Quickleaf
Legend
The Legendary Party
The Argonauts, Fellowship of the Ring, Heroes of the Lance, The Black Company -- the list goes on. Stories are filled with adventuring parties that as a group achieved legendary status.
To become a legendary party, the PCs must meet these requirements:
(1) Each member must have adventured together for 3 levels.
(2) There must be a leader or at least a figurehead who has a Charisma bonus of at least +3.
(3) Each PC must give 10% of their experience points to the party. Failure to do so results in loss of all benefits.
(4) The party must have some identifying banner or insignia.
The legendary party works like a 10-level class. At each level, the PCs gain a reputation bonus of +1 and the whole party benefits from a "party feat" which must be chosen by group consensus.
Party Feats:
Blood-Bonded: The party has sworn a blood oath to each other, with the following effects: Any party member may take on 5 points of damage (lethal or subdual) per day that would otherwise have affected a fellow. This ability only works when within 10 feet of the wounded character. In addition all party members have limited empathy in regards to one another's health and emotions (though this can be disrupted through powerful magic). If any character in the party dies, all other characters suffer 1d4 Constitution or Wisdom damage (player's choice) and are dazed 1 round. However, they gain +2 attack and damage against the one who killed their ally (provided they know the killer's identity).
Experience Pool : Whenever a member gains experience, they may opt to dedicate 5% gained to an experience pool. This pool can be used by any PC for spell effects requiring experience, or other options that require experience to be "paid out."
In addition (or instead), the players may opt for the following option: All experience earned by each member first has 10% deducted for the Legendary Party, then is pooled together and divided by the number of PCs - each PC earns the same amount of experience points.
Fearsome Reputation: Enemies are suffer -4 to Morale checks when facing the party. In addition, any member may call upon the reputation of the party to gain an Intimidate bonus equal to the party's reputation bonus. However, after the Intimidate occurs, not only is the person hostile to the PC in question, but the entire party!
Flanking Attack: If a party member is flanking an opponent, another single party member is considered to be flanking that opponent as well (gains benefits of flanking). To use this ability, the party member must attack and cause the target to become flanked.
Loyal to Each Other: Compulsion effects have a very hard time turning party members against one another, and all members gain +4 save against such effects. In addition, any time a PC would act against another member, one of his fellows may attempt to talk sense into him as a standard action (opposed Diplomacy check); success allows the PC to act normally for 3 rounds before succumbing to the compulsion. When charmed, all party members pull their punches and only inflict subdual damage on each other.
One-Mind: A number of initiative dice are rolled for the party equal to the number of members. The group decides who gets which die, then modifiers are added. In addition, any number of PCs may act at the same time, requiring that they average their initiative scores. (i.e. Aragon, Legolas, Gimli are fighting a group of orcs to provide an escape for Frodo and Sam. 5 initiative dice are rolled: 4, 3, 7, 9, 1. The group agrees to give the 7 and 9 to Frodo and Sam. Aragon, Legolas, and Gimli decide to attack simultaneously at an initiative of 3 (4+3+1 = 8, divided by 3 = 2.6, rounded up to 3).
Patron Deity: All party members gain +1 to saving throws. In addition, the cleric of the patron deity may opt to make one of their domain powers "open." This domain power may now be used by any party member (still subject to normal limits of use, i.e. 2/day or whatever). Whenever among allied clergy, the PCs will be provided simple room and board for free.
Patronage: Merchant houses, nobles, kings, wizards, temples - all these groups will place adventurers on retainer. The group gets room and board and access to facilities of the patron. The party can tap into the patron's network of influence while within their patron's area of control. Licenses, taxes, loans, letters of mark, storage, and basic travel items are all handled by the patron. Naturally, the patron gives the party missions. A patron typically only has one party on retainer, though a wealthy king might have up to five such parties.
Powerful Leader: Anyone following the directions of their leader gains a +2 circumstance bonus to a single type of roll. For example, if the leader gave commands to another PC about avoiding enemy fire while scaling a wall, the PC climbing the wall would get +2 AC against ranged attacks. Giving commands requires 4 rounds (+/-1 round/Intelligence modifier of listener, to a minimum of 1 round). The obedient PC retains the bonus until the task is complete or for 1 hour per Wisdom bonus (minimum 1 hour). Only one set of commands can be followed at a time. As an option, a particularly devout PC who is separated from the rest of the party while following his commander's instructions retains this bonus until meeting back up with the party.
Spell Pool: All spellcasters in the party can contribute one known spell to a spell pool. From henceforth, all spellcasters can spontaneously draw on any spell within the pool, casting it in place of one of their spells. Note that spells with varying levels according to class may be harder/easier for one class to cast than another.
Any ideas?
The Argonauts, Fellowship of the Ring, Heroes of the Lance, The Black Company -- the list goes on. Stories are filled with adventuring parties that as a group achieved legendary status.
To become a legendary party, the PCs must meet these requirements:
(1) Each member must have adventured together for 3 levels.
(2) There must be a leader or at least a figurehead who has a Charisma bonus of at least +3.
(3) Each PC must give 10% of their experience points to the party. Failure to do so results in loss of all benefits.
(4) The party must have some identifying banner or insignia.
The legendary party works like a 10-level class. At each level, the PCs gain a reputation bonus of +1 and the whole party benefits from a "party feat" which must be chosen by group consensus.
Party Feats:
Blood-Bonded: The party has sworn a blood oath to each other, with the following effects: Any party member may take on 5 points of damage (lethal or subdual) per day that would otherwise have affected a fellow. This ability only works when within 10 feet of the wounded character. In addition all party members have limited empathy in regards to one another's health and emotions (though this can be disrupted through powerful magic). If any character in the party dies, all other characters suffer 1d4 Constitution or Wisdom damage (player's choice) and are dazed 1 round. However, they gain +2 attack and damage against the one who killed their ally (provided they know the killer's identity).
Experience Pool : Whenever a member gains experience, they may opt to dedicate 5% gained to an experience pool. This pool can be used by any PC for spell effects requiring experience, or other options that require experience to be "paid out."
In addition (or instead), the players may opt for the following option: All experience earned by each member first has 10% deducted for the Legendary Party, then is pooled together and divided by the number of PCs - each PC earns the same amount of experience points.
Fearsome Reputation: Enemies are suffer -4 to Morale checks when facing the party. In addition, any member may call upon the reputation of the party to gain an Intimidate bonus equal to the party's reputation bonus. However, after the Intimidate occurs, not only is the person hostile to the PC in question, but the entire party!
Flanking Attack: If a party member is flanking an opponent, another single party member is considered to be flanking that opponent as well (gains benefits of flanking). To use this ability, the party member must attack and cause the target to become flanked.
Loyal to Each Other: Compulsion effects have a very hard time turning party members against one another, and all members gain +4 save against such effects. In addition, any time a PC would act against another member, one of his fellows may attempt to talk sense into him as a standard action (opposed Diplomacy check); success allows the PC to act normally for 3 rounds before succumbing to the compulsion. When charmed, all party members pull their punches and only inflict subdual damage on each other.
One-Mind: A number of initiative dice are rolled for the party equal to the number of members. The group decides who gets which die, then modifiers are added. In addition, any number of PCs may act at the same time, requiring that they average their initiative scores. (i.e. Aragon, Legolas, Gimli are fighting a group of orcs to provide an escape for Frodo and Sam. 5 initiative dice are rolled: 4, 3, 7, 9, 1. The group agrees to give the 7 and 9 to Frodo and Sam. Aragon, Legolas, and Gimli decide to attack simultaneously at an initiative of 3 (4+3+1 = 8, divided by 3 = 2.6, rounded up to 3).
Patron Deity: All party members gain +1 to saving throws. In addition, the cleric of the patron deity may opt to make one of their domain powers "open." This domain power may now be used by any party member (still subject to normal limits of use, i.e. 2/day or whatever). Whenever among allied clergy, the PCs will be provided simple room and board for free.
Patronage: Merchant houses, nobles, kings, wizards, temples - all these groups will place adventurers on retainer. The group gets room and board and access to facilities of the patron. The party can tap into the patron's network of influence while within their patron's area of control. Licenses, taxes, loans, letters of mark, storage, and basic travel items are all handled by the patron. Naturally, the patron gives the party missions. A patron typically only has one party on retainer, though a wealthy king might have up to five such parties.
Powerful Leader: Anyone following the directions of their leader gains a +2 circumstance bonus to a single type of roll. For example, if the leader gave commands to another PC about avoiding enemy fire while scaling a wall, the PC climbing the wall would get +2 AC against ranged attacks. Giving commands requires 4 rounds (+/-1 round/Intelligence modifier of listener, to a minimum of 1 round). The obedient PC retains the bonus until the task is complete or for 1 hour per Wisdom bonus (minimum 1 hour). Only one set of commands can be followed at a time. As an option, a particularly devout PC who is separated from the rest of the party while following his commander's instructions retains this bonus until meeting back up with the party.
Spell Pool: All spellcasters in the party can contribute one known spell to a spell pool. From henceforth, all spellcasters can spontaneously draw on any spell within the pool, casting it in place of one of their spells. Note that spells with varying levels according to class may be harder/easier for one class to cast than another.
Any ideas?
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