G A M E

A poisoned creature suffers no additional effects from the poison, and any temporary poison effects are ended, but instantaneous effects are not reversed (such as hit point damage, temporary ability damage, or effects that don't go away on their own).

Mark of Regeneration Transmutation Level: Restoration 9 Components: S, M/F Empowerment Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject gains fast healing 20. Also, the subject's severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multi-headed creatures), broken bones, and ruined organs grow back. After the mark is activated, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 1 minute otherwise. Mark of regeneration also rids the subject of exhaustion or fatigue and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

Mark of Resilience Abjuration Level: Stone 5 Components: M/F

Empowerment Time: 1 standard action

Target: One creature

Duration: 10 min./level

Saving Throw: None

Spell Resistance: No

The subject gains DR 5/adamantine.

Mark of Resilience, Greater Abjuration Level: Stone 8

This rune functions like mark of resilience, save that the subject gains DR 10/adamantine.

Mark of Resilience, Lesser Abjuration Level: Stone 3

This rune functions like mark of resilience, save that the subject gains damage reduction 2/adamantine.

Mark of Restoration Conjuration (Healing) Level: Restoration 6 Components: S, M/F Empowerment Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: Instantaneous

Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The following adverse conditions affecting the target are immediately ended: confused, dazed, dazzled, feebleminded and insanity.

Mark of Restoration, Greater Conjuration (Healing) Level: Restoration 7 Components: S, M/F, XP

This rune functions like mark of restoration, save that it also dispels all magical effects penalizing the creature's abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It dispels all negative levels afflicting the target. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels and ability scores are restored only if the time since the creature lost them is no more than 3 months.

Mark of greater restoration does not restore Stamina points lost due to death. XP Cost: 500 XP

Mark of Restoration, Lesser Conjuration (Healing) Level: Restoration 0

This rune functions like mark of restoration, save that it only removes dazed and dazzled conditions.

Mark of Resurrection Conjuration (Healing) Level: Restoration 8 Components: S, M/F Empowerment Time: 10 min. Range: Touch Target: One dead creature Duration: Instantaneous Saving Throw: None (see text) Spell Resistance: Yes (harmless) This rune functions like the resurrection spell, except as noted above.

Material Component: Diamond dust worth a total of at least 10,000 gp.

Mark of Sensing

Divination Level: Awareness 7 Components: S, M/F Empowerment Time: 1 standard action Range: Touch Target: One creature Duration: 1 round/level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) The subject gains blindsight with a range of 60 feet, and the scent ability (see sidebar).

Mark of Sensing, Greater Divination Level: Awareness 8

Blindsight, Scent and Tremorsense

This book introduces three special abilities: blindsight, scent and tremorsense. Monsters often possess these abilities, but with the right spells or magic items, heroes can get them, too.

Blindsight (Ex): Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability's range is specified in the creature's descriptive text or the spell description. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it.

Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed — only its presence somewhere within range. The creature can take a move action to note the direction of the scent.

Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Spirit (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by +2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. The ability's range is specified in the creature's descriptive text.

This rune functions like mark of sensing, save that the subject also gains tremorsense out to 120 feet and the range of its blindsight increases to 120 feet.

Mark oF the Serpent

Transmutation

Level: Beast 7

Components: S, M/F

Empowerment Time: 1 standard action

Range: Touch

Target: One creature

Duration: 1 round/level

Saving Throw: Fortitude negates

Spell Resistance: Yes

This rune causes the subject to develop a set of venom sacs, allowing him to inject poison into his foes with any natural attack that deals lethal damage. If the character is capable of dealing lethal damage with unarmed strikes, the sacs develop under a set of claws that grow on the finger tips (these claws deal damage as the creature's unarmed strikes). If the subject does not possess any natural attacks that deal lethal damage, it instead develops venom sacs in its mouth and can use a move action to spit venom on a weapon that deals slashing or piercing damage.

Whenever the subject deals damage with the poisoned attack, the victim must make a Fortitude saving throw (DC 10 + 1/2 your caster level + subject's Sta modifier) or take 1d10 points of temporary Stamina damage, and another 1d10 points of temporary Stamina damage 1 minute later.

Mark of Shielding, Energy Abjuration Level: Shielding 2 Components: S, M/F Empowerment Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 10 min./level Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) This rune functions like the resist energy spell, except as noted above.

Mark oF Shielding, Greater Abjuration Level: Shielding 5 Components: S, M/F Empowerment Time: 1 standard action Range: Touch Target: One creature Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The subject gains spell resistance 21.

Mark of Shielding,

Abjuration Level: Shielding 1

0 0

Post a comment