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Martial Rituals
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<blockquote data-quote="Quickleaf" data-source="post: 4710872" data-attributes="member: 20323"><p>Yeah, I reduced the power a bit, make it a level 12, and renamed it "Call to Arms".</p><p></p><p>I'm working on the forced march rite, and it required me to ad lib some rules missing in the DMG. Thing is I'm having trouble figuring out how the rite benefits PCs at higher levels. Any ideas?</p><p></p><p></p><p>[sblock=FORCED MARCH (NEW RULES)]</p><p>Normally a character can’t travel more than 10 hours in one day. An additional hour of travel requires a character to make a DC 20 Endurance check. Success buys the character another hour, while failure costs the character a healing surge. Then the check is repeated at DC 25, then DC 30, and so on. A character without healing surges who fails a check takes damage equal to his level; at 0 HP the character collapses. A character cannot regain healing surges or hit points lost to a forced march until she or he takes an extended rest.[/sblock]</p><p></p><p></p><p><strong><span style="font-size: 12px">Forced March</span></strong></p><p><em>Time and fatigue are meaningless now. One foot before the other. It is the soldier's way.</em></p><p></p><p><strong>Level:</strong> 1 </p><p><strong>Cost:</strong> Special</p><p><strong>Category: </strong>Exploration </p><p><strong>Duration:</strong> Lasts until extended rest</p><p><strong>Key Skill:</strong> Endurance </p><p></p><p>You push yourself and your companions to keep traveling despite exhaustion, shouldering the packs of frailer people, and serving as an example to the rest with your pure grit. An Endurance check determines how successful you are. You cannot use this rite when traveling overland at double pace.</p><p></p><p><strong>Endurance Check.....Result (cumulative)</strong></p><p>19 or lower...............Each time you succeed an Endurance check during a forced march you may take the healing surge loss that one companion would suffer by lightening their burden.</p><p>20-39......................You follow a steady pace. Spend X number of healing surges, where X determines how many extra hours your group can travel without the DC of the Endurance check increasing above 20. After this time however, the DC jumps to what it would have been if it were increasing all along.</p><p>40 or higher...............??</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 4710872, member: 20323"] Yeah, I reduced the power a bit, make it a level 12, and renamed it "Call to Arms". I'm working on the forced march rite, and it required me to ad lib some rules missing in the DMG. Thing is I'm having trouble figuring out how the rite benefits PCs at higher levels. Any ideas? [sblock=FORCED MARCH (NEW RULES)] Normally a character can’t travel more than 10 hours in one day. An additional hour of travel requires a character to make a DC 20 Endurance check. Success buys the character another hour, while failure costs the character a healing surge. Then the check is repeated at DC 25, then DC 30, and so on. A character without healing surges who fails a check takes damage equal to his level; at 0 HP the character collapses. A character cannot regain healing surges or hit points lost to a forced march until she or he takes an extended rest.[/sblock] [B][SIZE="3"]Forced March[/SIZE][/B] [I]Time and fatigue are meaningless now. One foot before the other. It is the soldier's way.[/I] [B]Level:[/B] 1 [B]Cost:[/B] Special [B]Category: [/B]Exploration [B]Duration:[/B] Lasts until extended rest [B]Key Skill:[/B] Endurance You push yourself and your companions to keep traveling despite exhaustion, shouldering the packs of frailer people, and serving as an example to the rest with your pure grit. An Endurance check determines how successful you are. You cannot use this rite when traveling overland at double pace. [B]Endurance Check.....Result (cumulative)[/B] 19 or lower...............Each time you succeed an Endurance check during a forced march you may take the healing surge loss that one companion would suffer by lightening their burden. 20-39......................You follow a steady pace. Spend X number of healing surges, where X determines how many extra hours your group can travel without the DC of the Endurance check increasing above 20. After this time however, the DC jumps to what it would have been if it were increasing all along. 40 or higher...............?? [/QUOTE]
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