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    Default The Giver - please help! [3.5, base class]

    Receiver of Memory





    He leaned back, resting his head against the back of the upholstered chair. “It’s not my past, not my childhood that I must transmit to you. It’s the memories of the whole world. Before you, before me, before the previous Receiver, and generations before him.” - The Giver


    Hit Die: d8
    Class Skills: The Receiver of Memory’s class skills are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language, and Spot (Wis)
    Skill Points at 1st level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier

    Table 1: Receiver of Memory
    {table=head]Level|BAB|Fort|Ref|Will|Special
    1|+0|+2|+0|+2|Receive memories (faint), relive, back and back and back
    2|+1|+3|+0|+3|The capacity to see beyond
    3|+2|+3|+1|+3|Give memories
    4|+3|+4|+1|+4|Mettle, bonus feat
    5|+3|+4|+1|+4|The capacity to see beyond (magic)
    6|+4|+5|+2|+5|Depth of emotion, DR 2/-
    7|+5|+5|+2|+5|Bonus feat
    8|+6/+1|+6|+2|+6|Receive memories (vivid)
    9|+6/+1|+6|+3|+6|Share memories, DR 4/-
    10|+7/+2|+7|+3|+7|The capacity to see beyond (invisibility)
    11|+8/+3|+7|+3|+7|Bonus feat
    12|+9/+4|+8|+4|+8|DR 6/-
    13|+9/+4|+8|+4|+8|Fatal remembrance
    14|+10/+5|+9|+4|+9|Dual consciousness
    15|+11/+6/+1|+9|+5|+9|Receive memories (overpowering), DR 8/-, bonus feat
    16|+12/+7/+2|+10|+5|+10|The capacity to see beyond (true seeing)
    17|+12/+7/+2|+10|+5|+10|Amnesia
    18|+13/+8/+3|+11|+6|+11|DR 10/-
    19|+14/+9/+4|+11|+6|+11|Bonus feat
    20|+15/+10/+5|+12|+6|+12|Release of memories[/table]


    Class Features

    Weapon Proficiencies: A Receiver of Memory is proficient with all simple weapons and with light armor.

    Receive Memories (Su): A Receiver of Memory is a receptacle for memories too difficult for others to comprehend. At first level, a Receiver learns to Receive the memories of others, her most crucial skill.

    In order to receive a memory, the Receiver must be in bodily contact with the current holder of that memory. As a standard action, the Receiver touches the target (a melee touch attack) and extracts a single memory. Unwilling targets may make a Will save to resist this ability (DC 15 + half the Receiver’s class level + the Receiver’s Wisdom modifier). If the target fails the save or willingly releases the memory, the target is stunned for 3 rounds and the memory in question is erased from the target’s mind and transferred to the Receiver, as if she had experienced it herself. The target of this ability must have an Intelligence score of 3 or higher.

    For the purpose of this ability, a memory is defined as the unique experience of a specific moment, usually only a few moments in length. Memories are divided into a number of types based on the nature of the experience. The details and effects of the types of memories are described below. The Receiver specify the type of memory she wishes to Receive when using this ability. It is assumed that every creature has at least one memory of each type.

    A Receiver of Memory begins the game with no memories and must accumulate memories using this ability. At any one time, she can have a total number of memories equal to twice her class level + her Wisdom modifier. She can have any number of memories of the same category, as long as her total number of memories does not exceed this limit.

    When receiving a memory, a Receiver experiences that memory in all its detail. Upon Receiving the memory, the Receiver is affected by the memory’s normal effects, as described below. Because of her extensive experience with memories, she is more capable than most at ignoring or suppressing any negative effects of the memories she Receives. She must make a Will save when she initially Receives the memory and every two rounds thereafter to completely suppress any effects of a memory, even if a save is not normally allowed or if the memory normally requires a Fortitude or Reflex save. The DC for this save is equal to the memory's normal save DC. If she fails this save, she experiences the full effects of the memory until she succeeds on her Will save.

    In addition to being divided by types, memories have different strengths; faint, vivid, and overpowering. At first level, a Receiver of Memory can Receive faint memories. She can Receive more intense memories as shown on Table 1. For example, an 8th level Receiver of Memory can choose to receive a faint or vivid memory whenever she Receives a memory. Each memory, regardless of strength, counts as one memory with regard the Receiver’s total memory capacity.

    A Receiver of Memory can also, at any level, attempt to Receive more intense memories, though she must exceed the target’s hit dice on a class level check to do so safely. If her class level check fails, she still Receives the memory, but is also nauseated for 3 rounds. She can only use this ability to Receive memories one step more intense than she can normally Receive safely.

    Sidebar: The Receiver of Modify Memory
    The spell Modify Memory can be used in one of two ways by a Receiver of Memories. When cast on the Receiver, it can allow them to Receive a number of memories of the caster’s choice equal to the caster’s spellcasting ability modifier, with all the details determined by the caster. Alternatively, it can remove the same number of memories from the Receiver’s pool, as if the Receiver had Given those memories (see below)
    Relive (Su): A first level Receiver of Memory can also relive any memory she has Received at any time. Reliving a memory is a swift action that requires only mental effort on the part of the Receiver. The Receiver is affected by the full effects of the memory, as described below. Reliving a memory does not erase that memory from the Receiver’s mind.

    Back and Back and Back (Ex): A Receiver of Memory has access to the experiences and knowledge of generations of sentient beings and can call on this knowledge at need. She can make a special knowledge check with a bonus equal to her class level + her Wisdom modifier to see whether she knows some relevant information about notable places, historical events, legendary items, or other related topics. If the Receiver of Memory has 5 or more ranks in Knowledge (history), she gains a +2 bonus on this check. She cannot take 10 or 20 on this check.

    The Capacity to See Beyond (Su): The wisdom a Receiver of Memory gains through accessing the memories allows her to see deeply into the truth of things and to notice that which might otherwise seem unimportant, what Receivers of memory call “seeing Beyond.” For some Receivers of memory, this manifests as a clearer and sharper appreciation of colors. For others, the nuances of music and sound are more distinct. There are as many variations of seeing Beyond as there are Receivers of memory.

    Beginning at 2nd level, the Receiver of Memory gains an insight bonus on Listen, Search, Sense Motive, and Spot checks equal to half her class level. This is a constant bonus and does not need to be activated and deactivated like later manifestations of her capacity to see Beyond. At 5th level, she gains the ability to Detect Magic (as the spell) for a number of minutes per day equal to her class level, divided up into one-round increments as she desires. She can activate and deactivate this ability as a free action. At 10th level, whenever she activates her capacity to see Beyond, she gains the ability to See Invisibility (as the spell) as well. At 16th level, whenever she activates her capacity to see Beyond, she gains True Seeing (as the spell) as well. Her caster level for these effects is equal to her class level.

    Give Memories (Su): Beginning at 3rd level, a Receiver of Memory is able to transmit some of her memories to others. Giving a memory is a standard action that requires the Receiver to succeed on a melee touch attack. If she succeeds, the target of this ability, whether willing or unwilling, is immediately affected by the memory the Receiver chooses to Give, gaining any bonuses or abilities, taking any penalties, and being affected by any conditions stipulated in the memory’s description (below). Constructs, plants, and creatures that lack Intelligence scores are unaffected by memories. Intelligent undead are affected by memories, even if they would normally be immune to the effects. The effects of the memory last a number of rounds equal to the Receiver of Memory’ class level.

    If a Receiver of Memory successfully Gives a memory to another creature, the memory is permanently removed from the Receiver’s available memories. A Receiver of Memory is not limited in the number of memories she can Give per day, as long as she has memories remaining. A Receiver of Memory can choose to experience any memory she Gives alongside the memory’s intended recipient. In this case, both the Receiver and the memory’s recipient are affected by the memory.

    Mettle (Ex): A Receiver of Memory is practiced at resisting physical and emotional pain. She can more easily shrug off effects that might harm another creature. At 4th level and higher, if a Receiver makes a successful Will save or Fortitude save against an attack that normally would have a lesser effect on a successful save, she instead completely negates the effect. An unconscious or sleeping Receiver does not gain the benefits of mettle.

    Depth of Emotion (Ex): Through the memories, a Receiver experiences far more of life than most individuals. Her emotions are correspondingly more complex and intense, as she has personally experienced so many emotionally powerful moments. Beginning at 6th level, a Receiver takes a -2 penalty on Will saves to resist effects that impose morale penalties. Additionally, whenever she is affected by an ability, condition, spell, or other effect that grants a morale bonus, the bonus the Receiver gains is equal to (normal bonus + 1).

    Damage Reduction (Ex): Many memories deal with physical and emotional pain. A Receiver of Memory deals with this pain on a daily basis, and as such has become somewhat inured to the experience of pain. She gains damage reduction as shown on Table 1.

    Bonus Feats: A Receiver of Memory relives innumerable experiences throughout her lifetime, giving her access to knowledge she would otherwise find difficult to acquire. At 4th, 7th, 11th, 15th, and 18th levels, a Receiver of Memory gains a bonus feat. This feat can be any feat for which the Receiver meets the prerequisites.

    Share Memories (Su): Beginning at 9th level, a Receiver of Memory learns to Give memories to multiple targets. Doing so follows all the normal rules for Giving memories, save that the Receiver can target a number of willing creatures equal to her Wisdom modifier with the memory. She must still be able to touch the creatures in order to Give memories.

    Fatal Remembrance (Su): At 13th level, a Receiver of Memory learns to Receive a special type of memory; the memory of the moment of a creature’s death. Receiving such a memory is somewhat difficult. The Receiver must make a melee touch attack (a standard action) immediately after it dies, usually by readying an action to do so. If the Receiver succeeds, she automatically Receives the creature’s fatal remembrance. Such is the power of a fatal remembrance that the Receiver is nauseated for 3 rounds after Receiving one. A Receiver can only have one fatal remembrance at a time.

    Any time the Receiver Gives a memory, she can choose to Give her fatal remembrance instead of a normal memory. The target must make a Will save (DC 10 + half the Receiver’s class level + the Receiver’s Wisdom modifier) or die. If the creature succeeds on its Will save, it still takes 1d6 points of damage for every two class levels the Receiver has.

    Dual Consciousness (Ex): When she Receives a memory, part of a Receiver’s consciousness is aware of the real world while another part is caught up in the memory. As she gains experience and becomes increasingly accustomed to this nuance of awareness, a Receiver of Memory learns to apply the same principles in other contexts. If a Receiver of Memory is affected by an illusion spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on her saving throw.

    Amnesia (Su): Beginning at 17th level, a Receiver of Memory can completely strip an opponent of its memories, leaving it with no recollection of its life and identity. As a full round action, the Receiver must succeed on a melee touch attack. If she succeeds, the target must make a Will save (DC 10 + half the Receiver’s class level + the Receiver’s Wisdom modifier) or have its entire memory erased. A Receiver of Memory can use this ability once per day.

    The amnesia caused by this ability has a number of effects. First, the Receiver automatically Receives enough memories to fill her memory capacity. The Receiver is able to choose which memories she Receives. Second, the target loses its ability to use any feats, skill ranks, class abilities, spells, spell-like abilities, and racial abilities. The target retains its base attack bonus, ability scores, and saving throw modifiers, though the scores change to reflect the loss of many of the creature’s abilities. Third, the creature loses all knowledge of its identity and the details of its life. No memories can be Received from the creature until the amnesia’s duration expires.

    The amnesia caused by this ability is temporary, lasting a number of minutes equal to the Receiver of Memory’s class level. After the amnesia’s duration expires, the target regains access to its abilities and memories (except those memories Received by the Receiver of Memory).

    Release of Memories (Su): Receiving memories, especially traumatic ones, can be quite dangerous for the psyche of those caught unprepared. At 20th level, a Receiver of Memory learns to use this phenomenon to overwhelm the mental defenses of her opponents with a barrage of memories.

    Using this ability is a full round action that does not provoke an attack of opportunity. The Receiver of Memory loses a number of memories of her choosing, though this number must equal or exceed 20 memories in order for the ability to work. All creatures within 60 feet of the Receiver who are capable of Receiving memories must make a Will save (DC = 5 + the number of memories the Receiver loses in using this ability + the Receiver’s Wisdom modifier) or be stunned for 1 minute and confused for 1 hour. Additionally, they automatically and without saving suffer the effects of 5 of the memories the Receiver lost (chosen by the Receiver when she uses the ability). The Receiver can designate a number of creatures equal to her Wisdom modifier who are excluded from this ability. The other memories are all experienced as normal, but their effects are lost amid the chaos of Receiving so many memories.

    Memories

    A memory is defined as the unique experience of a specific moment. Memories are divided into a number of types based on the nature of the experience, as described here. Because each memory pertains only to one specific event, it is assumed that every creature always has at least one memory of each type.

    Memories are also divided into categories based on their strength and vividness. Memories of different strengths have different effects, as described here. Faint memories are the simplest and weakest of memories and typically pertain to events from childhood and early life. They can also be memories of a single facet of an experience. Vivid memories are clear and powerful, usually relating to major events from adolescence or adulthood. Overpowering memories are the most powerful of all, usually pertaining to traumatic events or major life turning points.

    Unless otherwise noted, the effects of a memory last for a number of rounds equal to the Receiver of Memory’s class level. The DC for any saves associated with a memory is equal to 15 + half the Receiver of Memory’s class level + the Receiver’s Wisdom modifier. All level-dependent variables are determined using the Receiver of Memory’s class level. While Giving and Receiving memories are considered supernatural abilities, the memories themselves are not. A creature under the effects of a memory continues to experience them in an anti-magic field or other location where magical and supernatural abilities are suppressed.

    Memory of Calm
    A memory of extreme relaxation flows into the target’s mind. Perhaps it’s a lazy summer afternoon in a hammock or the feeling of floating in a still pond. Whatever it is, the target feels profoundly calm.
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    Faint: The target must succeed on a Will save or be affected as if by the Calm Emotions spell for the duration of the memory.
    Vivid: The target must succeed on a Will save or fall asleep for the duration of the memory. This memory even affects targets normally immune to sleep effects, introducing the experience of sleep to creatures otherwise unfamiliar with relaxation of that intensity.


    Memory of Cold
    A memory of frigid temperatures fills the target’s mind; from the bite of the winter wind, to the creeping, wet cold of snow-soaked clothing, to desperate attempts to survive an arctic night.
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    Faint: The target’s joints stiffen and movement becomes slow and lethargic. The target takes a -2 penalty to Strength and Dexterity for the duration of the effect.
    Vivid: The cold seeps into the target’s body, causing physical pain. The target takes 3d6 points of cold damage every round for the duration of the effect. A successful Fortitude save each round halves the damage for that round.
    Overpowering: The target behaves as if encased in ice. It is paralyzed for the duration of the effect.


    Memory of Confusion
    Some events defy our ability to comprehend them, even years after the fact. Fragmented images, chaotic moments, and incomplete recollections fill the target’s mind, making it difficult to separate the real from the unreal.
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    Faint: The target takes a -2 penalty on all Intelligence, Wisdom, and Charisma-based checks for the duration of the effect.
    Vivid: The target is confused for the duration of the effect.
    Overpowering: The target’s mind cannot cope with the confusion of the memory. The target takes 2d6 points of Intelligence and Wisdom damage.


    Memory of Courage
    A feeling of power and invulnerability fills the target. A memory of a courageous last stand or a great victory flashes through the target’s mind.
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    Faint: The target gains a +4 bonus on saves against fear as well as on saves to resist effects that impose morale penalties. Any fear effects currently influencing the target are suppressed for the duration of the memory.
    Vivid: The target is immune to charm, compulsion, fear, and negative morale effects for the duration of the memory.


    Memory of Endurance
    The target remembers the satisfying feeling after long exercise or productive work. Her muscles and her mind feel the ache of exertion.
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    Faint: The target gains a +2 bonus to her Constitution score. When the Receiver reaches 8th level, the target gains a bonus to her Constitution score equal to the Receiver’s Wisdom modifier for the duration of the effect.
    Vivid: The target is immune to fatigue and exhaustion for the duration of the effect. Any non-lethal damage from hustling or forced marching is eliminated and she, if she is already fatigued or exhausted, she is so no longer.
    Overpowering: The target gains DR/- equal to half the Receiver’s class level for the duration of the effect.


    Memory of Exertion
    The target’s limbs ache and head throbs, as if from prolonged work or strenuous activity. She struggles to keep her eyes open and her head held up.
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    Faint: The target is fatigued for the duration of the memory. In addition, she takes a penalty equal to the Receiver’s Wisdom modifier on saves against sleep effects, effects that cause fatigue or exhaustion, and effects that deal damage to her physical ability scores.
    Vivid: The target is exhausted for the duration of the effect.


    Memory of Family
    The target’s mind is filled with the happy memories of family, safety, and belonging.
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    Faint: Whenever one or more allies are within10 feet, the target gains a +2 bonus to AC and saves. If two or more allies are affected by this memory at the same time, the bonus is equal to the Receiver’s Wisdom modifier. However, all creatures affected by this memory take a -2 penalty on AC and saves if an ally within 10 feet dies or falls unconscious from hit point loss or ability damage. This penalty remains the same even if multiple allies are killed or rendered unconscious.
    Overpowering: The target gains spell resistance for the duration of the memory equal to 10 + 2 * the number of allies within 10 feet when the target is affected by the memory. If two or more allies are affected by this memory at the same time, the spell resistance increases further by an amount equal to the Receiver’s Wisdom modifier.


    Memory of Fear
    Images of a horrific murder, a creepy abandoned house, a ghostly apparition, or the terrifying feeling of losing one’s sanity fill the mind of the target.
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    Faint: The target is shaken and takes a penalty equal to the Receiver’s Wisdom modifier on saves against fear effects for the duration of the memory.
    Vivid: The target cowers for the duration of the memory.
    Overpowering: The memory the Receiver impart is so terrifying, it momentarily stops the target’s heart. The target falls unconscious for the duration of the memory and remains unconscious thereafter until awoken. Waking the target requires a full-round action by an adjacent ally or the passage of 8 hours, whichever occurs first.


    Memory of Friendship
    The target remembers the joy of meeting a new friend, the trust that develops through companionship, and the contentment that only comes in the presence of true friends.
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    Vivid: The target must succeed on a Will save or be affected as if by the Charm Monster spell for the duration of the memory. However, the target does not gain a +5 bonus on its save if it is being threatened or attacked by the Receiver and her allies. The target also takes a -4 penalty on opposed Charisma checks while under the influence of this memory.


    Memory of Grief
    The target remembers the death of a parent, separation from a friend or lover, or the loss of a treasured possession.
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    Vivid: The target is affected as if by the Crushing Despair spell for the duration of the memory. In addition, the target takes a further -2 penalty on saves to resist effects that impose morale penalties or effects that are described as caused by grief or sadness. Finally, the duration of all such effects is doubled for the target of this memory, even if that duration lasts beyond the other effects of the memory.


    Memory of Hate
    The target fills with loathing, remembering an experience of being wronged or of being filled with deep-seated prejudice.
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    Faint: The target enters a rage, as the barbarian class ability. The target is subject to all the bonuses, penalties, and limitations normally associated with the rage ability.


    Memory of Healing
    The target recalls the pleasant orange-like flavor of a healing potion, the rush of positive energy knitting damaged sinews back together, or the joy of running after a long convalescence.
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    Faint: The target gains fast healing 1 for the duration of the memory. At 4th level and every 4 levels thereafter, the amount of fast healing granted by this memory increases by 1, to a maximum of fast healing 6 at 20th level.
    Vivid: The target is affected as if by a Restoration spell.
    Overpowering: The target is affected as if by a Heal spell or by a Greater Restoration spell.
    Note: This memory, while powerful, relies on the mind’s ability to fool the body into recovery. As such, it can only work a number of times per day equal to the Receiver’s Wisdom modifier on any given target.


    Memory of Heat
    The target’s skin feels uncomfortably warm as memories of scorching desert days, house fires, and prolonged exposure to intense sunlight.
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    Faint: The target experiences the sensation of severe sunburn or a similar condition, taking 1d6 points of non-lethal damage per class level (max 5d6). Additionally, the target takes a penalty on saves against fire damage and the negative effects of heat equal to the Receiver’s Wisdom modifier for the duration of the memory.
    Vivid: The target experiences the sensation of intense, harmful burns, taking 1d6 points of fire damage per class level. The target may make a Fortitude save to halve this damage.
    .


    Memory of Joy
    The target is filled with feelings of happiness, contentment, and joy. Memories of holidays, first kisses, and other joyful events push all other thoughts from her mind.
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    Vivid: All fear effects as well as all effects that impose penalties on attack rolls, damage rolls, ability checks, skill checks, and saving throws (but not ability damage, ability drain, negative levels, or any similar effects) are suppressed for the duration of the memory. Additionally, at the end of the memory’s duration, the target can make a Will save (DC 10 +2 for every effect that had been suppressed). If she is successful, all effects are ended instead of simply suppressed.


    Memory of Love
    The target’s heart swells with strong emotion as memories of love fill her mind. She remembers first kisses, joyful time spent with close friends and family, and quiet mornings with a spouse.
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    Vivid: A memory of love lends strength to the target’s arms, speed to her feet, and vigor to her actions. The target gains a bonus equal to the Receiver’s Wisdom modifier on all attack rolls, damage rolls, saves, skill checks, and ability checks.
    Overpowering: All enchantments, transmutations, and curses currently affecting the target are broken, as the Break Enchantment spell, except no level check is necessary to remove the effects.


    Memory of Pain
    The target’s skin starts to crawl and memories of pain fill her mind; broken limbs, severe burns, and other moments of extreme discomfort.
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    Overpowering: The target is completely overcome with pain. She is knocked prone and can do nothing but writhe in agony, taking no other actions for the duration of the memory.


    Memory of Strength
    The target’s mind and body rush with the memories of power and might; of heroic battles, of adrenaline-powered feats of strength; of skills resulting from long hours of practice and training.
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    Faint: The target gains a +2 bonus on attack and damage rolls with melee weapons for the duration of the memory. This bonus increases by an additional +1 when the Receiver of Memory reaches levels 5, 10, 15, and 20.
    Vivid: The target gains a bonus to her Strength score equal to the Receiver of Memory’s Wisdom modifier. This bonus lasts for the duration of the memory.


    Memory of Surprise
    The target’s awareness slackens as her mind is overcome with the memory of falling for a cunning trap or a stealthy opponent.
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    Vivid: The target is considered flat-footed for the duration of the memory.


    Memory of Thirst
    The target’s mind fills with a desperate struggle for survival in the desert or drinking the few drops of water from inside a cactus.
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    Faint: The memory’s thirst slowly creeps up on the target. It immediately takes 1d6 points of non-lethal damage and is fatigued. Finally, every two rounds while the memory remains in effect, the target must make a Constitution check (DC 11 + 1 for every previous check) or take an additional 1d6 points of non-lethal damage.
    Vivid: The memory’s intense thirst strikes the target all at once, as if days without water had already passed. The target takes 1d6 points of desiccation damage (Sandstorm, p. 15) per class level and is fatigued for the duration of the memory. The target may make a Fortitude save to halve this damage, but is still fatigued.


    Memory of War
    All of the target’s sense are overwhelmed by a single powerful memory of war; the smell of fire and death; the cries of pain, shouts of anger, and clash of steel on steel; the anguish of a fresh wound or the death of a friend; the terror of facing a powerful enemy.
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    Overpowering: The target is disabled for the duration of the memory, even though her hit point total is not affected. She takes all the penalties associated with the disabled condition. If she performs a standard action or any other strenuous action, she loses one hit point and, if this brings her hit point total to -1 or lower, she falls unconscious. However, she continues to act as normal as long as her hit point total remains above -1, losing one hit point whenever she takes a standard action or any other strenuous action. Additionally, the target takes a penalty equal to the Receiver’s Wisdom modifier on attack rolls, damage rolls, ability checks, skill checks, saves, and armor class for the duration of the memory.


    Memory of Warmth
    The target’s mind fills with the feelings of a warm summer’s day, of a lazy morning under a warm quilt, or the soothing feeling of sun on its skin.
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    Faint: The target gains the benefits of the Endure Elements spell for the duration of the memory. Additionally, the target can share this benefit with one other creature of its size or smaller. Doing so requires that the target succeed on a grapple check. Willing creatures can automatically fail this check. The grappled creature shares the benefits of this memory for as long as the memory’s target maintains the grapple.
    Vivid: For the duration of the memory, the target gains energy resistance to cold and fire equal to the Receiver’s class level plus the Receiver’s Wisdom modifier. Additionally, the target can share this benefit with one other creature of its size or smaller. Doing so requires that the target succeed on a grapple check. Willing creatures can automatically fail this check. The grappled creature shares the benefits of this memory for as long as the memory’s target maintains the grapple.
    Last edited by Mephibosheth; 2013-01-25 at 09:52 AM.
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