Theren's Martial Practice

Category:
other
Description:
  • Tracker’s Eye
    • Level: 1
    • Key Skill: Nature or Perception
    • Time: 1 minute
    • Duration: Instantanious and special
    • Cost: 1 Healing Surge
    • Description: You examine tracks to learn crucial information about your prey. You must study the tracks and their vicinity while you perform the practice. At the end of that time, make a Nature check or a Perception check to determine what you learn. You gain information from your check result and all lower results.
      In addition, you gain a +5 bonus to Perception checks to follow the tracks until you take an extended rest.
Check Result Information Learned
9 or lower The tracks of any natural beasts, their numbers, and travel direction
10 – 19 The tracks of any natural humanoids, their numbers, and travel direction.
20 – 29 The tracks of any natural creatures, their numbers, and travel direction.
30 – 39 The tracks of any creatures, their numbers, and travel direction. You also discern their pace, such as running. walking, sneaking, and so on.
40 or higher Whether or not the creature was encumbered, injured, and any other pertinent details related to the creature’s movement.
  • Travel Sense
    • Level: 1
    • Key Skill: Nature(No check)
    • Time: 1 minute
    • Duration: Instantaneous
    • Cost: 1 Healing Surge
    • Description: By examining the sky and the atmospheric condition, you accurately predict the weather for the next day within a 50-mile radius.
  • Survivor’s Preparation
    • Level: 2
    • Key Skill: Nature (No check)
    • Time: 1 minute
    • Duration: 24 Hours
    • Cost: 1 Healing Surge
    • Description: Using survival techniques, you ready yourself and up to six allies present while you perform this practice. For the practice’s duration, you and your allies do not need to make Endurance checks for the heat and cold environmental dangers (Dungeon Master’s GUide, page 159). A protected creature and its equipment can tolerate temperatures between -20 and 120 degrees Fahrenheit.
      Additionally, for the practice’s duration, you and your allies gain a +2 bonus to Endurance checks against starvation, thirst, and any environmental dangers that require Endurance checks.
  • Warded Campsite
    • Level: 3
    • Key Skill: Nature or Thievery (No check)
    • Time: 3 minutes
    • Duration: 8 hours
    • Cost: 1 Healing Surge
    • Description: You ward an area no larger than 10 squares by 10 squares. Whenever a creature enters the area, you and your allies within the area are awakened and cannot be surprised. You can designate any specific creatures that are able to move freely through the warded area without waking up sleeping allies.
  • Thorough Search
    • Level: 5
    • Key Skill: Perception (no check)
    • Time: 6 minutes
    • Duration: Instantaneous
    • Cost: 1 Healing Surge
    • Description: You scour a room for hidden compartments, secret doors, and clues. You gain a +20 bonus to Perception checks you make to search the room. Extremely large areas might require extra uses of this practice.
  • Reliable Balance
    • Level: 5
    • Key Skill: Acrobatics (no check)
    • Time: 30 seconds
    • Duration: 10 minutes
    • Cost: 1 Healing Surge
    • Description: You focus on your center of balance and use techniques to keep your footing. For the practice’s duration, you can take lO on Acrobatics checks
  • Uncanny Strength
    • Level: 5
    • Key Skill: Athletics or Endurance (no check)
    • Time: 30 seconds
    • Duration: 10 minutes
    • Cost: 1 Healing Surge
    • Description: You call upon hidden reserves to gain a boost to your strength. For the duration of this practice, you can take 10 on Athletics checks.
Bio:

Theren's Martial Practice

Eberron's Path of Madness Eth0