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  1. Sorcerer:
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  3. Meta Slick [100]: For one such as you, whose magic come almost too easily, leaping at your beck and call, it is only natural that you should learn find flexibility in the arcane. Despite this, many sorcerers find that an innate ability bend their spells does not come so easily to them, requiring much greater concentration and increasing the time required to cast magic. For you, this is not the case. Any metamagic you apply to your spells, such as casting by eschewing parts of its components or increasing its power, can be called upon with no increase to the time required to cast it – though any additional cost or strain required will not decrease.
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  5. Wide-Blooded [300]: Every sorcerer is naturally suffused with deep magics energy. For most, this is traced back to an supernatural ancestor that bred into their lineage at some point in the past, but for others it may be as simple as having been born of a line of talented wizards or even the air of a great destiny hanging about them. Whatever the case may be, every sorcerer owes their power to this strange magic that suffused their being, known as a Bloodline. Your bloodline can influence you in a number of ways, from simply having a greater proclivity to certain spells to greater or lesser innate magical abilities and a warped physical appearance.
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  7. You yourself are even more saturated with not one source of magical blood, but two. While this is rare, it is not entirely unheard of, but you are different. Where the bloods would conflict and be diluted within others, in you they are willing to play nicely and you gain the full benefits of both Bloodlines. A strange one you are, but then such is the nature of a sorcerer regardless.
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  9. Deep-Blooded [600]: All sorcerers draw their power from their potent magical natures, drawing on the traces of arcane in their blood and focusing it as their power increases. Some take this farther than others, Dragon Disciples are sorcerers who draw out their dragon blood, slowly transforming themselves and growing ever closer to their draconic ancestors. But this has its limits, as these disciples eventually reach a ceiling, an equilibrium in their nature between both races. However for you, as the trend seems to be, this is not the case.
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  11. When you posses the blood of an ancestor that is potent enough for you to possess some trace or echo of their abilities, those abilities will grow over time and perhaps even branch into entirely new ones over time. In time, you can grow to become as if a member of this ancestor's race yourself. The time required for this will vary greatly depending on both the strength of the being in your lineage and how diluted the blood is, but the more you exercise the abilities, the faster it will be.
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  13. Wizard:
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  15. Magesight [100]: Some are born with an eye for magic – literally. You are capable of seeing magical auras with your naked eye, allowing you to detect spells or enchantments in the world around you as well as any aberrations in the flow of magic. But that's not all. Not only can you recognize that these spells are there, but you also intuitively understand what effects they have. With a glance, you can tell what enchantments that artifact holds… as well as if it’s booby-trapped with dangerous magics. Additionally, you are naturally capable of reading magical scripts that would normally require spells to decipher.
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  17. Spell Savant [300]: Wizards are powerful, there is no doubt. Masters of the arcane arts, the world bends to your will. But you are also vulnerable in a number of ways. Your magic does not come easily to you in the way it does to sorcerers. For you, it is a science and an art. Your spells must be prepared each day via s h o r t rituals, and due to such length and complexity, these rituals are written down in a wizard's spellbook – one of their most valuable possessions - which is required to prepare the spells. Fortunately, you possess an almost eidetic memory in respect to spells, allowing you to remember even the lengthiest and most powerful spells or rituals with but a glance. This allows you to eschew the need for a spellbook, though you can certainly carry one if you wish – style points and what not.
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  19. Spellmaker [600]: Some mages are masters of the art of creating new spells, weaving such magics in the same way a great composer controls an orchestra. You are counted among their number, being capable of creating new spells with an ease that is the envy of any other wizard. Any attempts to create new spells can be accomplished by you with a quarter of the time, effort, and cost required by an average wizard. And that is for entirely new spells; simply adapting spells you already know for new purposes can be managed even easier.
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  21. But that's not all. Any two-bit wizard can make spells, even if it comes easier to you than it does to others, that alone hardly makes you particularly special. No, what makes you particularly special is your insight into the underlying nature of the arcane. Deep insight into the very underlying nature of magic has granted you a revelation: arcane magic, divine magic, nature magic… really it's all the same stuff on a fundamental level. This arcane epiphany has allowed you to go beyond limitations that bind lesser wizard. You can create arcane versions of any other spells, not only usable by you, but usable by anyone you can teach spells to.
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  23. Cleric:
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  25. Ear of the Divine [100 CP]: The gods are worshipped by many, and the most popular gods are always inundated with a caconophy of prayers. Desperate pleas for help, choirs singing their praises, someone hitting their finger with a hammer – that type of thing. But you are not some peasant praying for rain or something so mundane. You are a Cleric, a holy man, a living conduit of divine power. And when you pray to a deity, your voice is the sound of thunder amongst the rain of other prayers and it will never go unheard. This extends to any other beings that can hear prayers, not just your own god. Something about your inner voice is simply impossible to ignore, even if such a being were actively attempting to tune out prayers.
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  27. Will of the Gods [300]: In a world where gods are an active presence in the land and their servants walk about healing the sick and smiting heathens, it is not hard to convince the common folk to venerate them. For you, this is particularly true. Just interacting with people in a positive light will cause most you meet to start adapting your ideals and beliefs. Something more extreme such as saving them from a grisly fate at the hands of a monster or raising their child from the grave would likely cause most to drop to their knees and convert to your religion on the spot.
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  29. Holy Man [600]: No mere priest are you. You are a living avatar of the god or concept that you worship. All those who look upon you can instantly see that you are more than a man of flesh and blood, you are an icon, a living saint. Were you to worship a god of the sun, all who saw you could tell that you burned with a glorious incandescence and you could summon an aura of sunlight to literally burn with glorious incandescence.
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  31. Furthermore, you overflow with divine energy. Without even channeling energy, your mere touch can heal minor wounds or repel the undead. And your domain spells can be cast at will as often and and many times as you wish without preparing them, so long as you are capable of casting spells of the level of the domain spell you wish to cast. Finally, you can create copies of your holy symbol and favored weapon at will which will remain in existence so long as you are in contact them but will slowly fade away otherwise.
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  33. Druid:
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  35. Shapechanger [100]: All druids eventually learn to wear the shapes of wild beasts, able to become as though majestic creatures they guard and shepherd as servants of nature. You have taken this ability and learned to apply it not only to yourself, but to others as well. After all, if it is possible for you to change your form, why shouldn't it be possible for you to change the forms of others? You can temporarily transform another person into any animal you can become, with a touch. Though it should be noted that it is possible for the person in question to attempt to resist such a transformation.
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  37. The Hills Have Eyes [300]: To be a druid is to become one with nature – or at least as close as is possible. You have learned a unique skill, allowing you to meld your mind with that of the natural world around you. By taking a moment to focus, you can allow your consciousness to drift away from your body and attach to any plant or unintelligent wild beast within a 5 mile radius. Doing so allows you to perceive the world around the plant or animal for as long as you remain focused on doing so and they remain within the allotted range. If you deem it truly necessary, you can even fully leave your body behind, possessing and gaining full control the animal or plant you are attached to. If it is a plant, the nature magic you are in tune with suffuses it, animating it for so long as you remain.
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  39. Lord of the Land [600 CP]: Druids are one and all the guardians and servants of nature and its balance. But you are not merely a servant of nature, you are nobility among the greatest beasts and spirits of the wild. In your soul courses the primal beat of the song of nature, marking you as its companion and guide. Where other druids may learn spells to call upon aspects of nature’s fury, you can simply ask it for help as a dear friend. Ask the ground to quake, the rivers to flood, the harvest to grow, or the beasts of the field forest to come to your aid and it shall be so. Of course, this does have its limits. The larger or more unnatural the the occurance you ask for, the more difficult it will be to rouse nature to your call. It is far easier to call a storm on a cloudy day or ask a predator to fight than a beast of burden to attack… and nature will be loathe to take actions that significantly harm itself, such as causing a forest fire, unless such an action is necessary.
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  42. Ranger:
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  44. Run, But Not Hide [100]: All rangers are master trackers, able to follow trails that most would never even be able to find. But you take this a step further than even the supernatural skills other rangers can attain. Simply by focusing on a specific creature that you have interacted with in the past, you can feel a pull in their general direction, no matter where they are. Once you are within a hundred feet of them, you feel a jolt alerting you of their immediate presence.
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  46. Apex [300]: A ranger is a predator. But unlike the beasts of the wild who wield fury, fang, and claw, your favored weapon is one far more dangerous: knowledge. Knowledge of your prey. Their habits and their homes -- and more importantly, their weaknesses. When you set your sights upon a target, information about them, particularly any chinks in their armor or weaknesses to be exploited, quickly and easily become apparent. Even just a glance would glean much useful information and prolonged study would grant such understanding that you can practically predict any move they will make and see just the path needed to defeat them.
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  48. Skinwalker [600 CP]: Some rangers have learned enough nature magic that they can mimic the druidic ability to wear the shapes of some beasts. But for you, such is not enough. You are a Ranger, a master hunter, a predator among predators. You can mimic the skin-changing of the nature priests already, but what good is that, really? Sure, it may be useful to take the form of a wolf or bear occasionally, but it hardly makes you invincible. No, you are much more dangerous than that. You have learned to take the shapes of any of your prey. Any being you personally slay, no matter their nature, you can transform into.
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  51. Inquisitor:
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  53. What Must Be Done [300]: Occasionally, unsavory or difficult tasks that conflict with the tenants of a religion become necessary. As an Inquisitor, the responsibility to make sure these tasks are completed falls on you. Other members of your religion may not like it… but they accept it. After all, sometimes hands need to be dirtied and as long as it's not theirs, then it's really none of their concern, you know? And besides, Inquisitors wield divine magic granted directly to them, so who are they to act in opposition to a man granted providence by their god?
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  55. Similar understands seem to follow you to any other organizations you become a part of. So long as you are acting in their best interest or performing tasks deemed necessary, actions you take that would be unforgivable if undertaken by nearly anyone else can be… overlooked. Of course, there are limits to this, but you are unlikely to find them unless you clearly abuse your privileged position.
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  58. Witch:
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  60. Direct Line [100]: Witches require their familiar, granted to them by the same patron who supplies their magic, to prepare their spells. To do so, they must commune with the familiar, who then links them with the patron. You, however, have a much deeper connection to a patron, allowing you to prepare spells on your own and can even forego a familiar entirely if you so choose. Further, this deeper connection allows you to cast a limited number of spontaneous spells each day.
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  62. Two-Timer [300]: As a witch, you rely on your pact with a magical being or force for your abilities. Such powers as you possess can reach truly astounding heights, but the nature of your benefactor can also limit the scope of your potential. You find this unacceptable and have managed something impressive even amongst your kind: the ability to form such pacts with multiple sources. In fact, there are no limits to the number of these bonds you may have… though it is likely many patrons will find the idea of “sharing” a witch rather distasteful and may require convincing.
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  64. The Fine Print [600]: On every world where mortals dwell, they tell stories of men and women making pacts with beings of eldritch power. These men and women invariably think themselves more clever than their strange patrons. They themselves had heard the same tales, but of course fairy tales or the failings of others were no concern of theirs. They would succeed in their own schemes to overthrow the beings they made their Infernal deals with. But of course, just as inevitably, they are wrong.
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  66. But you, you truly are different. Any pacts you make with other beings for powers will see the metaphysical bond slowly favor you over time. Each day, just a little bit of the power will slide through the connection, permanently merging with you to become truly yours. Any power gained this way cannot be stripped by your patron. And eventually, the power drained will surpass what was originally agreed upon, and you will begin to absorb the very essence of that being. By the time they realize this, it will be far too late for them to stop it by any means except to directly attack you and snuff the life from your body.
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  68. Though if you wish, you may choose not to do this. To simply allow the contract that was agreed upon to remain as it was when formed.
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  70. Paladin:
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  72. Oathkeeper [100]: A paladin draws their strength from an Oath taken upon the true start of their journey. A covenant with a god to be a holy crusader, a force for good. And if a paladin breaks this oath, they lose much of their power. As such, it would take truly dire straits for a paladin to betray a such a dear promise, forged from their most closely-held beliefs. And in this, steadfast honor, you can place such restrictions on others. Whenever you are witness to a promise, oath, or contract, you may choose to sanctify it. If such a deal is broken, the offending party will face consequences for their actions based upon the severity of the betrayal and the scope of the contract. Someone betraying the trust of a friend may simply find themselves with a run of bad luck, but an emperor who defies a deal made in good faith and costs the lives of thousands would likely see their kingdom suffer greatly.
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  74. Good Triumphs Over Evil [300]: As a paladin, it is your duty to stand as a paragon of good, lighting a flame of hope within the hearts of the innocent… and one of fear in those of the wicked. And when you fulfill this role, protecting the weak and the innocent, standing strong against the darkness of the world, you will find yourself bolstered. Lady luck will smile on you just a little more, you blade shall be ever so slightly sharper, your wits quickened the tiniest amount. When you seek to spread the light, you shall do so, those you stand for will find hope and inspiration, where the foul and dark-hearted will find themselves growing more terrified of you as you defy them.
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  76. JUSTICE [600]: As a paladin, you are the sword of your god. Their instrument of justice upon this world. It is your duty seek out and smite heathens and sinners wherever they are to be found, protecting the weak and the innocent with honor and piety. To do this, you god has granted you a number of divine abilities. But you are particularly favored even amongst paladins. The divine power that suffuses you is without end, the stream never running dry. Where other paladins can only call on their god to heal others or smite the wicked a few times per day, you may do so as many times as is necessary.
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  78. Finally, the power strengthens and protects your form, granting you greater resilience and strength and allowing you to heal rapidly as well as allowing you to resist magic - particularly dark magics of the arcane or that of evil deities and infernal beings.
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  80. Rogue:
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  82. Perfect Roll [100]: There are fools who would knowingly attempt to withstand damage instead of simply avoiding it in the first place. Why anyone would do so, even for minor damage, is simply beyond you. Why take the risk? Well you don't. You will do what you can to dodge attacks every time. And for you, there is a lot you can do. In fact, your ability to avoid attacks through a mix of skill, agility, and no small amount of luck approaches the absurd. Attacks from a skilled swordsman, a volley of arrows, a fireball exploding feet from you, it can all be dodged. Of course, it's not easy and sometimes it simply isn't possible even for you. But what is possible for you encompasses a lot more for you than it does for others.
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  84. A Devil's Own Luck [300]: In a world where luck is a real force governed by fickle beings all too easy to offend, it pays to be able to make your own. And boy do you. Your runs of fortune can at times border on the absurd. Perhaps an entire volley of arrows simply… miss altogether. Or one of them might hit in a superficial spot that leaves you with a ruggedly attractive scar when it heals. Maybe that key you found half-covered in dirt will unlock a chest found deep in a dungeon later in your journey. Though this is far from infallible and if you find yourself relying on it, may just be the end of your story. As well, it is still hardly wise to offend the Lady Luck; she may not be able to curse you with the misfortune others who earn her ire would face, but she could at least cancel out your serendipity.
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  86. Thief of Legend [600]: All that exists can be taken. No matter the safeguards and precautions in place, nothing can be so perfectly protected that it is impossible to be stolen. From a few copper coins in the pocket of a merchant to the fire of the gods perched in heaven, the right thief is all it takes. And you are just that thief. It will certainly not always be easy – though easier for you than most any other – but given sufficient time, you can create and carry through a plan to pilfer any treasure which you can find. All traps can be bypassed or disarmed, all spells dispelled or prevented from activating. When your eyes are set upon a gleaming prize, nothing shall stand in your way forever.
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  88. Barbarian:
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  90. Chainmail Bikini [100]: What kind of idiot would walk into battle with their entire midriff exposed to the world? What's even the point? A stray arrow would be the end of you, no matter your skill. Are aesthetics that important to you? Well, luckily, you seem to make it work. And luckily is meant in the most literal way possible. Impractically small armor never proves a hindrance to you, despite what simple logic would dictate. Those arrows simply bounce off of the bracers you wear when they should have proved a fatal shot and the enemies blade catches on the small sheet of metal covering your breast instead of the expanse of flesh surrounding it. You simply confound common sense.
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  92. Quelling Wrath [300]: Barbarians are feared wide and far. The reputation of their savagery and strength of arms proceeds them. And beyond that, they are often possessed of a fearsome visage even at a glance. The average barbarian is a grizzled, hulking mass of scars and muscle. So it is only natural that leveraging these facts is quite easy for you. With even the slightest effort, you can become almost supernaturally intimidating both in combat and in conversation. If you wish, you may appear as an unstoppable force of nature upon the battlefield or speak with a voice that tells of a barely restrained desire to rip the arm from someone's socket and beat them to death with it – and the full capacity to achieve this task. You might single-handedly rout entire groups of enemies or convince someone who could by all rights defeat you handily that you are not to be trifled with.
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  94. Rage Unbound [600]: All barbarians can draw strength from their anger – it's what makes them what they are. The sheer strength of their wrath can allow them to overcome limits faced by others and even themselves. Yet even this rage has its own limits. But then, limits have always been things that happen to other people, haven't they?
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  96. Your anger is without bounds. Your own berserk rage can continue forever, only ever burning more and more intensely as opposed to cooling down. You can trigger these bouts of uncontained rage simply by wishing to do so, feeling the white hot anger bubble up in your chest. During this, you find yourself enhanced in nearly every way. Your strength is bolstered, your endurance and tolerance for pain are pushed through the roof, and you can move faster than many can react. But it is not limited simply to your physical form – all aspects of your being, including any powers or magic you may posses are increased proportionately to their existing strength. Such a frenzy will continue either until you are knocked unconscious, somehow calmed by the words or enchantments of another, or you summon up the will to calm yourself. And the longer you sustain such a fury, the more powerful the benefits shall grow. Though of course, you will lose all of these benefits after the rage subsides… and fatigue will quickly move to take its place.
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  98. Bard:
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  100. Old Song And Dance [100]: The thing that separates a bard from a common minstrel is that some of their music is magical. The thrumming, deep powers that pervade all the universe, those of arcane magic, are intwined within every note of these deeply enchanting songs. This can allow the bard to have direct and visible effects on the world around them as they play these tunes. But you understand that all music is magical… some just not so much as others. You are capable of infusing minor magic within any music you personally create, allowing you to have subtle but profound effects on those listening as well as allowing you to make any music sound as if performed by a master of the art… even if you’re making it up as you go along on an instrument you’ve never played.
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  102. Tall Tales Told [300]: Bards are keepers of lore and story. Not lore as the dusty tomes of monks and wizards, however. Myth and legend as well as history are spread far and wide by wandering bards, entertaining common folk and adventurers in many a tavern across the land. Of course, not every tale is preserved perfectly. And some of them are downright boring. So it’s only natural that stories suffer a little growth and embellishment in the retelling. But the weight of the performance given by a skilled bard makes you want to believe their tales as you hang on every word. And really, isn’t that enough? For you, this is particularly true. Tales of your deeds and accomplishments grow wildly out of proportion while still finding widespread belief from those who hear them. Those half a dozen bandits you slew become an entire legion of rebels you defeated singlehandedly. That imp you banished with a well-placed spell becomes a prince of hell outwitted by your clever mind. In the mind of most, you will stand eye-to-eye with figures of myth and legend.
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  104. The Face [600]: Sometimes, nothing is quite so effective as the right words. And often, those words are not the incantation of a spell, but rather simple conversation. Nations are forged and broken by the power of words, heroes are made and laid low by just the right turn of phrase. History has shown time and time again the weight inherent in a tongue made of silver. How fortunate, then, that your tongue is made of gold. Be it in manipulation, diplomacy, or making a barmaid blush, there are few on this world who can match your silken words. Given time, there is almost nothing you cannot convince someone to do. Within reason, of course… or at least mostly -- with your honeyed words, a great many unreasonable things may begin to seem all too reasonable.
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