Path of the Ancestors: Difference between revisions

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(Created page with "==Track Name== ==Circles== ===1<sup>st</sup> Circle - {{Ability|Lineage}}=== Any effect that would heal you but does not originate from you heals 1 extra point of damage for...")
 
 
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===3<sup>rd</sup> Circle - {{Ability|Readiness}}===
===3<sup>rd</sup> Circle - {{Ability|Readiness}}===
You gain a +2 bonus to [[Vigor]] checks, and becoming {{Bracket|Flat-footed}} does not prevent you from making [[attacks of opportunity]] or taking [[immediate actions]]. Once per {{Bracket|Round}}, you may make a Vigor check at any time during the [Round]. This does not require an action.
You gain a +2 bonus to [[Vigor]] checks, and becoming {{Bracket|Flat-footed}} does not prevent you from making [[attacks of opportunity]] or taking [[immediate action]]s. Once per {{Bracket|Round}}, you may make a Vigor check at any time during the [Round]. This does not require an action.


===4<sup>th</sup> Circle - {{Ability|Resilience}}===
===4<sup>th</sup> Circle - {{Ability|Resilience}}===
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===6<sup>th</sup> Circle - {{Ability|Greater Readiness}}===
===6<sup>th</sup> Circle - {{Ability|Greater Readiness}}===
You are always able to act in a surprise {{Bracket|Round}}.
You are always able to act in a [[Combat Rules#Surprise Round|surprise]] {{Bracket|Round}}.


===7<sup>th</sup> Circle - {{Ability|Strength Unbroken}}===
===7<sup>th</sup> Circle - {{Ability|Strength Unbroken}}===

Latest revision as of 00:18, 3 August 2017

Track Name

Circles

1st Circle - LineageEX

Any effect that would heal you but does not originate from you heals 1 extra point of damage for every level you possess. In addition, choose one of the following options. This choice is permanent:

  • Guidance: You gain a bonus equal to half your level (minimum 1) on initiative rolls.
  • Leading the Charge: When using the Charge combat maneuver, you ignore the normal -2 penalty to Armor Class.

2nd Circle - Hard to BreakEX

Once per [Encounter], if you make a successful Fortitude or Will save against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of "Fortitude half"), you instead ignore the effect entirely.

3rd Circle - ReadinessEX

You gain a +2 bonus to Vigor checks, and becoming [Flat-footed] does not prevent you from making attacks of opportunity or taking immediate actions. Once per [Round], you may make a Vigor check at any time during the [Round]. This does not require an action.

4th Circle - ResilienceEX

You gain [Fast healing] equal to your character level.

5th Circle - Ancestral BlessingEX

Once per [Encounter], as an immediate action, you can reroll a failed save.

6th Circle - Greater ReadinessEX

You are always able to act in a surprise [Round].

7th Circle - Strength UnbrokenEX

Once per [Encounter], as a swift action, you can begin an unstoppable assault. Until the beginning of your next turn, you gain [Immunity] to damage, [Binding] effects, and the [Dazed] and [Stunned] conditions.