Tuesday, September 9, 2014
Bonus for Purchases
Certain buildings and locations will offer a bonus. The bonus of a building is dependent on the nature of the building ash shown below.
Library - A library is a helpful resource for any character. Libraries base cost is around 6200gp and comes with a stock of common books and wooden bookshelves. Libraries may be fitted with specialty books as well. Specialty books apply to any knowledge based proficiency, as well as general lore. If you have 3000gp dedicated to finding specialty books of a known proficiency like nature, arcana, or history, you may gain proficiency in that skill as if you were proficient in it, though you may only use this ability once before you take a long rest within the area your library is at. If you already have proficiency then you gain advantage on the roll instead.
Training Grounds - A training grounds can be purchased for around 1000gp and added on to any Manse or larger construction. The training grounds is a specific area for martial exercise and usually has wooden dummies, a training course, and several obstacle courses. During downtime so long as the character utilizes the training grounds for a week out of every month he gains the benefit of having an extra hit die, though this hit die may only be used for expenditure, and not as an actual hit die that yields hit points. Once expended the bonus hit die may not be regained until more available downtime is had.
Arcane Laboratory - An arcane laboratory can be added to any tower, manse, or larger structure for the cost of 8000gp. An arcane laboratory is beneficial to most arcanists, allowing them to study and train there magical energies. Those spending at least a week out of every month within there arcane lab gains an extra spell slot at there highest level. The extra spell slot is considered a bonus slot and once used cannot be regained until more time is spent researching arcana within the Arcane Laboratory. Arcane labs differ from the various arcanists, A wizard may have a strange alchemical lab and study, while a sourcerer may have an untapped ley line and special tuning items to transfer power into the area, a warlock may develope a shrine like building to better attune himself to the bearer of his pact, and a bard may have a room similar to that of a large study or library dedicated to the lore and practice of various types of magic.
Temple - Temples are either small, or grand buildings that allow those worshipers to pay tribute and offerings to there god. A personal temple is a sign of honoring a god, and one can gain special favor by building temples on ones property. If a personal temple or temples are built on ones property, that character may make offerings. Once an offering is made the character gains a boon. The offering should be no less than 1000gp per level of the character, though the boon lasts until used. Most boons last an adventure. You may only have a gods boon once, though you may have multiple gods boons if you have built multiple temples.
Cynofir - Remove a status effect as a reaction to gaining it. Lasts until used.
Tor'Kir - Gain a +1 to AC and +1 to saves. Lasts an adventure.
Tylla and Varuna - Succeed on one Charisma based roll. Ability, Attack, or Save. Lasts until used.
Ganiveil - Succeed on one Constitution based roll. Ability, Attack, or Save. Lasts an adventure
Yun - Gain a single portent die - Lasts until used.
K'vatch - Gain an extra attack action. Lasts until used.
Weyleywin - Gain resistance to damage. Lasts on until used on one damage source.
Avania - Maximize healing from a source. Lasts until used.
Ember - +10' movement. Lasts an adventure.
Crescea - If you roll a 1 on a d20 you succeed on the roll instead of failing. Lasts until used.
Sheshensis - Gain a natural 20 on a death save. Lasts until used.
Phaethon - Reroll the damage of one attack. Lasts until used.
Fayn - Gain 3 temp hit points/lvl after you kill something. Lasts until used.
Azash - Regain all spent hit die. Lasts until used.
Skisk - Fail a roll of your choice before you make it. Make any roll on a d20 result in a natural 20, though this must take place before the end of your next round of actions after purposefully failing a roll. Lasts until used.
Sorlah - Succeed on one Dexterity based roll. Ability, Attack, or Save. Lasts until used.
Mesta - Maximize hit die expenditure. Lasts an adventure.
Kayla - Charm one target not in combat. Lasts a day. No save. Lasts until used.
Indeera - Succeed on a saving throw. Lasts until used.
Kerrivas - Go first in initiative order. Lasts until used.
Ella - Succeed on a skill your proficient in. May be used after you fail. Lasts until used.
Kaliora - Gain proficiency in a skill of your choice. Lasts an adventure.
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