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Dr.Allblodro
2014-01-29, 06:12 PM
This thread will be showcasing my homebrew setting using modified Pathfinder rules for a PDF I am compiling. All material in the PDF will be made available for free here in this thread, and for a small price once the PDF is made for sale. So if you like any modifications, class changes, or races I design, please purchase the PDF so I know I am doing something right.

Dr.Allblodro
2014-01-29, 07:05 PM
Favored Souls are chosen for their purity of spirit and sanctity of their word. They gain great divine power and are capable of amazing feats of healing and even capable of resurrecting the dead. They are saintly men and women and seem to glow with divine energy. Even their shadows seem to be a tad bit brighter.

Role: The Favored Soul can be a bruiser in melee or a savior to his allies, depending on their spell selection and equipment purchases.

Alignment: Any

Hit Die: d12

Starting Wealth: 4d6 x 10

Class Skills 2 + Int Bonus
Appraise, Craft, Diplomacy, Heal, K: History, K: Nobility, K: Planes, K: Religion, Lingusitics, Profession, Sense Motive, Spellcraft

{table]Level|B A B|Fort Save|Ref Save|Will Save|Special
1st|+0|+2|+2|+2|Divine Bond, Divine Fury, Orisons, Aura
2nd|+1|+3|+3|+3|Channel Energy, Weapon Focus
3rd|+2|+3|+3|+3|Celestial Aspect I
4th|+3|+4|+4|+4|Divine Grace
5th|+3|+4|+4|+4|
6th|+4|+5|+5|+5|Celestial Aspect II
7th|+5|+5|+5|+5|
8th|+6/+1|+6|+6|+6|Weapon Specialization
9th|+6/+1|+6|+6|+6|Celestial Aspect II
10th|+7/+2|+7|+7|+7|
11th|+8/+3|+7|+7|+7|
12th|+9/+4|+8|+8|+8|Celestial Aspect III
13th|+9/+4|+8|+8|+8|Greater Divine Fury
14th|+10/+5|+9|+9|+9|Improved Critical
15th|+11/+6/+1|+9|+9|+9|Celestial Aspect IV
16th|+12/+7/+2|+10|+10|+10|Thousand Faces
17th|+13/+8/+3|+10|+10|+10|
18th|+13/+8/+3|+11|+11|+11|Celestial Aspect V
19th|+14/+9/+4|+11|+11|+11|
20th|+15/+10+5|+12|+12|+12|Ascension[/table]

Divine Bond (Su)
At first level, the Favored Soul gains the use of a weapon created by the hosts of heaven itself. It is a radiant glowing weapon of light, usually just a simple hilt or a spear shaft, upon command the weapon comes alive and sheds light as the daylight spell. In the hilt or where the tip of the spear protrudes from, there is a small black diamond that glows a golden hue. At sixth level and every three levels thereafter, the divine weapon gains an enhancement bonus, to a maximum of +6 at level 19. The gem can be enchanted further, but the total enhancement bonus of the weapon is capped at twelve.

Divine Fury (Ex/Su)
As a swift action the Favored Soul can gain a +4 Strength, +4 Constitution and their Charisma modifier as a sacred bonus to AC. They may maintain this Fury for a number of turns equal to your new Constitution modifier + two turns each level.

Orisons (Sp)
The Favored Soul selects a number of zero level spells per day based on their level and are able to cast them at will. They also may cast Cleric spells using their Charisma as their Key Ability Modifier. They cast spells as a Sorcerer, both for spells known and spells per day, bu they draw from the Cleric spell list.

Aura (Su)
The Favored Soul has an aura that corresponds with their alignment. Any being with an alignment that matches along one axis feels at ease and trusts the Favored Soul. These beings gain +2 to their saves when within 30'. If they do not match at all or of a diametrically opposed alignment, they feel ill at ease and severally dislike the Favored Soul. These beings get extremely agitated and must make a Will save or suffer from rapidly shifting emotions.

Channel Energy (Su)
The Favored Soul can channel energy as a cleric of it's level. It starts off as 1d6, plus an additional d6 per two levels, to a total of 10d6 at 20th.

Weapon Focus
The Favored Soul gains the Weapon Focus feat as a bonus feat, with their Divine Bond weapon.

Celestial Aspect
At third level, Favored Souls take on an aspect of their divine bond. Gold hair, silver eyes and thicker skin. They gain Darkvision 60', natural armor bonus +1 and smite evil as a 1/day ability. They also gain +4 to Strength and +2 to Dexterity. You also gain Immunity to disease and +4 vs poison.

At sixth level, Favored Souls gain DR 5/evil and a certain number of spell like abilities based upon their HD. Reference the half-celestial entry to see which ones.

At ninth level, they gain acid cold and electricity resistance 5. They also gain +4 to Charisma and +2 to Constitution.

At twelfth level they gain DR 10/evil.

At fifteenth level they gain +4 to either Intelligence or +2 to Wisdom. They also gain the ability to fly at twice their base land speed, with good maneuverability.

At eighteenth level, the Favored Soul's resistances increase to 10.

Divine Grace (Su)
The Favored Soul gains a bonus to their saves equal to their Charisma modifier at fourth level.

Weapon Specialization (Ex)
The Favored Soul gains the Weapon Specialization feat for her Divine Bond weapon.

Greater Divine Fury (Su)
The Favored Soul has learned to harness his righteous anger and channel it to strengthen him even more. They gain +8 Strength and +6 Constitution instead of +4 to each.

Improved Critical (Ex)
The Favored Soul gains the Improved Critical feat with their Divine Bond weapon.

Ascension
The Favored Soul is inducted fully into the hosts of heavens and made into an immortal being and given their true name. Only those who know their true name can truly kill them and their DR turns to DR 10/-, and they gain unlimited uses of the smite ability. Their healing spells are always maximized and channels are always empowered. They also gain their Charisma bonus as a deflection bonus to their AC.

Dr.Allblodro
2014-01-30, 12:21 AM
Warlocks gain their power much like a sorcerer does. It comes to them naturally, through some foul taint of their blood line or because of some dark pact with nefarious powers. Whatever the case, Warlocks can make formidable adversaries just like any other spell caster if they are prepared for a certain situation. They gain some spell casting power at later levels, and through blood lines, but most of their powers come to them as tricks or invocations. They are robust and resilient compared to other casters, and can make effective ranged fighters due to their eldritch blast ability. They usually have one physical trait that betrays their heritage or patronage, but most must make a DC 15 Perception check to notice it if within 30'. The scent of hell fire or unnaturally cool temperatures are some of the more common ones.

Role: Warlocks excel at surviving. They are tougher and have better saves than other casters, along with having inherent DR. Fiendish Fortitude and Fiendish Resilience further enhance their survivability by increasing their Constitution and giving Fast Healing. Warlocks make excellent low level substitutions for sorcerers or other magic users that are concerned with direct damage.

Alignment: Any

Hit Die: d6

Starting Wealth: 3d6 x 10

Class Skills 4 + Int Bonus
Acrobatics, Bluff, Craft, Diplomacy, Disguise, Intimidate, Fly, K: Arcana, K: The Planes, K: Religion, Linguistics, Perception, Profession, Sense Motive, Spellcraft and Use Magic Device

{table]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Invocations
1st|+0|+2|+0|+2|Eldritch Blast 2d8, Pact, Invocation (T1)|2
2nd|+1|+3|+0|+3|Devil's Sight, Cantrips/Orisons|3
3rd|+2|+3|+1|+3|Eldritch Blast 2d8|3
4th|+3|+4|+1|+4|Deceive Item|4
5th|+3|+4|+1|+4|Eldritch Blast 2d10, SLA Level 1st-2nd|5
6th|+4|+5|+2|+5|Fiendish Resilience, Invocation (T2)|5
7th|+5|+5|+2|+5|Eldritch Blast 2d10|6
8th|+6/+1|+6|+2|+6|Fiendish Fortitude, Pact II, SLA Level 3rd-4th|6
9th|+7/+2|+6|+3|+6|Eldrtich Blast 2d12|7
10th|+7/+2|+7|+3|+7|Fiendish Resilience|8
11th|+8/+3|+7|+3|+7|Eldritch Blast 2d12, Invocation (T3), SLA 5th-6th|8
12th|+9/+4|+8|+4|+8|Imbue Item, Fiendish Fortitude|9
13th|+9/+4|+8|+4|+8|Eldritch Blast 3d12|9
14th|+10/+5|+9|+4|+9|Fiendish Resilience, SLA 7th|10
15th|+11/+6/+1|+9|+5|+9|Eldritch Blast 3d12, Pact III|11
16th|+12/+7/+2|+10|+5|+10|Fiendish Fortitude, SLA 8th, Invocations (T4)|12
17th|+13/+8/+3|+10|+5|+10|Eldritch Blast 4d12|13
18th|+13/+8/+3|+11|+6|+11|Fiendish Resilience, SLA 9th|13
19th|+14/+9/+4|+11|+6|+11|Eldritch Blast 4d12|14
20th|+15/+10/+5|+12|+6|+12|Unbound Font, SLA Wish/Miracle|15[/table]

Eldritch Blast (Ex)
The Warlock draws power from within his very soul and thrusts a stiletto of raw energy at a target within 30'. They may make one such Eldritch Blast attack based upon their BAB score. Invocations can change the Eldritch Blast in multiple ways, but only one of each type may be used at the same time. This means you may only select one Eldritch Essence and one Eldritch Shape.

Invocations (Su)
Invocations are innate magical abilities the warlock just intuitively knows how to do. Like how the birds fly south or the raven knows the shortest path. Warlocks gain Invocations through creating Pacts with various Powers. At first level the Warlock takes it's first Pact and seals it in his blood. Most Invocations take 10 minute rituals to function and last 24 hours. There are four tiers of Invocations and three different types, Eldritch Essence, Eldritch Shape and general purpose Invocations.

Eldritch Essence
Tier I
Frightful Blast – Target must make will save or become shaken. DC 10 + ½ Warlock Level + Charisma
Sickening Blast – Target must make Fortitude save or become sickened.

Tier II
Beshadowed Blast – Target must make Fortitude save or become blind for 1 round.
Brimstone Blast – Blast deals fire damage and target must make reflex save or catch fire.
Hellrime Blast – Blast deals cold damage and target must make Fortitude save or take -2 penalty to Dexterity.

Tier III
Bewitching Blast – Target must make a Fortitude save or become blind for 1 round.
Noxious Blast – Target must make Fortitude save or be naseated.
Repelling Blast – Target must make Reflex save or be knocked back.
Vitrolic Blast – Blast Ignores Spell Resistance and deals acid damage for several rounds.

Tier IV
Utterdark Blast – Target must make Fortitude save or gain two negative levels.

Blast Shape Invocations
Tier I
Eldritch Spear - Eldritch Blast range increased to 200'+10'/level
Hideous Blow - Eldritch Blast is channeled through your melee weapon or through unarmed attacks.

Tier II
Eldritch Chain - Eldritch Blast can jump up to two times, dealing 1/2 damage. Targets must be within 15' of eachother.
Eldritch Line Burst - Eldritch Blast is concentrated into a 5' wide 80' long line.

Tier III
Eldritch Cone - Eldritch Blast is spread out in a 15' wide, 30' long cone.

Tier IV
Eldritch Doom - Eldritch Blast effects all enemies in a 20' radius spread.

Invocations
Tier I
Acidic Disarm - Gain Burning Disarm as an at will spell like ability, but with acid instead of fire. Bypasses SR and allows no save for half damage.
Baleful Utterance - Mutter word of dark speech and shatter objects as the spell.
Beguiling Influence - Gain +6 bonus on Bluff, Diplomacy and Intimidate checks.
Breath of the Night - Create a fog cloud as the spell.
Dark One's Own Luck - Gain an insight bonus to AC equal to your Charisma modifier.
Darkness - Gain Darkness, as a spell like ability.
Earthen Grasp - Gain Earthen Grasp, as a spell like ability.
Leaps and Bounds - Gain +8 bonus on Acrobatics and Fly checks.
Miasmic Cloud - Create a cloud of mist that grants concealment and fatigues those who enter.
See the Unseen - Gain See Invisibility as a spell like ability.
Spiderwalk - Gain Spider Climb as a spell like ability and immune to webs.
Summon Swarm - Gain Summon Swarm as a spell like ability.

Tier II
More to Come

Pacts (Ex/Su)
The Warlock must make peaceful contact with any appropriate outsider of any type or from elemental plane. They must take part in a dark ritual or be the recipient of a geas/quest spell and fulfill their mission. For each Pact they make the gain access to more power, including Sorcerer bloodlines, including feats, powers and all spells available to them. You can also have a celestial or otherwise divine basis for your power, in which case you select spells as an oracle and can gain revelations like one. The recipient must keep these Pacts secret and honor them, or their Keepers will summon them and they will have to answer for their treachery. The initial Pact is usually with a fiendish or infernal power, and they are taught dark speech, but it is up to the player and the DM to make. Additional Pacts must be made with the DM and carried out through in game RP.

Devil's Sight (Su)
The Warlock may see in the darkness up to 120' and may see in supernatural darkness as well. They also can see all auras, good, evil, lawful, chaotic and magic.

Deceive Item (Ex)
At 4th level and higher a Warlock has the ability to more easily command magic items made for the use of other characters. When making a Use Magic Device check, a Warlock may take 10 even if distracted or threatened.

Fiendish Resilience (Su)
Warlocks are suffused with unnatural energy, re-knitting wounds and healing broken limbs with celerity. Warlocks gain Fast Healing 2 and DR 2/cold iron at 6th level. At 10th level their Fast Healing and DR increase by one, to FH 3 and DR 3/cold iron. At 14th level, it increases again to FH 4 and DR 4/cold iron. At 18th level it increases one final time to FH 5 and DR 5/cold iron.

Fiendish Fortitude (Su)
The Warlock makes a second Pact with another powerful entity and is gifted with eternal youth and abyssal grace or infernal luck. You add your Charisma bonus to all saves and gain +2 Constitution at 8th level, an additional +2 Constitution at 12th level and an additional +2, for a total of +6 Constitution.

Cantrips/Osirons (Sp)
The Warlock is able to cast 0 level spells as a spell-like ability as a sorcerer or oracle of an equal level. You continue to gain spell like abilities as a sorcerer or oracle of an equal level, but gain access to higher level spells more slowly. You may cast first and second level spells at will. Third and forth level spells 3/encounter. Fifth and sixth level spells 3/day. Seventh level spells 2/day. Eighth level spells 1/day.

Unbound Font (Ex/Su)
You can call upon the raw powers of all three of your pacts for a number of turns equal to your constitution score. You can maintain this font of power longer if you wish to start taking one Constitution point damage every turn you maintain it beyond that point. When in such a state, wind swirls around you, heat radiates off of you and you glow with an unnatural light. Your Eldritch Blast attacks are maximized, and you can apply any meta-magic ability to your spell like abilities for free.