Ferrum corona/Birthsigns

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Birthsigns[edit]

Apprentice[edit]

Apprentice
You can spend an action point to recover a spent power (daily or encounter). Doing so gives you vulnerability to acid, cold, fire, force, lighting, necrotic, radiant, and thunder till the end of the encounter. The vulnerability is 10 if it is an encounter power or 15 if it daily.

This increases to vulnerability 15 (encounter) or 20 (daily) at 11th level and again to vulnerability 20 (encounter) or 25 (daily) at 21st level.

Atronach[edit]

Atronach
You gain an extra encounter and at-will power from your class list. You do not get your daily powers back when you have an extended rest, you instead regain them when you are hit by a power that has the encounter, daily, or recharge keywords in them. This still does not allow you to use the same power more than once per day.

Lady[edit]

Lady
+1 to will defense and +2 additional healing surges.

Lord[edit]

Lord
When you spend a healing surge (from any source) you regain additional hit points equal 1d6. You gain vulnerability fire 5.

This increases to 2d6 at 6th level, 3d6 and 10 at 11th level, 4d6 at 16th level, to 5d6 15 at 21st level, and again to 6d6 at 26th level.

Lover[edit]

Lover
You gain the lover's kiss daily power.
Lover's Kiss (Standard Action, Daily) ▪ Melee Touch
Those born under the sign of The Lover can paralyze others with a kiss.

Target: Dex or Int vs Fortitude
Hit: The target becomes immobilized (save ends). First failed save, target becomes stunned (save ends).

Mage[edit]

Mage
You gain an extra at-will power from your class list.

Ritual[edit]

Ritual
When you use your second wind, you can spend two healing surges.

Serpent[edit]

Serpent
You gain the daily serpent spell. You must spend two healing surges to use it.
Serpent Spell (Standard Action, Daily) ▪ Poison, Melee Touch
Those born under the sign of The Serpent can poison others at a loss of their own Fatigue.

Target: Str or Con vs Fortitude
Hit: You deal 2d10 + (Str or Con) modifier poison damage. The target takes on ongoing 5 poison (save ends).
Special: You choose which attribute you want this power to be based on, once chosen it cannot change. Damage increases to 3d10 and ongoing 10 at 11th level, and again to 4d10 and ongoing 20 at 21st level.

Shadow[edit]

Shadow
You gain the Moonshadow daily power.
Moonshadow (Standard Action, Daily) ▪ Illusion, Personal
Those born under the sign of The Shadow can make themselves invisible.

Effect: You become invisible till the end of your turn. If you attack or manipulate anything (doors, locks) the effect ends.
Special: You can sustain it as a minor action.

Steed[edit]

Steed
+1 to speed and +2 to speed while running.

Thief[edit]

Thief
+1 to reflex defense and +2 initiative.

Tower[edit]

Tower
You gain access to the Tower Key and Tower Warden daily powers.
Tower Key (Standard Action, Daily) ▪ Short Rest, Melee Touch
Those born under the sign of The Tower can unlock doors magically.

Target: One non-magical locked door, chest or container.
Effect: You use the knock ritual for free.

Tower Warden (Immeadiate Reaction, Daily) ▪ Force, Personal
Those born under the sign of The Tower can reflect damage from attackers.

Trigger: When you are hit.
Effect: The attacker gets dealt 5 force damage

Warrior[edit]

Warrior
+1 fortitude defense and +2 second wind.