Level N (every level): Using the list below, pick an ability.
|
A. +1P Action.
|
B. Barbarian Str bonus instead of Exceptional.
|
C. All weapons are considered 1 size smaller for what you can wield.
|
D. Immune to attacks from siege machines.
|
E. You, your party, followers, henchmen, summons, familiars, and animal companions Fly at LVL*3".
|
F. Automatically make Str checks, Bend Bars/Lift Gates checks. Immune to Web and Stop effects.
|
G. Unmanned siege machines within LVL*10' of you can fire by themselves (using your attack bonuses).
|
H. You and your henchmen ignore plusses needed to hit, WR, and DR.
|
I. Your henchmen attack as if one DL better than they are.
|
J. Your henchmen defend as if one DL better than they are.
|
K. Free GGL (Specialty God) pick in a god that has a Str requirement.
|
L. You can communicate psionically with all of your henchmen. This link cannot be "tapped".
|
M. 1F, 1/h: Create a x1 Terrain Feature (Special with 1 mile radius), with a max SL=(LVL/2) effect.
|
N. Your Wall spell effects have xLVL area. ½M: Dispel a Wall effect.
|
|
New War Spells:
|
War Charge (SL=1): When charging with at least 100 Henchmen, all who see this are Feared (Will save).
|
Battle Shield (SL=2): Damaging shield (50% back) of type Metal. You resist weapon special effects while running this.
|
Dispel Charm (SL=3): Dispels Charm on a group, or on all of your Henchmen at once.
|
Henchman Recruit (SL=4): Teleports in one Henchman of the same type as one you have. You must pay the gp cost of the Henchman immediately.
|
True Storm (SL=5): Entire party (incl. summons and henchmen) get +20 TH on one attack this segment.
|
Army Teleport (SL=6): Teleports any number of (willing) beings within sight.
|
Holy Word Battle (SL=7): Entire party (incl. summons and henchmen) get +1QS action this segment.
|
Higher Ground (SL=8): Creates a x2 Terrain Feature that you and your henchmen get +1 to multiplier.
|
Mass Mass Heal (SL=9): Heals up to 100 groups of creatures. (Yes, this can be reversed.)
|