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Old 07-03-2010, 12:03 AM   Top  -  End  -  #1
Sir_Chivalry
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Default Angelic Paragons: Physic of Peoneir (PEACH)

Base thread for sanding out my ideas: http://www.giantitp.com/forums/showthread.php?t=149641

Doctor Class

Hello all again. This time, I'm taking a walk on the good side, and doing a two-fold homebrew project. There are no angelic paragons, and due to certain restrictions, I can't use archangels, so I'm creating both angelic paragons and PrCs for those from whole cloth. This is the fourth of the bunch, the Physic of Peoneir! Fluff for the angelic paragon coming soon, but I'll start with the basics now. This one is so very much something I've always wanted to do, combine the doctor (see link above) and the healer (a sub-par class with a good idea)

Spoiler


Physic of Peoneir

To qualify to become a physic of Peoneir, a character must fulfill all the following criteria.

Alignment: Any good
Skills: Craft (alchemy) 8 ranks, Craft (poisonmaking) 8 ranks, Heal 8 ranks, Knowledge (nature) 4 ranks
Feats: Acolyte of the Archangels (Peoneir)
Class Features: The ability to restore hitpoints through use of the Heal skill (most commonly the surgery ability of the Doctor class)

Physic of Peoneir
hit dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th5th
1st
+0
+2
+0
+2
Doctor training, secret of the golden lotus1----
2nd
+1
+3
+0
+3
Unicorn companion10---
3rd
+2
+3
+1
+3
Healing injection21---
4th
+3
+4
+1
+4
Angelic grace220--
5th
+3
+4
+1
+4
Eldritch anesthesia321--
6th
+4
+5
+2
+5
Implanted spell3320-
7th
+5
+5
+2
+5
Hands of an angel3321-
8th
+6
+6
+2
+6
Final Mercy43320
9th
+6
+6
+3
+6
Merciful Fury44321
10th
+7
+7
+3
+7
Distill suffering44332

Class Skills

The physic of Peoneir’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points
6 + Int modifier

Doctor Training: Levels in physic of Peoneir count as levels in doctor in order to determine when a character gains new treatments and speedy treatment. A character with no levels in doctor is treated as a doctor of her class level in physic of Peoneir for gaining treatments and speedy treatment.

Secret of the Golden Lotus: A physic of Peoneir uses poisons and alchemy as his weapons against evil, but due to the limited number of legitimate ravages, has found new ways to make them. By adding a flask of holy water to the raw materials when crafting a poison, a physic of Peonir creates a ravage of the same poison. Ravages act just like poisons, but only affect evil creatures, and are usable by a character with a code of conduct against poisons.

Spells per Day: A physic of Peoneir has the ability to cast a small number of divine spells. To cast a physic of Peoneir spell, a physic of Peoneir must have a Wisdom score of at least 10 + the spell’s level, so if she has a Wisdom of 10 or lower, she cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the physic of Peoneir’s Wis modifier. When a physic of Peoneir gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. The physic of Peoneir spell list appears below. A physic of Peoneir casts spells just as a cleric does.

Physic's Companion: When a physic attains 2nd level, Peoneir recognizes her devotion and grants her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the physic willingly and unswervingly. Alternativly, the physic can gain the services of a healer archon, the assitants to celestial healers in the lawful celestial planes.

Once per day, as a full-round action, the physic may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the physic and remains for 2 hours per physic level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the physic may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A physic of 6th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s physic level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s physic level and compare the result with the physic level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the physic’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 6th-level physic could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the physic were 2nd level (taking into account the –4 adjustment) instead of 6th level.

Should the physic’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The physic may not call another companion for 30 days or until she gains a physic level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the physic is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.

Physic’s Companion
Spoiler


Healing Injection: A 3rd level physic of Peoneir gains the ability to augment her surgery with her magic, allowing for extremely precise placement of eldritch energy to heal wounds within the body. While performing surgery, the physic may sacrifice one prepared spell, causing the hit points healed by the surgery to equal the Heal check x (2+spell level)

Angelic Grace: A 4th level physic of Peoneir gains a measure of the angelic fortitude and grace of her paragon, becoming immune to disease, gaining a +4 sacred bonus on saving throws against poison and adding her Charisma bonus to the damage healed of all spells of the healing subschool she casts.

Eldritch Anesthesia: As an additional treatment available to a 5th level physic of Peoneir, the physic may sacrifice a prepared physic of Peoneir spell in order to infuse the target of the treatment with divine energy. This energy may be used by the target as an immediate action to gain either damage reduction 2 per spell level/- for one round, or spell resistance 13+ twice the spell level for one round.

Implanted Spell: As an additional treatment available to a 6th level physic of Peoneir, the physic can cast one of his physic of Peoneir spells into the target of the treatment, leaving the spell incomplete until later. The implanted spell lasts for 24 hours. At anytime during this duration, the target or the physic (as long as the physic has line of sight to the target) can activate the spell as an immediate action.

Hands of an Angel: A 7th level physic of Peoneir with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her physic of Peoneir level × her Charisma bonus x 20. A physic of Peoneir may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using hands of an angel is a standard action. The physic of Peoneir cannot use this to hurt undead.

Final Mercy: At 8th level, all allies within 30ft, when they damage a creature that is hostile to them, dropping them to -10 hit points or lower, may instead elect to leave the creature at -9 hit points and stable.

Merciful Fury: At anytime before her turn in the initiative order, a 9th level physic of Peoneir can sacrifice her standard action for her turn in order to negate the attack of an opponent within 30ft on an innocent and deal 10d6 points of nonlethal damage. An innocent is defined as any creature who is not involved as a combatant in battle, and has made no excessively aggresive actions against any of the combattants (taunting and throwing pebbles are not agressive enough to void being innocent, but casting spells to indirectly hinder or throwing fist-sized rocks is sufficent to void innocence.) When the physic's turn in the initiative comes up, she may take a move action, free actions and the like, but cannot take a standard action or full-round action as she has used her standard action.

Distill Suffering: As a new use of the treatment ability, a 10th level physic of Peoneir can tap and drain the physical imbalance of evil in the body. A helpless opponent, if he/she remains helpless for the entire treatment, loses this physical imbalance, causing the target to take a -10 penalty on saves against redemption such as the method detailed in the BoED, the sanctify the wicked spell, or the Mists of Avalon or Redeeming Touch abilities of the Penitent of Scarumaiel.

Spell List

1st- bless water, cure light wounds, endure elements, goodberry, protection from evil, remove fear, shield of faith, vision of heaven*

2nd- calm emotions, consecrate, cure moderate wounds, ease pain*, estanna’s stew*, gentle repose, lesser restoration, remove addiction*, remove paralysis, resist energy, shield other, status

3rd- affliction*, close wounds**, create food and water, cure serious wounds, dispel magic, heart’s ease*, magic circle against evil, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, speak with dead, status

4th- blood of the martyr*, cure critical wounds, death ward, freedom of movement, greater status*, neutralize poison, panacea**, poison, remove fatigue*, restoration, sustain*

5th- atonement, break enchantment, convert wand*, dispel evil, energetic healing*, hallow, mark of justice, mass cure light wounds, revivify**. spell resistance, stone to flesh, true seeing

* Spell from BoED

**Spell from Miniatures’ Handbook

And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 07-28-2010 at 01:30 PM.
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Old 07-04-2010, 08:44 PM   Top  -  End  -  #2
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Fluff for Peoneir is up.
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.
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Old 07-04-2010, 09:17 PM   Top  -  End  -  #3
MythMage
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

I suggest you try something very different with Peoneir's appearance. The one you've given her is just impossible to take seriously as an angelic being and totally clashes with being the greatest of the mavonic devas. Something strange is not a bad idea; something proasic is a bad idea.

The Basilica is really cool. I imagine from the name "merciful fury" that you wanted to use my suggestion that Peoneir patron trial as well as mercy; if so, you should add something to reflect the trial aspect. As it stands, it's nothing but simple mercy. The trial could help show that purging evil is a difficult process - perhaps the Basilica could have chains, shackles, and other implements that one would be surprised to find among beings of Good and Mercy, used to help deal with difficult redemptions.
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Old 07-04-2010, 09:21 PM   Top  -  End  -  #4
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

The attempt with making her gray is that she doesn't change in appearance when inside her basilica, she's constant. If you mean the heavy clothing, might I ask if you have a suggestion for something better. I'll try to come up with something, but if you have any ideas it will speed up my work.

Would giving her wings make it better?
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 07-04-2010 at 09:36 PM.
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Old 07-05-2010, 12:50 AM   Top  -  End  -  #5
The Tygre
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Maybe not necessarily wings, but something to say that she's clearly angelic. A halo of some kind, maybe? Like an ilumian; a ring of alchemical sigils and symbols constantly floating around her. And her movements leave 'echoes' of medical analysis about the blood, tissue, and bone activities of thousands of different beings.
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Old 07-05-2010, 07:42 PM   Top  -  End  -  #6
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Line somewhere along the above put in the personal description paragraph, let me know what you think!
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.
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Old 07-05-2010, 08:41 PM   Top  -  End  -  #7
MythMage
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

The things that absolutely have to go are the "gear of a mortal alchemist". As an angelic paragon, she is far above most mortals in terms of practical capabilities - magic to prevent alchemical substances from spilling and such petty concerns as that should be child's play for her. If she's supposed to look practical, I'd say go for epic magical gear, not petty alchemical gear. Perhaps she constantly keeps epic potions on hand orbiting her celestial form, much like ioun stones. I suggest fitting in the seven key metals of alchemy (lead, iron, mercury, gold, silver, tin, and copper) somewhere, perhaps in bands or composing armor. Perhaps much of her skin is tattooed with alchemical sigils and painted with holy symbols in magical salves.

She should have wings. They might look interesting/strange, such as being tattooed with alchemical sigils or perhaps even be composed of glowing sigils, but again it just doesn't make sense for her to outright lack major distinguishing features of a movanic deva if she is the ultimate movanic deva.
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Last edited by MythMage : 07-05-2010 at 08:44 PM.
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Old 07-05-2010, 09:58 PM   Top  -  End  -  #8
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

To begin with, thank you for the feedback.

Quote:
Originally Posted by MythMage View Post
The things that absolutely have to go are the "gear of a mortal alchemist". As an angelic paragon, she is far above most mortals in terms of practical capabilities - magic to prevent alchemical substances from spilling and such petty concerns as that should be child's play for her. If she's supposed to look practical, I'd say go for epic magical gear, not petty alchemical gear.
I personally like the alchemical gear, I think it makes her look different from a movanic deva, which people previous to you were getting down my throat about (i.e. making the paragons breeds of angels instead of unique ones). I'd put her manner of dress up to personality instead of practical capabilities. Then again, I could just have her walk around her Basilica wearing a sheer toga like every other angel, I just don't think that's her.

Quote:
Perhaps she constantly keeps epic potions on hand orbiting her celestial form, much like ioun stones. I suggest fitting in the seven key metals of alchemy (lead, iron, mercury, gold, silver, tin, and copper) somewhere, perhaps in bands or composing armor. Perhaps much of her skin is tattooed with alchemical sigils and painted with holy symbols in magical salves.
I like the orbiting vials, probably around her waist. As for the seven metals, I'll place them on her body. Since as of now I'm still going to keep the clothes, and another of my angelic paragons (Isamukemen) is already tattooed and scarred, I'll refrain from using alchemic tattoos.

Quote:
She should have wings. They might look interesting/strange, such as being tattooed with alchemical sigils or perhaps even be composed of glowing sigils, but again it just doesn't make sense for her to outright lack major distinguishing features of a movanic deva if she is the ultimate movanic deva.
The most powerful mundane archons (throne) do not have wings. They, like Peoneir, are borne aloft by their strength of conviction and purity. The lack of wings is to make her distinct from the devas, otherwise she is just a movanic deva in alchemist's clothes.
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 07-05-2010 at 09:58 PM.
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Old 07-06-2010, 01:10 AM   Top  -  End  -  #9
MythMage
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Just trying to help make the best, most compelling character possible. :)

Quote:
Originally Posted by Sir_Chivalry View Post
I personally like the alchemical gear, I think it makes her look different from a movanic deva, which people previous to you were getting down my throat about (i.e. making the paragons breeds of angels instead of unique ones).
I have no idea what you are trying to say here. Can you please rephrase?

Quote:
I could just have her walk around her Basilica wearing a sheer toga like every other angel, I just don't think that's her.
Nobody's suggesting that. If she's humble and down-to-earth, then she uses what is useful and ignores appearances (i.e. using minimal artifact-level magic items and otherwise using something simple and functional - which by the way can be many things aside from togas, such as robes, breechcloth/top, or some variation on a tunic). If she likes to pretend or seem like a mortal to mortals, then she's going to disguise herself as an actual mortal, not as a de-winged costumed movanic deva (which doesn't look humble, just ridiculous).

Quote:
The most powerful mundane archons (throne) do not have wings.
That's an entirely different thing. Throne archons are a caste of archons, much like solars are a caste of angels and leonals are a caste of guardinals. Throne archons don't even have paragons for their race (none of the archons do), rather their celestial paragons are instead unique (and they all have wings, oddly enough). If you want a fair comparison to what your guys are lined up to do, look at the guardinal paragons. Each one exemplifies and perfects the appearance of its race. A movanic paragon without wings is like the lady of the avorals without wings or the lord of the lupinals with wings.

Quote:
movanic deva in alchemist's clothes.
I should point out that she has distinctive eyes, but even setting that aside, why on earth wouldn't the paragon of movanic devas look like a movanic deva? As the paragon of her caste, she should look like a very powerful representative of that caste, just like Talisid of the leonals looks like a very powerful leonal. He doesn't randomly sport extra or missing pairs of limbs or hide his race in heavy, concealing clothing.
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Old 07-06-2010, 09:04 AM   Top  -  End  -  #10
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Quote:
Originally Posted by MythMage View Post
Just trying to help make the best, most compelling character possible. :)


I have no idea what you are trying to say here. Can you please rephrase?
Certainly. I'm not exactly sure whether these angelic paragons are specific breeds of angels (Psst, I think they should be, but several people say that's silly (See Talisad and Five Companions for example of same thing working in offical stuff)) so I'm keeping their descriptions vague, not mentioning they look like those types of angels, though out of the four, all of them look like their angelic minions except Peoneir. I can see what you're saying, but people just got through telling me off for making them too much like their angels.

Quote:
Nobody's suggesting that. If she's humble and down-to-earth, then she uses what is useful and ignores appearances (i.e. using minimal artifact-level magic items and otherwise using something simple and functional - which by the way can be many things aside from togas, such as robes, breechcloth/top, or some variation on a tunic). If she likes to pretend or seem like a mortal to mortals, then she's going to disguise herself as an actual mortal, not as a de-winged costumed movanic deva (which doesn't look humble, just ridiculous).


That's an entirely different thing. Throne archons are a caste of archons, much like solars are a caste of angels and leonals are a caste of guardinals. Throne archons don't even have paragons for their race (none of the archons do), rather their celestial paragons are instead unique (and they all have wings, oddly enough). If you want a fair comparison to what your guys are lined up to do, look at the guardinal paragons. Each one exemplifies and perfects the appearance of its race. A movanic paragon without wings is like the lady of the avorals without wings or the lord of the lupinals with wings.


I should point out that she has distinctive eyes, but even setting that aside, why on earth wouldn't the paragon of movanic devas look like a movanic deva? As the paragon of her caste, she should look like a very powerful representative of that caste, just like Talisid of the leonals looks like a very powerful leonal. He doesn't randomly sport extra or missing pairs of limbs or hide his race in heavy, concealing clothing.
Tell you what, I'll meet you half way. I'll change how she dresses. Though you didn't mention it as an argument, a good point to make is that entire creature type (angels or at least devas) is uncomfortable in any clothing at all. (Fiend Folio p. 55) (Shooting myself in the foot, but this is what I want, new ideas coming at me, I can't think of them all)

Much like you or I, she can wear what is comfortable, practical, and necessary. In the lab, she will wear the previously mentioned contentious outfit. A thought that occurs to me though is that, however busy she may be, she must play host to visitors in her audience chamber in the Basilica, and the outfit would, as you put it, not put people in mind of the paragon of movanic devas. So for any occassion that she is away from extremely dangerous stuff, (any time not in the lab or going on that requested visit to Nidavellir) she wears her armour. It will be added, along with the metals motif I planned to add from your last comment.

I'm not going to change her style of flight, though you gave me an interesting idea. You said "de-winged" instead of wingless movanic deva. Perhaps there is some truth to that? There are countless powerful fiends or monsters out there, and I'm sure one of them could leave lasting damage on Peoneir, ripping off wings or such (). Perhaps her research can also repair her wings, but being a paragon of goodness, she chooses to wait until others have been saved, as she can still fly, it is merely aesthetic.
__________________
Feel free to PM me if you want something PEACHed. I may not be one of the greats, but I'll do it if you ask.

"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 07-06-2010 at 09:11 AM.
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Old 07-06-2010, 07:05 PM   Top  -  End  -  #11
MythMage
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Quote:
Originally Posted by Sir_Chivalry View Post
Certainly. I'm not exactly sure whether these angelic paragons are specific breeds of angels
You wrote that they were, so I've been taking that as a given. Really, either approach has merit.

Quote:
several people say that's silly
Can you point me to a thread?
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Old 07-06-2010, 09:46 PM   Top  -  End  -  #12
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Quote:
Originally Posted by MythMage View Post
You wrote that they were, so I've been taking that as a given. Really, either approach has merit.


Can you point me to a thread?
Ascendant of Agapeial post #2

Main Thread post #19

Do you have any thoughts on the mechanics of this class or the fluff of Agapeial or Tresanerva?
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Old 07-06-2010, 10:19 PM   Top  -  End  -  #13
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Quote:
Originally Posted by Sir_Chivalry View Post
I will address this in its thread.

Anyway, as I said before, there's nothing wrong with having unique angels or solars as the angelic paragons. The archons and eladrins did it. The guardinals, on the other hand, did have racial paragons. Neither is right or wrong.

Quote:
Do you have any thoughts on the mechanics of this class or the fluff of Agapeial or Tresanerva?
Not as of yet. I may if I can find more time.
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Old 07-25-2010, 12:10 PM   Top  -  End  -  #14
Mulletmanalive
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Not to reopen the debate again, the difference of opinion can be summised as thus:

You're position: There are different breeds of angels. As they're good, they must be equal so why not have the most powerful of each breed be one of the core champions of good itself?

The Response: It is outright stated that the angelic types exist in a heirarchy and that they move about in it, based on the favour of the god that employs them. The above argument is like saying that a veteran corporal should have more influence than a sergeant; it doesn't compute.

If they were truly neutral good, that'd be fine, but angels are any good, meaning that logically the lawful and chaotic ones, who form heirarchies based on authority and strength respectively will outnumber the neutrals 2:1.

Anyway, to the class!

Quote:
Originally Posted by Sir_Chivalry View Post
Base thread for sanding out my ideas: http://www.giantitp.com/forums/showthread.php?t=149641

Doctor Class

--

Spoiler
Visuals almost identical to a Throne Acheron? They're cool visuals and this seems like the sort of thing that a more eastern culture might come up with for an angel of alchemy so i like it.

I see no real reason for her to need to protect herself like an alchemist, though. She probably uses telekinesis to do most of the work and is practically immune to poison and is immune to acid...

As a zany modification, how about her wing stumps being implanted with bars of some description [alchemically powerful obviously] so that they guide the sigils into wing like streamers?

I'm not entirely sure about the "It's for their own good" bit in her nature, that smacks of evil, though that has been noted in her description. Time will tell with expansion, i suppose.

Quote:
Physic of Peoneir

To qualify to become a physic of Peoneir, a character must fulfill all the following criteria.

Alignment: Any good
Skills: Craft (alchemy) 8 ranks, Craft (poisonmaking) 8 ranks, Heal 8 ranks, Knowledge (nature) 4 ranks
Feats: Acolyte of the Archangels (Peoneir)
Class Features: Preventative Medicine

Physic of Peoneir
hit dice: d8
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial1st2nd3rd4th5th
1st
+0
+2
+0
+2
Doctor training, secret of the golden lotus1----
2nd
+1
+3
+0
+3
Unicorn companion10---
3rd
+2
+3
+1
+3
Healing injection21---
4th
+3
+4
+1
+4
Angelic grace220--
5th
+3
+4
+1
+4
Alchemy of Balance321--
6th
+4
+5
+2
+5
Implanted spell3320-
7th
+5
+5
+2
+5
Hands of an angel3321-
8th
+6
+6
+2
+6
Final Mercy43320
9th
+6
+6
+3
+6
Eldritch anesthesia44321
10th
+7
+7
+3
+7
Glimpse of true alchemy44332

Class Skills

The physic of Peoneir’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Survival (Wis), Use Magic Device (Cha), and Use Rope (Dex).

Skill Points
6 + Int modifier
Preventative Medicine is a lot of Doctor and this locks others out of the class. I see no reason why it shouldn't be possible to get by on just the Treatments ability, if that. Perhaps merely the ability to cure HP damage with skills checks? i'm sure there's a homebrew or third party out there with something so useful in it...

The others are pretty standard. Cool enough.

Quote:
Doctor Training: Levels in physic of Peoneir count as levels in doctor in order to determine when a character gains new treatments and speedy treatment.
Fair enough really. Doesn't even hem out those without real doctor levels, nor should it particularly, simply because it only advances a tiny portion of the class' abilities.

Quote:
Secret of the Golden Lotus: A physic of Peoneir uses poisons and alchemy as his weapons against evil, but due to the limited number of legitimate ravages, has found new ways to make them. By adding a flask of holy water to the raw materials when crafting a poison, a physic of Peonir creates a ravage of the same poison. Ravages act just like poisons, but only affect evil creatures, and are usable by a character with a code of conduct against poisons.
More ravages, but only if you make the poisons yourself? Works i suppose. Most players object to class features that cost you gold, though. Never really worked out why; no-one ever complains about the Artificer...

Quote:
Spells per Day: A physic of Peoneir has the ability to cast a small number of divine spells. To cast a physic of Peoneir spell, a physic of Peoneir must have a Wisdom score of at least 10 + the spell’s level, so if she has a Wisdom of 10 or lower, she cannot cast these spells. Bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the physic of Peoneir’s Wis modifier. When a physic of Peoneir gets 0 spells per day of a given level (for instance, 1st-level spells at 1st level), she gains only the bonus spells she would be entitled to based on his Wisdom score for that spell level. The physic of Peoneir spell list appears below. A physic of Peoneir casts spells just as a cleric does.
Spells. Moving on.

Quote:
Unicorn Companion: When a physic attains 2nd level, Peoneir recognizes her devotion and grants her a celestial unicorn companion as her mount and aide. The unicorn, a symbol of healing and purity, serves the physic willingly and unswervingly.

Once per day, as a full-round action, the physic may magically call her companion from the celestial realms in which it resides. The companion immediately appears adjacent to the physic and remains for 2 hours per physic level. It may be dismissed at any time as a free action. The companion is the same creature each time it is called, though the physic may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health, regardless of any damage it may have taken previously. The companion also appears wearing or carrying any gear it had when it was last dismissed. Calling a companion is a conjuration (calling) effect.

A physic of 6th level or higher may select from alternative lists of companions (see the sidebar). Should she select a companion from one of these alternative lists, the creature gains abilities as if the character’s physic level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s physic level and compare the result with the physic level entry on the table in the sidebar to determine the companion’s powers. (If this adjustment would reduce the physic’s effective level to 0 or lower, she can’t have that creature as a companion.) For example, a 6th-level physic could select a lammasu as a companion. The lammasu would have characteristics and special abilities as if the physic were 2nd level (taking into account the –4 adjustment) instead of 6th level.

Should the physic’s companion die, it immediately disappears, leaving behind any equipment it was carrying. The physic may not call another companion for 30 days or until she gains a physic level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the physic is distraught and takes a –4 penalty on attack rolls and weapon damage rolls.

Physic’s Companion
Spoiler
At least there are non-Unicorn options. Couldn't you find anything of lesser power for others? There's that whole piece of Wizards stuff about only Virginal Women can ride unicorns, as opposed to getting...well, you know how that goes.

Never been a fan of the "my unicorn can do the work for me" line, though. I'd have to see it in action. Also, have you thought about adding smaller options? Odd thing, but you can't really use a horse in a tunnel...

Quote:
Healing Injection: A 3rd level physic of Peoneir gains the ability to augment her surgery with her magic, allowing for extremely precise placement of eldritch energy to heal wounds within the body. While performing surgery, the physic may sacrifice one prepared spell, causing the hit points healed by the surgery to equal the Heal check x (2+spell level)
Now that's what i'm talking about. Screw Cure spells, i want these.

Quote:
Angelic Grace: A 4th level physic of Peoneir gains a measure of the angelic fortitude and grace of her paragon, becoming immune to disease, gaining a +4 sacred bonus on saving throws against poison and adding her Charisma bonus to the damage healed of all spells of the healing subschool she casts.
The last bit here is kinda pointless because any spell that actually heals damage on their spell list is massively out classed by the previous class feature. Otherwise, it's cool. If you're going to be an alchemist, Acid Resistance 5 would be handy.

Quote:
Alchemy of Balance: Knowing that careless alchemy can harm friends and allies, a 5th level physic of Peoneir has learned to impart a divine spark to his alchemical creations. By adding a flask of holy water to the raw ingredients of an alchemical item when crafting it, the physic ensures innocent people’s safety. Alchemical items thus created that cause damage or a status condition only affect evil creatures.
I honestly have no idea what to make of this one. Alchemical items are kinda pointless by this level, barring thunderstones and tanglefoot bags....

Quote:
Implanted Spell: As an additional treatment available to a 6th level physic of Peoneir, the physic can cast one of his physic of Peoneir spells into the target of the treatment, leaving the spell incomplete until later. The implanted spell lasts for 24 hours. At anytime during this duration, the target or the physic (as long as the physic has line of sight to the target) can activate the spell as an immediate action.
Useful, i guess. Basically like that thing that the spellweaver or whatever it's called from Heroes of Battle gets.

Quote:
Hands of an Angel: A 7th level physic of Peoneir with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to twice her physic of Peoneir level × her Charisma bonus. A physic of Peoneir may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using hands of an angel is a standard action.
As with the previous review, make it 10 or 20 x Class level x Cha bonus and we'll talke.

Quote:
Alternatively, a physic can use any or all of this healing power to deal damage to undead creatures. Using hands of an angel in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity, but only deals half damage. The physic decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
This clause belongs on the Fury, less on the medic. If anything, the medic should only deal Non-lethal. It's hard to redeem the dead.

Quote:
Final Mercy: At 8th level, all allies within 30ft, when they damage a creature that is hostile to them, dropping them to -10 hit points or lower, may instead elect to leave the creature at -9 hit points and stable.
Nice. Good for keeping those Exalted feats for Mercy. Not powerful but useful. My favourite two words for a class feature.

Quote:
Eldritch Anesthesia: As an additional treatment available to a 9th level physic of Peoneir, the physic may sacrifice a prepared physic of Peoneir spell in order to infuse the target of the treatment with divine energy. This energy may be used by the target as an immediate action to gain either damage reduction 2 per spell level/- for one round, or spell resistance 13+ twice the spell level for one round.
Not sure on this one. Is it worth the effort at this character level? Nice idea, not sure it belongs here. Perhaps it should be placed where the alchemy items thing is.

Quote:
Glimpse of True Alchemy: At 10th level, Peoneir offers her greatest physics a momentary glimpse of her work in the search for the root of alchemy. This single vision gives the physic the ability to create alchemical substances beyond the ken of most mortals. Whenever creating an alchemical item or substance, the physic can choose to make it more powerful than normal by adding +10 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this ability.
Alchemy items have that whole thing where they cost more than a far more powerful scroll and do very little. Doubling the power of them isn't really a worthwhile capstone, i'm afraid.

Perhaps the ability to distil out the impure Suffering from a helpless target? Not sure what it might do, but getting rid of it would probably render them a good deal more susceptible to being redeemed.

Quote:
Spell List

1st- bless water, cure light wounds, endure elements, goodberry, protection from evil, remove fear, shield of faith, vision of heaven*

2nd- calm emotions, consecrate, cure moderate wounds, ease pain*, estanna’s stew*, gentle repose, lesser restoration, remove addiction*, remove paralysis, resist energy, shield other, status

3rd- affliction*, close wounds**, create food and water, cure serious wounds, dispel magic, heart’s ease*, magic circle against evil, protection from energy, refreshment*, remove blindness/deafness, remove curse, remove disease, remove nausea*, speak with dead, status

4th- blood of the martyr*, cure critical wounds, death ward, freedom of movement, greater status*, neutralize poison, panacea**, poison, remove fatigue*, restoration, sustain*

5th- atonement, break enchantment, convert wand*, dispel evil, energetic healing*, hallow, mark of justice, mass cure light wounds, revivify**. spell resistance, stone to flesh, true seeing

* Spell from BoED

**Spell from Miniatures’ Handbook
Not much to say. Fortunately, very few direcly offensive spells, though there are a few that one can use VERY creatively so that's the spell junkies happy.

Quote:
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 1 extra point of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.
Interesting. Not sure [like most Exalted feats but unlike some of your others] it's worth the Exaltedness so much as being a trait. Make it +2 healing per spell level and it's probably about right.

Overall, a nice class, just not all that enticing. The only reason i'd really stick with it past level 3 is because it forces me to enter it from a non-casting class so i need the spell slots [not the spells as must as the slots to use the healing ability]. It could do with some offensive or at least direct meddling options to give it something other than healing allies to do in combat.

Using the term 'Merciful Fury' how about the ability to chastise those about to attack those who haven't actually provoked them. A 30ft dazing effect, perhaps?
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Old 07-26-2010, 12:05 AM   Top  -  End  -  #15
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

I've incorporated the suggestions, though I have some further questions.

Do you have any suggestions for small companions? (the unicorn and list are both taken from the healer class, mini handbook)

The idea of the alchemy gear is not to protect her from acid or poison, but the raw and volatile materials she is dealing with, like chaos, negative energy, ravid blood, etc. I'll detail that more, but any suggestions if the alchemy gear still bothers you?
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Old 07-26-2010, 12:49 PM   Top  -  End  -  #16
Mulletmanalive
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Veils of shimmering blue energy possibly? The alchemist stuff is just a little...well, it seems pointless; energies of creation vs mortal leather?

Part of me kind of imagines the sigils that flow around her acting as armour and also as a sort of limited telekinesis. The character symbolising alchemical purity acting as forceps while the sigil for cleansing scrubs away impurities.

For smaller companions, perhaps some form of modified lantern acheron with healing abilities? Owls are always fun and there's a certain Dr Midnight to it. I'm just trying to think what good aligned stuff isn't retarded sounding [and is still small].

Blink Dogs? That's about the best i can come up with without raiding the Outsiders...
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Old 07-26-2010, 01:10 PM   Top  -  End  -  #17
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Quote:
Originally Posted by Mulletmanalive View Post
Veils of shimmering blue energy possibly? The alchemist stuff is just a little...well, it seems pointless; energies of creation vs mortal leather?

Part of me kind of imagines the sigils that flow around her acting as armour and also as a sort of limited telekinesis. The character symbolising alchemical purity acting as forceps while the sigil for cleansing scrubs away impurities.

For smaller companions, perhaps some form of modified lantern acheron with healing abilities? Owls are always fun and there's a certain Dr Midnight to it. I'm just trying to think what good aligned stuff isn't retarded sounding [and is still small].

Blink Dogs? That's about the best i can come up with without raiding the Outsiders...
I don't know, veils of shimmering blue energy just sounds boring. The point is to not make her like Scarumaiel or Agapeial, but for her to have her own unique flavour. I never said the gear was made of simple leather, and assuming it would be is like assuming Sealtiel's weapon is made from simple iron, it wouldn't be. The best I could do to justify it not being simple leather, instead of just relying on people to assume it's not, was what I have written in the description:

Quote:
When in her lab, she dresses in the manner of a mortal alchemist, with thick heavy clothes and a heavy leather apron, tough leather gloves and boots, and a strong pair of goggles. Though she is highly protected against most types of energy, including positive and negative energy, these items, made with metal shavings from the gears of Mechanus and cubes of Acheron and permanently "damp" with "water" from the Boccob's Well of Magic, protect her against the bleeding edge of energy and eldritch research she works with, absorbing any feedback or explosions into the clothes (She knows that, worst comes to worst, she could pause her work for the year of time it takes to forge new ones).
I'll give you the sigils as armour thing, it doesn't mess up the flavour too bad, she needs to get her deflection bonus from somewhere. I don't think she does her work using magic forceps though, that seems more like a wizard thing to do than an angel or doctor thing.

I checked out a metric ton of creatures, and it is looking like lantern archon probably. Blink dogs don't actually do much of anything that applies to healing really, though a good number of the companions aren't really great for that. I'll mod a lantern archon stats up to snuff and call it a healing archon
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One of us takes vengeance,
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Old 11-17-2010, 04:05 PM   Top  -  End  -  #18
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Reopening this so someone can PEACH it, doing a little PEACH exchange.

Note:
Quote:
Originally Posted by Forum rules excerpt
Homebrew (and only that poster) may revive a creation beyond the six-week threshold without prior Moderator approval.
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One of us takes vengeance,
All four tied in a knot
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Old 11-17-2010, 04:14 PM   Top  -  End  -  #19
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Quote:
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.
So Much better tha Servant of the Heavans and co. If you make them mutually exclusive why would anyone ever use them? Also you said exchange?
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Old 11-17-2010, 04:15 PM   Top  -  End  -  #20
Sir_Chivalry
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Default Re: Angelic Paragons: Physic of Peoneir (PEACH)

Quote:
Originally Posted by blackjack217 View Post
And the Acolyte of the Archangels feat
Acolyte of the Archangels (Peoneir) [Exalted]
You swear fealty to Peoneir, eternally merciful scourge of wickedness. Her eyes, able to see all that is within, show you where to place both medicine and knife blade.
Benefit: You can see, with minimal effort, through outward appearance to sinew and viscera beneath. You gain a +5 insight bonus on Heal checks, and any cure spell you cast on a living creature heals 2 extra points of damage per level of the spell.

You also gain a +2 bonus on attack rolls and damage rolls when making a precision-based attack (such as a sneak attack or a sudden strike) against a living creature, since you are able to pick out your target’s most vital points. This feat does not grant you the ability to make a precision-based attack if you don’t already have that ability, nor does it allow you to make such attacks against creatures normally unaffected by them.

This feat does not reveal the true forms of creatures affected by illusions
or other magical disguises, so it grants no benefit to Heal checks or attacks against such creatures.
Special: Once you take this feat, you may not take it again, nor can you take either the Servant of the Heavens feat, Knight of the Stars or the Favored of the Companions feat. Your allegiance is only yours to give once.

So Much better tha Servant of the Heavans and co. If you make them mutually exclusive why would anyone ever use them? Also you said exchange?
Blessed soul
Actually I was speaking of another, though I will PEACH yours too. Thank you!

Edit: You'll find I contributed to your class a while back with my preliminary thoughts on Shadow Walk not being evil. I'm excited to see what you've done with the class since.
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"One of us is tender,
One of us is not,
One of us takes vengeance,
All four tied in a knot
"

My homebrew

Quote:
(U)sually in any game situation the biggest control freak will gravitate towards the job of being the GM anyway.

Last edited by Sir_Chivalry : 11-17-2010 at 04:26 PM.
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