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XP Stones

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by

Anders Sivertsen

on 26 April 2017

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Transcript of XP Stones

Justinian Training
Requires half a year of training (262) days

5 -
Words of reason
: The doctrine of reason allows you access to the other justinian
XP stones.
10 -
Iconic Attunement
: You are now attuned to justinian Icons of power.
15-
Hope for a better world
: +1 save bonus on all saves against all enemies of mankind.
Deny the Shadow
Free action - interrupt
When you perform a damage exploit against a demon or undead creature.
(Fortitude for half)

5 -
Shadowbane

I
: The attack will deal +1d4 per character level.
10 -
Shadowbane

II
: The attack will deal +1d6 per character level.
15 -
Shadowbane

III
: The attack will deal +1d8 per character level.
Training
Way of the Word
5 -
Appropriate conduct:
You know the ways of people. You have read about their
customs and are thus able to ward off the worst cultural hostility.
You may remove up to 20 negative influence from anyone
you speak with.
XP stones.
10 -
Infused Knowledge:
You count as trained in all knowledge skills.
15-
Lorekeeper
: You reduce all research and investigation involving books
by 50%.
5 -
Unshackled
: +10% Hybris chance, you roll one extra dice on Hybris

The following require at least two magic exploit trees and a casting stat of 18:
10 -
Unbridled:
On Hybris you may always change a skull to a sword
15 -
Unchained:
You may roll up to one spell fury dice on any magical mishap for every three levels of experience. Further your may reduce external factors reducing hybris chance using concentration.
5 -
Restrained:
Reduce all hybris by 10.

The following require at least two magic exploit trees and a casting stat of 18:
10 -
Invocation:
For each round you spend invoking Hybris chance is reduced by 10 to a maximum equal to your caster level x5.
15 -
Evocation:
Once per day you may apply 2 swords ti .
Wild mage
Trained Magician
Magic
Blade of Endheim
5 -
Survivor
: You gain a +4 save bonus against: All types of non-magical diseases, cold weather conditions and fatigue due to traveling
10 -
Defender of the last folk:
You gain +1 on all dice rolls and DC's when fighting on - or within 1 hextile of - reclaimed land.
15 -
Will to live:
You gain the "Die Hard" exploit. If you already have it, it becomes 50% more effective.
Undead Slayer
Unlocks when having killed three different undead creatures.

5 -
Undead Bane I
: All undeads have weakness 1 against you.
10 -
Undead Bane II
: All undeads have weakness 2 against you.
15 -
Undead Hunter
: Once you have fought and killed a type of undead creature, you
gain full information access to it's exploits.
Demon Slayer
Unlocks when having killed three different demonic creatures.

5 -
Demons Bane I
: All demonic creatures have weakness 1 against you.
10 -
Demons Bane II
: All demonic creatures have weakness 2 against you.
15 -
Demons Bane III
: Once you have fought and killed a type of demonic creatures , you gain full information access to it's exploits.
Action
Roll a realm lore skill test

5 - Hearsay
: For every person sharing the hearth with 5 ranks or more in realmlore you gain +1 on your next realm lore roll.

10 - Tales
:
Gain an amount of temporary hit points equal to roll result. Once the hit points have been removed through sustained damage, they cannot be regained or healed. The effect of a tale lasts a full day.

15 - Legends
:
Eskil – Legend of Ragnar Mountainbane - +1 on all rolls and DC’s against trolls.
Campfire Songs
Campfire Stories
5- All healing effects are doubled for the remainder of the evening.

10 - The duration of all stat buffs are increased to a full day and cannot be dispelled.

15 - Remove 1 insanity, 1 reaping and 1 damnation from anyone sharing your hearth.
Dungeoneering
Unlocks when having cleared three dungeons

5 -
Hero's Luck:
Roll a luck roll when receiving random loot. Add a -1 penalty for all PC's without this exploit. Gnome luck does not count in regard to this specific exploit but simply removes the penalty of not having hero's luck.
1 - no effect
2-5 One extra loot I
6-7 One extra loot II
8-9 One extra Loot III
10+ One extra of each loot category
10 -
Attentive
: When entering a dungeon the GM will roll two awareness tests
for each player. Whenever coming within sight of an object that requires a roll the GM refers to this test. This removes the need to notify the GM to look for hidden traps, doors or treasure.
15 -
Master of circumstance
: You deal double damage when using environments to your advantage; be that knocking a table onto an opponent or smashing them into a wall. This counts outside dungeons as well.
Maximus Aurelius of the third legion knocks a brazier full of burning coals onto a goblin. The GM estimates that this would normally deal 7d7 physical/fire damage adding a bonus for how well the action was performed. The damage is now increased to 14d6 doubling the bonus for performance as well.
5 -
Infused Knowledge:
You count as trained in all knowledge skills.
XP stones.
10 -
Forbidden Knowledge
: When rolling demonology, occult or necrology skill tests you may re-roll keeping the higher result.
15-
Lorekeeper
: You reduce all research and investigation involving books
by 50%.
Mammonite Scholastae
Items
Dwarven Tribarrel Rifle
Master Craft Heavy Crossbow with 3 shots before reloading
5 - Basic Training:
You may now use the gun without a -8 penalty.

10 - Three shot burst:
Free action
You gain two free seperate half actions

15 - Spread Shot:
Full action
Requirement: Gun must be fully reloaded
Target: Anyone in a 60 feet long 45 degree wide cone
Save: Reflex for half
Effect: 1d8 per level + weapon damage bonus + attack stat modifier

Spire of the manifold ways
+ 6 spell power - has two rune slots
5 - Feedback:
Whenever you successfully land a healing spell you are healed for 2d6 (50%) spell power.
10 - Rune Blast:
As you plant you staff in the ground a massive wave of energy emits
from you.
Full action
Requires: That the staff is runed.
Target: Anyone within 15 feet.
Save: Reflex for half
Effect: 1d6 physical damage per caster level (100% spellpower)
15 - Runic Heal:
You drain the staff for power to restore yourself.
Full action
Requires: That the staff is runed.
Target: Yourself
Effect: Your are healed for 1d6 per caster level (100% spell power)
The effect of your runes are removed.
Lantern of Urganis Sey
+ 6 spell power, passively and permantently emits torchlight
5 - Spirit of Light:
The torches light now has the power of Luminance.
10 - Flames of Urganis:
A bright screeching bolt of searing light shoots towards anyone, threatening the spirit of Urganis.
Full action
Target: All enemies within 60 feet
Save: Reflex negeates
Effect: 1d6 radiant damage per caster level
15 - Guardians Caution: Panicked to meet his end, Urganis wards his servant.
Whenever you reach 0 hit points you are automatically affected by "Denial" once per encounter.
Wards
10 minute ritual

5- Reduce all hybris on yourself by 50

10 - Reduce all local hybris by 50. The effect lasts for 1 week per caster level

15 - You may now connect local ward nodes to create protected zones. 6 nodes required her hex tile.
Wanderer Robes
5 - Wanderer's Light:
You feel a strong draw towards a place far south. Power without
sacrifice, something pure, something ancient and untainted.
10 - A new layer - warlord Adang xiao:
You receive access to the first two tiers of
the earth tree
15 - A secret:
A secret about the robe's origin is revealed
.
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