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Custom divine abilities, portfolios, etc.
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<blockquote data-quote="paradox42" data-source="post: 4536840" data-attributes="member: 29746"><p>Well, I teased you with it in the post with the Diplomacy portfolio above, but here we come to the one I'm most proud of among the new portfolios my group has come up with. It took us a long time, several game sessions' worth of wrangling and suggestions, to bring it to the form I'll post below- but we did do it and it's a unique idea. As one player said soon after we figured out the powers up to Hero-Deity, it is particularly appropriate that the Teamwork portfolio was itself brought into being by an exercise in teamwork.</p><p></p><p>The part of this that I personally think is coolest is expressed most clearly in the Portfolio Trial and the special prerequisite. See what you think.</p><p></p><p><span style="font-size: 12px"><strong>Teamwork Portfolio</strong></span></p><p><strong>Aspects: </strong>Fellowship, Combination, Hives</p><p><strong>Opposed Portfolio: </strong>Rivalry</p><p><strong>Examples: </strong>none I'm consciously aware of (but my memory keeps nudging me to say I'm forgetting something- and no, the Borg do not count as mythic IMO).</p><p><strong>Favored Animal: </strong>Bees, Ants, or other hive-dwellers</p><p><strong>Favored Class: </strong>Bard</p><p><strong>Favored Place: </strong>Borders between friendly landowners, cities or nations</p><p><strong>Favored Sacrifice: </strong>Honey, or objects/products resulting from team labor</p><p><strong>Favored Time:</strong> -</p><p><strong>Favored Weapon: </strong>Catapult, ballista, or other weapon requiring multiple operators</p><p><strong>Portfolio Trial: </strong>Through use of the Aid Another action, defeat/upstage/amaze a deity at a task directly related to one of its own Portfolios.</p><p><strong>Prerequisites: </strong>This portfolio may only be gained by two or more individuals working together to achieve the goal of gaining it. Even in a closed cosmos, Teamwork always has more than one deity associated with it.</p><p><strong>Symbol: </strong>Clasped hands raised as if in triumph</p><p><strong>Typical Quote:</strong> "Together we can accomplish anything!"</p><p></p><p><strong>Teamwork Domain</strong></p><p><strong>Granted Power:</strong> Once per day, when you successfully use the Aid Another action, you may add your Cleric level as an additional bonus to the check or roll you are aiding. You may decide to use this bonus after you roll the Aid Another check itself (so you know whether it succeeds or not).</p><p></p><p><strong>Teamwork Domain Spells</strong></p><p>1. <em>Status:</em> Monitors condition, position of allies.</p><p>2. <em>Blade Brothers:</em> Use higher saving throw result between two creatures, but both suffer effects if the saves fail. [from <strong>Player's Handbook II</strong>]</p><p>3. <em>Prayer:</em> Allies +1 bonus on most rolls, enemies -1 penalty.</p><p>4. <em>Recitation:</em> Your allies get bonus on AC, attacks, and saves. [from <strong>Spell Compendium</strong>]</p><p>5. <em>Telepathic Bond:</em> Link lets allies communicate.</p><p>6. <em>Dimension Shuffle:</em> Teleport multiple creatures short distances within line of sight. [from <strong>Player's Handbook II</strong>]</p><p>7. <em>Mimic:</em> Replicate a spell an ally just cast, or copy an action an ally just took. [<strong>NEW SPELL-</strong> see below]</p><p>8. <em>Battle Captain's Charge:</em> Subject and allies charge, no attacks of opportunity, deal extra damage, stun. [<strong>NEW SPELL-</strong> see below]</p><p>9. <em>Fusion:</em> You combine your abilities and form with another. [from <strong>Expanded Psionics Handbook</strong> and <strong>Psionics SRD</strong>]</p><p></p><p></p><p><strong>Dominion</strong></p><p><strong>Realm:</strong> The immortals' realms are inhabited by creatures and plants born in litters, twins, triplets, and other multiple-copies groups.</p><p><strong>Elder One:</strong> The immortals' home realms become joined by a border so thin it almost isn't there at all.</p><p><strong>Old One:</strong> The layers of the immortals' home plane join together so closely that they appear to be a single layer.</p><p><strong>First One:</strong> The planes within the immortals' dimension merge into a single homogenized world which merely has countries or continents resembling the formerly separated planes.</p><p></p><p></p><p><strong>Teamwork template (Single)</strong></p><p><strong>Appearance:</strong> The immortals acquire quirks of appearance so as to more closely resemble each other, such as a human developing the pointed ears of an elf teammate, while the elf grows a beard like the human's.</p><p><strong>Behavior:</strong> The immortals prefer to do as many things together as possible or practical, and act together with uncanny synchronization and precision- even to the point of finishing each other's speeches or sentences.</p><p></p><p><strong>Teamwork template (Double)</strong></p><p><strong>Appearance:</strong> The immortals acquire extreme appearance changes that homogenize their look, changing coloring (hair, skin, eyes), clothing, and even general facial features to match each other.</p><p><strong>Behavior:</strong> The immortals are only apart when forced apart, and speak the same words simultaneously more often than not. Their personalities become a blend of each other, such that it is difficult to tell them apart by behavior.</p><p></p><p></p><p><strong>(Single) Teamwork Portfolio</strong></p><p><strong>Spell-like Abilities (Disciple):</strong> Use any Teamwork domain spell once per round as a standard action.</p><p><em>Aversion to Loneliness</em><em> (Weakness):</em> Penalty on all rolls equal to your Divine Rank when you have no allies within your divine aura.</p><p><em>Rhino's Cunning</em><em> (Weakness):</em> Penalty to Intelligence equal to your Divine Rank.</p><p><strong>Divine Champion (Prophet):</strong> You can borrow divine abilities from other willing immortals of a number up to your Divine Rank.</p><p><strong>Scion of Teamwork (Hero-deity):</strong> Allies within your divine aura can use the Aid Another action as a free action (though only once per check being aided), instead of a standard action.</p><p><strong>Vanguard Summons (Quasi-deity):</strong> Summoned creatures can use your saving throws.</p><p><strong>Instrument of Teamwork (Demi-deity):</strong> Spells and effects you use to protect or help others (including Aid Another) are 50% more effective.</p><p><strong>Superior Iatric [Effect] (Lesser deity):</strong> Bless your allies with healing energy.</p><p><strong>Uncanny Iatric Mastery (Intermediate deity):</strong> Bless your allies with healing energy.</p><p><strong>Team Spirit (Greater Deity):</strong> Regeneration equal to half your HD while allies within your divine aura.</p><p><strong>Gestalt (Elder One):</strong> Bond with multiple allies pooling all their resources into one being.</p><p><em>Cosmic Imperfection (Rivalry) (Weakness):</em> One artifact in the universe can defeat your Cosmic String ability.</p><p><strong>Team Champion (Old One):</strong> Allies within your divine aura gain the Divine Champion divine ability.</p><p></p><p></p><p><strong>(Double) Teamwork Portfolio</strong></p><p><strong>Spell-like Abilities (Disciple):</strong> Use two Teamwork domain spells per round (one standard, one swift).</p><p><em>Aversion to Loneliness</em><em> (Weakness):</em> Penalty on all rolls equal to double your Divine Rank when you have no allies within your divine aura.</p><p><em>Rhino's Cunning</em><em> (Weakness):</em> Penalty to Intelligence equal to double your Divine Rank.</p><p><strong>Divine Custodian (Prophet):</strong> You can borrow ability scores from other willing beings with their score temporarily replacing yours.</p><p><strong>Greater Scion of Teamwork (Hero-deity):</strong> Allies within your divine aura can use the Aid Another action as a free action (up to twice per check being aided), instead of a standard action.</p><p><strong>Doubled Summoning (Quasi-deity):</strong> You always summon twice as many creatures as the spell normally allows.</p><p><strong>Embodiment of Teamwork (Demi-deity):</strong> Spells and effects you use to protect or help others (including Aid Another) are twice as effective.</p><p><strong>Superior Iatric [Effect] (x2 HD) (Lesser deity):</strong> Bless your allies with healing energy.</p><p><strong>Uncanny Iatric Mastery (x2 HD) (Intermediate deity):</strong> Bless your allies with healing energy.</p><p><strong>Super Team Spirit (Greater Deity):</strong> Regeneration equal to your HD while allies within your divine aura.</p><p><strong>Helping Hand (Elder One):</strong> Make beneficial touch spells at any range within your divine aura.</p><p><em>Cosmic Imperfection (Rivalry) (Weakness):</em> Two artifacts in the universe can defeat your Cosmic String ability.</p><p><strong>Team Custodian (Old One):</strong> Allies within your divine aura can borrow ability scores from other willing beings.</p><p><strong>Team Inspiration (First One):</strong> Allies within your divine aura gain the Divine Inspiration cosmic ability.</p><p></p><p></p><p></p><p><strong>Battle Captain's Charge</strong> (Transmutation)</p><p><em>Subject and allies charge, no attacks of opportunity, deal extra damage, stun.</em></p><p><strong>Level:</strong> Teamwork 8</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Touch</p><p><strong>Target:</strong> 1 willing creature</p><p><strong>Duration:</strong> 1 round/level (D)</p><p><strong>Saving Throw:</strong> Will negates (harmless)</p><p><strong>Spell Resistance:</strong> Yes (harmless)</p><p></p><p>The recipient of this spell gains the ability to use <em>War Master's Charge</em>, the 9th-level martial maneuver from the White Raven discipline [see <strong>Tome of Battle: the Book of Nine Swords</strong> for details], once. The spell is discharged after the subject uses the maneuver. If the subject does not use the maneuver before the spell duration expires, or the spell is dispelled before the subject uses it, then the maneuver is lost with no further effect. If used on a subject who already has the ability to use <em>War Master's Charge</em>, the spell grants an extra use during the encounter, as though it were readied (and if necessary, refreshed) normally.</p><p></p><p></p><p><strong>Mimic</strong> (Universal)</p><p><em>Replicate a spell an ally just cast, or copy an action an ally just took.</em></p><p><strong>Level:</strong> Teamwork 7</p><p><strong>Components:</strong> V, S, DF</p><p><strong>Casting Time:</strong> 1 immediate action</p><p><strong>Range:</strong> See text</p><p><strong>Effect:</strong> One action, effect, spell, spell-like ability</p><p><strong>Duration:</strong> See text</p><p><strong>Saving Throw:</strong> See text</p><p><strong>Spell Resistance:</strong> See text</p><p></p><p>You cast this spell in response to an action an ally has just taken, after the ally's turn ends but before the next action begins or the round ends. You duplicate that action, as if you had all the appropriate feats, prepared spells, open spell slots, psionic power points, readied maneuvers, or whatever is necessary to duplicate the action, though this spell does not (and cannot) give you copies of equipment or gear used in the original action. The spell can only replicate actions which took 1 full-round action or less to complete; also, it can only <em>Mimic</em> Cleric spells of 7th level or lower, any other spell of 6th level or lower, any psionic power or martial maneuver of 5th level or lower, or spell-like or psi-like abilities which are based on such spells or powers. You make any choices the ability requires its user to make as if you had the ability yourself, and <em>Mimic</em> also duplicates any abilities such as Metamagic or Metapsionic feats that added to the original use you are copying (but you are not allowed to use any of your own unless you prepared <em>Mimic</em> itself with one or more Metamagic feats). You must still pay any XP costs, and take whatever damage, the duplicated spell or power requires you to pay, and if the ability has an expensive material component, then you must have that component on hand when you <em>Mimic</em> or pay an extra XP cost equal to 1 XP per 5 gp value of the component.</p><p></p><p>For example, if you choose to <em>Mimic</em> an ally's Whirlwind Attack, then you perform a Whirlwind Attack yourself, as if you had that feat and any others the ally used during his action (such as Cleave or Great Cleave), but you do not get the same magic Greatsword the ally used for his attack, nor the ally's Strength score or base attack bonus. Instead you perform it with your own weapon, Strength, and attack bonus, and you only get to use the Cleave or Great Cleave if you actually drop one or more enemies with your attack. If you choose to <em>Mimic</em> an ally's use of the <em>Insightful Strike</em> martial maneuver, then you make the strike using your Concentration check, not your ally's, though you need not attack the same target your ally did. If you <em>Mimic</em> your ally's Maximized <em>Cone of Cold</em> (legal because the spell itself is only 5th level, even though it would take an 8th level slot to prepare it), then you too create a cone of magic which deals 6 points of Cold damage per level- but you do not get to also use your own Empower Spell feat to deal still more damage (unless you had prepared <em>Mimic</em> with Empower at the time you prepared spells- in that case you would produce a Maximized, Empowered <em>Cone of Cold</em>).</p><p></p><p></p><p></p><p>The pair of characters who quested for this during our game completed their quest by performing a musical act together in the personal Amphitheatre of the god of Music, Poetry, and Harmony; they actually spent several game months going around the world performing concerts wherein they got audiences to sing along and participate with them and recording the performances. They then, during the final performance, brought out those recordings and performed in tune and synch with them, as well as bringing in audience participation at this final concert itself, thus effectively gaining the aid of hundreds of audience members both past and present (okay, I the DM fudged this a bit, but it was too cool a story point to disallow on a rules technicality). With this, they more than doubled the Perform modifier of the god himself for their own performance, and effectively blew him out of the metaphorical water. One of these characters has been retired (as the player can no longer play with us due to other commitments), but the one who's still active is the goddess of Teamwork and Diplomacy (and was a single-classed epic-level Bard when she finally ascended).</p></blockquote><p></p>
[QUOTE="paradox42, post: 4536840, member: 29746"] Well, I teased you with it in the post with the Diplomacy portfolio above, but here we come to the one I'm most proud of among the new portfolios my group has come up with. It took us a long time, several game sessions' worth of wrangling and suggestions, to bring it to the form I'll post below- but we did do it and it's a unique idea. As one player said soon after we figured out the powers up to Hero-Deity, it is particularly appropriate that the Teamwork portfolio was itself brought into being by an exercise in teamwork. The part of this that I personally think is coolest is expressed most clearly in the Portfolio Trial and the special prerequisite. See what you think. [SIZE=3][B]Teamwork Portfolio[/B][/SIZE] [B]Aspects: [/B]Fellowship, Combination, Hives [B]Opposed Portfolio: [/B]Rivalry [B]Examples: [/B]none I'm consciously aware of (but my memory keeps nudging me to say I'm forgetting something- and no, the Borg do not count as mythic IMO). [B]Favored Animal: [/B]Bees, Ants, or other hive-dwellers [B]Favored Class: [/B]Bard [B]Favored Place: [/B]Borders between friendly landowners, cities or nations [B]Favored Sacrifice: [/B]Honey, or objects/products resulting from team labor [B]Favored Time:[/B] - [B]Favored Weapon: [/B]Catapult, ballista, or other weapon requiring multiple operators [B]Portfolio Trial: [/B]Through use of the Aid Another action, defeat/upstage/amaze a deity at a task directly related to one of its own Portfolios. [B]Prerequisites: [/B]This portfolio may only be gained by two or more individuals working together to achieve the goal of gaining it. Even in a closed cosmos, Teamwork always has more than one deity associated with it. [B]Symbol: [/B]Clasped hands raised as if in triumph [B]Typical Quote:[/B] "Together we can accomplish anything!" [B]Teamwork Domain Granted Power:[/B] Once per day, when you successfully use the Aid Another action, you may add your Cleric level as an additional bonus to the check or roll you are aiding. You may decide to use this bonus after you roll the Aid Another check itself (so you know whether it succeeds or not). [B]Teamwork Domain Spells[/B] 1. [I]Status:[/I] Monitors condition, position of allies. 2. [I]Blade Brothers:[/I] Use higher saving throw result between two creatures, but both suffer effects if the saves fail. [from [B]Player's Handbook II[/B]] 3. [I]Prayer:[/I] Allies +1 bonus on most rolls, enemies -1 penalty. 4. [I]Recitation:[/I] Your allies get bonus on AC, attacks, and saves. [from [B]Spell Compendium[/B]] 5. [I]Telepathic Bond:[/I] Link lets allies communicate. 6. [I]Dimension Shuffle:[/I] Teleport multiple creatures short distances within line of sight. [from [B]Player's Handbook II[/B]] 7. [I]Mimic:[/I] Replicate a spell an ally just cast, or copy an action an ally just took. [[B]NEW SPELL-[/B] see below] 8. [I]Battle Captain's Charge:[/I] Subject and allies charge, no attacks of opportunity, deal extra damage, stun. [[B]NEW SPELL-[/B] see below] 9. [I]Fusion:[/I] You combine your abilities and form with another. [from [B]Expanded Psionics Handbook[/B] and [B]Psionics SRD[/B]] [B]Dominion Realm:[/B] The immortals' realms are inhabited by creatures and plants born in litters, twins, triplets, and other multiple-copies groups. [B]Elder One:[/B] The immortals' home realms become joined by a border so thin it almost isn't there at all. [B]Old One:[/B] The layers of the immortals' home plane join together so closely that they appear to be a single layer. [B]First One:[/B] The planes within the immortals' dimension merge into a single homogenized world which merely has countries or continents resembling the formerly separated planes. [B]Teamwork template (Single) Appearance:[/B] The immortals acquire quirks of appearance so as to more closely resemble each other, such as a human developing the pointed ears of an elf teammate, while the elf grows a beard like the human's. [B]Behavior:[/B] The immortals prefer to do as many things together as possible or practical, and act together with uncanny synchronization and precision- even to the point of finishing each other's speeches or sentences. [B]Teamwork template (Double) Appearance:[/B] The immortals acquire extreme appearance changes that homogenize their look, changing coloring (hair, skin, eyes), clothing, and even general facial features to match each other. [B]Behavior:[/B] The immortals are only apart when forced apart, and speak the same words simultaneously more often than not. Their personalities become a blend of each other, such that it is difficult to tell them apart by behavior. [B](Single) Teamwork Portfolio Spell-like Abilities (Disciple):[/B] Use any Teamwork domain spell once per round as a standard action. [I]Aversion to Loneliness[/I][I] (Weakness):[/I] Penalty on all rolls equal to your Divine Rank when you have no allies within your divine aura. [I]Rhino's Cunning[/I][I] (Weakness):[/I] Penalty to Intelligence equal to your Divine Rank. [B]Divine Champion (Prophet):[/B] You can borrow divine abilities from other willing immortals of a number up to your Divine Rank. [B]Scion of Teamwork (Hero-deity):[/B] Allies within your divine aura can use the Aid Another action as a free action (though only once per check being aided), instead of a standard action. [B]Vanguard Summons (Quasi-deity):[/B] Summoned creatures can use your saving throws. [B]Instrument of Teamwork (Demi-deity):[/B] Spells and effects you use to protect or help others (including Aid Another) are 50% more effective. [B]Superior Iatric [Effect] (Lesser deity):[/B] Bless your allies with healing energy. [B]Uncanny Iatric Mastery (Intermediate deity):[/B] Bless your allies with healing energy. [B]Team Spirit (Greater Deity):[/B] Regeneration equal to half your HD while allies within your divine aura. [B]Gestalt (Elder One):[/B] Bond with multiple allies pooling all their resources into one being. [I]Cosmic Imperfection (Rivalry) (Weakness):[/I] One artifact in the universe can defeat your Cosmic String ability. [B]Team Champion (Old One):[/B] Allies within your divine aura gain the Divine Champion divine ability. [B](Double) Teamwork Portfolio Spell-like Abilities (Disciple):[/B] Use two Teamwork domain spells per round (one standard, one swift). [I]Aversion to Loneliness[/I][I] (Weakness):[/I] Penalty on all rolls equal to double your Divine Rank when you have no allies within your divine aura. [I]Rhino's Cunning[/I][I] (Weakness):[/I] Penalty to Intelligence equal to double your Divine Rank. [B]Divine Custodian (Prophet):[/B] You can borrow ability scores from other willing beings with their score temporarily replacing yours. [B]Greater Scion of Teamwork (Hero-deity):[/B] Allies within your divine aura can use the Aid Another action as a free action (up to twice per check being aided), instead of a standard action. [B]Doubled Summoning (Quasi-deity):[/B] You always summon twice as many creatures as the spell normally allows. [B]Embodiment of Teamwork (Demi-deity):[/B] Spells and effects you use to protect or help others (including Aid Another) are twice as effective. [B]Superior Iatric [Effect] (x2 HD) (Lesser deity):[/B] Bless your allies with healing energy. [B]Uncanny Iatric Mastery (x2 HD) (Intermediate deity):[/B] Bless your allies with healing energy. [B]Super Team Spirit (Greater Deity):[/B] Regeneration equal to your HD while allies within your divine aura. [B]Helping Hand (Elder One):[/B] Make beneficial touch spells at any range within your divine aura. [I]Cosmic Imperfection (Rivalry) (Weakness):[/I] Two artifacts in the universe can defeat your Cosmic String ability. [B]Team Custodian (Old One):[/B] Allies within your divine aura can borrow ability scores from other willing beings. [B]Team Inspiration (First One):[/B] Allies within your divine aura gain the Divine Inspiration cosmic ability. [B]Battle Captain's Charge[/B] (Transmutation) [I]Subject and allies charge, no attacks of opportunity, deal extra damage, stun.[/I] [B]Level:[/B] Teamwork 8 [B]Components:[/B] V, S, DF [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Touch [B]Target:[/B] 1 willing creature [B]Duration:[/B] 1 round/level (D) [B]Saving Throw:[/B] Will negates (harmless) [B]Spell Resistance:[/B] Yes (harmless) The recipient of this spell gains the ability to use [I]War Master's Charge[/I], the 9th-level martial maneuver from the White Raven discipline [see [B]Tome of Battle: the Book of Nine Swords[/B] for details], once. The spell is discharged after the subject uses the maneuver. If the subject does not use the maneuver before the spell duration expires, or the spell is dispelled before the subject uses it, then the maneuver is lost with no further effect. If used on a subject who already has the ability to use [I]War Master's Charge[/I], the spell grants an extra use during the encounter, as though it were readied (and if necessary, refreshed) normally. [B]Mimic[/B] (Universal) [I]Replicate a spell an ally just cast, or copy an action an ally just took.[/I] [B]Level:[/B] Teamwork 7 [B]Components:[/B] V, S, DF [B]Casting Time:[/B] 1 immediate action [B]Range:[/B] See text [B]Effect:[/B] One action, effect, spell, spell-like ability [B]Duration:[/B] See text [B]Saving Throw:[/B] See text [B]Spell Resistance:[/B] See text You cast this spell in response to an action an ally has just taken, after the ally's turn ends but before the next action begins or the round ends. You duplicate that action, as if you had all the appropriate feats, prepared spells, open spell slots, psionic power points, readied maneuvers, or whatever is necessary to duplicate the action, though this spell does not (and cannot) give you copies of equipment or gear used in the original action. The spell can only replicate actions which took 1 full-round action or less to complete; also, it can only [I]Mimic[/I] Cleric spells of 7th level or lower, any other spell of 6th level or lower, any psionic power or martial maneuver of 5th level or lower, or spell-like or psi-like abilities which are based on such spells or powers. You make any choices the ability requires its user to make as if you had the ability yourself, and [I]Mimic[/I] also duplicates any abilities such as Metamagic or Metapsionic feats that added to the original use you are copying (but you are not allowed to use any of your own unless you prepared [I]Mimic[/I] itself with one or more Metamagic feats). You must still pay any XP costs, and take whatever damage, the duplicated spell or power requires you to pay, and if the ability has an expensive material component, then you must have that component on hand when you [I]Mimic[/I] or pay an extra XP cost equal to 1 XP per 5 gp value of the component. For example, if you choose to [I]Mimic[/I] an ally's Whirlwind Attack, then you perform a Whirlwind Attack yourself, as if you had that feat and any others the ally used during his action (such as Cleave or Great Cleave), but you do not get the same magic Greatsword the ally used for his attack, nor the ally's Strength score or base attack bonus. Instead you perform it with your own weapon, Strength, and attack bonus, and you only get to use the Cleave or Great Cleave if you actually drop one or more enemies with your attack. If you choose to [I]Mimic[/I] an ally's use of the [I]Insightful Strike[/I] martial maneuver, then you make the strike using your Concentration check, not your ally's, though you need not attack the same target your ally did. If you [I]Mimic[/I] your ally's Maximized [I]Cone of Cold[/I] (legal because the spell itself is only 5th level, even though it would take an 8th level slot to prepare it), then you too create a cone of magic which deals 6 points of Cold damage per level- but you do not get to also use your own Empower Spell feat to deal still more damage (unless you had prepared [I]Mimic[/I] with Empower at the time you prepared spells- in that case you would produce a Maximized, Empowered [I]Cone of Cold[/I]). The pair of characters who quested for this during our game completed their quest by performing a musical act together in the personal Amphitheatre of the god of Music, Poetry, and Harmony; they actually spent several game months going around the world performing concerts wherein they got audiences to sing along and participate with them and recording the performances. They then, during the final performance, brought out those recordings and performed in tune and synch with them, as well as bringing in audience participation at this final concert itself, thus effectively gaining the aid of hundreds of audience members both past and present (okay, I the DM fudged this a bit, but it was too cool a story point to disallow on a rules technicality). With this, they more than doubled the Perform modifier of the god himself for their own performance, and effectively blew him out of the metaphorical water. One of these characters has been retired (as the player can no longer play with us due to other commitments), but the one who's still active is the goddess of Teamwork and Diplomacy (and was a single-classed epic-level Bard when she finally ascended). [/QUOTE]
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