Showing posts with label storyteller. Show all posts
Showing posts with label storyteller. Show all posts

Sunday, November 13, 2011

Rituals and Tales, round one

Travelers' Tale
A story of wanderers who always had lightness in their steps.
Level 1 Tale
Time: 10 minutes
Duration: 8 hours
Key Skill: History (no check)
For the ritual's duration, you and up to 8 allies travel more quickly by foot. For the purpose of determining distance traveled in an hour or day, treat the group's speed as that of the slowest ally + 2.

Predict Weather
A reading of the wind and rain, predicting natural changes in the weather.
Level 1 Ritual
Time: 10 minutes
Duration: See below
Key Skill: Nature
The ritual's duration is a number of hours equal to your Nature check result. You accurately predict the natural prevailing wind direction and amount and type of precipitation for each hour of the duration at the location where you perform the ritual. This ritual does not predict supernatural changes in weather.

Change Wind
A burnt offering on your ritual altar induces the wind to change direction.
Level 1 Ritual
Time: 10 minutes
Duration: See below
Key Skill: Nature
Cost: 50 gp
The ritual's effect duration is 10 minutes times the result of your Nature skill check. For the duration of the ritual's effect, the wind at the location where you performed the ritual will blow in a direction of your choice, and up to 20 miles per hour faster or slower than it would have otherwise blown at that time and place.

Call Rain
A libation offered to the spirits of the air causes the clouds to open.
Level 1 Ritual
Time: 10 minutes
Duration: See below
Key Skill: Nature
Cost: 50 gp
The ritual's effect duration is 10 minutes ties the result of your Nature skill check. For the duration of the ritual's effect, the location where you performed the ritual will be subject to precipitation appropriate to the local climate.

Class Hackdown: Storyteller

The Storyteller occupies a privileged role in the lives of the nomadic halflings. They are charged with responsibility for the history of their people - both past and future. By weaving tales in languages and rhythms older than the gods, they are invested with the tiniest fraction of the power of the very first creators, to tell the story of the world.

Role: Leader

Primary Stats: Charisma, Dexterity, Wisdom

Class weapons: One handed melee, one handed ranged
Class armor: Light

HP: 5
Surges: 6 + Con
Defenses: +2 Will

Class perks:
  • You have the ability to tell stories in the First Language, and know the Travelers' Tale.
  • Once per day, you may converse with other creatures in the First Language. Your conversation will be mutually comprehensible even if you do not share known languages. This effect lasts for 5 minutes.
  • You can heal your allies with the power of the Inspiring Tale.

Class powers:

Inspiring Tale
Storyteller Feature
Your story tells of how your ally rallied from the brink of defeat and shook off the attacks of their foes.
Encounter * Arcane, Healing
Minor Action                 Close burst 5
Target: One ally in burst
Effect: The target may spend a healing surge, and also gains a bonus to one defense of your choice equal to your Wisdom modifier until the end of your next turn.
Special: You may use this power twice per encounter, but only once per turn.

Dire Fortune
Storyteller Attack 1
You tell the story of how your enemy will fall prey to their worst nightmares.
At-Will * Arcane, Psychic, Implement
Standard Action                 Ranged 10
Target: One creature
Attack: Charisma vs. Will
Hit: 1 psychic damage, and the target takes a penalty to attack rolls equal to your Dexterity modifier until the end of your next turn.

Mortal Mark
Storyteller Attack 1
You strike a blow against your foe, and describe how the blow that fells them will land in the same place.
At-Will * Arcane, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: [W] damage, and the target takes a penalty to a defense of your choice equal to your Dexterity modifier.

End it All
Storyteller Attack 1
Your terrible tale engenders a deep melancholy in your foe. Wracked with fear and doubt, they try to take the easy way out.
Encounter * Arcane, Psychic, Charm
Standard Action                 Ranged 5
Target: One creature
Attack: Charisma vs. Will
Hit: 1 psychic damage, and the target makes a melee basic attack against themselves with a bonus to the attack roll equal to your Dexterity modifier.

Certain Doom
Storyteller Attack 1
You describe how each foe to be struck by your weapon is sure to die.
Daily * Arcane, Weapon
Standard Action                 Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: [W]+1 damage, and the target grants combat advantage to you and your allies until the end of your next turn.
Miss: 1 damage.
Effect: Until the end of the encounter, whenever you hit an enemy, that enemy grants combat advantage to you and your allies until the end of your next turn.