Saga of the Northlands
The following deeds can be accomplished only by spending Nobility or Guile wyrd tokens; all tokens spent must be of the same type.
The Best You Can Be: The next roll you make—whether a d20 roll, a damage roll, or any other sort of roll that you attempt—automatically achieves the maximum result. If you use this on an attack roll, the attack is treated as a natural 20 (and so automatically hits) and you roll for critical confirmation as normal. This ability cannot be used on a critical confirmation roll.
I’m Not Done Yet: You refresh a single resource of your choice that you used within the last turn (re-prepare one cast spell, regain a Stunning Fist use, immediately refresh a vestige ability, or the like). The type of token spent must make sense for the ability restored (regaining a blood frenzy spell with a Subtlety token or a curse of ill fortune with a Valor token wouldn’t make much sense, for example).
Your Time Has Come: Choose one “nameless” NPC from among your clanmates, give him or her a name, and tell the DM what sort of aid you need from them (a master tracker, an experienced captain, a powerful runecaster, or the like). This NPC is immediately rebuilt to have whatever classes, skills, proficiencies, feats, and so forth that would be the most appropriate at his or her level to carry out the needed duties, and from now on counts as a “named” NPC (may gain wyrd, can be used as a backup PC, etc.). The type or types of token spent must make sense for the character’s new duty (elevating Sven the Blacksmith to Sven the Mysterious Seer with a Nobility token wouldn’t make much sense, for example).
The following deeds can be accomplished only by spending Valor or Subtlety wyrd tokens; all tokens spent must be of the same type.
Divine Intercession: At the start of your turn, roll 2d6 and take the higher result and add this result to all rolls that you make and target numbers that you possess (such as armor class, spell resistance, or the like) until the start of your next turn.
My Saga Does Not End Here: If you would be killed by any means, you ignore the effect entirely and you cannot be killed by the same means for the remainder of the encounter, only reduced to 1 less than your maximum negative hit point total or 4 wounds (so if you ignore a failed wound save you don’t need to make wound saves for the rest of the encounter but can still fail other Fortitude saves, if you ignored a scorching ray you cannot be killed by fire damage but can be killed by other hit point damage, and so forth).
Look To The East: You may declare that an allied or neutral creature or group of creatures is a convenient distance away (you’re lost in the forest and a worried steward just happened to send a search party after you a few days ago, you’re surrounded by trolls and a pack of wolves just happens to object to having them in their territory, and so on). You may not decide exactly what creatures are nearby or how close they are, only the sort of aid you are looking for.
The following deeds can be accomplished only by spending Nobility or Valor wyrd tokens; all tokens spent must be of the same type.
Seize The Initiative: If you would be surprised, you are no longer surprised and roll initiative normally to act during the surprise round; if you would not be surprised, you automatically win initiative.
Not On My Watch: When a clanmate is in imminent danger of being killed or incapacitated, you may take your next turn immediately, out of the normal initiative order. All actions you take on this turn must be focused on preventing your clanmate from being harmed (moving to block line of effect, pushing their attacker out of range, preemptively healing the clanmate, etc.). Your initiative does not change, and you act on your normal initiative count on subsequent rounds.
The following deeds can be accomplished only by spending Guile or Valor wyrd tokens; all tokens spent must be of the same type.
None Shall Stop Me: For the remainder of your turn, you ignore any and all penalties you are currently suffering or may suffer to any task you undertake (any condition penalties, range penalties, armor check penalties, ability score penalties, and so forth).
A Trick Up My Sleeve: Choose one feat, maneuver, spell, or other selectable ability. You gain this ability for the remainder of the session in addition to your normal abilities, though if the ability requires preparation (such as an arcane spell, vestige, or soulmeld) you must take the time to prepare it, and you must meet all requirements to use the ability (meet a feat’s or maneuver’s prerequisites, have access to a spell’s rune pair or sphere, and so on).
Signature Item: You may turn an item in your possession into a major magic item in a dramatically appropriate circumstance (spending Valor tokens to empower a sword just used to slay a great beast, for example, or spending Guile tokens to enchant a cloak while preparing for a new mission). The DM will work with you to determine the exact powers of the item.
The following deeds can be accomplished only by spending Nobility or Subtlety wyrd tokens; all tokens spent must be of the same type.
Self-Sacrifice: When an ally within your reach would be subject to a harmful effect, you may choose to take the effect instead.
The Right Tool At The Right Time: Choose one selectable ability (such as a feat, spell, or maneuver) or external source (such as a magic item or piece of equipment) that grants a bonus or other benefit that can be expressed numerically. The benefit is doubled for the remainder of the session.
Honor Duel: Choose one sapient opponent you can see and proclaim a challenge of single combat. Your opponent cannot flee from battle, attack someone other than you without also attacking you, or do anything else that would dishonor the challenge unless they succeed on a Will save (DC 10 + your full hit dice + your highest ability modifier), and your opponent’s allies cannot interfere without succeeding on the same save; the same restriction applies to you and your allies. This effect lasts until one of you defeats the other, one of you or an ally succeeds on the Will save, or you and your opponent come to a peaceful resolution of your conflict.
The following deeds can be accomplished only by spending Guile or Subtlety wyrd tokens; all tokens spent must be of the same type.
I Came Prepared: You may declare that you have prepared something within the past week that would help in the current circumstances (such as bringing a particular piece of equipment, preparing a particular spell, taking particular downtime actions, or the like), as long as nothing you retroactively did would contradict current knowledge (such as having brought a new sword with you if you have no storage large enough to hide it among your possessions). You perform the preparations immediately (mark off funds used to purchase something, expend spell slots, roll downtime checks, etc.) and if you are successful, these preparations actually happened.
Only Mostly Dead: If an ally was slain but his body remains relatively intact, and no one else has done anything to ensure that he is actually dead, you may spend a full-round action examining him to “discover” that he somehow managed to survive. The ally is left at 1 hit point above his maximum negative hit point total and stable, with 4 wounds.
Divine Inspiration: The next time you sleep, you will receive a prophetic vision regarding a single question about future or distant events (such as “Where is the ettin we fought last week?” or “What are the ettin’s new plans?”). The vision will be accurate, but possible unclear or incomplete.
The following deeds can be accomplished only by spending Nobility wyrd tokens.
The following deeds can be accomplished only by spending Guile wyrd tokens.
Teach An Old Dog New Tricks: You may learn a selectable ability that would otherwise be unavailable to you by spending twice the amount of downtime it would normally take to learn such an ability; the tokens spend to use this ability are unavailable to you until this training is concluded. You must be exposed to some source of inspiration related to the selectable ability—a member of another culture, a rare monster, or the like—before being able to use this ability, but you need not use it immediately upon being exposed to the inspiration.
You may choose an ability your class normally can’t use, in which case you use it as a member of the appropriate class of half your level and gain any necessary secondary abilities to use it; for example, a 6th-level fighter could choose a soulmeld and use it as a 3rd-level totemist, gaining 1 chakra bind and 1 essentia usable only for that soulmeld, or an 8th level rogue could choose a runic spell of up to 2nd level and use it as a 4th-level wizard, gaining 2 2nd-level spell slots usable only for that spell.
Spending 1 token allows you to learn an ability available to a different class of your culture: an incarnate could learn a godly spell from any of the Vanir’s spheres, or a wizard could learn one of the bard-exclusive spells, for instance. Spending 2 tokens allows you to learn an ability available to a class not of your culture: a cleric of the Æsir could learn a spell exclusive to priests of Christianity or Hleid, or a warblade could learn a Shadow Hand maneuver, for instance. Spending 3 tokens allows you to learn an ability not currently available in the campaign: a duskblade could learn a spell not on any runic or godly spell list, or a fighter could learn a new Weapon proficiency not on the normal list, for instance. You may possess a maximum number of such extra abilities equal to the higher of your Intelligence and Wisdom modifiers.
The following deeds can be accomplished only by spending Valor wyrd tokens.
Magic Is Cheating!: You may gain special protection against a magical ability used against you. Spending 1 token allows you to roll your saving throw twice and take the higher result (if you spend the token when the magical ability is first used against you) or make another saving throw against the original DC at a -5 penalty to end the effect (if you spend the token when the magical ability is already affecting you).
Spending 2 tokens prevents or breaks the effect automatically and renders you immune to the same effect from the same creature for the remainder of the session, and spending 3 tokens prevents or breaks the effect automatically and renders you permanently immune to the same effect from any source. You may possess a maximum number of such immunities equal to the higher of your Constitution and Charisma modifiers.
The following deeds can be accomplished only by spending Subtlety wyrd tokens.
Training Montage: You may coordinate a number of allies to complete one or more downtime actions faster than normal. Not all allies need take the same downtime actions at once, as long as the downtime actions are all related somehow (learning multiple feats related to spear-and-shield fighting, for instance, or crafting a ship and training the Sailor proficiency). The montage continues as long as desired, to a maximum of 1 full tiding or until even a single day is spent doing something other than training.
Multiply the total number of allies you can oversee at once by [1 + number of tokens spent] and multiply your allies’ total progress by the downtime you spend on this action times the number of tokens spent, rounded down to the nearest watch; this is the only exception to the rule that trainers and overseers must work at exactly the same rate as the allies they are aiding. For example, if you can normally train 3 allies for 1 workday to make 2.5 days’ effective progress, you may spend 2 tokens to train 9 allies for 1 workday to make 12.5 days’ effective progress [2.5 their days * 2.5 your days * 2 tokens], and each of those allies may use that downtime working towards up to two related downtime actions.
A given character cannot benefit from more than one Training Montage per tiding, and no two Training Montages in the same year may relate to the same task. For example, to prepare to go a-Viking the settlement could have a “train everyone in raiding tactics” montage in Early Spring and a “build up our raiding fleet” montage in Late Spring, but could not hold both montages in Early Spring and could not hold a second training or ship-building montage until the next spring.
The following deeds can be accomplished only by characters with at least half their levels in a class with full base attack bonus.
Out-Eat Fire: You may personify an immaterial obstacle in such a way that it could be defeated by physical force (punch a disease, suffocate a fire, wrestle old age, hold Death at sword-point, or the like). If the DM thinks your use of this ability is reasonable, he will determine how the force will be best personified (usually as an appropriate spirit or a representative of a relevant god, such as Death being personified as a valkyrie or servant of Hel or Thirst being personified as a troll-like spirit of drought and deprivation); if you have ranks in a relevant Knowledge proficiency, you may suggest a form that the personification may take that might make your task easier.
If you spend 1 token, this ability applies to a single attempt to defeat the obstacle (“single attempt” meaning a single task taking no more than 1 minute); if you spend 2 tokens, it applies to this particular obstacle regardless of how long it takes; if you spend 3 tokens, it applies to any future incident involving the same obstacle as well.
The following deeds can be accomplished only by characters with at least half their levels in a class with 6+Int skill points per level.
The Strength Of Ten Men: You may accomplish any deed that can be accomplished by a number of normal men (“normal man” being defined as a 1-hit die human with a 10 in every ability score and no feats or other special abilities), though you use your own abilities to determine success. You can accomplish as much as they could in parallel (for instance, if a normal man can craft a boat in 1 month, a character with the skill of 30 men could craft a boat in a day) or in serial (for instance, if a normal man can hold his breath for 1 minute, a character with the endurance of 30 men could hold his breath for 30 minutes.
If you spend 1 token, you count as a number of normal men equal to your ranks in whichever skill is most appropriate to the task at hand or your bonus in the ability score most appropriate to the task; if you spend 2 tokens, you count as a number of normal equal to your ranks in the most appropriate skill plus your bonus in the most appropriate ability score; if you spend 3 tokens, you count as a number of normal equal to your ranks in the most appropriate skill times your bonus in the most appropriate ability score.
The following deeds can be accomplished only by characters with at least half their levels in a class with a runic spellcasting progression.
Craft Runestone: You may spend two hours inscribing a complex series of runes on one or more trees, large stones, ships, or other suitably impressive vessels to create a custom effect based on up to two runes you know equivalent in power to the highest level spell you can currently cast. For instance, if you know the Berkanan (Earth/Void) and Hagalaz (Storm/Calmness) runes and can cast 4th-level spells, you could create an area where no wind can blow, or render trees immune to lightning strikes, or cause the ground to strike at any who try to cross it, or any other effect falling in line with those runes and equivalent to a 4th-level spell.
If you spend 1 token, you can affect an object or area of up to Colossal size or smaller until the next sunrise or an object or area of up to Small size until the next new moon; if you spend 2 tokens, you can affect an object or area of up to Colossal++ size (512 feet in the largest dimension) until the next Sunnadág (Sunday) or an object or area of up to Large size until the next solstice or equinox; if you spend 3 tokens, you can affect an object or area up to Colossal++++ (2048 feet in the largest dimension) size until the next new moon or an object or area of up to Gargantuan size until the next Walpurgis Night.
The following deeds can be accomplished only by characters with at least half their levels in a class with a godly spellcasting progression.
Conduct Rite: You may spend one hour in a public ceremony involving exactly 2 clanmates with any rare Occupation proficiency and witnessed by at least 6 other clanmates to cast a single spell affecting a larger area or number of targets or having a larger effect (as appropriate to the spell) than normal.
If you spend 1 token, the spell affects 3 times the normal number of targets or 3 times the normal area, or has 3 times the normal effect; if you spend 2 tokens, the spell is magnified by a factor of 9 instead; if you spend 3 tokens, the spell is magnified by a factor of 27 instead.
The following deeds can be accomplished only by characters with at least half their levels in a class with a binding or meldshaping progression.
Channel The Spirits: If you are a binder, you may spend a full minute in prayer and contemplation to gain a number of the following benefits of your choice equal to twice the number of tokens spent:
- Immediately re-bind any or all of your vestiges, without going through the normal ritual to do so.
- For the next hour, increase your effective binder level by an amount equal to your Charisma bonus, which may allow you access to higher-level vestiges than normal if you bind any vestiges during that time.
- For the next hour, ignore any limited uses or recharge times for your vestige abilities.
- For the next hour, reduce the activation time of all vestige abilities by one step, from full-round to standard to swift to free.
- Increase the duration of the benefits from this ability to 24 hours.
- Activate this ability as a swift action.
If you are a meldshaper, you may spend a full minute in prayer and contemplation to gain a number of the following benefits of your choice equal to twice the number of tokens spent:
- Immediately re-shape and re-bind any or all of your soulmelds, and free any essentia invested in incarnum feats (which may immediately be re-invested into incarnum feats if you so choose).
- For the next hour, increase the essentia capacity of all your incarnum receptacles by an amount equal to your Charisma bonus.
- For the next hour, treat all of your incarnum receptacles as if they were invested with the maximum amount of essentia.
- For the next hour, treat all of your soulmelds as if they were bound to the chakras they occupy, even if there is already a magic item in that slot and even if you cannot normally bind a soulmeld to that chakra.
- Increase the duration of the benefits from this ability to 24 hours.
- Activate this ability as a swift action.