Cipher Stars
2012-12-18, 04:32 PM
The following is PG-13 for implied themes, however don't be crazy. I'm obviously referring to cuddles. :smalltongue:
The Naturally Sacred Something
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/SacredSomething.jpg
{table=head] Level |
Minor |
Intermediate |
Major
1 | | | Perform +2
2 | | Perform +2 | Special Talent
3 | | | Cha +1
4 | Perform +2 | Special Talent | Special Healing I
5 | | | Divine Affinity +2
6 | | Cha +1 | Allure
7 | | | Diplomacy +2
8 | Special Talent | Special Healing I | Special Healing II
9 | | | Con +1
10 | | Divine Affinity +2 | Divine Characteristics
11 | | | Divine Affinity +4
12 | Cha +1 | Allure | Special Healing III
13 | | | Slight of Hand +2
14 | | Special Healing II | Allure
15 | | | Cha +1
16 | Special Healing I | Con +1 | Special Healing IV
17 | | | Divine Affinity +6
18 | | Divine Characteristics | Allure
19 | | | Tumble +2
20 |Divine Affinity +2 | Divine Affinity +4 | Special Healing V
[/table]
Special Talent (Ex):
A naturally sacred something can perform certain acts with a partner. When doing so, they tap into divine power to grant a benefit. Choose one of the following:
(Divine) Gather Information: The partner can make a Gather Information check about something without ever leaving the Sacred Something's side.
(Arcane) Knowledge: The partner gains a bit of divine insight. He or she gains a +5 bonus to a knowledge skill for 24 hours.
(Healing) Heal: The partner can benefit from the Heal skill using the Sacred something's heal skill +5, as if she took 10 on the check.
To benefit from this ability, the naturally sacred something and her partner must engage in a certain activity for at least 20 minutes (Constitution check DC 15) requiring a perform (Somekinda' technique) at the end of the 20 minutes at a DC 15. If both checks succeed the partner benefits from the selected use.
Special Healing I (Su) (Healing):
A naturally sacred something's certain acts have beneficial effects on their partners. The subject must engage in the activity for at least 20 minutes, requiring a constitution check DC 15. The naturally sacred something must make a Perform (Somekinda' Technique)(DC 15) check after the act. If successful, the subject is healed for 1d8+1/level+Cha and cured of any and all of the following adverse conditions:
Confused, Dazed, Dazzled, Exhausted, Fatigued, feebleminded, nauseated, sickened, and stunned.
In addition, the naturally sacred something's partner is healed a number of ability damage equal to the sacred something's charisma modifier. This healing occurs to only one ability score at a time. The power of the naturally sacred something even heals ability damage brought on by class features. Special Healing removes all negative morale penalties the creature has, and they become immune to morale penalties for six hours. A separate Perform (Somekinda' Technique) check must be made for a second Ability score. A sacred something may use this ability with another naturally sacred something at the same time.
Special Healing II (Su):
A naturally sacred something's healing ability becomes more powerful. This is as the special healing I ability listed above, but in addition, the act also dispels curses as if by remove curse. Special healing II also cures wounds as if by cure serious wounds, with a caster level equal to the sacred something's total level. Special Healing II requires 30minutes of sustained activity.
Special Healing III (Su):
A naturally sacred something's healing ability becomes mroe powerful. This is as special healing I and II abilities listed above, with the added effect of functioning as remove disease and this restores health as if by Cure Critical Wounds and can restore two ability scores at a time for a number of points equal to her Charisma modifier. III requires 40minutes of sustained activity.
Special Healing IV (Su):
The naturally Sacred Something's healing ability further increases. By spending the same 20 minutes at a Perform (Somekinda' Technique) DC of 25 with a dead body deceased 24 hours or less, the sacred something can cast Raise Dead at no material cost (totally not necrophilia) as the corpse's faculties slowly come back online until its life is returned to it. The subject loses one level as normal.
If used on a Living partner, she can give them the benefit of a Heal spell.
For instead of IV the sacred something can perform as III with the following extra benefit; the partner can leave the scene feeling newly invigorated; The partner gains the effects of Bulls Strength, Cats Grace, or Bears Endurance for 24 hours. IV requires 50minutes of sustained activity.
Special Healing V (Su)
Special Healing now grants the effects of Regenerate throughout the certain activity, and at a DC 25 Perform (Somekinda' Technique) the partner is healed as if by Restoration Greater at half the XP cost paid by the partner.
As with all features save for spellcasting and Aura of Special Ease, it requires at least 20 minutes of a certain act before the Greater Restoration kicks in.
If she performs this on a dead body the time limit for which it has been dead is one year per level and it acts like True Resurrection so long as a portion remains at least the size of a finger, minimum. The material cost is supplied by whoever is paying for the act and they just look pretty nearby or who knows, maybe the diamonds get in on the act as well (sounds like a crazy dream XD).
Special Healing V cannot resurrect someone who has died of Old Age, but if used on a living person they will grow younger by 5% their total age per sacred something level to the age there race becomes an adult. This takes away penalties to aging but not the benefits however they can only benefit from each age categories bonuses once. V requires 60minutes of sustained activity.
Divine Affinity +2, +4, +6: Naturally sacred somethings differ from most mortals. Their bodies are quasi-divine entities on their own right, their soul potent and undeniable. Naturally sacred somethings are recognizable to any divine entity as something more then mortal, something close to them. Naturally sacred somethings can communicate with divine entities regardless of language barriers and have a bonus to social interactions with them. The displayed bonus applies to social interactions with deities, half-gods, and divine classes. However, all such characters can make a DC 20 religion check to recognize what you are.
Allure:
Naturally sacred somethings are remarkably attractive, having an aura of beauty and a refinement of body. They double their Charisma modifier for purposes of Diplomacy, Bluff, Gather Information, and Perform checks.
Allure
Naturally sacred somethings seem to be supernaturally protected through their charm, their beauty. They gain their charisma modifier as a distraction(sacred) bonus to AC.
Allure
Naturally sacred somethings radiate youthfulness and vitality. They do not age anymore, and if they were older their body rejuvenates and becomes that of a young adult for their race.
Divine Characteristics: Naturally sacred somethings definitely seem to be host to divine origins. Their bodies more shapely, more perfectly sculpted. They gain a bonus to their charisma score equal to their constitution modifier and constitution to charisma. This is a divine bonus and doesn't stack with other divine bonuses. Spells and enhancement effects that benefit charisma or constitution are only half as effective. Note for munchkins: These effects don't effect the ability modifier to be added to the other score. However, other sources that would increase the modifier functions just so. (Meaning of the modifier was +4 before, it remains +4 when adding to the other score, not +5 or something after the other score's newly raised score is applied).
The Naturally Sacred Something
http://i1091.photobucket.com/albums/i382/Cipherthe3vil/SacredSomething.jpg
{table=head] Level |
Minor |
Intermediate |
Major
1 | | | Perform +2
2 | | Perform +2 | Special Talent
3 | | | Cha +1
4 | Perform +2 | Special Talent | Special Healing I
5 | | | Divine Affinity +2
6 | | Cha +1 | Allure
7 | | | Diplomacy +2
8 | Special Talent | Special Healing I | Special Healing II
9 | | | Con +1
10 | | Divine Affinity +2 | Divine Characteristics
11 | | | Divine Affinity +4
12 | Cha +1 | Allure | Special Healing III
13 | | | Slight of Hand +2
14 | | Special Healing II | Allure
15 | | | Cha +1
16 | Special Healing I | Con +1 | Special Healing IV
17 | | | Divine Affinity +6
18 | | Divine Characteristics | Allure
19 | | | Tumble +2
20 |Divine Affinity +2 | Divine Affinity +4 | Special Healing V
[/table]
Special Talent (Ex):
A naturally sacred something can perform certain acts with a partner. When doing so, they tap into divine power to grant a benefit. Choose one of the following:
(Divine) Gather Information: The partner can make a Gather Information check about something without ever leaving the Sacred Something's side.
(Arcane) Knowledge: The partner gains a bit of divine insight. He or she gains a +5 bonus to a knowledge skill for 24 hours.
(Healing) Heal: The partner can benefit from the Heal skill using the Sacred something's heal skill +5, as if she took 10 on the check.
To benefit from this ability, the naturally sacred something and her partner must engage in a certain activity for at least 20 minutes (Constitution check DC 15) requiring a perform (Somekinda' technique) at the end of the 20 minutes at a DC 15. If both checks succeed the partner benefits from the selected use.
Special Healing I (Su) (Healing):
A naturally sacred something's certain acts have beneficial effects on their partners. The subject must engage in the activity for at least 20 minutes, requiring a constitution check DC 15. The naturally sacred something must make a Perform (Somekinda' Technique)(DC 15) check after the act. If successful, the subject is healed for 1d8+1/level+Cha and cured of any and all of the following adverse conditions:
Confused, Dazed, Dazzled, Exhausted, Fatigued, feebleminded, nauseated, sickened, and stunned.
In addition, the naturally sacred something's partner is healed a number of ability damage equal to the sacred something's charisma modifier. This healing occurs to only one ability score at a time. The power of the naturally sacred something even heals ability damage brought on by class features. Special Healing removes all negative morale penalties the creature has, and they become immune to morale penalties for six hours. A separate Perform (Somekinda' Technique) check must be made for a second Ability score. A sacred something may use this ability with another naturally sacred something at the same time.
Special Healing II (Su):
A naturally sacred something's healing ability becomes more powerful. This is as the special healing I ability listed above, but in addition, the act also dispels curses as if by remove curse. Special healing II also cures wounds as if by cure serious wounds, with a caster level equal to the sacred something's total level. Special Healing II requires 30minutes of sustained activity.
Special Healing III (Su):
A naturally sacred something's healing ability becomes mroe powerful. This is as special healing I and II abilities listed above, with the added effect of functioning as remove disease and this restores health as if by Cure Critical Wounds and can restore two ability scores at a time for a number of points equal to her Charisma modifier. III requires 40minutes of sustained activity.
Special Healing IV (Su):
The naturally Sacred Something's healing ability further increases. By spending the same 20 minutes at a Perform (Somekinda' Technique) DC of 25 with a dead body deceased 24 hours or less, the sacred something can cast Raise Dead at no material cost (totally not necrophilia) as the corpse's faculties slowly come back online until its life is returned to it. The subject loses one level as normal.
If used on a Living partner, she can give them the benefit of a Heal spell.
For instead of IV the sacred something can perform as III with the following extra benefit; the partner can leave the scene feeling newly invigorated; The partner gains the effects of Bulls Strength, Cats Grace, or Bears Endurance for 24 hours. IV requires 50minutes of sustained activity.
Special Healing V (Su)
Special Healing now grants the effects of Regenerate throughout the certain activity, and at a DC 25 Perform (Somekinda' Technique) the partner is healed as if by Restoration Greater at half the XP cost paid by the partner.
As with all features save for spellcasting and Aura of Special Ease, it requires at least 20 minutes of a certain act before the Greater Restoration kicks in.
If she performs this on a dead body the time limit for which it has been dead is one year per level and it acts like True Resurrection so long as a portion remains at least the size of a finger, minimum. The material cost is supplied by whoever is paying for the act and they just look pretty nearby or who knows, maybe the diamonds get in on the act as well (sounds like a crazy dream XD).
Special Healing V cannot resurrect someone who has died of Old Age, but if used on a living person they will grow younger by 5% their total age per sacred something level to the age there race becomes an adult. This takes away penalties to aging but not the benefits however they can only benefit from each age categories bonuses once. V requires 60minutes of sustained activity.
Divine Affinity +2, +4, +6: Naturally sacred somethings differ from most mortals. Their bodies are quasi-divine entities on their own right, their soul potent and undeniable. Naturally sacred somethings are recognizable to any divine entity as something more then mortal, something close to them. Naturally sacred somethings can communicate with divine entities regardless of language barriers and have a bonus to social interactions with them. The displayed bonus applies to social interactions with deities, half-gods, and divine classes. However, all such characters can make a DC 20 religion check to recognize what you are.
Allure:
Naturally sacred somethings are remarkably attractive, having an aura of beauty and a refinement of body. They double their Charisma modifier for purposes of Diplomacy, Bluff, Gather Information, and Perform checks.
Allure
Naturally sacred somethings seem to be supernaturally protected through their charm, their beauty. They gain their charisma modifier as a distraction(sacred) bonus to AC.
Allure
Naturally sacred somethings radiate youthfulness and vitality. They do not age anymore, and if they were older their body rejuvenates and becomes that of a young adult for their race.
Divine Characteristics: Naturally sacred somethings definitely seem to be host to divine origins. Their bodies more shapely, more perfectly sculpted. They gain a bonus to their charisma score equal to their constitution modifier and constitution to charisma. This is a divine bonus and doesn't stack with other divine bonuses. Spells and enhancement effects that benefit charisma or constitution are only half as effective. Note for munchkins: These effects don't effect the ability modifier to be added to the other score. However, other sources that would increase the modifier functions just so. (Meaning of the modifier was +4 before, it remains +4 when adding to the other score, not +5 or something after the other score's newly raised score is applied).