will bypass the armor or natural defense of its target, however, magical defenses such as Stone Flesh still apply. The charge can be delivered directly via touch or as bonus damage channeled thru the character's melee weapon on a successful hit. Additionally, a wizard with this Power can add ‘Smite’ damage to their arcane staff strike or missile spells.

Note: The opponents that ‘Smite’ as well as ‘Radiant Burst’ can be used against may be expanded at the GM’s discretion and based on the nature of their specific campaign. For example, in some settings characters may be able to use ‘Smite’ against any supernatural or evil creature.


Tier 2 Powers (1500 XP each)

Heal/Fortify

For each tier from the Channeling Portfolio that the character has unlocked, they may bestow 2 points of ST (or 3 points if it is from fatigue loss) per day to one or more characters including himself. For example, the channeler will initially have 4 ST to grant each day but if they advance all the way to the 3rd tier they will be able to distribute up to 6 ST. The healing energy will cure ST already lost to disease and poison, but it will not cure the disease nor make a poison go away. As with ‘Bestow Grace’, if the ST is given to another player, the giver must be physically touching them. And also like that Power, ‘Heal’ will have the reverse effect when used on negative energy creatures.

There is also synergy between this Power and the talents for Physicker and Master Physicker. A character with these talents will have a greater understanding of the healing arts and will therefore be able to more effectively channel the energies from this Power to the wounds being treated. As a result, a character with Physicker has access to double the amount listed above for ST lost to injury only, not fatigue, and a Master Physicker will have triple.

Radiant Burst

Once per day, the character can now deliver a burst of positive energy to every undead creature (or demon) in their hex or any hex directly adjacent to them. It has no adverse effects against other creatures. Burst damage is 1d plus 1 more die for each Power tier they have unlocked (i.e. 3d to start). No roll to hit is necessary, although intelligent foes in the blast radius may attempt to resist, taking half damage by making a successful adjDX roll. The energy burst will also paralyze unintelligent undead up to two hexes away from the character for 3 turns (assuming those closest are not immediately destroyed by the initial blast). As with ‘Smite’, this damage will bypass the armor or natural defense of its target.

As a secondary effect, all living beings caught within the immediate blast radius receive the effect of the ‘Bestow Grace’ Power. This does not count against the daily uses of that 1st tier Power, however.


Tier 3 Power (3000 XP)

Restoration

Once per month*, the character can use this Power to restore any creature back to full health. Like the Revival spell, it cures all minor wounds, diseases, and poisons, but unlike Revival, the creature cannot actually be dead… unconscious and dying, yes, but not completely dead (at the GM’s discretion, they might also establish an effective window when the Power can be used. Something like “before the last light of the setting sun disappears into the night”).

This Power can also be used to reverse the effects of magical aging and the corruption that results from exposure to necromantic forces.

*The GM will need to determine what exactly this means for their campaign. For example, it could be based on a lunar cycle (new moon to new moon) or simply once during any 30-day period.
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Last edited by TippetsTX; 01-28-2019 at 12:33 PM.
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