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Low-Level Game, Newbies Welcome! [Closed]
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<blockquote data-quote="RMcCall" data-source="post: 6297604" data-attributes="member: 6774892"><p>Definitely! Also, here's an idea for your theme trait:</p><p><strong></strong></p><p><strong>Chosen of the Spirit Drake</strong></p><p>You can speak with spirits, sometimes receiving calls for help from your patron spirit, or contacting them to ask for information. You also can channel the draconic spirits in your environment during an extended rest to gain a benefit, depending on the type of wilderness you are in at the time.</p><p></p><p>- Forest (Green): During this extended rest, you and up to five allies, in addition to your belongings and campsite, become protected with an illusory spirit veil. Creatures outside the veil will have a harder time noticing you, unless they stumble through the veil. However, the veil affects your minds and prevents you from focusing on mental tasks (such as research) during the rest.</p><p>- Mountain (Red): You summon a spirit flame that lasts until the end of this extended rest. Harmless animals are attracted to the flame, and they provide an easy source of food for up to six people. However, your location is noticeable to harmful creatures as well because of the large flame.</p><p>- Desert (Brown): During this extended rest, your campsite is protected from heat and wind by the spirits. However, any food removed from your packs during the effect is turned to sand by the spirits.</p><p>- Tundra (White): During this extended rest, you and up to five allies enter a hibernative state that protects you from the elements and heals any non-magical diseases. However, you will not be able to make Perception checks to notice approaching enemies, even if you would normally be able to while asleep or trancing.</p><p>- Swamp (Black): During this extended rest, any enemies that attempt to approach your campsite are infected with a spirit disease that makes them easier to defeat in battle. However, the poisonous atmosphere of the swamp is amplified, and will harm you and your allies as well if you do not have suitable protection.</p><p>- Coast (Blue): During this extended rest, the air around your campsite becomes charged with spirit lightning. You and up to five allies have enhanced mental capabilities during this rest. However, too much physical activity could result in a harmful static shock that results in the extended rest granting one fewer healing surge.</p><p></p><p>There are locations, such as most cities, where spirits do not inhabit, so you will be unable to use this ability in those locations. If any of these abilities mimics an effect from a ritual, it is not as effective as the ritual would be at your level.</p></blockquote><p></p>
[QUOTE="RMcCall, post: 6297604, member: 6774892"] Definitely! Also, here's an idea for your theme trait: [B] Chosen of the Spirit Drake[/B] You can speak with spirits, sometimes receiving calls for help from your patron spirit, or contacting them to ask for information. You also can channel the draconic spirits in your environment during an extended rest to gain a benefit, depending on the type of wilderness you are in at the time. - Forest (Green): During this extended rest, you and up to five allies, in addition to your belongings and campsite, become protected with an illusory spirit veil. Creatures outside the veil will have a harder time noticing you, unless they stumble through the veil. However, the veil affects your minds and prevents you from focusing on mental tasks (such as research) during the rest. - Mountain (Red): You summon a spirit flame that lasts until the end of this extended rest. Harmless animals are attracted to the flame, and they provide an easy source of food for up to six people. However, your location is noticeable to harmful creatures as well because of the large flame. - Desert (Brown): During this extended rest, your campsite is protected from heat and wind by the spirits. However, any food removed from your packs during the effect is turned to sand by the spirits. - Tundra (White): During this extended rest, you and up to five allies enter a hibernative state that protects you from the elements and heals any non-magical diseases. However, you will not be able to make Perception checks to notice approaching enemies, even if you would normally be able to while asleep or trancing. - Swamp (Black): During this extended rest, any enemies that attempt to approach your campsite are infected with a spirit disease that makes them easier to defeat in battle. However, the poisonous atmosphere of the swamp is amplified, and will harm you and your allies as well if you do not have suitable protection. - Coast (Blue): During this extended rest, the air around your campsite becomes charged with spirit lightning. You and up to five allies have enhanced mental capabilities during this rest. However, too much physical activity could result in a harmful static shock that results in the extended rest granting one fewer healing surge. There are locations, such as most cities, where spirits do not inhabit, so you will be unable to use this ability in those locations. If any of these abilities mimics an effect from a ritual, it is not as effective as the ritual would be at your level. [/QUOTE]
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