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View Full Version : D&D 3.x Other Sacred Paths..



animewatcha
2014-05-19, 12:46 PM
I was wondering if something could be done to 'expand' on the Sacred Paths in drag mag 340 pg 90 or so. Expand them to other dieties that is. Part of the Sacred enforcer ( 'sacred path' ) is that they much be the same alignment as their deity like LG for heironeous or LE for hextor. Restrictions follow the usual things for 'alternate martial style bonus feats' and what not.

This is my first idea..

Sacred Path of Ilmater

1st level skill-bonus : Heal
1st level feat: Stunning fist
2nd level feat: Intuitive Wisdom
6th level feat : Pressure Point Strikes ( drag mag 336 pg 103 details in later spoiler tag )
6th level bonus ability: Gain Divine grace and Turn Undead ( as paladin ). Use wisdom instead of Charisma.
Requirements: Heal 4 ranks. Lay on Hands Alternate Class Feature ( see champions of valor, broken one substitution level )



Pressure Point Strike ( General )

Requirements: 13 dex, Wis 13, Knowledge ( arcana ) 5 ranks, Improved Unarmed Strike, Stunning Fist, BAB 8, ki strike ( magic )

You must declare that you are using this feat, as well as which pressure point you wish to strike, before you make your attack roll (thus, a failed attack roll ruins the attempt). You can use Pressure Point Strike as an attack against an enemy or to remove a detrimental condition from an ally. As an attack, Pressure Point Strike forces a foe damaged by your unarmed strike to make a Fortitude save ( DC 10 + 1/2 your character level + Your Wis modifier ), in addiction to dealing damage normally. A defender who fails this saving throw suffers the effect of the targeted pressure point. This ability only works on giants, humanoids, and monstrous humanoids. Other creature types either lack pressure points or have very different ones.
You can aid an ally by bolstering him in some way or by attempting to remove a detrimental condition. Make a level check against the DC of the effect that caused your ally's condition to remove the condition.
The different uses of this feat count against the number of times per day you can use the Stunning fist feat in specific amounts.

Pressure Point attacks:
White Tiger Array ( 1 use ): Ally - removed stunned, sickened, or fatigued condition. Enemy - Normal Stunning Fist.
Red Monkey Point ( 2 uses ): Ally: removes paralysis. Enemy - inflicts paralyze for 1d4 rounds.
Water Turtle Point ( 2 uses ): Ally: Remove blindness or deafness. Enemy - Blinds or deafens ( your choice ) for 1d4 rounds.
Dragon Soul Point ( 3 uses ): Ally: Increases ally's spell resistance ( whether natural, spell, or by item ) by 1d6 + Wis modifier for 1 round. Enemy: Lower spell resistance by same amount for 1 round.
Emerald Snake Point ( 3 uses ): Ally: Delay the effects of poison for 1d4 hours. Enemy: Inflict Poison. Injury, Fort DC 10 + 1/2 character level + your Constitution modifer, initial 1d4 Con damage, no secondary.
Royal Viper Point ( 4 uses ): Ally: neutralizes poison ( not the spell. Flat out curing it ). Enemy: Inflicts penalty to save against poison of 1 + Wis mod for 1d4 rounds.
Celestial Dragon Point ( 5 uses ): Ally: can attempt to remove a condition caused by a spell or spell-like ability as if using greater dispel magic. Enemy: Can't cast spells or use spell-like abilities for 1d4 rounds.

What do you guys think?