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If there are two powers listed, there is a 1% chance that you will receive one or the other power (roll 1d2) and a 98% chance that your character will not receive either.

If there are three powers listed, there is a 1% chance that you will receive one of the powers listed below (roll 1d3), and a 97% chance that you will receive NONE.

At this time, a player may not choose The Atronach as his or her character’s birthsign.


The Apprentice (Tammara/Water)

Fortify Magicka (1)
Fortify Personality (2)

Constant: Weakness to Magicka -- 100% Spells and magical attacks that inflict damage have a -5 penalty to the DC BEFORE any adjustments are factored in.

1. All spells function at 1 level higher than normal. This power is constant.

2. Whenever you use a Charisma based skill, you receive a +5 bonus towards your skill check. This power is constant.


The Atronach (Gorgauth/Fire)

Spell Absorption (1)
Wombburn (2)

Constant: Stunted Magicka, 100% Your spell effects and duration are halved in efficacy.

1. Spell Resistance 10. This power is useable once per day, per four levels. (maximum 20th level)

2. You may sacrifice any amount of hit points to inflict a magical touch attack on a creature. If successful and the creature succeeds a Fortitude save on a DC of 15 + your level, that creature loses double that amount of hit points. Sacrificed hit points can only be restored via bed rest or by a heal spell This power is useable once a day, per five levels (maximum 20th level)


The Lord (Solnor/Earth)

Blood of the North (1)
Spirit Ward (2)

1. You receive the equivalent of a haste and true strike spell on your character for the next two combat rounds. This power is useable once a day, per five levels (maximum 20th level).

2. Whenever you are in combat with a non-corporeal undead or non-corporeal extra-planar creature, you receive a +2 bonus to your AC, attack and damage rolls. This effect stacks with a priest or paladin of Solnor’s/Odion’s/Bralvanyr’s chant/prayer or bless spells. This power is constant.


The Ritual (Tharnak/Earth)

Blessed Touch (1)
Tharnak’s Gift (2)
Blessed Word (3)

1. You may forgo a standard action during any combat round and attempt to use this power on any ally or friendly character (roll an attack roll). If successful, that ally or friendly character may reroll any roll for the duration of the next two combat rounds. This power is useable once a day, per five levels. (maximum 20th level) Usage of this power does not count towards a character’s Karma total.

2. You receive partial immunity to necromantic and evocation spells. Treat as Spell Resistance 5. This power is constant, and does not stack with any other effects.

3. You may forgo a standard action during any combat round and attempt to use this power on any enemy or foe (target must roll a Will save at a DC equivalent to 12 + your level). If successful, he or she suffers a -4 penalty to AC, attack and damage rolls for the next two combat rounds. This power is useable once a day, per every six levels (maximum 24th level)


The Shadow (Oneiros/Air)

Moonshadow (1)
Teleute’s Embrace (2)

Constant: Shroud of Potmos, 75%. You suffer a -3 penalty to initiative and any Dexterity-based skills you use BEFORE any adjustments are factored in. There is a 25% chance on any given day that this effect does not function.

1. You receive partial immunity to divination spells. Whenever you are the object of a divination spell such as detect magic or detect evil spell, there is a 10% chance that the spell or ability will fail. If the spell is attempting to locate an item that is on your person, the chance to fail applies. This power is constant.

2. The next attack that inflicts lethal or fatal damage fails, and heals as much damage that would have inflicted on your person. This power is useable once a week.


The Lovers (Almaril/Fire)

Mooncalf (1)
Lover’s Kiss (2)
Damage Fatigue (3)

Constant: Weakness to Spirit, 100% Spells and magical attacks that require a Will save to prevent or negate have a -4 penalty to the Will save BEFORE any adjustments are factored in.

1. You receive a boost of +5 to your Wisdom. This power lasts for 30 minutes and is useable once per day, per eight levels (maximum 24th level).

2. Kiss a creature to paralyze them. (Treat as a touch attack.) If successful, that creature is paralyzed for two rounds. This power is useable once a day.

3. You may move at triple normal speed for up to one hour, but must immediately rest for triple that amount of time once you cease moving. Failure to do so drops your speed to half normal and causes a temporary loss of 5 Dexterity until you manage to rest. This power is useable once a day.


The Mage (Hurishta/Water)

Fey Walk (1)
Fortify Magicka (2)

Constant: Weakness to Fire, 100% Spells and magical attacks that inflict heat or fire damage have a -6 penalty to the DC BEFORE any adjustments are factored in.

1. All movement spells cast by you or on you function at full efficacy. This power functions on a constant basis.

2. All spells cast by you or on you function at 1 level higher than normal.


The Balance (Elantra/Earth)

Star Curse (1)
Fortify Endurance (2)
Elfborn (3)

1. Touch an opponent and inflict poison damage at the cost of -1 hp to you per 2 hp poison damage. (Treat as a touch attack. Opponent must make a Fortitude save at a DC of 12 + your level. Name the amount of sacrificed hit points before making the attack.) This power is useable once a day, per six levels (maximum 18th level).

2. You receive a +5 boost to your Constitution. This power lasts for 30 minutes and is useable once per day, per eight levels (maximum 24th level).

3. You understand any elven language (including drow), and can translate with perfect clarity. In addition your hearing and eyesight are acutely sharp, and you receive a +1 bonus to all Listen and Spot checks that you make. You will not receive this power if your character is an elf or half-elf. This power is constant.


The Lady (Tevesh/Air)

Restore Health (1)
Restore Magicka (2)
Lady’s Favor (3)

1. You regenerate your hit points at the rate of 3 hit points per minute. (maximum 5 minutes). This power is useable once per day, per four levels (maximum 20th level).

2. You are able to recall a number of spell levels equal to half your level (round down). This power is useable once a day. Recalled spells do not require memorization and must be used within an hour, or they are wasted.

3. You receive a +5 boost to your Charisma. This power lasts for 30 minutes and is useable once per day, per eight levels (maximum 24th level).


The Tower (Llyndeiras/Water)

Beggar’s Nose (1)
Detect Enchantment (2)
Tower Key (3)

1. Whenever you use this power, you are able to detect gems, jewels, coins and keys within a certain radius. The power does not enable you to specify which of these items; it only enables you to locate these items, and provides you with a mental picture of their description as well as a general sense of their location. This power is constant, and requires concentration to maintain.

2. Whenever you use this power, you are able to detect the presence of magic within a certain radius. The power does not enable you to identify which items are magical; it only allows you to ascertain the presence, type/school, and intensity of magic. It also gives you a sense of a general location as well. This power is constant, and requires concentration to maintain.

3. Whenever you use this power, you are able to open any lock, door, gate, or container, or unravel any binding or rope within a certain radius. This power does not stack with a knock spell. It is useable once a day, per four levels (maximum 20th level), and functions instantly. This power will not work against magically protected wards, locks or bindings.


The Warrior (Martreus/Fire)

Sword Ward (1)
Warwyrd (2)
Fortify Speed (3)

Constant: Armor Bane, 100%. Your armor tends to degrade faster than normal. (Magical armor has a slower rate of degradation.)

1. Piercing or slashing weapons inflict -1 hit point per die of damage against you. This power is constant.

2. You receive a boost of +4 to your attack and damage rolls. This power lasts for the duration of one combat and is useable once per day.

3. You receive a boost of +5 to your Dexterity. This power lasts for 30 minutes and is useable once per day, per eight levels (maximum 24th level).


The Scion (llaenth/Air)

Akaviri Danger Sense (1)
Sanctuary (2)
Sightblind (3)

1. You have a heightened sense of awareness and alertness. You receive a +2 bonus to all Listen, Hide and Spot checks that you make. You are never surprised during combat. You will not receive this power if your character is an elf or half-elf. This power is constant.

2. You withdraw from the world around you. Attacks and spells or spell-like abilities that target you whenever you use this power automatically fail. This power lasts for the duration of one combat and is useable once per day, per eight levels (maximum 24th level).

3. Whenever you invoke this power, you become invisible as per the spell. This power lasts for an amount of time equal to one minute per character level, or until you make an attack or other hostile action, or 30 minutes have elapsed, whichever occurs sooner. This power is useable once per day, per five levels (maximum 15th level).
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