True20 Customizations for Sepulture
The following list details all of the custom rules and additions made to the True20System for the SepultureCampaignSetting. The list is meant to be comprehensive.
Also see the list of ../ResourcesAndSourcebooks.
Errata, optional variants, and house rules
Conviction and charisma
Source: True20 Adventure Roleplaying, p. 25
A character's normal starting conviction is equal to his or her Charisma score, plus 1. The character's starting Conviction increases by 1 every two levels as normal. This means someone with average (+0) Charisma starts with 1 point of Conviction. Negative Charisma means a "debt" of Conviction the hero must "pay off" until the Charisma score plus starting Conviction for the level is a positive number.
Divine aspects
Source: True20 Companion, p. 33
The divine aspect system is provided as an optional rule for those worshipping deities in the campaign. Note that opting-in to this rule may give meaningful credence to the divine status of your chosen deity that merely claiming to worship them would not.
Dodging, parrying, and shields
A number of changes and clarifications:
- A Parry Focus feat exists which works exactly as Dodge Focus.
- The bonus provided by shields is for blocking and applies to Parry. It does not apply to Dodge. However, a character may use their shield as cover from incoming ranged attacks in a Dodge defense and grant themselves a bonus, provided they are aware of and able to react to the incoming attack, and constrained by the defense mode conditions below. The shield is treated as a stationary object for the round, so it may not provide cover from all attackers. Small shields provide a +1 bonus, medium and large shields provide a +2 bonus.
- The Block Projectiles feat allows a character to block incoming ranged attacks using their Parry defense, provided they are aware of and able to react to the incoming attack, and constrained by the defense mode conditions below.
Defense Modes: Once per round as a reaction, a character may declare whether they are dodging or parrying. They get their full defense from the selected mode, but only their combat bonus for defenses of the other mode. If in Dodge mode, they may not Parry and instead only apply their combat bonus to any parry-like maneuvers (such as defending against a sunder). If in Parry mode, they may not Dodge and instead only apply their combat bonus to any dodge-like maneuvers, unless they have the Block Projectiles feat. All normal restrictions, such as being disabled or prone, apply. Once a defense mode has been declared, it cannot be changed again until the character's next action.
Errata
Source: http://true20.com/support/
Official errata can be found at the above link.
Hard coinage
Source: True20 Companion, p. 41
All wealth in the campaign setting is measured using concrete gold piece values. All references to Wealth Checks and Wealth Scores are removed, and replaced with a concrete gold piece value/cost where appropriate, as outlined in the text.
Heroic archetypes
Source: True20 Companion, p. 24
All player characters must choose a heroic archetype as outlined in the book. Additional archetypes may be created in a combined effort by the player and Narrator.
As a modification to the default, characters do not gain a heroic archetype until they reach level 4. In order to bring the system "in sync", the character gains two heroic archetype levels every time they reach The Unfolding Myth, either gaining a Conviction point or changing their heroic archetype (as normal), and then immediately gaining the next heroic archetype level in their new heroic archetype.
For example, a warrior who just reached level 9 will have gained their 6th and 7th levels in their heroic archetype, thus gaining a Conviction point and Heroic Immunity if they were on, and stayed on, the Champion heroic archetype.
Starting skills
- Source: Personal
Instead of 4 or 8 + Intelligence starting skills (minimum 1) with 4 ranks each, characters receive (4 or 8 + Intelligence) * 4 (minimum 4) ranks which they may spend freely.
Supernatural items
Source: Liber Artefactorum
Liber Artefactorum will be used for all supernatural items and rules, although their access in the game will be limited.
Taint
Source: True20 Freeport Companion, p. 26-28
Taint (both Corruption and Madness) will be included for a slight Lovecraftian feel to the game.
Warrior
- Source: Personal
Warriors who already have the Firearms Training or Weapon Training feat due to their background choose another combat feat appropriate to firearms or weapons, indicating dedicated ability in their type of combat, in place of the compulsory feat gained by the Warrior role at first level. This is to not penalize a warrior who takes a background with Firearms Training or Weapon Training as a bonus feat.
Backgrounds
This list of background fully replaces any backgrounds available to players, such as the list of sample backgrounds in True20 Adventure Roleplaying.
Human
Source: True20 Adventure Roleplaying, p. 16.
You are a human, plain and simple. For whatever reason, you don't fit the "usual" stereotypes of a human in Exis. Humans can adapt to almost any situation, after all. Use this background if none of the following seem to fit. Narrator's Note: You are encouraged to develop a background with the Narrator which fits the setting.
Bonus feats: The hero gains one bonus feat at 1st level out of the feats available for the hero's role.
Bonus skills: The hero gains 4 additional skill ranks at 1st level, in addition to those gained for the hero's role and Intelligence score.
Favored feats: Choose any two feats as the character's favored feats. These feats are available to the hero regardless of role.
Danti bordersman
Original content.
A member of Exis' largest warrior tribe, you are well-trained in the ways of combat. Found throughout the world, Danti bordersmen protect their tribe and civilized areas alike on horseback.
Bonus feats: The character must pick three of the following: Armor Training (light), Mounted Combat, Point Blank Shot, Weapon Training. All forms of combat come naturally to the Danti, especially combat involving mundane and exotic mounts.
Favored feats: Mounted Archery, Spirited Charge.
Deadwalker
Original content.
You are one of the few destined to maintain the City of the Dead. The plane seems to have selected you for this task. Working as a favored visitor to the City, you are allowed some of its benefits.
Bonus feats: Benefit (Deadwalker), Iron Will, Lion Hearted. You are allowed into private areas of the City of the Dead and into its bureaucratic meetings. Additionally, you do not undergo any of the effects of the plane's swift aging properties.
Favored feats: Diehard, Supernatural Talent (Cure and Imbue Life).
The Displaced
Original content.
One of many, your homeland has been devoured and radically altered by pockets of Doommarch. Entire cities worth of people have been forced to find new homes, assuming they escape the strife of the unknown. You have survived, however, and are wise to the ways of the Doommarch.
Bonus feats: Iron Will, Lucky, Skill Focus (Knowledge (supernatural)). The Doommarch's mysteries are less jarring to you.
Favored feats: Choose Favored Opponent (aberration) and Evasion, or the Second Sight supernatural power (treat your total level as your adept level for this power).
Green
Original content.
You spend your life in the wilderness and on the road, never tied to any one place for very long, and always ready to find adventure and new locales. Your love for the wild often puts you at odds with civilized life, however. Nevertheless, you enjoy traveling with close family, friends and allies.
Bonus feats: Track, Trailblazer, Talented (Survival and Handle Animal). Your people are masters the wild.
Favored feats: Seize Initiative, Sneak Attack.
Imperial
Original content.
You have been born and raised within the warm comfort of society. Through constant exposure to varied people and ideals, you have honed your relationship skills. You can wheel and deal with the best of them, and you never feel out of place in a large city.
Bonus feats: Connected, Contacts, Talented (Diplomacy, Sense Motive). Throughout your life, you've made so many friends, it always seems like there's at least one in every civilized area.
Favored feats: Inspire, Well-Informed.
Nobleblood
Original content.
You are directly related to nobility, but have not ascended to the throne. Perhaps you are not the first heir, or perhaps your parents still live, and your reign will come with time. Regardless, you expect to be treated as one would treat royalty, and you enjoy the pleasures of being special.
Bonus feats: Benefit (Nobility), Skill Focus, Talented (Diplomacy, Knowledge (civics)). You gain +3 to your Reputation score. You may determine the skill you are focused in after choosing all 1st level skills (including role skills).
Favored feats: Choose two of Defensive Roll, Favored Opponent, Mind Over Body, and Well-Informed.
Strange One
Original content.
Main topic: ../StrangeOne
You are not entirely of human origin, although no one can seem to trace your ancestors. You have an exotic look about you, and being in the extreme minority, you find it difficult to find another similar to you. Many stick mainly to pocket communities of other Strange Ones, but an equal amount find happiness and acceptance living with true humans. After generations of true human ancestors, only the slightest glimmer of your other heritage remains.
Bonus feats: Night Vision, Talented (Knowledge (supernatural) and Craft (your option)), Weapon Training.
Favored feats: Your blood contains residual supernatural power. Choose a supernatural power. Strange Ones treat their total level as their adept level for this power.
Skills
Craft
Source: True20 Companion, True20 Freeport Companion p. 20
Sample Craft sub-skills include:
- Alchemy (includes poisons)
- Blacksmithing
- Bowing and Fletching
- Jewelry
- Leatherworking
- Scribing
- Stonemasonry
- Trap Making
with others (especially the list in the True20 Freeport Companion) being equally available at Storyteller approval.
Additionally, the rules for the craft skill, as presented in the True20 Freeport Companion, shall be used in place of the rules in True20 Adventure Roleplaying.
Knowledge
Source: True20 Companion, True20 Freeport Companion, and Personal
The following Knowledge sub-skills are used:
- Architecture and Engineering
- Astronomy
- Current Events
- Dungeoneering
- Geography
- History
- Linguistics - decipher ancient hieroglyphs
- Local
- Nature
- Nobility
- Planar Cosmology
- Religion - information about deities, outsiders and undead
- Streetwise
- Supernatural - information on supernatural beasts, dragons and fey, or allow a hero to determine which supernatural power an adept is currently using (Difficulty 20), clues about a creature's weakness or origin, insights into the cultural origins of magic, cults or rituals based upon evidence as varied as an inscription, an offering or a chant echoing down a hallway, the link between current strange occurrences and those in the past
- Tactics
Other sub-skills from True20 Adventure Roleplaying are generally not relevant, but players are free to make a case for their inclusion.
Perform
The table of performing for money found in the True20 Freeport Companion is of some value.
Feats
List of feats
General feats
Name |
Synopsis |
Source |
Accurate Attack |
You can sacrifice damage for accuracy. |
Tr20 |
All-out Attack |
You can sacrifice defense for accuracy. |
Tr20 |
Alternate Approach |
Use Int or Con for Sanity saves. |
Comp (p.79) |
Ambidexterity |
Reduce two-weapon fighting penalties by 2. |
AoO |
Animal Empathy |
You can use interaction skills on animals. |
Tr20 |
Armor Training |
You know how to move and fight while wearing armor. |
Tr20 |
Assessment |
You can get an idea of an opponent's combat bonus. |
Tr20 |
Attack Focus |
+1 on attack rolls with a chosen attack. |
Tr20 |
Attractive |
+4 on Bluff and Diplomacy checks from your appearance. |
Tr20 |
Benefit |
Gain some minor, but significant, benefit. |
Tr20 |
Blind-Fight |
Half miss chance while in melee combat. |
Tr20 |
Block Projectiles |
Parry incoming ranged attacks. |
Per |
Bloodline (background) |
Certain hereditary advantages/drawbacks. |
T20FC |
Born Marine |
Bonus to disarm, skill checks. |
T20FC |
Brute Force |
Use your Str to attack with certain melee weapons. |
Comp |
Canny Dodge |
Add your Int or Wis score to your dodge bonus. |
Tr20 |
Challenge |
Perform a particular challenge with no modifier. |
Tr20 |
Cloak Dance |
You are skilled at using tricks to make yourself appear where you are not. |
Comp |
Cold-Blooded |
+1 to Sanity and Intimidation, +2 to resist Mind Touch |
Comp (p.80) |
Companion |
You have a loyal sidekick who follows you on your adventures. |
Comp |
Connected |
You can call in favors from time to time. |
Tr20 |
Contacts |
You can make Gather Information checks faster. |
Tr20 |
Coup de Jarnoc |
Reduce an opponent's speed on a critical hit in lieu of extra damage. |
T20FC |
Crab's Rush |
Additional bonuses in defensive situations. |
T20FC |
Dedicated |
+4 bonus for checks involving the object of your devotion. |
Tr20 |
Defensive Attack |
You can sacrifice accuracy for defense. |
Tr20 |
Diver |
Bonuses to swimming and withstanding being underwater. |
T20FC |
Dodge Focus |
+1 to your dodge bonus. |
Tr20 |
Dying Curse |
Curse a person or persons with your last breath. |
T20FC |
Eidetic Memory |
Total recall and +4 bonus on checks to remember things. |
Tr20 |
Endurance |
+4 bonus on stamina-related Con checks and Fort saves. |
Tr20 |
Exotic Weapon Training |
You're trained in a particular exotic weapon. |
Tr20 |
Feather Step |
You may run across objects that could not hold your weight. |
Comp |
Far Shot |
Increase range increment by one-half (double for thrown weapons. |
Tr20 |
Fool's Fortune (background) |
Gain an extra point of Conviction. |
T20FC |
Great Fortitude |
+2 on Fortitude saving throws. |
Tr20 |
Impromptu Weapon Proficiency |
Reduced penalty, ability to use feats with imp. weapons |
Comp (p.80) |
Improved Critical |
Your threat range with a particular attack is doubled. |
Tr20 |
Improved Defense |
+2 bonus when taking the total defense action. |
Tr20 |
Improved Disarm |
+2 bonus when attempting to disarm an opponent. |
Tr20 |
Improved Grab |
You can follow an unarmed attack with a free grapple. |
Tr20 |
Improved Initiative |
You get a +4 bonus on initiative checks. |
Tr20 |
Improved Overrun |
Opponent cannot avoid, Str bonus when overrunning. |
Comp |
Improved Pin |
Opponents suffer -4 penalty on grapple checks against you. |
Tr20 |
Improved Precise Shot |
No penalty for less than total cover or concealment. |
Tr20 |
Improved Ranged Disarm |
No penalty when making a ranged disarm attempt. |
Tr20 |
Improved Rush |
+2 Str bonus to push back opponent. |
Comp |
Improved Speed |
+10 feet movement speed. |
Tr20 |
Improved Strike |
You do lethal damage unarmed. |
Tr20 |
Improved Sunder |
+4 to hit when striking held objects. |
Tr20 |
Improved Taunt |
You may apply your taunt to additional targets. |
Comp |
Improved Throw |
Choose whether an opponent uses Str or Dex against a trip. |
Tr20 |
Improved Trip |
+2 bonus to trip opponents. |
Tr20 |
Improvised Weapon Proficiency |
You may use an improvised weapon without penalty. |
Comp |
Iron Will |
+2 bonus on Will saving throws. |
Tr20 |
Jaded |
+2 bonus on Sanity saving throws. |
Comp (p.80) |
Keen Sense of Smell |
You gain the Scent trait. |
Comp |
Knockout Punch |
Automatic critical against flat-footed opponents. |
Comp |
Leadership |
You acquire a number of followers. |
Tr20 |
Light Sleeper |
No penalty on Notice checks while sleeping. |
Tr20 |
Lightning Reflexes |
+2 bonus on Reflex saving throws. |
Tr20 |
Lion Hearted |
Gain a +4 bonus to all Will saves against fear effects. |
Comp |
Loner |
No penalty to Sanity saves when alone or with only one companion. |
Comp (p.80) |
Low Profile |
Subtract 3 from your Reputation bonus. |
Tr20 |
Lucky |
Add your Cha score to your saving throws. |
Tr20 |
Lungs of Legend |
Hold your breath an extraordinarily long time. |
T20FC |
Mental Bond |
You share a mental bond with a companion and are in mental contact. |
Comp |
Move-by Action |
Move both before and after your standard action. |
Tr20 |
Mounted Combat |
Substitute Drive, Pilot, or Ride check for mount's Defense. |
Tr20 |
Night Vision |
See twice as far in low-light conditions. |
Tr20 |
Overrun |
you can overrun more effectively while mounted. |
Tr20 |
Parry Focus |
+1 to your parry bonus. |
Per |
Point Blank Shot |
+1 attack and damage with ranged weapons at 30 ft. range. |
Tr20 |
Precise Shot |
You can make ranged attacks into melee with no penalty. |
Tr20 |
Prone Fighting |
No penalties while fighting prone. |
Tr20 |
Quick Draw |
Draw or reload a weapon as a free action. |
Tr20 |
Ranged Pin |
You can pin an opponent with a ranged weapon. |
Tr20 |
Renown |
Your reputation increases by +3. |
Comp |
Run |
You run at five times your normal speed. |
Tr20 |
Second Chance |
You get a second save against a particular hazard. |
Tr20 |
Set-up |
Transfer an interaction bonus in combat to an ally. |
Tr20 |
Shield Training |
You're trained in the proper use of shields in combat. |
Tr20 |
Skill Focus |
+3 bonus with a chosen skill. |
Tr20 |
Skill Training |
+4 skill ranks. |
Tr20 |
Startle |
Use Intimidate in place of Bluff to feint in combat. |
Tr20 |
Talented |
+2 bonus with two related skills. |
Tr20 |
Taunt |
Make a Bluff check to shake a target's confidence. |
Tr20 |
Tireless |
Suffer no penalties from fatigue. |
Tr20 |
Track |
You can find and follow tracks. |
Tr20 |
Trackless |
You leave no trail in natural surroundings. |
Tr20 |
Trailblazer |
You can move through natural surroundings freely. |
Tr20 |
Two-Weapon Defense |
Your two-weapon fighting style improves your Defense. |
Tr20 |
Two-Weapon Fighting |
You can skillfully fight with a weapon in each hand. |
Tr20 |
Uncanny Dodge |
You retain your dodge bonus when flat-footed. |
Tr20 |
Wealthy |
Purchase items at less than standard price. |
T20FC |
Weapon Training |
You're trained in the use of martial weapons. |
Tr20 |
Adept feats
Name |
Synopsis |
Source |
Empower |
You can increase the effective rank of your powers. |
Tr20 |
Erase Signature |
You can erase supernatural signatures. |
Tr20 |
Familiar |
You have a supernatural bond with a special animal companion. |
Tr20 |
Imbue Item |
You can craft supernatural items. |
Tr20 |
Intellect Fortress |
Use your Intelligence to calculate Will saving throw bonus. |
T20FC |
Mind Over Body |
Substitute your Wisdom score for Constitution checks. |
Tr20 |
Quicken Power |
Reduce the time required to use your powers. |
Tr20 |
Shield Penetration |
+2 bonus to overcome a target's Psychic Shield. |
Tr20 |
Subtle Power |
You can mute the signature of your powers. |
Tr20 |
Supernatural Focus |
+3 bonus with a chosen power. |
Tr20 |
Supernatural Talent |
+2 bonus with two chosen powers. |
Tr20 |
Widen Power |
Affect an area with your powers. |
Tr20 |
Expert feats
Name |
Synopsis |
Source |
Acrobatic Bluff |
Use Acrobatics in place of Bluff to feint and trick. |
Tr20 |
Crippling Strike |
Your surprise attacks inflict 1 point of Str damage. |
Tr20 |
Defensive Roll |
+1 bonus on Toughness saves. |
Tr20 |
Deflect Arrows |
You can deflect one ranged attack against you per round. |
Tr20 |
Elusive Target |
Double normal penalties for ranged attacks against you while you're in melee. |
Tr20 |
Evasion |
No damage from area attacks if you make your Reflex save. |
Tr20 |
Fascinate |
You can capture and hold someone's attention with an interaction skill. |
Tr20 |
Hide in Plain Sight |
Make Stealth checks without cover or concealment. |
Tr20 |
Improved Evasion |
Suffer only half damage on a failed Reflex save. |
Tr20 |
Improved Feint |
Feint in combat as a move action. |
Comp |
Improvised Tools |
No penalty for using a skill without the proper tools. |
Tr20 |
Insightful Strike |
Add Int to damage instead of Str in most situations. |
Comp |
Inspire |
You can inspire others with your presence. |
Tr20 and Comp (p.80) |
Intellect Fortress |
Use your Intelligence to calculate Will saving throw bonus. |
T20FC |
Intuitive Strike |
Add Wis to damage instead of Str in most situations. |
Comp |
Jack-of-All-Trades |
You can use any skill untrained. |
Tr20 |
Mass Suggestion |
Make a suggestion to an entire group. |
Tr20 |
Master Plan |
Gain a bonus when you have a chance to prepare. |
Tr20 |
Rogue's Luck |
Use Dexterity for determining Reflex saving throw bonus. |
T20FC |
Skill Expertise |
Choose a skill for which you use Intelligence as its key ability. |
T20FC |
Skill Finesse |
Choose a skill for which you use Dexterity as its key ability. |
T20FC |
Skill Insight |
Choose a skill for which you use Wisdom as its key ability. |
T20FC |
Skill Mastery |
Choose four skills you can take 10 with even under pressure. |
Tr20 |
Slow Fall |
You can slow your fall by 10 ft. per two expert levels. |
Tr20 |
Snatch Arrows |
You can catch ranged weapons. |
Tr20 |
Sneak Attack |
+2 damage with a surprise attack. |
Tr20 |
Stunning Attack |
You can make a stunning attack in melee. |
Tr20 |
Suggestion |
You can plant suggestions into the minds of others. |
Tr20 |
Unbalance Opponent |
Deny an opponent their Dexterity when attacking you. |
MvK |
Well-Informed |
Make a Gather Information check immediately upon meeting someone. |
Tr20 |
Warrior feats
Name |
Synopsis |
Source |
Advanced Strike |
+6 damage on a critical hit with an unarmed strike. |
MvK |
Attack Specialization |
+1 damage with a chosen attack. |
Tr20 |
Chokehold |
Cause a pinned opponent to suffocate. |
Tr20 |
Cleave |
Get an extra melee attack when you take out an opponent. |
Tr20 |
Combat Calm |
Bonus to Concentration checks in combat and action situations. |
BT |
Combat Mastery |
Advanced form of Combat Calm. |
BT |
Critical Strike |
Score critical hits normally against favored opponents. |
Tr20 |
Diehard |
You automatically succeed on Con checks to stabilize. |
Tr20 |
False Attack |
Take a defensive risk to potentially deal more damage. |
Comp |
Favored Opponent |
+2 bonus against a particular type of opponent. |
Tr20 |
Grappling Finesse |
Use Dex in place of Str to grapple. |
Tr20 |
Great Cleave |
Like Cleave, but usable an unlimited number of times. |
Tr20 |
Greater Attack Focus |
+1 attack bonus with a particular attack. |
Tr20 |
Greater Attack Specialization |
+1 damage with a particular attack. |
Tr20 |
Improved Combat Calm |
Can take 10 once per round in times of stress. |
BT |
Improved Knockout Punch |
Your knockout punch is more damaging. |
Comp |
Insightful Strike |
Add Int to damage instead of Str in most situations. |
Comp |
Intangible Armor |
You gain a +2 bonus to Toughness when not wearing armor. |
Comp |
Intuitive Strike |
Add Wis to damage instead of Str in most situations. |
Comp |
Mounted Archery |
Halve penalties for firing while on a mount. |
LotC |
Press Ganger |
Bonuses to Intimidate, non-lethal damage. |
T20FC |
Riastradh |
You swell with supernatural wrath when raging. |
Comp |
Riposte |
Turn a parry into a devastating counterattack. |
T20FC |
Rage |
You can go into a rage in combat. |
Tr20 |
Seize Initiative |
Spend a Conviction point to go first in the initiative order. |
Tr20 |
Smashing Blow |
Add your Strength bonus to attack when using a large weapon. |
Comp |
Smite Opponent |
You can inflict additional damage on your favored opponent. |
Tr20 |
Spirited Charge |
Deal +3 damage with a melee weapon while charging. |
Tr20 |
Stunning Attack |
You can make a stunning attack in melee. |
Tr20 |
Tough |
+1 bonus on Toughness saves. |
Tr20 |
Weapon Bind |
Free disarm attempt after successful parry. |
Tr20 |
Weapon Break |
Free attack against an opponent's weapon after a successful parry. |
Tr20 |
Personal and modified feats
Block Projectiles
You may parry incoming ranged attacks. There is no limit to the number of attacks you may parry, but you must be armed with a weapon or shield which can parry the attack, and this usage of parry is limited by your defense mode.
Parry Focus
Your parry bonus increases by +1. This additional parry bonus is lost whenever you are denied the ability to parry. You can acquire this feat multiple times and its benefits stack.
Powers
Name |
Summary |
Source |
Apport |
Transport creatures or objects to different locations. |
Tr20 |
Beast Link |
Perceive through an animal's senses. |
Tr20 |
Bind |
Bind a summoned creature to a fetish. |
BT |
Blink |
You can teleport rapidly to avoid attacks. |
Tr20 |
Bliss |
Project blissful feelings to daze a subject. |
Tr20 |
Boil Blood |
Cause agony to a target via concentration. |
BT |
Body Control |
Exert mental control over your body. |
Tr20 |
Calm |
Drain intense emotion from others. |
Tr20 |
Cloud Minds |
Make your presence undetectable to others. |
Best |
Cold Shaping |
Create intense cold. |
Tr20 |
Combat Sense |
Gain a temporary Combat bonus. |
Tr20 |
Corrupting Shadow |
Manipulate darkness against the forces of good. |
Best |
Cure |
Heal injuries by touch. |
Tr20 |
Cure Blindness/Deafness |
Remove blindness or deafness. |
Tr20 |
Cure Disease |
Remove a disease, preventing further harm. |
Tr20 |
Cure Poison |
Remove a poison, preventing further harm. |
Tr20 |
Dominate |
Control a subject's actions. |
Tr20 |
Drain Vitality |
Drain vital energy by touch. |
Tr20 |
Earth Shaping |
Shape and direct masses of earth and stone. |
Tr20 |
Elemental Aura |
Surround yourself with a damaging aura. |
Tr20 |
Elemental Blast |
Strike a foe with a focused blast of elemental force. |
Tr20 |
Elemental Resistance |
Resist the effects of a particular element. |
Tr20 |
Elemental Weapon |
Imbue a weapon with damaging elemental energy. |
Tr20 |
Energy Shaping |
Shape and direct the flow of electromagnetic energy. |
Tr20 |
Enhance Ability |
Temporarily boost your Strength or Dexterity. |
Tr20 |
Enhance Other |
Temporarily boost someone else's Strength or Dexterity. |
Tr20 |
Enhance Senses |
Temporary bonus to Notice, Search, and Sense Motive checks. |
Tr20 |
Fire Shaping |
Shape and direct fire. |
Tr20 |
Flesh Shaping |
Shape and mold flesh like clay into other forms. |
Tr20 |
Ghost Touch |
Touch and affect incorporeal creatures as if they were solid. |
Tr20 |
Harm |
Inflict injury with a touch. |
Tr20 |
Heart Reading |
Sense the emotions of other creatures. |
Tr20 |
Heart Shaping |
Impose emotional conditions on others. |
Tr20 |
Illusion |
Create illusions that fool the senses. |
Tr20 |
Imbue Life |
Restore life to the recently dead. |
Tr20 |
Imbue Unlife |
Create undead creatures. |
Tr20 |
Infect |
Spread disease or poison by touch. |
BT |
Light Shaping |
Shape and direct light and illumination. |
Tr20 |
Manipulate Object |
Manipulate and handle objects at a distance. |
Tr20 |
Mind Probe |
Probe a subject's mind for information. |
Tr20 |
Mind Reading |
Sense a subject's surface thoughts. |
Tr20 |
Mind Shaping |
Alter a subject's memories or behavior. |
Tr20 |
Mind Touch |
Establish mental contact with another mind. |
Tr20 |
Move Object |
Lift and move objects at a distance. |
Tr20 |
Nature Reading |
Sense the flows and signs of the natural world. |
Tr20 |
Object Reading |
Read psychic impressions from place and objects. |
Tr20 |
Pain |
Inflict stunning pain on a subject. |
Tr20 |
Phase |
You can become incorporeal. |
Tr20 |
Plane Shift |
You can transport yourself to other dimensions. |
Tr20 |
Plant Shaping |
Shape living plants and wood and direct their growth. |
Tr20 |
Psychic Blast |
Inflict mental damage on a target. |
Tr20 |
Psychic Reflection |
Send a psychic attack back at the attacker. |
Tr20 |
Psychic Shield |
Shield your mind from psychic influences. |
Tr20 |
Psychic Trap |
Counterattack an attempt to bypass your Psychic Shield. |
Tr20 |
Psychic Weapon |
Create a melee weapon out of psychic energy. |
Tr20 |
Purifying Light |
Manipulate light against the forces of evil. |
Best |
Scrying |
Sense distant events as if you were present. |
Tr20 |
Second Sight |
Sense the use and lingering effects of supernatural powers. |
Tr20 |
Self-Shaping |
Reshape your body into different creatures. |
Tr20 |
Sense Minds |
Sense the presence and location of other minds. |
Tr20 |
Severance |
Remove the powers of others temporarily. |
Tr20 |
Shadow Shaping |
Manipulate supernatural darkness to hide or create shapes. |
Best |
Sleep |
Put a target into a deep sleep. |
Tr20 |
Suggestion |
Implant suggestions in the middle of others. |
Tr20 |
Summon Beasts |
Summon animals, who must physically travel to reach you. |
Best |
Summon Elemental |
Summon and command an elemental for a short time. |
Best |
Summon Outsider |
Summon and command an outsider for a number of days. |
Best |
Supernatural Speed |
Move at great speed in short bursts. |
Tr20 |
Supernatural Strike |
Overcome the damage reduction of supernatural creatures. |
Tr20 |
Supernatural Weapon |
Imbue weapons to overcome damage reduction. |
Tr20 |
Teleport |
You can move instantly from place to place. |
Tr20 |
True Seeing |
You can see through concealment and magical effects. |
CN |
True Vision |
Your insight can pierce illusions and resist bluffing. |
Best |
Truth-Reading |
Sense when someone is lying to you. |
Tr20 |
Visions |
See visions of the future. |
Tr20 |
Ward |
Create interference with supernatural powers or creatures. |
Tr20 |
Water Shaping |
Shape and direct the flow of water. |
Tr20 |
Weather Shaping |
Shape and direct weather conditions. |
Tr20 |
Wind Shaping |
Shape and direct the force of the wind. |
Tr20 |
Wind Walk |
Walk on air. |
Tr20 |
Personal and modified feats
Imbue Life
- Source: Personal
Those who are brought back to life via Imbue Life lose one point from any ability score of their choice. This represents the harrowing ordeal that is returning to the world of the living.
Imbue Life can also be used, at greater difficulty, to bring those back to life who have been dead longer than detailed in the power, but the target loses both one point of Wisdom and one additional point of their choice.
Divine Aspects
Mercy
- Source: Personal
Adepts who worship a god of mercy may spend a Conviction point to gain a +5 bonus to any Sleep power check.
Atonement: The adept must atone if he or she willfully ignores or furthers the physical suffering of a non-combatant requesting mercy or aid.
Templates
Deceased
Main article: ../DeceasedTemplateTrue20
This template is automatically applied to any sentient being which travels to ../PlaneOfSepulture upon death.
Miscellaneous
Virtues and vices
The True20System page has a lengthy list of virtues and vices.