SHEER INTENSITY
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SHEER INTENSITY
Some heroes are just incredibly intense, able to pull off feats of planning and persistence that other mere mortals deemed impossible. Such people do not flag under duress, do not tire as normal people do, and seem to be able to constantly go beyond the limits set by others.
1. Unflagging Endurance (1 day)
2. Ignore Exposure
3. Command (1/day)
4. 1st Focus
5. +1 Con
6. Unflagging Endurance (2 days)
7. Command (2/day)
8. Unflagging Drive
9. 2nd Focus
10. +2 Con
11. Unflagging Endurance (3 days)
12. Command (3/day)
13. Haste(1/day)
14. 3rd Focus
15. +3 Con
16. Unflagging Endurance (4 days)
17. Haste(2/day)
18. Unflagging Drive (Greater)
19. 4th Focus
20. +4 Con
Unflagging Endurance (Ex): Starting from 1st level, the character may act without any penalty for not having rested in the past 1 day, provided at the end of the effect, they rest for 50% longer (i.e. sleep 12 hours, trance 6 hours, etc). Characters still regain hit points, refill spell points, etc, as though they had slept a full 8 hours, regardless of the actual time spent sleeping (if any). At 6th, 11th, and 16th levels, this effect increases in duration by a full day (e.g. at 16th level, a character can go 4 days without rest, provided on the fifth, they rest for 50% longer). Spell casters still need to prepare their spells as appropriate, but are not required to fulfill the 8 hour rest minimum.
Ignore Exposure (Su): Functions like the spell Endure Elements, but is effective continuously, and only affects the character.
Focus (Ex): [As per the feat "Weapon Focus", but for any action.] At 4th level, the character picks some action to focus on. All rolls related to this action gain a +1 bonus, and all concentration checks to perform this action succeed automatically, regardless of circumstances. (e.g.: Upon reaching 4th level, Rondingus decides to take "Focus: Cast Cure Light Wounds" so that he is able to cast it without a concentration check. When Kirin reaches 4th level, however, he decides to take "Focus: Urutuk Attack" to give him a +1 to all attacks made with it. Rarth, on the other hand, decides to take "Focus: Herbal Infusions" at 4th level, in order to give him a +1 when making his grass infusions.)
At 9th, 14th, and 19th levels, the character must pick a different focus, and these effects do not stack with each other, or with the feat "Weapon Focus" (however, a character could choose "Focus: Great Axe Attack" as the first focus, and "Focus: Great Axe Damage" as the second focus, giving a +1 to attack and a +1 to damage).
Unflagging Drive (Su): At 8th level, the character may use this ability once per day as though it were the spell Freedom of Movement. For these purposes, the caster level of the spell is equal to the character level. At 18th, the character gains "Greater Unflagging Drive", which acts like the spell Freedom of Movement, except is effective continuously. Both of these abilities affect only the character (i.e. spell range of 'personal' only).
1. Unflagging Endurance (1 day)
2. Ignore Exposure
3. Command (1/day)
4. 1st Focus
5. +1 Con
6. Unflagging Endurance (2 days)
7. Command (2/day)
8. Unflagging Drive
9. 2nd Focus
10. +2 Con
11. Unflagging Endurance (3 days)
12. Command (3/day)
13. Haste(1/day)
14. 3rd Focus
15. +3 Con
16. Unflagging Endurance (4 days)
17. Haste(2/day)
18. Unflagging Drive (Greater)
19. 4th Focus
20. +4 Con
Unflagging Endurance (Ex): Starting from 1st level, the character may act without any penalty for not having rested in the past 1 day, provided at the end of the effect, they rest for 50% longer (i.e. sleep 12 hours, trance 6 hours, etc). Characters still regain hit points, refill spell points, etc, as though they had slept a full 8 hours, regardless of the actual time spent sleeping (if any). At 6th, 11th, and 16th levels, this effect increases in duration by a full day (e.g. at 16th level, a character can go 4 days without rest, provided on the fifth, they rest for 50% longer). Spell casters still need to prepare their spells as appropriate, but are not required to fulfill the 8 hour rest minimum.
Ignore Exposure (Su): Functions like the spell Endure Elements, but is effective continuously, and only affects the character.
Focus (Ex): [As per the feat "Weapon Focus", but for any action.] At 4th level, the character picks some action to focus on. All rolls related to this action gain a +1 bonus, and all concentration checks to perform this action succeed automatically, regardless of circumstances. (e.g.: Upon reaching 4th level, Rondingus decides to take "Focus: Cast Cure Light Wounds" so that he is able to cast it without a concentration check. When Kirin reaches 4th level, however, he decides to take "Focus: Urutuk Attack" to give him a +1 to all attacks made with it. Rarth, on the other hand, decides to take "Focus: Herbal Infusions" at 4th level, in order to give him a +1 when making his grass infusions.)
At 9th, 14th, and 19th levels, the character must pick a different focus, and these effects do not stack with each other, or with the feat "Weapon Focus" (however, a character could choose "Focus: Great Axe Attack" as the first focus, and "Focus: Great Axe Damage" as the second focus, giving a +1 to attack and a +1 to damage).
Unflagging Drive (Su): At 8th level, the character may use this ability once per day as though it were the spell Freedom of Movement. For these purposes, the caster level of the spell is equal to the character level. At 18th, the character gains "Greater Unflagging Drive", which acts like the spell Freedom of Movement, except is effective continuously. Both of these abilities affect only the character (i.e. spell range of 'personal' only).
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