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chargen:boons [2024/09/27 19:36] – [Heirloom Item: 5-15] vondorchargen:boons [2026/05/12 17:18] (current) – [Overcharge: 10] elfinlocks
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-===== Brawn Over Brains: 10 =====+===== Brawn Over Brains: 15 =====
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 //Why use fancy tactics when "Hit them harder" works just as good?// //Why use fancy tactics when "Hit them harder" works just as good?//
  
-**Effect:** Your [[game_systems:tactic_pool|Martial Tactics]] pool now restores based off of your Constitution modifier instead of your Intelligence modifier.+**Effect:** Your [[game_systems:tactic_pool|Martial Tactics]] pool now restores based off of your Constitution modifier instead of your Intelligence modifier. In addition you may use Constitution as your secondary ability, but it still cannot be used as primary and secondary at the same time.
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-===== Chugga: =====+===== Chugga: 10 =====
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 //Nobody downs drinks as fast as you - nobody.// //Nobody downs drinks as fast as you - nobody.//
  
-**Effect:** You may drink a potion or a similar consumable liquid as a [[chargen:common_terms#action_types|Move action]]. This cannot be used with your [[paths:alchemy_path#infusion|Extracts]] or [[paths:alchemy_path#mutagen_su|Mutagens]], but can be used with another's infusion.+**Effect:** You may drink a potion or a similar consumable liquid as a [[chargen:common_terms#action_types|Swift Action]]. This cannot be used with your [[paths:alchemy_path#infusion|Extracts]] or [[paths:alchemy_path#mutagen_su|Mutagens]], but can be used with another's infusion.
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 //Through rigorous meditation, you can exercise a semblance of control over your body’s needs by sheer force of will.// //Through rigorous meditation, you can exercise a semblance of control over your body’s needs by sheer force of will.//
  
-**Effect:** As a full-round action, the character may enter a meditative state, which slows effects on their body. During this time, the character may hold their breath for a number of minutes equal to their [[priority:abilities#constitution|Constitution]] modifier. Any poisons or diseases or similar afflictions affecting the character have their duration paused for the duration of the meditation, and they resume from where they left off afterwards. Lastly, a character may forgo water for a number of days equal to their Constitution modifier, and may forgo food for a number of weeks equal to their Constitution modifier. Whilst in this state, the character may not take any other actions. However, they remain aware of their surroundings and may end the meditative state at any time.+**Effect:** As a [[game_systems:combat:actions#full_action|Full Action]], the character may enter a meditative state, which slows effects on their body. During this time, the character may hold their breath for a number of minutes equal to their [[priority:abilities#constitution|Constitution]] modifier. Any poisons or diseases or similar afflictions affecting the character have their duration paused for the duration of the meditation, and they resume from where they left off afterwards. Lastly, a character may forgo water for a number of days equal to their Constitution modifier, and may forgo food for a number of weeks equal to their Constitution modifier. Whilst in this state, the character may not take any other actions. However, they remain aware of their surroundings and may end the meditative state at any time.
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-//You've developed a trick to slowly restoring your Mana by exploiting the outer planes, rather than straining your body to generate it naturally.//+//You've developed a trick to slowly restoring your [[priority:magic#mana|Mana]] by exploiting the outer planes, rather than straining your body to generate it naturally.//
  
 **Effect:** You now use your Intelligence modifier instead of your Constitution modifier to determine your hourly [[priority:magic#mana|Mana]] regeneration rate and bonus MP. **Effect:** You now use your Intelligence modifier instead of your Constitution modifier to determine your hourly [[priority:magic#mana|Mana]] regeneration rate and bonus MP.
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-===== Overcharge: 10 ===== 
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-//You are capable of drawing on a power to bolster your magical abilities, at the cost of using your own body as the conduit.// 
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-**Effect:** Whenever you cast a spell, you may give yourself a +2 trait bonus to your [[priority:magic|Caster Level]] for that ability, or increase the Saving Throw DC by 2, but you become fatigued afterwards. If you are already fatigued, you become exhausted. If you are exhausted, you collapse to the ground, both unconscious and prone, for 1d4 hours.  
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-Creatures immune to fatigue cannot benefit from this boon. The fatigue and exhaustion from this ability cannot be cured by any means other than a full 8 hours of rest, even if the character needs less than 8 hours to recover their spells or other abilities. Similarly, if you are rendered unconscious from using this ability, you may not be revived through any means aside from resting for the number of hours rolled. 
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 ===== Perfect Timing: 5 ===== ===== Perfect Timing: 5 =====
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 //You always manage to find your way back to camp.// //You always manage to find your way back to camp.//
  
-**Effect:** You always know which way is North. In addition, if you have one or more ranks in [[priority:skills:survival|Survival]], you may always retrace your path, even in locations where this would be impossible, such as within a [[priority:magic:spells:tier8:maze|Maze]] or in the Feywild. You gain a +2 trait bonus on Survival checks, and lastly you gain a +4 trait bonus on saves versus the [[priority:magic:spells:tier8:maze|Maze]] spell.+**Effect:** You always know which way is North. In addition, if you have one or more ranks in [[priority:skills:survival|Survival]], you may always retrace your path, even in locations where this would be impossible, such as within a [[priority:magic:spells:tier8:maze|Maze]] or in the Feywild. You gain a +2 trait bonus on [[priority:skills:survival|Survival]] checks, and lastly you gain a +4 trait bonus on saves versus the [[priority:magic:spells:tier8:maze|Maze]] spell.
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