Difference between revisions of "Branded Doom (Apath)"

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''You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.
 
''You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.
  
Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealment, and you can cover it by wearing a hood or robe (as appropriate). Some NPCs may recognize the brand and become hostile, at the GM's option. As a supernatural ability, you can touch an enemy for 1d6 + (1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until an equal amount of damage is healed. Any branded opponent takes -2 to armor class against your attacks. You can perform this branding touch a number of times per day equal to 1 + your Charisma bonus (minimum 1).
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Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealmen. Some NPCs may recognize the brand and become hostile, at the GM's option. As a supernatural ability, you can touch an enemy for 1d6 + (1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until the next time they are fully healed. Any branded opponent takes -2 to armor class against your attacks. You can perform this branding touch a number of times per day equal to 1 + your Charisma bonus (minimum 1).
  
At 5th level, you may add your Charisma bonus to your Fortitude saving throw bonus.
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At 5th level, you gain fire resistance 5.
  
At 10th level, you gain fire resistance 5.
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At 10th level, you may add your Charisma bonus to your Fortitude saving throw bonus.
  
At 15th level, your fire resistance increases 10. The AC penalty branded opponents take increases to -4.
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At 15th level, your fire resistance increases 10. The AC penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.
 
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<noinclude>{{OGL}}</noinclude>

Latest revision as of 21:04, 3 April 2017

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Unofficial rules compendium

Branded Doom

Source: Oracle's Curse, copyright 2014 by RJ Grady, published by Tripod Machine.

You have a visible scar on your forehead or arm that depicts a mystical symbol of some significance. You had no choice in the matter; the brand appeared with fire and searing pain.

Your brand cannot be disguised or altered, even with magic, although you can still benefit from cover or concealmen. Some NPCs may recognize the brand and become hostile, at the GM's option. As a supernatural ability, you can touch an enemy for 1d6 + (1/2 your curse level) fire damage; any opponent who takes damage bears your symbol until the next time they are fully healed. Any branded opponent takes -2 to armor class against your attacks. You can perform this branding touch a number of times per day equal to 1 + your Charisma bonus (minimum 1).

At 5th level, you gain fire resistance 5.

At 10th level, you may add your Charisma bonus to your Fortitude saving throw bonus.

At 15th level, your fire resistance increases 10. The AC penalty branded opponents take increases to -4, and you may roll twice to overcome the SR of branded opponents.

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