Virdish
2012-05-08, 11:01 PM
The Scion
http://i842.photobucket.com/albums/zz346/Rodrian_2010/Seven%20Wonders%205/572832.jpghttp://i699.photobucket.com/albums/vv353/Necro_Kemmler/Necromancer.jpg
"By the power of your God? Let me show you MY divine power." Meran, Human Scion of Lillith.
Design Notes
1. I wanted to create a flavorful primary caster for my campaign world
2. Trying for Tier 3.... Gonna be a little bit difficult but it's my goal
3. Separated out of combat casting and in combat casting. I personally feel that a player should always have something to do in combat.
4. Not anywhere near complete but I've lost the progress so many times that I decided to post it now so that it was here.
5. This is a little bit Warlock, a little bit Divine soul, plus a couple stolen and retooled subsystems here and there.
Some study years to master magic, others give their hearts and minds to some Deity, others sacrifice their souls to nefarious powers. The Scion draws her power from her own core. She is marked by a divine being, granted a portion of that beings essence. Many have confused the Scion's for children of the God's for such is their power. In battle a Scion is frightening to behold, flinging magic around as if it were nothing. Outside of combat their glowing eyes and charming smiles often make them hard to resist.
Adventures: A Scion mostly adventures because he becomes bored with the day to day life he leads at home. His soul demands that he make a name for himself.
Characteristics: Scion's are capable warriors so long as they are behind their melee comrades. Outside of combat they are able to fill a variety of roles thanks to their revelations.
Alignment: Any.
Religion: Some Scions choose to worship their Patrons while other's choose not to worship divine powers at all. They see themselves as more god then mortal and some even attempt to amass followers.
Background: Scions are created by Divine powers. At a young age they are imbued with power by a mysterious patron. Many have made guesses as to why they are chosen but only a Scion's patron know's the truth and they sure aren't talking.
Races: Scions come from all races as each divine power chooses a scion based more on the promise of that individual then on any bearings of race.
Other Classes: Scions get along well with Melee types, better them be taking the beating then anyone touching their own divine persona. Cleric's have a tenuous relationship with Scions as many are jealous that what they commit so long to gain the Scion is given for no better reason then that they were born.
Role: A Scions role in a party varies on his Sign and Revelations choices.
Adaptation: Adaptation should be easy so long as there are Divine beings. Scions could also be reflavored as arcane casters akin to the warlock. Scions in other campaigns may clash with both Divine and Arcane casters since they have similiar abilities to arcane casters as a divine caster.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma and wisdom are the two most important abilities for a Scion. Wisdom fuels their Signs and Charisma fuels their revelations. A scion also benefits from a high constitution score, making them a little more hardy.
Alignment: Any
Hit Die: d6
Starting Age:As Barbarian
Starting Gold: As sorcerer
Class Skills:
Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge(religion), Listen, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Scion
{table=head]Level|BAB|Fort|Ref|Will|Special |
Signs|
Revelations Known|
Highest Level Revelation Known|
Divine Power
1st|+0|+0|+0|+2|Mark, Least Signs, Revelations|
1|
3|
1st|
2
2nd|+1|+0|+0|+3|Bonus Feat|
1|
5|
1st|
6
3rd|+1|+1|+1|+3||
2|
7|
2nd|
11
4th|+2|+1|+1|+4|Divine Will|
2|
9|
2nd|
17
5th|+2|+1|+1|+4|Mark|
2|
11|
3rd|
25
6th|+3|+2|+2|+5|Lesser Signs|
3|
13|
3rd|
35
7th|+3|+2|+2|+5|Bonus Feat|
3|
15|
4th|
46
8th|+4|+2|+2|+6||
4|
17|
4th|
58
9th|+4|+3|+3|+6||
4|
19|
5th|
72
10th|+5|+3|+3|+7|Mark|
4|
21|
5th|
88
11th|+5|+3|+3|+7|Greater Signs|
5|
22|
6th|
106
12th|+6/+1|+4|+4|+8|Bonus Feat|
5|
24|
6th|
126
13th|+6/+1|+4|+4|+8||
6|
25|
7th|
147
14th|+7/+2|+4|+4|+9|Force of Personality|
6|
27|
7th|
170
15th|+7/+2|+5|+5|+9|Mark|
6|
28|
8th|
195
16th|+8/+3|+5|+5|+10|Divine Signs|
7|
30|
8th|
221
17th|+8/+3|+5|+5|+10|Bonus Feat|
7|
31|
9th|
250
18th|+9/+4|+6|+6|+11||
8|
33|
9th|
280
19th|+9/+4|+6|+6|+11|Divine Merit|
8|
34|
9th|
311
20th|+10/+5|+6|+6|+12|Mark, God Among Men|
8|
36|
9th|
343
[/table]
Signs: A scion does not prepare or cast spells as other wielders of divine magic do. Instead, he possesses a repertoire of attacks and defenses known as signs that require him to focus the divine energy that suffuses his soul. A scion can use any sign he knows at will, with the following qualifications: A scion's signs are spell-like abilities; using a sign is therefore a standard action that provokes attacks of opportunity. A sign can be disrupted, just as a spell can be ruined during casting. A scion is entitled to a Concentration check to successfully use a sign if he is hit by an attack while using a sign, just as a spellcaster would be. A scion can choose to use a sign defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A scion's signs are subject to spell resistance unless a sign’s description specifically states otherwise. A scion’s caster level with his signs is equal to his scion level. The save DC for a sign (if it allows a save) is 10 +equivalent spell level + the scion’s Charisma modifier. Since spell-like abilities are not actually spells, a scion cannot benefi t from the Spell Focus feat. He can, however, benefi t from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of signs, in order of their relative power, are least, lesser, greater, and divine. A scion begins with knowledge of one sign, which must be of the lowest grade (least). As a scion gains levels, he learns new invocations, as summarized on the table and described below. At any level when a scion learns a new invocation, he can also replace an sign he already knows with another sign of the same or a lower grade. Scions can qualify for some prestige classes usually intended for spellcasters as a warlock.
Revelations:
Mark:When a scion is created his patron reveals a glimpse of his destiny as a mark on his soul. This mark shows most clearly through the scions eyes. When a scion is displaying his mark his eyes are vibrant and seem to glow with an inner light. What his eyes look like depends on his mark. As a free action a scion may repress his mark but doing so limits his ability to draw on his signs, revelations, and any bonuses given by his mark. Revealing a mark is also a free action that must be taken at the beginning of his turn. Revealing a mark leaves the scion unable to do anything for the rest of his turn as he is overwhelmed by the rush of dormant power.
Marks
Mark of the Creator
Th scion given this mark is destined to create something entirely new in this world. He is attuned to the creative power of his patron.
Mark of the Destroyer
The scion given this mark is destined to be a destructive force in the world. He is attuned to the destructive nature of his patron.
Mark of the Changling
A scion given this mark finds his mortal body is not what they were destined to inhabit. He is attuned to the shifting nature of their patron.
Mark of the Dark Lord
A scion given this mark is destined to being darkness to the world. He is at one with the darkness of their patron
Mark of the Light Bringer
A scion given this mark is destined to bring Light to the world. He is attuned to the divine luminescence of his patron
Mark of the Healer
A scion given this mark is destined to be a great healer. He is attuned to the healing essence of his patron.
Bonus Feats: At every level indicated in the chart the scion gains a bonus feat. This may be a general feat or one taken from the Scion bonus feats listed below. A scion must meet all prerequisites of the feat selected as normal.
Divine Will: A scion does not flinch at the mental assaults of lesser men. At 4th level the scion may add his charisma modifier to any will save.
Force of Personality: A scion believes that they are unable to be hurt by mere mortals and at. At 14th level the scion adds his charisma modifier as a deflection bonus to his AC. He must know that the attack is coming and be able to ready his defenses. Any time he would lose his dex bonus to AC he also loses this bonus as well.
Divine Merit: At 19th level a scion is near perfect in his attunement to the divine spark within his soul. He is now treated as a Qausi-God. He gains three domains and may act as the patron deity for Clerics. His clerics are always happy to have their deity stay with them and will help their deity in any way they can. This includes travelling with him. A scion is treated as having the leadership feat if he did not already have it. He need not meet the prerequisites of this feat.
God Among Men: At 20th level the scion is in perfect attunement with his patron and the divine spark within his soul. A scion of this level is treated as either an outsider (Native) or his original race depending on which would be more beneficial at the time. A scion of this level stops aging and will never die of old age, he is also immune to death effects, death through massive damage, and any effects that would force him to age.
http://i842.photobucket.com/albums/zz346/Rodrian_2010/Seven%20Wonders%205/572832.jpghttp://i699.photobucket.com/albums/vv353/Necro_Kemmler/Necromancer.jpg
"By the power of your God? Let me show you MY divine power." Meran, Human Scion of Lillith.
Design Notes
1. I wanted to create a flavorful primary caster for my campaign world
2. Trying for Tier 3.... Gonna be a little bit difficult but it's my goal
3. Separated out of combat casting and in combat casting. I personally feel that a player should always have something to do in combat.
4. Not anywhere near complete but I've lost the progress so many times that I decided to post it now so that it was here.
5. This is a little bit Warlock, a little bit Divine soul, plus a couple stolen and retooled subsystems here and there.
Some study years to master magic, others give their hearts and minds to some Deity, others sacrifice their souls to nefarious powers. The Scion draws her power from her own core. She is marked by a divine being, granted a portion of that beings essence. Many have confused the Scion's for children of the God's for such is their power. In battle a Scion is frightening to behold, flinging magic around as if it were nothing. Outside of combat their glowing eyes and charming smiles often make them hard to resist.
Adventures: A Scion mostly adventures because he becomes bored with the day to day life he leads at home. His soul demands that he make a name for himself.
Characteristics: Scion's are capable warriors so long as they are behind their melee comrades. Outside of combat they are able to fill a variety of roles thanks to their revelations.
Alignment: Any.
Religion: Some Scions choose to worship their Patrons while other's choose not to worship divine powers at all. They see themselves as more god then mortal and some even attempt to amass followers.
Background: Scions are created by Divine powers. At a young age they are imbued with power by a mysterious patron. Many have made guesses as to why they are chosen but only a Scion's patron know's the truth and they sure aren't talking.
Races: Scions come from all races as each divine power chooses a scion based more on the promise of that individual then on any bearings of race.
Other Classes: Scions get along well with Melee types, better them be taking the beating then anyone touching their own divine persona. Cleric's have a tenuous relationship with Scions as many are jealous that what they commit so long to gain the Scion is given for no better reason then that they were born.
Role: A Scions role in a party varies on his Sign and Revelations choices.
Adaptation: Adaptation should be easy so long as there are Divine beings. Scions could also be reflavored as arcane casters akin to the warlock. Scions in other campaigns may clash with both Divine and Arcane casters since they have similiar abilities to arcane casters as a divine caster.
GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: Charisma and wisdom are the two most important abilities for a Scion. Wisdom fuels their Signs and Charisma fuels their revelations. A scion also benefits from a high constitution score, making them a little more hardy.
Alignment: Any
Hit Die: d6
Starting Age:As Barbarian
Starting Gold: As sorcerer
Class Skills:
Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Intimidate, Knowledge(religion), Listen, Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Spot, Use Magic Device
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Scion
{table=head]Level|BAB|Fort|Ref|Will|Special |
Signs|
Revelations Known|
Highest Level Revelation Known|
Divine Power
1st|+0|+0|+0|+2|Mark, Least Signs, Revelations|
1|
3|
1st|
2
2nd|+1|+0|+0|+3|Bonus Feat|
1|
5|
1st|
6
3rd|+1|+1|+1|+3||
2|
7|
2nd|
11
4th|+2|+1|+1|+4|Divine Will|
2|
9|
2nd|
17
5th|+2|+1|+1|+4|Mark|
2|
11|
3rd|
25
6th|+3|+2|+2|+5|Lesser Signs|
3|
13|
3rd|
35
7th|+3|+2|+2|+5|Bonus Feat|
3|
15|
4th|
46
8th|+4|+2|+2|+6||
4|
17|
4th|
58
9th|+4|+3|+3|+6||
4|
19|
5th|
72
10th|+5|+3|+3|+7|Mark|
4|
21|
5th|
88
11th|+5|+3|+3|+7|Greater Signs|
5|
22|
6th|
106
12th|+6/+1|+4|+4|+8|Bonus Feat|
5|
24|
6th|
126
13th|+6/+1|+4|+4|+8||
6|
25|
7th|
147
14th|+7/+2|+4|+4|+9|Force of Personality|
6|
27|
7th|
170
15th|+7/+2|+5|+5|+9|Mark|
6|
28|
8th|
195
16th|+8/+3|+5|+5|+10|Divine Signs|
7|
30|
8th|
221
17th|+8/+3|+5|+5|+10|Bonus Feat|
7|
31|
9th|
250
18th|+9/+4|+6|+6|+11||
8|
33|
9th|
280
19th|+9/+4|+6|+6|+11|Divine Merit|
8|
34|
9th|
311
20th|+10/+5|+6|+6|+12|Mark, God Among Men|
8|
36|
9th|
343
[/table]
Signs: A scion does not prepare or cast spells as other wielders of divine magic do. Instead, he possesses a repertoire of attacks and defenses known as signs that require him to focus the divine energy that suffuses his soul. A scion can use any sign he knows at will, with the following qualifications: A scion's signs are spell-like abilities; using a sign is therefore a standard action that provokes attacks of opportunity. A sign can be disrupted, just as a spell can be ruined during casting. A scion is entitled to a Concentration check to successfully use a sign if he is hit by an attack while using a sign, just as a spellcaster would be. A scion can choose to use a sign defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A scion's signs are subject to spell resistance unless a sign’s description specifically states otherwise. A scion’s caster level with his signs is equal to his scion level. The save DC for a sign (if it allows a save) is 10 +equivalent spell level + the scion’s Charisma modifier. Since spell-like abilities are not actually spells, a scion cannot benefi t from the Spell Focus feat. He can, however, benefi t from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual). The four grades of signs, in order of their relative power, are least, lesser, greater, and divine. A scion begins with knowledge of one sign, which must be of the lowest grade (least). As a scion gains levels, he learns new invocations, as summarized on the table and described below. At any level when a scion learns a new invocation, he can also replace an sign he already knows with another sign of the same or a lower grade. Scions can qualify for some prestige classes usually intended for spellcasters as a warlock.
Revelations:
Mark:When a scion is created his patron reveals a glimpse of his destiny as a mark on his soul. This mark shows most clearly through the scions eyes. When a scion is displaying his mark his eyes are vibrant and seem to glow with an inner light. What his eyes look like depends on his mark. As a free action a scion may repress his mark but doing so limits his ability to draw on his signs, revelations, and any bonuses given by his mark. Revealing a mark is also a free action that must be taken at the beginning of his turn. Revealing a mark leaves the scion unable to do anything for the rest of his turn as he is overwhelmed by the rush of dormant power.
Marks
Mark of the Creator
Th scion given this mark is destined to create something entirely new in this world. He is attuned to the creative power of his patron.
Mark of the Destroyer
The scion given this mark is destined to be a destructive force in the world. He is attuned to the destructive nature of his patron.
Mark of the Changling
A scion given this mark finds his mortal body is not what they were destined to inhabit. He is attuned to the shifting nature of their patron.
Mark of the Dark Lord
A scion given this mark is destined to being darkness to the world. He is at one with the darkness of their patron
Mark of the Light Bringer
A scion given this mark is destined to bring Light to the world. He is attuned to the divine luminescence of his patron
Mark of the Healer
A scion given this mark is destined to be a great healer. He is attuned to the healing essence of his patron.
Bonus Feats: At every level indicated in the chart the scion gains a bonus feat. This may be a general feat or one taken from the Scion bonus feats listed below. A scion must meet all prerequisites of the feat selected as normal.
Divine Will: A scion does not flinch at the mental assaults of lesser men. At 4th level the scion may add his charisma modifier to any will save.
Force of Personality: A scion believes that they are unable to be hurt by mere mortals and at. At 14th level the scion adds his charisma modifier as a deflection bonus to his AC. He must know that the attack is coming and be able to ready his defenses. Any time he would lose his dex bonus to AC he also loses this bonus as well.
Divine Merit: At 19th level a scion is near perfect in his attunement to the divine spark within his soul. He is now treated as a Qausi-God. He gains three domains and may act as the patron deity for Clerics. His clerics are always happy to have their deity stay with them and will help their deity in any way they can. This includes travelling with him. A scion is treated as having the leadership feat if he did not already have it. He need not meet the prerequisites of this feat.
God Among Men: At 20th level the scion is in perfect attunement with his patron and the divine spark within his soul. A scion of this level is treated as either an outsider (Native) or his original race depending on which would be more beneficial at the time. A scion of this level stops aging and will never die of old age, he is also immune to death effects, death through massive damage, and any effects that would force him to age.