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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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New Feat for War Clerics
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<blockquote data-quote="Aazenius" data-source="post: 990241" data-attributes="member: 2607"><p>This feat allows a new and unique way to use all those extra Turn/Rebuke attempts, to gain an advantage in war. Tell me what you think!</p><p></p><p><strong>Prayer of War</strong></p><p>Prerequisites: Able to cast cleric spells of 5th level or higher, One of the cleric’s domains must be the War Domain, Leadership, Cha 17+, turn or rebuke undead</p><p>Benefit: As a cleric of war, you are able to channel the positive (or negative) energy that you would normally use to turn undead or rebuke undead, to provide bonuses to your allies or penalties to your enemies in combat. These bonuses or penalties apply to all allies or enemies within 60 feet of you. </p><p></p><p><strong>Rally the Troops</strong></p><p>Cost: 1 Turn/Rebuke </p><p>Casting Time: 1 full round action</p><p>Duration: 3 rounds + Charisma Modifier</p><p>Effect: All friendly troops within 60 feet of you gain a +1 morale bonus on their attacks, as well as a +1 morale bonus to all saves.</p><p></p><p><strong>War Charge</strong></p><p>Cost: 3 Turn/Rebuke</p><p>Casting Time: 1 full round action</p><p>Duration: rounds equal to your Charisma Modifier</p><p>Effect: First all troops within 60 feet gain 10 temporary hit points that last as long as this effect last, Second these troops gain a +10 morale bonus on their movement, Third these troops gain a +2 morale bonus to their attack and damage rolls, Lastly these troops gain a +4 morale bonus against Fear, and cannot be affected by the Mass Doom ability below, during the duration.</p><p></p><p><strong>Turn the Tide</strong></p><p>Cost: Remaining Turn/Rebuke attempts, minimum 6 Turn/Rebuke (see below)</p><p>Casting Time: 1 full round action</p><p>Duration: Instant</p><p>Benefit: In a last ditch effort, you release all of your remaining turning/rebuking attempts to heal all allies within 60 feet of you, while harming the enemy the same amount your allies are healed. All allies are healed your cleric level x 3. All enemies are wounded your cleric level x 3. A Fortitude save equal to 15 + Charisma modifier halves the damage. </p><p></p><p><strong>Mass Panic</strong></p><p>Cost: 6 Turn/Rebuke</p><p>Casting time: 1 action</p><p>Duration: 3 rounds + Charisma Modifier</p><p>Effect: Roll a turn attempt to see the highest level HD creature that you may effect with Mass Panic. All enemies equal to that HD or lower within 60 feet of you must make a Will save equal to 15 + Cha modifier, or become panicked. Panicked creatures have a 50% chance of dropping whatever they are holding and must flee from the creature until they are 100 feet from him. Panicked creatures do not willfully return until the duration of the effect ends. If the caster who used Mass Panic comes within 60 feet of the creature(s), they must run until they are at least 100 feet away from him. If the creatures cannot flee they cower giving your allies a +2 bonus to attacks against them. </p><p></p><p><strong>Mass Doom</strong></p><p>Cost: 4 Turn/Rebuke </p><p>Casting time 1 action</p><p>Duration: 3 rounds + Charisma Modifier</p><p>Effect: Roll a turn attempt to see the highest level HD creature that you may effect with Mass Doom. All effected creatures must succeed at a Will save equal to DC 15 + Charisma modifier, or suffer a –2 penalty to attack and damage rolls as well as all saving. throws.</p><p></p><p>NOTE: You may add an additional +1 Turn/Rebuke attempt to the cost of using Rally the Troops, War Charge or Turn the Tide. Doing so, allows you to cast those abilities as an action instead of a full round action.</p><p></p><p>You may add an additional +2 Turn/Rebuke attempts to the cost of any of the abilities to extend the range to 120 feet. You may not extend it beyond 120 feet. </p><p></p><p>Adding to the cost of a War Prayer does not increase the casting time</p></blockquote><p></p>
[QUOTE="Aazenius, post: 990241, member: 2607"] This feat allows a new and unique way to use all those extra Turn/Rebuke attempts, to gain an advantage in war. Tell me what you think! [B]Prayer of War[/B] Prerequisites: Able to cast cleric spells of 5th level or higher, One of the cleric’s domains must be the War Domain, Leadership, Cha 17+, turn or rebuke undead Benefit: As a cleric of war, you are able to channel the positive (or negative) energy that you would normally use to turn undead or rebuke undead, to provide bonuses to your allies or penalties to your enemies in combat. These bonuses or penalties apply to all allies or enemies within 60 feet of you. [B]Rally the Troops[/B] Cost: 1 Turn/Rebuke Casting Time: 1 full round action Duration: 3 rounds + Charisma Modifier Effect: All friendly troops within 60 feet of you gain a +1 morale bonus on their attacks, as well as a +1 morale bonus to all saves. [B]War Charge[/B] Cost: 3 Turn/Rebuke Casting Time: 1 full round action Duration: rounds equal to your Charisma Modifier Effect: First all troops within 60 feet gain 10 temporary hit points that last as long as this effect last, Second these troops gain a +10 morale bonus on their movement, Third these troops gain a +2 morale bonus to their attack and damage rolls, Lastly these troops gain a +4 morale bonus against Fear, and cannot be affected by the Mass Doom ability below, during the duration. [B]Turn the Tide[/B] Cost: Remaining Turn/Rebuke attempts, minimum 6 Turn/Rebuke (see below) Casting Time: 1 full round action Duration: Instant Benefit: In a last ditch effort, you release all of your remaining turning/rebuking attempts to heal all allies within 60 feet of you, while harming the enemy the same amount your allies are healed. All allies are healed your cleric level x 3. All enemies are wounded your cleric level x 3. A Fortitude save equal to 15 + Charisma modifier halves the damage. [B]Mass Panic[/B] Cost: 6 Turn/Rebuke Casting time: 1 action Duration: 3 rounds + Charisma Modifier Effect: Roll a turn attempt to see the highest level HD creature that you may effect with Mass Panic. All enemies equal to that HD or lower within 60 feet of you must make a Will save equal to 15 + Cha modifier, or become panicked. Panicked creatures have a 50% chance of dropping whatever they are holding and must flee from the creature until they are 100 feet from him. Panicked creatures do not willfully return until the duration of the effect ends. If the caster who used Mass Panic comes within 60 feet of the creature(s), they must run until they are at least 100 feet away from him. If the creatures cannot flee they cower giving your allies a +2 bonus to attacks against them. [B]Mass Doom[/B] Cost: 4 Turn/Rebuke Casting time 1 action Duration: 3 rounds + Charisma Modifier Effect: Roll a turn attempt to see the highest level HD creature that you may effect with Mass Doom. All effected creatures must succeed at a Will save equal to DC 15 + Charisma modifier, or suffer a –2 penalty to attack and damage rolls as well as all saving. throws. NOTE: You may add an additional +1 Turn/Rebuke attempt to the cost of using Rally the Troops, War Charge or Turn the Tide. Doing so, allows you to cast those abilities as an action instead of a full round action. You may add an additional +2 Turn/Rebuke attempts to the cost of any of the abilities to extend the range to 120 feet. You may not extend it beyond 120 feet. Adding to the cost of a War Prayer does not increase the casting time [/QUOTE]
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