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Jokey665

Thaumaturge Key Concepts

Oct 19th, 2018
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  1. Energy Shield
  2. Energy shield acts similarly to temporary hit points in that damage that would be dealt to you is instead dealt to your energy shield first, but your energy shield is not temporary and if you also have temporary hit points then damage is dealt to that total before your energy shield. Negative energy damage bypasses energy shield, damaging your hit points normally. Energy shield does not regenerate based on resting and cannot be healed in the traditional sense. Energy shield regenerates at a rate of 1 point per hour, and additionally a thaumaturge can meditate for 1 hour to restore a number of energy shield equal to his Intelligence modifier.
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  4. Endurance, Frenzy, Power stacking buffs
  5. There are various ways to gain stacks of these buffs from the Thaumaturge class, skill gems, and new magical items. A character's maximum number of stacks for a particular buff is controlled by the effects that grant them the ability to gain stacks of that buff. The default condition for gaining stacks is listed under each type of buff, but other abilities may grant additional trigger conditions. Multiple abilities that allow a character to gain stacks of a particular buff add the maximum number of stacks they grant together to form the character's total maximum number of stacks unless stated otherwise.
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  7. Endurance
  8. Each stack gives you DR 1/--, and resistance 2 to fire, cold, and electricity. Whenever you are damaged by an enemy, there is a 50% chance for you to gain 1 stack of Endurance. If you go a full round without damaging an enemy or being damaged by an enemy, you lose one stack.
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  10. Frenzy
  11. Each stack of Frenzy grants you +1 to attack and weapon damage rolls. You gain a stack by dropping a creature to 0 or fewer hit points. If you go a full round without damaging an enemy or being damaged by an enemy, you lose one stack.
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  13. Power
  14. Each stack of Power grants you +2 to critical confirmation rolls and +1d4 damage on a successful critical strike. This is increased to +1d6 if your critical multiplier is x3, and +1d8 if it is x4. You gain a stack whenever you critically strike or are critically struck. If you go a full round without damaging an enemy or being damaged by an enemy, you lose one stack.
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  17. Conditions
  18. There are two additional conditions introduced along with the Thaumaturge and abilities that care whether or not enemies have those conditions.
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  20. The first is Chilled, which is mechanically identical to Entangled (An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell).
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  22. The second is Shocked, which causes the affected creature to take a -2 penalty on armor class and all saving throws.
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  24. Additionally, some effects care about whether or not a creature is on fire, and the thaumaturge has multiple abilities capable of catching creatures on fire.
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  26. Lucky/Unlucky
  27. Stolen straight from 5e, Lucky and Unlucky are just advantage and disadvantage. If a roll is unlucky, it is rolled twice and the worst result is taken. If a roll is lucky, it is rolled twice and the best result is taken.
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