Some professions have pool points that they can spend each day and that will renew each morning.
The problem is that they are not really being used and becomes one more thing to keep track of in battle.
A possible solution is that, instead of pool points, professions that currently have pool point will gain Power Boosts that they must decide on at the beginning of each session (if not already in the middle of a combat) and cannot be changed until next session.
How many power boosts a character gets depends on their rank with their profession:
- Rank 1 to 5 - None
- Rank 6 to 10 - One
- Rank 11 to 13 - Two
- Rank 14 to 15 - Three
- Rank 16+ - Four
No more than half, round down, can be direct combat boosts (as indicated by the combat keyword in the title).
Cleric
For the cleric Power Boosts, these can be thought of as prayers that the cleric's god grants them.
Battle Cleric
- Reroll Damage (combat) - Reroll damage from melee or a spell. You must accept the second roll.
- Bonus Damage (combat) - +1 damage with melee weapons.
- Sure Hit (combat) - +5 to strike chance with melee weapons.
- Magic Weapon (combat) - Increase the "plus" of a weapon by one. This does not improve strike chance or damage, but allows the cleric to hit creatures that require magic weapons at that level to hit.
- Protection (combat) - The character's PROT is increased by 1.
- Speed - Plus 10 TMR.
- Saving Throw - +5 to all saving throws.
- Sure Grip - Character cannot be disarmed.
- Feign Death (combat) - If a hit takes the swashbuckler to 0 to -10 hit points, they end up at 1 hit point and extra damage is ignored. The character falls to the ground and is unconscious for 1d4 seconds. If the hit takes them to -11 or worse hit points, they end up at -10 hit points and the extra damage is ignored.
- Fast Clotter (combat) - Bleeding wounds close at a rate of 1 point per round.
- Cleric Aura - See cleric profession document.
- Accelerated Prayers - Spells that are not prepared ahead of time take one minute to cast unless the spell description indicates that it takes longer. This power boost allows the cleric to cast unprepared spells in two rounds, making it possible to cast them in battle.
Cleric of Healing
- Effective Healing - Reroll the effect of a healing spell. You must accept the second roll. (At rank 12, instead roll twice and take the better result.)
- Fast Healing - Cast any healing spell that normally take 1 round or less in a single segment. In game terms, the cleric touches the target and utters a word and the spell is cast. This cannot normally be interrupted.
- Distant Healing - Cast a Cure Light Wounds, Cure Serious Wounds or Cure Critical Wounds at a target up to 15 feet away. The target must remain within 15 feet for the entire cast duration. This effect can be combined with the Fast Healing.
- Protection (combat) - The character's PROT is increased by 1.
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document but defensive aura only.
- Accelerated Prayers - Spells that are not prepared ahead of time take one minute to cast unless the spell description indicates that it takes longer. This power boost allows the cleric to cast unprepared spells in two rounds, making it possible to cast them in battle.
Cleric of Light (Lanita)
- Bright Sight - Immune to the effects of any spell or effect that causes blindness due to bright light. Can see effectively even when others might be blinded by extremely bright, persistent light.
- Light Duration - Extend the effectiveness of any light spell (Torchlight, Lantern, etc.) by 25%. This can be done when the spell is cast or any time thereafter.
- Light Eruption (combat) - Reroll the damage effect of a Light Eruption spell against undead. You must accept the second result.
- Infravision - 40 foot infravision
- Ultravision - 40 foot ultravision
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document but defensive aura only.
Cleric of War (Kalin)
- Double Target - A single person spell in the Protection realm of level 1 to 3 can affect a second person as well but range is touch.
- Offensive Chant (combat) - The cleric can chant to give all visible allies within 50 feet a bonus of +5 to strike chance and +1 to damage. This bonus begins after one complete round of chanting. The cleric can perform other actions such as moving and attacking, but cannot cast any spells with verbal components without stopping and starting again. This ability does not stack with Prayer or other cleric spells that grant a similar bonus.
- Intensive Chant (combat) - The cleric can chant to give all visible allies within 50 feet a bonus of +2 to damage. This bonus begins after one complete round of chanting. The cleric can perform other actions such as moving and attacking, but cannot cast any spells with verbal components without stopping and starting again. This ability does not stack with Prayer or other cleric spells that grant a similar bonus.
- Defensive Chant (combat) - The cleric can chant to give all visible allies within 50 feet a bonus of +5 to defense and +1 to protection. This bonus begins after one complete round of chanting. The cleric can perform other actions such as moving and attacking, but cannot cast any spells with verbal components without stopping and starting again. This ability does not stack with Prayer or other cleric spells that grant a similar bonus.
- Protection (combat) - The character's PROT is increased by 1.
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document.
- Accelerated Prayers - Spells that are not prepared ahead of time take one minute to cast unless the spell description indicates that it takes longer. This power boost allows the cleric to cast unprepared spells in two rounds, making it possible to cast them in battle.
Druid
- Animal Enhancement - You may reroll any animal related roll (skill or spell effect). You must accept the second result.
- Plant Enhancement - You may reroll any plant related roll (skill or spell effect). You must accept the second result.
- Protection (combat) - The character's PROT is increased by 1.
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document.
Elemental Cleric
- Turn Elemental (combat) - The character can attempt to turn an elemental. Use Turn Undead rules.
- Elemental Spells (combat) - The character may reroll any variable roll related to a spell in the Elemental realm (e.g., damage caused by Produce Flame). You must accept the second result.
- Elemental Resistance (combat) - 25% damage reduction vs all elemental spells and effects that cause damage. If the character already has elemental damage reduction from another source, it is increased by 25. For example, if the cleric has a Ring of Fire Resistance that cuts damage in half, this effect will reduce the damage by 75%.
- Elemental Endurance - The character can handle cold down to 0 degrees Fahrenheit and heat up to 110 degrees Fahrenheit with no ill effects. For colder or hotter temperatures, the effect is pro-rated. For example, 120 degrees would feel like 80 degrees to this cleric.
- Protection (combat) - The character's PROT is increased by 1.
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document but defensive aura only.
- Accelerated Prayers - Spells that are not prepared ahead of time take one minute to cast unless the spell description indicates that it takes longer. This power boost allows the cleric to cast unprepared spells in two rounds, making it possible to cast them in battle.
Scholar Cleric (Kalin)
- Lore Specialist - Reroll any lore roll. You must accept the second result.
- Lore Master - All lore rolls that result in less than Success are increased by one success level. Thus, Near Success becomes Success, Partial Success becomes Near Success, etc.
- Master of Divination - Gain additional information from an Augury or Divination spell (or any other spell in the divination realm). It is up to the GM what additional information is gained.
- Protection (combat) - The character's PROT is increased by 1.
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document but defensive aura only.
Temple Cleric
- Temple Perception - Make a PER roll to get a sense of anything going wrong anywhere in the temple. Must be inside the temple or within 10 yards per rank to get the roll. With a 3x roll, the cleric will learn if something is wrong, but no more details. With a 2x roll, the also learns the general area where something is going wrong. With a 1x, he also learns the general nature of the emergency.
- Temple Bells - Make the temple bells ring. Must be in the temple or within 10 yards per rank.
- Amplify Voice - Amplify your voice for the duration of a sermon to worshippers.
- Protection (combat) - The character's PROT is increased by 1.
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document but defensive aura only.
Traveling Cleric
- Travel Lore - Reroll a skill roll for their Travel Lores (c.f., Travelling Cleric - list of skills that they get at -75 multiple). You must accept the second result.
- Restful Travel - The cleric only needs 4 hours of sleep per night.
- Elemental Endurance - The character can handle cold down to 0 degrees Fahrenheit and heat up to 110 degrees Fahrenheit with no ill effects. For colder or hotter temperatures, the effect is pro-rated. For example, 120 degrees would feel like 80 degrees to this cleric.
- Protection (combat) - The character's PROT is increased by 1.
- Saving Throw - +5 to all saving throws.
- Cleric Aura - See cleric profession document but defensive aura only.
Ranger
- Woodland Tasks - Reroll any woodland task roll in a specialty environment. You must accept the second roll.
- Woodland Skills - Add 10 to all woodland task rolls in a speciality environment, and 5 to woodland tasks in a non-specialty environment.
- Sure Hit (combat) - Increase strike chance with bow (short or long but not crossbow) by 5.
- Heavy Shot (combat) - Increase damage with bow (short or long but not crossbow) by +1.
- Spell Recovery - Automatically recover all spells with a night's rest, even in adverse environments.
- Accurate Arrows (combat) - When firing into melee, only hit a friend on a roll of 1.
Swashbuckler
- Acrobatic Master - All acrobatic rolls that result in less than Success are increased by one success level. Thus, Near Success becomes Success, Partial Success becomes Near Success, etc.
- Limb Running - The character can move at normal or double TMR across a narrow surface such as a strong tree limb, top of a narrow wall, etc. with no chance of falling.
- Sure Footed Running - The character can walk at normal or double TMR across an uneven surface such as a steep incline, sand or rocky surface, etc. with no chance of falling.
- Safe Landing - The character doubles the safe falling distance. If the fall is longer than the safe falling distance a safe landing is not ensured.
- Ice Running - The character can walk at normal or double TMR across a slippery surface such as ice with no chance of falling.
- Protection (combat) - The character's PROT is increased by 1.
- Double Leap - The character double their normal leaping distance.
- Lucky Effect - Roll twice for a beneficial effect and take the better of the two rolls. This could be used for healing, stoneskins, etc.
- Speed - Plus 10 TMR.
- Sure Hit (combat) - Increase strike chance by 5.
- Saving Throw - +5 to all saving throws.
- Sure Grip - Character cannot be disarmed.
- Feign Death (combat) - If a hit takes the swashbuckler to 0 to -10 hit points, they end up at 1 hit point and extra damage is ignored. The character falls to the ground and is unconscious for 1d4 seconds. If the hit takes them to -11 or worse hit points, they end up at -10 hit points and the extra damage is ignored.
- Fast Clotter (combat) - Bleeding wounds close at a rate of 1 point per round.
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