Boosts (Cora Supplement)

Boosts

Boosts are derived from the power in the cora stones, because of this they often resemble spell, or supernatural abilities that other classes may use. The boost is a burst of power that allows a character to perform amazing feats.

Boosts are used by the Order Initiate class in the Cora setting.

Usage

To use a boost an order initiate must have a Wisdom score of at least 10 + the boosts level, and be he must attuned to a cora stone. The DC of a boost, if it has one, is 10 + the boosts level + Wis modifier. The order initiate may use any of his prepared boosts as a swift action that does not provoke attack of opportunity; unless noted otherwise in the boosts description. An immediate boost lasts until the beginning of your next turn, while a standard boost lasts for 1 + Wisdom modifier rounds. You may remove the effects of a boost at any time as a free action. After a boost has been used, you may not use it again until 5 rounds after it's effect has ended. An order initiate chooses his known boosts from the list of order initiate boosts.

Single Boost: At 1st level an order initiate may only have one standard boost active at a time.

Double Boost: At 5th level an order initiate may have two standard boosts active at a time.

1st-Level Boosts

Immediate

SMW::off

Distracting Maneuver: You bellow a battle cry and whirl around madly as you mask your true actions.
Endure: You toughen up in preparation for an ill effect.
Precision Strike: You focus yourself and gain superior ability to land attacks
Quick Reaction: You react more quickly to incoming effects or magic. SMW::on
Standard

SMW::off

Elemental Strike: Your attacks become infused with the element of a cora stone you are attuned to.
Physical Prowess: You gain a bonus to all physical skill checks.
Tactical Dodge: You focus on evading any attacks directed your way. SMW::on

2nd-Level Boosts

Immediate

SMW::off

Blinding Strike: Those you strike must turn away or become blinded by the intensity of your weapon.
Ghostly Strike: You are able to attack incorporeal creatures unerringly.
Overcharge: You draw an extra boost of power from your cora stone, giving you heightened abilities for a short time. SMW::on
Standard

SMW::off

Light Step: You are able to move across the most delicate of surfaces unimpeded, even walk across water.
Nimbleness: You gain a bonus to dexterity and move more easily through shadows.
Primal Tenacity: You gain a burst of strength, along with increased ability to push your opponents around.
Stalk: You go invisible for a short time SMW::on

3rd-Level Boosts

Immediate

SMW::off

Dispelling Strike: Your attacks dispel magical effects from your opponents.
Pestilence: A nasty smell comes off of you, and you seem to puff clouds of toxin.
Switch: You and an ally exchange positions on the battlefield. SMW::on
Standard

SMW::off

Blink: You phase in and out of the ethereal plane, making it difficult for others to attack you.
Celerity: You gain increased movement speed, and an extra attack SMW::on

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