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Martial Power 2.pdf

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DECIPHER SCRIPTYou mi8ht not know th e lan8ua8e, but with some time andeffort, you can decipher the meanin8 ofany writin8'Level: 6Market Price: 150 gpTime: 10 minutes Key Skill: History orDuration: Instantaneous 5treetwiseComponent Cost: 1 healing surgeYou learn the meaning of any written text you study, evenif you are not fluent in its language. You must exam ine thewords for the entire time, after which you understand thegist of whatever the text says. You also make a History orStreetwise check, and if your result is 30 or higher, you canread the text as if you were fluent in the language. Eachuse of this martial practice allows you to examine aboutone page of writing or an eqUivalent amount of text.EMBALMAncient methods halt decay to preserve a body for a time.Level: 2Market Price: 50 gpTime: 1 hourKey Skill: Heal (no check)Duration: SpecialComponent Cost: 20 gp plus 1 healing surgeYou use this martial practice on an adjacent corpse. Thepractice doubles the time a corpse ca n be dead and stillbe affected by Raise Dead or a similar ritual .FEIGN DEATHYou slow your breathil18 and heartbeat so yOt, appear tobe dead.Level: 8Market Price: 275 gpTime: 10 minutes Key Skill: Bluff or EnduranceDuration: 24 hours or until dismissedComponent Cost: 1 healing surgeYou enter a deep trance that slows your heartbeat andbreathing to become almost imperce ptible. While in thisstate, you appear unconscious or dead, but you are awareof your surroundings. You can emerge from the trance asa free action. Other creatures perceive you as dead unlessthey make a Heal check or Insight check equal to yourcheck result + 10.FORGE ARMORAlthou8h your meallS are mundane, the armor you for8e isenchanted throu8h your superior skilLLevel: 4Market Price: 175 gp Time: 1 dayKey Skill: Athletics (no check) Duration: PermanentComponent Cost: See belowYou construct magic armor. Your level determines the Vlhighest enhancement bonus the armor can have (see the Ztable below). You can create only maBic armor (Player'S 0Handbook, page 230). Armor you forge with thi s martial Q.practice can be masterwork (Player's Handbook, page 0::212), provided the armor meets the minimum enhance· Ument bonus. ~The component cost is equal to the price of the magiC Clarmor you create.Armor Created Minimum Level Component Cost+1 magic armor 4th360gp+2 magic armor 6th1,800 gp+ 3 magic armor 11th 9,000gp+4 magic armor 16th 45,000 gp+ 5 magic armor 21st 225,000 gp+6 magic armor 26th 1,125,000 gpFORGE WEAPONUsin8 ancient craftinn techniques, you forne a weapon ofsuch artfulness that it becomes enchanted.Level: 4Market Price: 175 gpTime: 1 dayKey Skill: Athletics (no check)Duration: PermanentComponent Cost: See belowYou construct a magiC weapon. Your level determinesthe highest enhance ment bonus the weapon can have(see the table below). You can create only a maBic weapon(Player's Handbook , page 235). You can also make theweapon silvered while you perform this practice bypaying the norma l price (Player's Handboo k, page 220).The component cost is equal to the price of the magiCweapon you create.Weapon Created Minimum Level Component Cost+1 magic weapon 4th 360gp+2 magic weapon 6th 1,800 gp+3 magic weapon 11th 9,000 gp+4 magic weapon 16th 45,000 gp+S magic weapon 21st 22S,OOOgp+6 magic weapon 26th 1,125,000 gpFORTIFY BEASTYour technique ensures that your beast will carry youthrou8h difficult situations.Level: 5Market Price: 250 gpTime: 10 minutes Key Skill: Nature (no check)Duration: SpecialComponent Cost: 1 healing surgeYou prepare up to six natural beasts that have the mountkeyword for the hardships ahead. Each beast gains tem ·porary hit points equal to your healing surge value. Thesetemporary hit points last until you take an extended rest.L.LJUI­U

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