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So anyone pick up the Dungeon Master's Guide II?
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<blockquote data-quote="Silveras" data-source="post: 2321485" data-attributes="member: 6271"><p>Unique Abilities are meant to be flavor things that stand out and make NPCs memorable. They do bring a benefit, however. </p><p>Things like: </p><ul> <li data-xf-list-type="ul">You are so deformed and ugly that merely showing your face acts as a fear spell. </li> <li data-xf-list-type="ul">The head and partial limb of a vestigial twin growing out of your body. It gets one extra action per round. </li> <li data-xf-list-type="ul">A trace of divine blood. You can use one Domain's granted ability. If you are a cleric with that domain, your spells are cast at +1 caster level. </li> </ul><p></p><p>They also carry CR and Level adjustments. These are not <strong>intended</strong> for use with PCs, but they could be, I suppose. </p><p></p><p>It is not Guardian Spirit, really, Companion Spirit. These build on the Teamwork Benefits rules. The spririt can be tailored by the PCs, in that they decide the 2 types of qualities they want from it and shape the ritual to attract that type of spirit. </p><p>The team members each "bond" to the spirit by spending money and giving it some of their life force (XP). After the initial bonding, the PCs can decide to strengthen the bond. Each level of strength brings a new benefit, and each spirit brings 2 benefits per "tier" (one for its general character, the other for its specific focus). The benefits' value is often based on how many members of the team there are, but can be divided as the team wishes (so a total +10 bonus could be divided among 5 characters as +5/+1/+1/+1/+2 if they wished). </p><p></p><p>The spirits are not a monster type, and a sidebar indicates that the designers did not give them personalities because, generally, they are not interacted with. If the DM chooses to have some interaction, they DM can give the spirit any personality desired.</p></blockquote><p></p>
[QUOTE="Silveras, post: 2321485, member: 6271"] Unique Abilities are meant to be flavor things that stand out and make NPCs memorable. They do bring a benefit, however. Things like: [list] [*]You are so deformed and ugly that merely showing your face acts as a fear spell. [*]The head and partial limb of a vestigial twin growing out of your body. It gets one extra action per round. [*]A trace of divine blood. You can use one Domain's granted ability. If you are a cleric with that domain, your spells are cast at +1 caster level. [/list] They also carry CR and Level adjustments. These are not [B]intended[/B] for use with PCs, but they could be, I suppose. It is not Guardian Spirit, really, Companion Spirit. These build on the Teamwork Benefits rules. The spririt can be tailored by the PCs, in that they decide the 2 types of qualities they want from it and shape the ritual to attract that type of spirit. The team members each "bond" to the spirit by spending money and giving it some of their life force (XP). After the initial bonding, the PCs can decide to strengthen the bond. Each level of strength brings a new benefit, and each spirit brings 2 benefits per "tier" (one for its general character, the other for its specific focus). The benefits' value is often based on how many members of the team there are, but can be divided as the team wishes (so a total +10 bonus could be divided among 5 characters as +5/+1/+1/+1/+2 if they wished). The spirits are not a monster type, and a sidebar indicates that the designers did not give them personalities because, generally, they are not interacted with. If the DM chooses to have some interaction, they DM can give the spirit any personality desired. [/QUOTE]
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So anyone pick up the Dungeon Master's Guide II?
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