The Third Host

Each week, each player is given 1 DKP per update to the Third Host website. This can be for updating a character sheet, expanding a character’s history, or updating the wiki. DKP can then be spent during the game to allow for buffs to be placed on the party. The party starts out with 3 potential buffs that can be used, and can use DKP to unlock more powerful buffs later on.

The three starting buffs are as follows:
Power Word: Fortitude
Arcane Intellect
Blessing of Might

The following buffs can be unlocked, as explained below:
Mark of the Wild
Blessing of Kings
Aspect of the Pack
Power Word: Barrier
Big Bad Voodoo

There is a final buff that can be unlocked, called Heroism. Heroism functions differently from the other buffs, and will be detailed separately.

All buffs have a duration of a single combat encounter. The party can only benefit from 2 of these buffs at one time.

The locked buffs work in two ways. First, it requires 5 DKP, spent from any player’s pool, to unlock the buff. Once unlocked, each party member must spend one DKP to buy into the buff before they can receive the effects while the buff is active. Once the buff is unlocked, it functions as a normal buff, activated by the expenditure of one DKP.

Heroism requires 10 DKP to unlock, and each player must spend 2 DKP in order to buy into receiving the buff’s effects.

For spell effects that ask for caster level, use the average level of the party instead. For Mark of the Wild, use Lesser for levels 1 to 7, Normal for 8-12, and Greater for Level 13 and up.

Power Word: Fortitude
Transmutation
Level: Priest 4
Components: V, S
Casting Time: 1 standard action
Range: Pulse
Target: The player characters
Duration: One encounter
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject is blessed with greatly increased vitality and endurance. The spell grants the subject a +6 enhancement bonus to Stamina, which adds the usual benefits to hit points, Fortitude saves, Stamina checks and so forth.
Hit points gained by a temporary increase in Stamina score are not temporary hit points. They go away when the subject’s Stamina drops back to normal. They are not lost first as temporary hit points are.

Arcane Intellect
Transmutation
Level: Asn 2, Mge 2
Components: V, S, M
Casting Time: 1 standard action
Range: Pulse
Target: The player characters
Duration: One encounter
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intellect, adding the usual benefits to Intellect-based skill checks and other uses of the Intellect modifier. Arcanists (and other spellcasters who rely on Intellect) affected by this spell do not gain any additional bonus spell slots or prepared spells for the increased Intellect, but the save DCs for spells they cast while under this spell’s effect do increase. This spell does not grant extra skill points.

Blessing of Might
Transmutation [Blessing]
Level: Paladin 2
Components: V, S
Casting Time: 1 move action
Range: Pulse
Target: The player characters
Duration: One encounter
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a supernatural awareness of the vulnerable points of her targets, granting a +3 insight bonus on weapon damage rolls. While under the effects of this spell, the target’s pupils dilate, but they do not become any more sensitive to light as a result.

Mark of the Wild
Transmutation
Level: Drd 4, Elr 4, Htr 4, Wild 4
Components: V, S
Casting Time: 1 standard action
Range: Pulse
Target: The player characters
Duration: One encounter
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
By channeling the wild into a willing receptacle you can fill an ally with the feral grace and swiftness of the dire beasts of the Emerald Dream. The target of the spell gains a +6 enhancement bonus to natural armor for the duration of the spell. In addition, the subject of the spell gains a +2 bonus to Strength, Agility and Stamina for the spell’s duration.

Mark of the Wild, Greater
Level: Drd 7
As mark of the wild, except that the target gains a +10 enhancement bonus to natural armor, as well as a +6 bonus to Strength, Agility and Stamina.

Mark of the Wild, Lesser
Level: Drd 1
As mark of the wild, except that the target gains a +4 enhancement bonus to natural armor.

Blessing of Kings
Transmutation [Blessing]
Level: Paladin 4
Components: V, S
Casting Time: 1 move action
Range: Pulse
Target: The player characters
Duration: One encounter
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with the sacred power of the Light, granting her a sacred bonus to all ability scores equal to +1 per 4 caster levels (maximum +4). A brilliant aura of silvery light surrounds the target. This aura provides illumination equivalent to a torch.

Aspect of the Pack
Transmutation [Blessing]
Level: Hunter 2
Components: V, S
Casting Time: 1 move action
Range: Pulse
Target: The player characters
Duration: One encounter
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The speed and grace of the predator fills the party. The party gains a +10 enhancement bonus to movement speed for every 6 caster levels.

Holy Word: Barrier
Conjuration (Creation)
Level: Pal 3, Pre 3, Protection 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 40 feet
Target: One living creature /level
Duration: 10 rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The utterance of the holy word of shielding immediately protects an ally from damage. The magical shield absorbs up to a number of hit points worth of damage equal to 4 times the caster’s level. All damage that the subject of the spell suffers while protected by holy word shield is deducted from the shield first. If the shield is depleted to 0 hit points, then the subject of the spell begins taking damage normally.

Big Bad Voodoo
Abjuration
Level: Hlr 9, Swh 9
Components: V, S
Casting Time: 1 standard action
Range: Pulse
Target: The player characters
Duration: One round per caster level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Invisible dark spirits surround the party, protecting them. All allies within the spell’s radius gain a +8 deflection bonus to AC, damage reduction 10/-, spell resistance 15 + caster level and fast healing 5.

Heroism
Transmutation [Blessing]
Level: God
Components: V, S
Casting Time: 1 move action
Range: Pulse
Target: The player characters
Duration: Five rounds
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The fury of the spirits fills the party, spurring them to the greatest heights of battle prowess. Each player characters gains two attacks at their highest base attack bonus, but take a -4 penalty on rolls to hit as they focus on speed. Additionally, if an attack hits, treat it as a critical threat and roll to confirm. If the attack roll would have been a critical threat normally, add +1 to the critical multiplier.
For example, Bayal rolls a 19 to hit a pit lord while under the effect of this buff. Since he is using a bastard sword, a 19 is a critical threat. If the critical is confirmed, Bayal rolls damage x3, instead of x2.