Animum Threads

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Acceleration

Saving Throw: Fort negates (harmless)
Target: Creature(s)

1st
Bound gain a +10 enhancement bonus to all forms of movement.

2nd
As 1st, except bound gain a +20 enhancement to movement and a +1 haste1 bonus to AC, reflex saves, and attacks.

1 a haste bonus is a dodge bonus, except, that it does not stack with the haste spell or haste spell-like abilities.

3rd
As 2nd, except bound gain a +30 enhancement to movement and when making a full attack action, the bound may make one extra attack with any weapon they is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, and is otherwise identicle to the haste spell.)

Further, acceleration of at least 3rd tier dispels slow.

4th
As 3rd, except bound gain a +40 enhancement to movement.

5th
As 4th, except bound gain a +50 enhancement to movement.

6th
As 5th, except bound gain a +2 haste bonus to AC, reflex saves, and attacks.


Updrift

Saving Throw: Will negates (harmless)
Target: Creature(s)

1st
Bound have reduced damage from falls as though the fall was 20 feet shorter.

2nd
Bound fall at a rate of only 60 feet per round and take no falling damage upon landing.

3rd
As 2nd, but the bound also gains a fly speed of 30 feet with average maneuverability. They can not move further than 60 feet above a solid surface.

4th
As 3rd, except the bounds' fly speed increases to 40 feet and they can move up to 120 feet above a solid surface.

5th
As 4th, except the bounds' maneuverability is good and they can move up to 240 feet above a solid surface.

6th
As 5th, except the bounds' fly speed increases to 50 feet and they have no limit upon how high they can fly.


Physical Prowess

Saving Throw: Fort negates (harmless)
Target: Creature(s)

All

Bound get an enhancement bonus to their strength, dexterity, and constitution equal to the set tier of Physical Prowess.

Mental Prowess

Saving Throw: Fort negates (harmless)
Target: Creature(s)

All

Bound get an enhancement bonus to their intelligence, wisdom, and charisma equal to the set tier of Mental Prowess.

Resistance

Saving Throw: Will negates (harmless)
Target: Creature(s)

All

Bound get a resistance bonus to their saving throws equal to the set tier of Resistance.

Illusory Weapon

Saving Throw: None
Area: Empty hand of willing creature(s)

All

If the created weapons of this thread leaves the possession of the targets they were produced in the hold of, the weapon immediately vanishes.

1st
This thread creates a weapon in the empty hand of a creature in range. If you are able to produce more than one effect, you can fill as many hands per creature as are free, but only one weapon per hand.
The weapon produced is nonmagical, nonmasterwork, and must either be a quarterstaff or a club, and can be faintly seen through.

2nd
As 1st, except the weapon can be any nonmagical, nonmasterwork, weapon of which you have studied in the past for at least 1 minute. This weapon can not be made of a special material.

3rd
As 2nd, except the weapon produced is masterwork.

4th
As 3rd, except the weapon produced is magical with a +1 enhancement bonus.

5th
As 4th, except the weapon produced is magical with a +2 enhancement bonus. This bonus can not be used to produce special properties. The produced weapon may be either cold iron, silver, or adamantine.

6th
As 5th, except the weapon produced is magical with a +3 enhancement bonus.

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