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  1. - Top - End - #91
    Firbolg in the Playground
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    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    I'm just talking about magical beast/dragons/possibly oozes at this point, the aberration talk is in the main thread.
    Whatever word ends up being used, it's gotta fit the template of the other names, like 'beast' or 'wood'. It's gotta be usable as the X in both 'X Spirit' and 'Spirits of X'. It's also got to be a single word, imply magic of some sort, sound good, and fit both magical beasts and dragons at minimum, if you can cram oozes inthere too it would be better.
    I hate naming.
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  2. - Top - End - #92
    Bugbear in the Playground
     
    Kobold

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    Oct 2014

    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    Okay, with those limitations and rules, I think the word "Primal" for "Primal Spirit" would work great for magical beasts/dragons. Not sure how it works for "Spirits of the Primal", but an extra word can be used, such as "Primal Creatures" or "Primal Life" to make it sound more professional for that later title.

    The word primal is not in of itself magical in first glance, but it invokes on the power of nature, of life itself. It brings to mind savage power and really, what else can we describe dragons and magical creatures? Undoubtedly, many have powerful intellects, but more often than not they possess fierce and unstoppable bodies.

    Oozes can be a subgroup too, as they represent the forces of base life. Though that's more "Primordial"

    I sincerely hope it's getting closer to what you need because it does seem that the names might be giving you some trouble.
    Last edited by Almarck; 2015-01-27 at 11:50 PM.
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  3. - Top - End - #93
    Ogre in the Playground
     
    Flumph

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    Sep 2013

    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    "Primordial" might be the best fit, since "Primordial Spirits" and "Spirits of the Primordial" I believe are both grammatically correct.

  4. - Top - End - #94
    Firbolg in the Playground
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    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    I don't know, I mean, it fits some, but not all, and both primal and primordial have rather specific connotations. I'm still rather leaning toward Aether.
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  5. - Top - End - #95
    Firbolg in the Playground
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    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    Sky
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    Power:
    Master Winds: the chosen can take command of the winds around them, calming a furious storm or whipping them into devastating hurricane winds. As a move action, the chosen can alter the winds within a radius of up to 10 feet per caster level, increasing or decreasing the wind speed by one step. The chosen can use this ability at will, but can only change the wind speed by a maximum difference of one step per blessing. At the end of a turn that the chosen does not use this power to maintain control, the winds begin to return to their natural state, increasing or decreasing toward their natural state by one step. If the there is no wind, or the chosen reduces the wind to nothing, the chosen can use any remaining steps to create wind in a direction of their choice. The chosen can also use this power to create an ‘eye’ of normal wind activity with a radius of up to 5 feet per caster level, centered on themselves.

    Boons:
    Lightning Lance The chosen’s blessing manifests as a bolt of solid lightning. While this boon is active, the chosen can call a lightning lance to hand as a free action. A lightning lance is treated as a spear sized for the chosen, with an enhancement bonus to attack and damage rolls equal to the chosen’s blessing. All attacks made with a lightning lance are resolved as touch attacks. A lightning lance uses the chosen’s charisma modifier in place of their strength modifier for damage rolls, and all damage it deals is electricity damage. A lightning lance disappears after a successful attack.

    Least:
    Wind Armor: The chosen can wrap a target in a protective, swirling sphere of wind. the chosen must touch a willing creature to use this ability. The target gains a deflection bonus to armor class against ranged projectile attacks and a circumstance bonus to all saving throws against the effects of winds, clouds, vapors, and gases, such as inhaled poisons or foul smells, equal to twice the chosen’s blessing. In addition, the wind protects the target and all their equipment from the effects of natural wind and rain, and the target cannot be tracked or located by scent. This effect lasts for one hour.

    Minor:
    Mighty Gust: The chosen can call forth a powerful blast of wind to push their foes. The chosen chooses either a 30-foot cone or a 60-foot line when they use this ability, and rolls a combat maneuver check to bull rush, applying the result to the CMD of all creatures, regardless of size, that are within the area. The chosen can use their caster level in place of their base attack bonus and their charisma modifier in place of their strength modifier for this check. This check is treated as a normal bull rush attempt, but it does not provoke attacks of opportunity (though using the ability does as normal), and the chosen cannot move with a pushed target. This effect cannot push a creature past the limits of its area.

    Lesser:
    Form of the Wind: The chosen can take on a form composed entirely of wind, which offers them several benefits. The chosen gains an enhancement bonus to dexterity equal to their blessing rounded down the the nearest even number. The chosen and all their gear becomes invisible, as though under the effects of a greater invisibility spell. The chosen begins to float, up to a foot over the surface, allowing them to ignore almost all forms of difficult terrain, and even move over the surface of bodies of water. The chosen also floats to the ground when falling, as though under the effects of a feather fall spell. Finally, the chosen gains an enhancement bonus to speed of 10 feet per blessing. There are some downsides to this effect, however. The chosen takes a -8 penalty to strength, though this penalty cannot reduce the chosen’s strength below their blessing. The chosen cannot enter any body of water or make swim checks. This transformation last for one hour, or until cancelled.

    Greater:
    Dancing Thunder: The chosen can create a bolt of electricity that arcs chaotically to their will. This bolt occupies one square per caster level, each of which must be adjacent to at least one other square, and at least one of which must be adjacent to the chosen. Any creature whose space the bolt enters takes 2d8 electricity damage per blessing plus 1d8 sonic damage per blessing. A bolt cannot damage any single creature more than once. Creatures in the path of the bolt may make a reflex save to negate the electricity damage, but take a -2 to this save if carrying or wearing a significant amount of metal.

    Major:
    Leash the Whirlwind: The chosen calls forth a wrathful air spirit and harnesses its fury. The chosen creates a raging twister, a whirling column of air 15 feet across and 30 feet tall, centered on a point within 60 feet. The raging twister is a spirit of elemental fury barely held together by the chosen’s power, the barest impressions of a furious face visible upon the curtain of roaring wind as lightning arcs and flashes off its cyclonic form. The chosen can control it, using a move action to direct its actions for the round, but if uncontrolled it will act independently, moving to destroy and consume whatever is closest. The raging twister can move up to 30 feet each round. Any creature within 10 feet of the twister, or inside the twister, at the end of the chosen’s turn becomes a target of the twister’s lightning, taking electricity damage equal to the chosen’s caster level each round. If the twister moves over a huge or smaller creature, the creature must make a reflex save or take 1d8 damage per blessing from the shredding winds. Large or smaller creatures that fail their save must make a second save or be sucked up into the twister’s area, moving with it as it moves. Any creature in the twister at the end of the chosen’s turn takes 1d8 damage each round, with no save. The chosen can direct the twister to eject a creature currently held inside it as a free action, the creature being either deposited on the ground in an adjacent square or spat from the top of the column to fall in a square within 15 feet. The raging twister lasts for one minute or until dismissed. After this ability is used, it cannot be used again for one hour.


    Water
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    Power:
    Waterborne: The chosen is at home in the waters. The chosen gains the ability to breathe water as easily as air, and a swim speed equal to their base speed plus 10 feet per blessing. If the chosen already possesses a swim speed, it increases by 10 feet per blessing. In addition, the chosen takes no penalties to attack rolls, even ranged attack rolls, due to water, and water does not grant cover or concealment against their abilities or attacks.

    Boons:
    Water’s Champion: The chosen’s blessing stirs the waters around them to aid them in battle. While this boon is active and the chosen is completely submerged, they gain a sacred bonus to armor class, attack rolls, combat maneuver checks and combat maneuver defense equal to their blessing.
    Frostfang Weapon: The chosen’s blessing covers their weapons in bitter chill. While this blessing is active, any melee weapons the chosen wields and any natural weapons they possess deal additional nonlethal cold damage equal to twice the chosen’s blessing on a successful hit. In addition, any creature that takes nonlethal cold damage from this effect is fatigued for one minute. This effect cannot make a fatigued creature exhausted.

    Least:
    Call Water The chosen can create water and use it to suit their needs. When the chosen uses this ability, they must choose how to apply it, either for offense, defense, or utility.
    If this ability is used offensively, it creates a blast of water to blast a single creature, object, or square within 30 feet. Everything in the target’s space becomes soaked, ruining any exposed items vulnerable to water, such as flames, gunpowder, or paper. If targeted at a creature or object, the chosen may make a special combat maneuver check to bull rush the target, substituting the chosen’s caster level for their base attack bonus and their charisma modifier for their strength modifier. This is treated as a normal bull rush, but the check does not provoke an attack of opportunity and the chosen cannot move with the target.
    If this ability is used defensively, the chosen gains the protection of a shield of water. For one round, water surges to the chosen’s defense, blocking any physical damage or fire damage the chosen would take, until it has absorbed a total amount of damage equal to the chosen’s caster level, at which point the effect immediately ends and the chosen takes any remaining damage.
    If this ability is used for utility, it creates clean, drinkable water, up to one gallon per blessing with each use. The chosen can create the water anywhere within 30 feet, though they cannot create it inside sealed containers or creatures. Water created with this ability that is not consumed disappears in 24 hours.
    Freeze: The chosen can freeze water into useful items made of magical ice. The chosen must touch a volume of water to use this ability. One gallon of water freezes into one cubic foot of magical ice, and the chosen can freeze up to one gallon per blessing with each use of this ability. Magical ice has hardness of 5 and 10 hit points per inch of thickness, takes double damage from fire, and lasts for one hour before it melts back into water. When the chosen freezes water, they can shape the magical ice into any shape they desire. Any object that’s flexible or has moving parts has a 30% to simply not work. The chosen must make an appropriate craft check as part of the action to use this ability in order to make items of high quality or fine detail. Failing this check results in an item that is malformed or useless. Any masterwork weapons or armor made with this ability gain an enhancement bonus equal to the chosen’s blessing, but any bonus damage is dealt as cold damage.

    Minor:
    Touch of the Ocean: The chosen can imbue creatures with the blessing of the sea. The chosen must touch a willing creature to use this ability. The target gains a swim speed equal to their base speed, and can breathe water as easily as air. This grants the target a +8 racial bonus on swim checks, and they can take 10 on a swim check, even if rushed or threatened.
    Icy Barrage: The chosen can create razor-sharp shard of ice and whip them at their opponents. When using this ability, the chosen can create up to one ice shard per caster level and hurl them at a number of targets within 60 feet. They can hurl all the ice shards at one target, or spread them out over multiple targets. The chosen makes a special ranged attack roll, using their caster level in place of their base attack bonus, and gaining an enhancement bonus equal to their blessing, and applies the roll to all targets. The chosen rolls miss chance against each target separately. On a successful hit, each ice shard deals 1d6 points of cold damage plus the chosen’s blessing.

    Lesser:
    Fluid Freedom: The chosen can grant creatures the capacity to slip through obstructions like water. The chosen must touch a willing creature to use this ability. While under the effects of this ability, the target can move and attack normally, regardless of any effect that normally impedes movement, such as difficult terrain, paralysis, Solid Fog, or Slow. All combat maneuver checks to grapple the target fail, and the target automatically succeeds on any combat maneuver or escape artist checks to escape a grapple, pin, or similar effect. The target can also move and attack normally underwater, even with slashing or bludgeoning weapons, as long as they remain in the target’s possession, though it does not grant the ability to breathe water. This effect lasts for one hour.
    Deep Freeze: The chosen can freeze creatures solid. The chosen targets a creature within 30 feet, which must make a fortitude save or freeze. The target freezes in place, becoming paralyzed. The target is aware and breathes normally, but cannot take any actions, even speech. Each round, the target can make a fortitude save to end the effect as a full-round action. If it fails this save, the target takes cold damage equal to the chosen’s caster level and dexterity damage equal to the chosen’s blessing. A flying creature that is frozen cannot flap its wings and may fall, and a swimming creature cannot swim and may drown. This effect lasts for one minute, or until the target breaks free or the effect is dismissed.

    Greater:
    Body of Water: The chosen‘s body transforms themselves and all their equipment into a watery version of itself, transparent and extremely flexible. The chosen gains an enhancement bonus to dexterity equal to their blessing rounded down to the nearest even number. The chosen gains damage reduction equal to twice their blessing which is overcome by slashing damage. The chosen’s reach is increased as though they were one size larger. The chosen gains immunity to ability score damage, blindness, critical hits, deafness, disease, drowning, poison, stunning, and all effects that depend on respiration or physiology. The chosen also gains the effects of their Fluid Freedom ability, and can pass through any gap or hole that is not watertight. There are some downsides to this effect, however. The chosen halves any armor, shield, and natural armor bonuses to armor class they possess while under the effects of this ability. They take double damage from electricity. They cannot eat, breathe, or drink, even if they chose to. This effect lasts for one hour or until dismissed. The chosen gains immunity to cold damage, but keeps track of the damage prevented. If the damage prevented exceeds a total equal to their blessing times their caster level, they lose the benefits of this effect and gain the benefits of their body of ice ability.
    Body of Ice: The chosen’s body transforms into solid ice, a translucent, solid form. The chosen gains an enhancement bonus to strength equal to its blessing rounded down to the nearest even number. The chosen gains an enhancement bonus to natural armor equal to their blessing. The chosen gains damage reduction equal to twice their blessing, which is overcome by adamantine weapons. The chosen gains immunity to ability score damage, blindness, critical hits, deafness, disease, drowning, poison, stunning, and all effects that depend on respiration or physiology. Any creature that strikes the chosen with a non-reach melee attack or that the chosen strikes with a non-reach melee attack takes cold damage equal to twice the chosen’s blessing. There are some downsides to this effect, however. The chosen takes a penalty to dexterity equal to their blessing rounded down to the nearest even number. The chosen takes double damage from electricity. The chosen floats in water, and cannot go below the surface of a body of liquid. They cannot eat, breathe, or drink, even if they chose to. This effect lasts for one hour or until dismissed. The chosen gains immunity to fire damage, but keeps track of the damage prevented. If the damage prevented exceeds a total equal to their blessing times their caster level, they lose the benefits of this effect and gain the benefits of their body of water ability.

    Major:
    Standing Wave: The chosen calls to being a towering wall of water, a stationary wave. when the chosen uses this ability, they create a vertical plane of water, 5 feet thick, up to 5 feet tall per blessing and up to 5 feet wide per caster level, all of which must be within 60 feet of the chosen. The wall surges with such strength that its surface offers total concealment, and all ranged projectile attacks that pass through it, even massive ones, are deflected by its waters. The chosen can spend a move action to make the standing wave surge forward, moving 30 feet in a direction perpendicular to its width. Each round at the start of the chosen’s turn, the wave makes a combat maneuver check, with a bonus equal to the chosen’s caster level plus the chosen’s charisma modifier plus a size modifier of +8. Any creature or object the standing wave comes in contact with must make a fortitude save or take 1d8 damage per blessing from the forceful surge of water. Creatures compare their combat maneuver defense to the wave’s combat maneuver check for the round, and if the check is higher, the creature becomes dazed until the start of its next turn and is swept up by the wave, pushed by the wave as though bull rushed, but with no maximum distance- it just keeps moving until the wave’s movement stops. Huge or smaller objects are automatically carried along by the wave, unless anchored securely. If the wave’s damage is enough to destroy an object, its remains are carried along by the wave.
    Polar Beam: The chosen lashes out with the coldest temperatures. The chosen makes a ranged touch attack against a single creature within 60 feet. If successful, the target takes 2d6 cold damage per blessing and dexterity drain equal to the chosen’s blessing.


    Chaos
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    Power:
    Power of chaos: The chosen has been touched by the powers of chaos. The chosen gains the chaos subtype. Chaos chosen are infuriating foes due to their knack for never being quite where they are expected. The chosen gains a dodge bonus to armor class equal to their blessing. This bonus is doubled against ranged attacks. In addition, insight bonuses do not apply to attacks or effects targeting the chosen, or against attacks and effects created by the chosen.

    Boons:
    Law’s Bane: The chosen’s blessing imbues their weapon with chaos energy, making it especially dangerous to law creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as chaotic weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the law subtype equal to twice their blessing.
    Liberating Aura The chosen’s blessing allows their allies to free themselves. While this boon is active, the chosen radiates an aura with a radius of 5 feet per blessing. The chosen and all allies in this aura can use a swift action to make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of this save is equal to the effect’s original save DC, and if successful, the effect ends.

    Least:
    Chaos’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the law subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the law subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

    Minor:
    Unbound: The chosen can make themselves nearly impossible to contain or restrain. While under the effects of this ability, the chosen can move and attack normally, regardless of any effect that normally impedes movement, such as difficult terrain, paralysis, Solid Fog, or Slow. All combat maneuver checks to grapple the chosen fail, and the chosen automatically succeeds on any combat maneuver or escape artist checks to escape a grapple, pin, or similar effect. The chosen can even move and attack normally underwater, even with slashing or bludgeoning weapons, as long as they remain in the chosen’s possession, though it does not grant the ability to breathe water. This effect lasts for one hour.

    Lesser:
    Banish Law: The chosen can banish outsiders from the mortal realm, and exile lawful beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the law subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

    Greater:
    Madness: The chosen can inflict temporary insanity upon their target. The chosen targets a single creature within 60 feet. The target must make a will save or become swept up in visions of madness. This ability functions as the Confusion spell, except the target takes one point of wisdom damage each round and the effect lasts for one minute.

    Major:
    Overwhelming Chaos: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of chaotic energy centered on themselves. Creatures with the chaos subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the law subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.


    Evil
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    Power:
    Power of evil: The chosen has been touched by the powers of evil. The chosen gains the evil subtype. In addition, the chosen is an enemy to all things good and pure. The chosen gains a sacred bonus equal to their blessing to all attack rolls, damage rolls, and skill checks made against creatures with the good subtype, and to armor class and saving throws against attacks and effects created by creatures with the good subtype.

    Boons:
    Good’s Bane: The chosen’s blessing imbues their weapon with evil energy, making it especially dangerous to good creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as evil weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the good subtype equal to twice their blessing.

    Least:
    Evil’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the good subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the good subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

    Minor:
    Impose Agony The chosen bonds themselves and another creature, sharing their wounds. The chosen targets a single creature within 30 feet. The target must make a will save, or be bound to the chosen. The chosen gains damage reduction equal to their caster level, which is overcome by good weapons. Any damage prevented by this damage reduction is dealt to the target. This effect lasts for one minute or until this ability is used again.
    Wicked Impulse: The chosen subtly corrupts the mind of a creature, instilling wicked thoughts. The chosen targets a single creature within 30 feet. The target must make a will save or become consumed by wicked thoughts, twisted impulses, and the guilt that comes with them. the target takes a morale penalty equal to the chosen’s blessing to all ability checks, attack rolls, damage rolls, and skill checks. This effect lasts for one minute, until the target takes a full-round action to shake off the twisted urges, or until this ability is used again. A target that takes a full-round action to shake off this effect is immune to this ability for 24 hours. This is a mind-affecting compulsion effect.

    Lesser:
    Banish Good: The chosen can banish outsiders from the mortal realm, and exile good beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the good subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

    Greater:
    Horrifying Presence: The chosen can radiate an aura of fear and terror that can shake even the most stalwart defenders of righteousness. The chosen radiates an aura of fear with a radius of 30 feet. Creatures with the evil subtype and any allies the chosen designates are not affected by this aura, but creatures with the good subtype take a penalty to their saving throws equal to the chosen’s blessing. Any creature in this aura at the end of the chosen’s turn must make a will save or become shaken. Any creature that is already shaken must make a will save or become frightened. Any creature that is frightened must make a will save or become panicked. This effect lasts for as long as the creature remains in the aura and one minute thereafter. Re-entering the aura before the effect is expired resets the duration. A creature that successfully saves against this effect cannot be further intimidated by this effect for 24 hours, but any existing fear effects remain in place. This effect lasts for one hour or until dismissed.

    Major:
    Overwhelming evil: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of evil energy. Creatures with the evil subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the good subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.


    Good
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    Power:
    Power of good: The chosen has been touched by the powers of good. The chosen gains the good subtype. In addition, the chosen is a steadfast opponent to all things evil. The chosen gains a sacred bonus equal to their blessing to all attack rolls, damage rolls, and skill checks made against creatures with the evil subtype, and to armor class and saving throws against attacks and effects created by creatures with the evil subtype.

    Boons:
    Evil’s Bane: The chosen’s blessing imbues their weapon with good energy, making it especially dangerous to evil creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as good weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the evil subtype equal to twice their blessing.
    Mental Bond The chosen’s blessing can be turned into a mental link with their allies. While this boon is active, the chosen can form a mental bond with up to one ally per blessing. All allies bonded in this way must be within 60 feet of the chosen. All bonded allies can telepathically communicate with the chosen and each other. Unlike normal telepathy, this communication requires a shared language. This is a mind-affecting effect.

    Least:
    Good’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the evil subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the evil subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

    Minor:
    Sacred Shield: The chosen creates a mystic bond with an ally, sharing their wounds. The chosen targets a single ally within 30 feet. The target gains damage reduction equal to the chosen’s caster level, which is overcome by evil weapons.Any damage prevented in this way is instead dealt to the chosen. This effect lasts for one minute or until this ability is used again.
    Guilt The chosen can create doubt in the target’s mind, causing them to hold themselves accountable for all the things they’ve ever done and question every choice. The chosen targets a single creature within 30 feet. The target must make a will save or be weighted down by guilt and doubt, taking a morale penalty equal to the chosen’s blessing to all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This effect lasts for one minute, until the target takes a full-round action to shake off the creeping guilt, or until this ability is used again. A target that takes a full-round action to shake off this effect is immune to this ability for 24 hours. This is a mind-affecting compulsion effect.

    Lesser:
    Banish Evil: The chosen can banish outsiders from the mortal realm, and exile evil beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the evil subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

    Greater:
    Intimidating Presence: The chosen can radiate an aura of righteous intimidation that can shake even the most cruel and depraved monstrosities. The chosen radiates an aura of fear with a radius of 30 feet. Creatures with the good subtype and any allies the chosen designates are not affected by this aura, but creatures with the evil subtype take a penalty to their saving throws equal to the chosen’s blessing. Any creature in this aura at the end of the chosen’s turn must make a will save or become shaken. Any creature that is already shaken must make a will save or become frightened. Any creature that is frightened must make a will save or become panicked. This effect lasts for as long as the creature remains in the aura and one minute thereafter. Re-entering the aura before the effect is expired resets the duration. A creature that successfully saves against this effect cannot be further intimidated by this effect for 24 hours, but any existing fear effects remain in place. This effect lasts for one hour or until dismissed.

    Major:
    Overwhelming good: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of good energy. Creatures with the good subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the evil subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.


    Law
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    Power:
    Power of Law: The chosen has been touched by the powers of law. The chosen gains the law subtype. Law chosen are fearsome foes, able to precisely predict where their enemies will be. The chosen gains an insight bonus to armor class and attack rolls equal to their blessing.

    Boons:
    Chaos’s Bane: The chosen’s blessing imbues their weapon with law energy, making it especially dangerous to chaos creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as lawful weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the chaos subtype equal to twice their blessing.
    Mechanical Accuracy The chosen’s blessing allows them to act with efficient, reliable accuracy. While this boon is active, the chosen treats any ability check, attack roll, saving throw, or skill check as though the d20 roll resulted in a value of 9+the chosen’s blessing. The chosen must use this result, and cannot roll any of the above rolls while this boon is active.

    Least:
    Law’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the chaos subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the chaos subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

    Minor:
    Word of Command: The chosen can speak a single word and compel those who hear it to obey it. The chosen targets a single creature within 30 feet and speaks a one-word command. The target must make a will save or obey the command to the best of their ability for one round. This command can be any single word command of the chosen’s choice, such as approach, fall, or run, though the target may interpret the command in unexpected ways. Each time a target fails its save against this ability, it takes a -1 penalty to its will save to resist this ability, whereas each successful save grants a +1 bonus. These bonuses and penalties stack, and last for one minute. This is a sonic, mind-affecting, language-dependent, compulsion effect.

    Lesser:
    Banish Chaos: The chosen can banish outsiders from the mortal realm, and exile chaos beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the chaos subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

    Greater:
    Still: The chosen can freeze a target in place, locking them away in a moment of time. The chosen must touch a creature, and the creature may make a fortitude save to resist. If the target fails its save, it is instantly frozen in time. To the creature, time does not pass. It does not need to eat, sleep, or breathe, it cannot be damaged in any way or gain any conditions, and when the effect ends, the target is released without harm. This effect is permanent until this ability is used again.

    Major:
    Overwhelming Law: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of lawful energy. Creatures with the law subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the chaos subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.
    Last edited by Admiral Squish; 2015-01-30 at 01:10 PM.
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  6. - Top - End - #96
    Firbolg in the Playground
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    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    Sky proved to be remarkably challenging, but I finally posted it! And yet again, I've run out of space in the original post area. So... now the alignment ones are all bundled up in a separate post. I'm really gonna have to fix the formatting on the polished version...

    I had to steal the idea for lightning lances from weather, because I couldn't think of any appropriate boons for sky otherwise.

    EDIT: Posted water too! Waaay bigger and more complicated that I'm happy with, though. Maybe I should make cold a domain...

    EDIT 2: Definitely having trouble with the dragon/magical beast thingie. It's hard to find any sort of unifying themes, beyond 'vaguely magical' which is kind of inherent in a domain, and possibly 'unnatural', which is really more aberration, though...

    EDIT 3: Fire's done! I took a lot of the ideas presented and fiddled with 'em until I was satisfied. I like the volcanic devastation thing, but I'm not certain on the balance.

    EDIT 4: IT. IS. DONE. Aether turned out kinda like a reshuffling of beast, I'll admit, but there's not a lot of common ground between magical beasts. Anyways! It's done! Huzzah! I'm gonna have to polish it, and add fluff and all that stuff, still, so be on the lookout for the Chosen Mark II thread to come when/if I ever have free time again.
    Last edited by Admiral Squish; 2015-01-30 at 07:44 PM.
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  7. - Top - End - #97
    Ogre in the Playground
     
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    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    I've always said that I am bad with balance, but I like what the callings turned out to be. Funnily enough, the only nit-pick I have is that water does not expand as much as stated when frozen, but that's not really here or there. I just study part of that, so it's more of a personal.

    Also in the Aether Draconic Form you state the DR is "twich" the Chosen's blessing. I believe you meant "twice"

  8. - Top - End - #98
    Firbolg in the Playground
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    Default Re: Chosen [Divine warlock-ish base class][Crossroads][WIP]

    Yeah, I know, but everything that make water gives values in gallons, and everything that deals with solids works in cubic feet. I figured it's magic ice, it can expand more than natural.

    And fixed. Good catch!
    My Homebrew
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    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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