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Group Bonuses
Posted: Sun Jul 01, 2018 1:46 pm
by rydi
Post your group buff bonuses here, update them as they improve/change.
Re: Group Bonuses
Posted: Sun Jul 01, 2018 1:49 pm
by rydi
Primary (usually on by end of my action on round 1)
Fearless Aura: Immunity to fear within 10' of me
Determined Caster Aura: +8 (=my CHA) to spell penetration
Leading the charge: +7 dmg on charge
Mindlink: telepathic communication
Bardic Performance: Competence +11 Attk/Dmg/Saves (base 2, banner lvl boost 1, master performer 1, grandmaster performer 1, inspirational boost spell 1* [swift action])
Good hope: Morale +2 attck/dmg/saves/skills/ability checks
Bear's Endurance (Int Item): Enhancement +4 constitution
Other (optional as needed on later rounds or for pre-buffing)
Battlesense: Circumstance +1 Attk/AC, +2 Dmg; aid another as immediate action
Arcane Concordance: Enhancement +1 casting dc's of arcane spells within 10ft, apply still/silent/extend, or enlarge
Haste: untyped +1 attk, dodge +1 AC/Ref
Re: Group Bonuses
Posted: Tue Jul 03, 2018 4:03 pm
by Tgspoonman
Aura of Courage (Su)
At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Resolve (Su)
At 8th level, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects.
This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Aura of Justice (Su)
At 11th level, a paladin can expend two uses of her smite evil ability to grant the ability to smite evil to all allies within 10 feet, using her bonuses. Allies must use this smite evil ability by the start of the paladin’s next turn and the bonuses last for 1 minute. Using this ability is a free action. Evil creatures gain no benefit from this ability.
I also have Bestow Auras memorized so that I can keep these with the group while I'm off tanking.
I also give some buffs from Greater Angelic Aspect:
Protective aura provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws against attacks made or effects created by evil creatures to anyone within 20 feet. Otherwise, it functions as a magic circle against evil and a lesser globe of invulnerability, both with a radius of 20 feet.
Inspiring Sword: As a standard action or at the end of a charge, you can make an attack against a foe with a longsword. If you succeed, you grant all allies who can see your attack a +2 sacred bonus on attack rolls, saving throws, and skill checks for 1 minute.
Aura of Protection (Su): At 8th level, you can emit a 30-foot aura of protection for a number of rounds per day equal to your cleric level. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements (acid, cold, electricity, fire, and sonic). The deflection bonus increases by +1 for every four cleric levels you possess beyond 8th. At 14th level, the resistance against all elements increases to 10. These rounds do not need to be consecutive.
Re: Group Bonuses
Posted: Thu Jul 05, 2018 2:28 pm
by Tgspoonman
This is for Niki
Dweomercraft: +6 on caster level checks, concentration checks and attack rolls with spells and spell like abilities
Mythic Haste: As Haste but you get an extra move action and and the speed increase is +50
Marshal Bonus: +8 Dex base skill checks and Init rolls
Arcane Aegis: +8 to AC for chosen target
Re: Group Bonuses
Posted: Sun Jul 08, 2018 6:46 pm
by Avilister
After identifying a creature I can activate:
Aura of Heroism (Su): Emit a 30-foot aura of heroism for 13 rounds. Using this ability is a swift action. Allies in the area are treated as if they were under the effects of heroism. These rounds do not need to be consecutive. Heroism grants a +2 morale bonus on attack rolls, saves, and skill checks.
Witness the Legend (Su): As a move action, you can extol the virtues of yourself or an ally within 60 feet that you can see. This causes the target to shed light like a torch for 1 minute, and while the effect lasts, you can expend a daily use of your touch of glory domain ability as an immediate action to add 1d6 to an attack, saving throw, skill check, or ability check attempted by the target; for a roll to confirm a critical hit or save against a fear effect, you instead add 1d12. You can use this ability twice per day.
Arcane Beacon (Su): As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. You can use this ability 6 times per day.
Rune of Compassion - By sacrificing a prepared spell or a spell slot (for a spontaneous caster), S can use the rune of compassion to form a close and powerful bond with a number of willing allies equal to the level of the spell or spell slot sacrificed. All allies to be affected must be within 30 feet at the time the rune is used. Until the next time S prepares spells (at which point he regains the sacrificed spell or spell slot), each ally can sense the general emotional state, health, and direction of any other ally bearing the rune (as per status), as long as they are on the same plane. If a spell slot of 5th level or higher is sacrificed, the link also grants a telepathic bond (as per the spell) that can’t be dispelled. A character with the rune of love active gains a +2 bonus on all saving throws against charm and compulsion effects.
Spells: Enlarge Person, Haste, Monstrous Physique (I & II), Freedom of Movement, Communal Air Walk, Heroism, Greater Heroism, Communal Resist Energy, (Greater) Invisibility,
Re: Group Bonuses
Posted: Tue Dec 04, 2018 10:35 pm
by Tgspoonman
Spell Lvl Description Link
Lionheart 1 Immunity to Fear
https://dndtools.net/spells/spell-compe ... art--4373/
Shield 1 Shield Bonus to AC +4
https://www.d20pfsrd.com/magic/all-spells/s/shield/
Vision of Glory 1 My Charisma to 1 saving through as a morale bonus
https://dndtools.net/spells/spell-compe ... ory--4752/
Protection from Evil 1 Protection from evil
https://www.d20pfsrd.com/magic/all-spel ... from-evil/
Mirror Image 2 8 mirror images
https://www.d20pfsrd.com/magic/all-spel ... ror-image/
Ironskin 2 enhancement Bonus to natural armor +7
https://www.d20pfsrd.com/magic/all-spells/i/ironskin/
Shield of Warding 2 Sacred Bonus to AC and reflex saves +5
https://dndtools.net/spells/spell-compe ... ing--4160/
Bestow Grace 2 good creatures gain CHA modifier as sacred bonusto saving throws
https://www.d20pfsrd.com/magic/all-spel ... tow-grace/
Weapon of Awe 2 weapon gains +2 sacred bonus on damage and crits cause shaken/no save
https://www.d20pfsrd.com/magic/all-spel ... on-of-awe/
Righteous Fury 3 50 Temp Hit Points and +4 sacred bonus to Strength
https://dndtools.net/spells/spell-compe ... ury--4112/
Fly 3 "Fly Speed of 60, gain bonus to fly checks"
https://www.d20pfsrd.com/magic/all-spells/f/fly/
Find the Gap 3 "First attack per round ignores Armor, Nat Armor and Shield AC"
https://dndtools.net/spells/spell-compe ... gap--4494/
Favor of the Martry 4 "Immunity to nonleathal damage, charm, compulsions, pain attacks, dazed, exausted, fatigued, nauseated, sickedned, staggered, or stunned. Remain conscious and gain the endurance feat"
https://dndtools.net/spells/spell-compe ... tyr--4479/
Deathless 4 don't die from hitpoint loss
https://www.d20pfsrd.com/alternative-ru ... deathless/
Ray Deflection 4 Immune to ranged touch attacks
https://dndtools.net/spells/spell-compe ... ion--4063/
Greater Angelic Aspect 4 "low light vision/darkvision, DR 10/evil, Immunity to Acic, Cold and Petrification, +4 saves vs poision, magic circle against evil and lesser glove of invulnerability 20 foot range and truespeech"
https://www.d20pfsrd.com/magic/all-spel ... ic-aspect/
Righteous Aura 4 "sacred bonus to CHA +4, dying sucks"
https://dndtools.net/spells/spell-compe ... ura--4111/
Freedom of Movement 4 Freedom of Movement
https://www.d20pfsrd.com/magic/all-spel ... -movement/
Sacred Haven 4 sacred bonus to AC and retain dex when caught flat footed. Status spell and can use lay on hands from anywhere
https://dndtools.net/spells/spell-compe ... ven--4119/
Draconic Might 4 "Enhancement Bonus to STR, CON, and CHA +4, +4 Enhacenment nat armor, Immune to Paralysis and Sleep"
https://dndtools.net/spells/spell-compe ... ght--4414/
Sacrificial Oath 4 I can take any damage or affect of a failed save for you
https://www.d20pfsrd.com/magic/all-spel ... cial-oath/
Monstrous Physique 3 5 Death Snatcher or Gegenees Party
https://www.d20pfsrd.com/magic/all-spel ... hysique-i/
Greater Blink 5 Blink with none of the drawbacks/ ready an action to dodge an attack
https://dndtools.net/spells/spell-compe ... ter--3971/
Borrowed Time 6 "extra swift, move or Immediate action each round, take 1 con dmg
https://www.d20pfsrd.com/alternative-ru ... owed-time/
Energy Immunity (Sonic) 7 Immunity to Sonic damage
https://dndtools.net/spells/draconomico ... nity--999/
Energy Immunity (Fire) 7 Immunity to Fire damage
https://dndtools.net/spells/draconomico ... nity--999/
Energy Immunity (Elec) 7 Immunity to Electricty damage
https://dndtools.net/spells/draconomico ... nity--999/
Particulate Form 7 "FH:4, Immune to bleed, crits and sneak attack and precision damage"
https://www.d20pfsrd.com/magic/all-spel ... late-form/
MindBlank 8 Protection from divination
https://www.d20pfsrd.com/magic/all-spells/m/mind-blank/
Foresight 9 "know when there is impending danger, +2 insight to ac and reflex"
https://www.d20pfsrd.com/magic/all-spells/f/foresight/