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View Full Version : GitP Pathfinder Grab Bag Competition Competition XXVI: Pick a God and Pray



Tanuki Tales
2014-07-12, 03:24 PM
Pick a God and Pray

http://upload.wikimedia.org/wikipedia/commons/thumb/f/f5/Durga_Mahisasuramardini.JPG/385px-Durga_Mahisasuramardini.JPG

The above painting is part of the public domain and the Wikimedia Foundation has stated that its photographic recreation is also part of the public domain.


"The proper study of mankind is man in his relation to his deity." - D.H. Lawrence


~~~~~~~~~~


This contest begins with the posting of this thread and continues through until the 26th of August.

A poll will be opened shortly after the closing of the contest and everyone on the Playground will have the chance to vote until the 2nd of September . You will be casting five votes, one for what you believe deserves first, second and third places, one for the entry you believe would most likely see play (either in a game you would DM/GM or in a game you yourself would play in) and one for the entry you believe was the most unique entry for the competition. [All three types of votes may be for the same entry.]

All winners will receive a trophy for their efforts, the templates which were graciously made by our own gr8artist.


Rules

1. You will be creating an original Archetype or Base Class or Monster or Prestige Class or Race or Template that is based around the relation to a deity or have a divine basis in-general. Entries could take the form of a base class that is an agent of a deity, a prestige class that makes the character more like their deity or a race that sup upon divine energy rather than food.

2. Your entry must be entirely complete. Incomplete contest entries will be disqualified upon the closing deadline of the contest.

2a. Archetypes, Base and Prestige classes must have a name, completed class, and fluff for both combat and roleplaying purposes.
2b. Monsters must have a name, completed stat-block, physical description, and ecology if any. Templates may be submitted as entries but will be judged based upon the example creature (which must be a previously statted NPC creature from the PSRD). A pre-application and post-application version of the creature must be included for comparison (a link to the NPC on the PSRD will suffice for pre-application).
2c. Races must have a name, completed racial traits and fluff for both combat and roleplaying purposes.

3. Entries must be Pathfinder, using the formats provided below. Using the provided formats is not a strict requirement but it makes reading and judging easier and may impact your chances in the contest if you deviate from it. You may "gussy up" your entries as you see fit as long as they are still comprehensible.

4. Post all entries for the contest in this thread. Do not post any conversations regarding the entries here. Any and all discussions regarding this contest will take place on a separate thread: Here

5. Only one entry is allowed per participant.

6. Entries submitted must be original works that were created for this contest and this contest alone. Submitting plagiarized or previously posted work will result in said entry being automatically disqualified and may lead to inability to compete in this contest from then on.

6a. Entries submitted to this contest may not be posted in a separate thread or format until the contest has come to a close. Any entries that are discovered to have been posted elsewhere during the contest's duration (such as to garner further attention and critiques) will be automatically disqualified.

7. You may not reserve a post for an entry you plan to submit. You are more than allowed to tweak and edit your entry after it has been submitted (up until the deadline is reached) but the basic layout of your entry must be complete.

8. Please state whether or not you would like comments or critiques on your entry upon its submission. Otherwise other contestants and Playgrounders watching the contest will most likely give your submission a once over and point out any flaws or other comments they may have seen in the chat thread.

-*-*-*-

Tanuki Tales
2014-07-12, 03:25 PM
Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.


Archetype Name


Modified Class: Please note which class this is an Archetype for here.


A general description of what your Archetype is!


CLASS FEATURE NAME (Ex, Su, Sp, Ps): If the class features granted by the Archetype modify or remove class features of the original base class, please mention which class features and to what degree in each class feature granted by the Archetype.

Tanuki Tales
2014-07-12, 03:27 PM
Artifact Name


Aura: <strength and type>; CL: <CL, ie 20th>; Slot: <slot occupied>; Weight: <in pounds>

Description
<physical description and appearance>
<technical properties and special abilities in a separate paragraph>

Destruction
<How do you make it not exist anymore>

History
<Where did this artifact come from>

Other Properties
<Social stigma and the effects of use not directly related to the item's mechanics>

Ramifications
<what, if anything, a character is subjected to as an effect of using this artifact>



Artifact Name

Aura: <strength and type>; CL: <CL, ie 20th>; Slot: <slot occupied>; Weight: <in pounds>

Description
<physical description and appearance>
<technical properties and special abilities in a separate paragraph>

Destruction
<How do you make it not exist anymore>

History
<Where did this artifact come from>

Other Properties
<Social stigma and the effects of use not directly related to the item's mechanics>

Ramifications
<what, if anything, a character is subjected to as an effect of using this artifact>

Tanuki Tales
2014-07-12, 03:29 PM
Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

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+x

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Class Ability


3rd

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Class Ability


4th

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5th

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Class Ability


6th

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Class Ability


7th

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8th

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9th

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10th

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Class Ability


11th

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12th

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13th

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14th

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15th

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16th

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17th

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Class Ability


18th

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Class Ability


19th

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Class Ability


20th

+x

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+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

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Class Ability


5th

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Class Ability


6th

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Class Ability


7th

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Class Ability


8th

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Class Ability


9th

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Class Ability


10th

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Class Ability


11th

+x

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+x

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Class Ability


12th

+x

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+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

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+x
Class Ability


15th

+x

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+x

+x
Class Ability


16th

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+x
Class Ability


17th

+x

+x

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Class Ability


18th

+x

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+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2014-07-12, 03:30 PM
Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.


Name

Short Physical Description
Name Challenge Rating
XP X
<Alignment> <Size> <Type>
Init +X; Senses ; Perception +X

Defenses

AC X, Touch X, flatfooted X; ( modifiers )
hp (dX+X);
Fort + X, Ref +X, Will +X

Offenses

Speed X ft.
Melee Weapon +X (dX+X)
Space X ft.; Reach X ft.
Special Attacks

Statistics

Str X, Dex X, Con X, Int X, Wis X, Cha X
Base Atk +X; CMB +X; CMD
Feats
Skills
Languages

Special Abilities

Special abilities go here.

Ecology

Environment
Organization
Treasure

A description of the creature, it's combat tactics and methods, the social structure of its life and/or society (if any) and any other pertinent information on how it functions and interacts with the world around it go here.

Tanuki Tales
2014-07-12, 03:32 PM
Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

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Class Ability


6th

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Class Ability


7th

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Class Ability


8th

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+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):



Prestige Class Name

Put an image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!


Role: What your class does in and for a party.

Alignment: What alignment or alignments your class may have and why.

Hit Die: dx

Requirements
To qualify to become CLASS NAME, a character must fulfill all of the following criteria.
:
:
:
:

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

Skill Ranks per Level: (x + Int modifier)


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Tanuki Tales
2014-07-12, 03:33 PM
RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

X'Y"

+XdY

X lb.

× (X) lb.


Female

X'Y"

+XdY

X lb.

× (X) lb.




[spoiler]RACE NAME

A brief overview of the race.

Physical Description: Speaks for itself.

Society: Speaks for itself.

Relations: What the race thinks of other races, and what other races think of them.

Alignment and Religion: What, if any, alignments the race tends towards as well as who their chief deity is (if they have one). Also note their approach towards (or tolerance of) other deities and religions.

Adventurers: Reasons members of the race take up adventuring.

Male Names: A list of sample names males usually take.

Female Names: A list of sample names females usually take.

---

RACIAL TRAITS

Ability modifiers, and why those modifiers.
Size. Any bonuses or penalties their size gives them.
Speeds, and any special movement effects (such as a dwarf's ability to move full speed in armor).
Other racial abilities, one after another.
Languages: List what languages the race gets automatically and those it can take as bonus languages if it has a high intelligence


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


X years

+XdY

+XdY

+XdY



Aging Effects



Middle Age

Old

Venerable

Maximum Age


X years

X years

X years

+XdY years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

X'Y"

+XdY

X lb.

× (X) lb.


Female

X'Y"

+XdY

X lb.

× (X) lb.

Tanuki Tales
2014-07-12, 03:34 PM
Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.



Template Name


Here is where you provide the flavor text describing the template.


Creating a Template Name

"Template Name" is an acquired/inherited template that can be added to [insert application restrictions here]. A template name uses the base creature's stats and abilities except as noted here.

CR: List the change (if any) to the base creature's challenge rating here.

AL: List the change (if any) to the base creature's alignment here.

Size and Type: List the change (if any) to the base creature's size, type and subtype(s) here.

Senses: List the change (if any) to the base creature's senses here.

Armor Class: List the change (if any) to the base creature's armor class here.

Hit Dice: List the change (if any) to the base creature's hit dice here. Specify if any statistics need to be recalculated as a result of any changes to type/subtype.

Defensive Abilities: List the change (if any) to the base creature's defensive abilities here.

Weaknesses: List the change (if any) to the base creature's weaknesses here.

Speed: List the change (if any) to the base creature's speed here.

Attacks: List the change (if any) to the base creature's attacks here (specify if Melee or Ranged).

Damage: List the change (if any) to the base creature's damage here.

Space and Reach: List the change (if any) to the base creature's space and reach here.

Special Attacks: List the change (if any) to the base creature's special attacks here.

Special Qualities: List the change (if any) to the base creature's special qualities here.

Ability Scores: List the change (if any) to the base creature's special qualities here.

Skills: List the change (if any) to the base creature's skills here.

Feats: List the change (if any) to the base creature's feats here.

wowofifa
2014-07-12, 08:53 PM
This seems to be a nice themed variation on the psychic warrior. It's not extremely powerful, but for someone who wants to go all-out with a crystal focus, you certainly provide the tools to do the job. I'd suggest that the crystalline race should be living constructs, perhaps with the [human] subtype if you wish, but not humanoids. Dittos for the crystalline template.

_______________________
RS 2007 Gold (http://www.rsgoldfast.com/)

malonkey1
2014-07-12, 09:22 PM
Divine Blade

http://www.wizards.com/dnd/images/boed_gallery/75067.jpg

Ioemedae's Light! Guide my blade!
- Tenar "Sunsword" Marem, Divine Blade of Iomedae

Divine Blades are those warriors blessed with primal divine energy. Be it from some tenuous blood connection, or from the will of a god, these people can channel energy, shaping it into a variety of effects.

Role: Divine Blades are effective frontline fighters, dealing out damage with their unique powers, as well as controlling their powers to generate useful support effects.

Alignment: Any, but must be within one step of their deity's alignment.

Hit Die: d10

Starting Gold: As Fighter

Class Skills
The Divine Blade's class skills (and the key ability for each skill) are Appraise (Int), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge[History, Planes, Religion] (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)

Skill Ranks per Level: (4 + Int modifier)


CLASS NAME

LvBABFortRefWillSpecialChannel Dmg.Blessing Pool
1+1+2+0+2Channel Energy, Divine Focus (Weapon Focus, Channel Attack), Domains, Versatile Channeling1d64
2+2+3+0+3Shape Energy (1st level)1d65
3+3+3+1+3Channel Power2d67
4+4+4+1+4Shape Energy (2nd level)2d69
5+5+4+1+4Divine Focus (Channel Spell)3d611
6+6/+1+5+1+5Shape Energy (3rd level)3d613
7+7/+2+5+2+5Channel Power4d615
8+8/+3+6+2+6Shape Energy (4th level)4d617
9+9/+4+6+2+6Divine Focus (Greater Weapon Focus)5d620
10+10/+5+7+3+7Shape Energy (5th level)5d623
11+11/+6/+1+7+3+7Channel Power6d626
12+12/+7/+2+8+3+8Shape Energy (6th level)6d630
13+13/+8/+3+8+4+8Divine Focus (Deflect Magic)7d633
14+14/+9/+4+9+4+9Shape Energy (7th level)7d637
15+15/+10/+5+9+4+9Channel Power8d641
16+16/+11/+6/+1+10+5+10Shape Energy (8th level)8d646
17+17/+12/+7/+2+10+5+10Divine Focus (Prowess)9d650
18+18/+13/+8/+3+11+5+11Shape Energy (9th level)9d655
19+19/+14/+9/+4+11+6+11Channel Power10d660
20+20/+15/+10/+5+12+6+12Divine Spark10d6120


Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Divine Blades are proficient in all simple and martial weapons, as well as light, heavy, and medium armor, plus shields and tower shields. Additionally, if a Divine Blade follows a deity, they are proficient in that deity's favored weapon (if any).

Blessing Pool (Su): A Divine Blade shapes divine magic in a unique way, having a pool of divine energy available to shape freely into spells and other effects. At each level, the Divine Blade gains a number of points equal to the amount shown for their level, plus their Charisma bonus, if any. They can spend a single point of this pool to Channel Energy (see below), or cast a spell by expending points equal to the level of the spell being cast (also see below). Additionally, many Channel Powers require the expenditure of points from the Blessing Pool, instead of or with the normal cost to Channel Energy. In order to replenish the Blessing Pool, you must rest for 8 hours, and then spend one hour in prayer, training, or meditation, as appropriate to your ideology and religion. If a Divine Blade takes Extra Channel, that offers them two free uses of their Channel Energy ability or the energy channeling ability of their Divine Focus per day.

Channel Energy (Su): Divine Blades are fonts of divine power, and can release a burst of it with the slightest thought. They can spend 1 Blessing Point to Channel Energy as a Cleric of their level. They must choose whether they channel Positive or Negative energy by default, but receive Versatile Channeling as a bonus feat for free, allowing them to use either one.

Domains: At level 1, a Divine Blade receive 2 Domains, representing their belief system. They fall under the same restrictions as a Cleric choosing domains (alignment restrictions, must choose from their deity's domains, if applicable, etc.). They may use the Domain Powers of each Domain as a Cleric of their level, and can shape the spells from those domains (see Shape Energy, below) the moment they are of sufficient level, with no need for additional training. If you have levels in another class with Domains, or later gain levels in such a class, the domain or domains you choose for these classes must match any existing domains you have, and your levels in these classes all stack for determining Domain Powers available.

Divine Focus (Su): You carry a single weapon or shield which you have poured a portion of your soul into. This is your Divine Focus. This weapon must be the favored weapon of your deity (if applicable) By expending 1 Blessing Point, you can charge this weapon, causing any attacks from it to deal damage equal to your Channel Energy, and of the same type (You may use Versatile Channeling to choose which type of energy it carries) for 1 minute. You are counted as having the Channel Smite feat while this weapon is in your possession. Additionally, in regards to this weapon, and only this specific weapon, you are considered to have the Weapon Focus feat. At level 5, you gain the ability to channel touch spells you cast through this weapon, similarly to how you can channel energy through it, inflicting the effect of the touch spell on the target of your attack as if you had simply touched them with the touch spell active. At level 9, you are counted as having the Greater Weapon Focus feat with regards to this weapon. At level 13, you can deflect a spell targeted at you as an Immediate Action. To do so, you must expend points from your Blessing Pool equal to the level of the spell and make a dispel check, as if countering it with dispel magic. If you succeed, the spell is countered. If the spell was a Ranged Touch attack, you can attempt to deflect it onto another target within range (range being determined as if the spell had been cast by its original caster from your space). At level 17, while using your Divine Focus, you are treated as having one additional Combat or Channeling feat of your choice whose prerequisites you meet. You may change this feat when you replenish your Blessing Pool, or swap feats as a standard action for the duration of one encounter by spending 15 points from your Blessing Pool.

Shape Energy (Sp): Divine Blades are not truly divine casters in the traditional sense, but they can generate magical effects by expending points from their Blessing Pool equal to the spell they intend to replicate, using their class level as caster level, with any relevant save DCs and other ability-based variables based off of Charisma. At level 2, they can cast any 1st-level spell to which they have access (such as the 1st level spells of their domains), as spell-like abilities, using their normal casting times and any relevant spell components, gaining access to 2nd-, 3rd-, and so on-level spells at every even level after 2nd, as shown on the table. Any effects that specifically call out divine spells or effects treat these spell-like abilities as divine spells as appropriate. You may apply metamagic feats to these spell-like abilities as if they were spontaneously cast spells, increasing their casting time as appropriate. Such spell-like abilties with metamagic applied have a Blessing cost equal to their adjusted level.

Exotic Magic: This class offers an unusual form of divine magic, that may be foggy on how it meets prerequisites. The ability to Shape Energy qualifies for things as follows:

Caster Level (divine or unspecified)
The ability to cast spells (divine or unspecified) of a level up to what you are able to Shape

Prestige classes that can advance divine spellcasting also advance the Blessing Point Pool and the level of spell that can be replicated through Shape Energy. Any feats, class features, items, and other effects that add a spell or spells to the target/user's spell list or spells known instead adds that spell or spells to the list of spells they can replicate via Shape Energy.
The ability to cast a specific spell the Divine Mind can replicate via Shape Energy, treating it as the divine version where applicable.


Divine Spark (Ex): As a result of your long journey with your blessing, you have finally unlocked its final gift: Divinity. Your type changes to Outsider, and you gain the Native subtype, as well as any one subtype appropriate to your deity's portfolio (at the DM's discretion). You become entirely immune to the negative effects of aging, and you can no longer die due to old age. You are immune to poisons, diseases, and curses, gain 1 bonus hit point per hit die, and you may compose your own “Lesser Domain”. This domain has no Domain Powers, although it has the full complement of 9 spells, one of each level. Each spell must be agreed upon by you and your DM. You may Shape these spells with Shape Energy, as with any other domain you possess, and if a Cleric or other domain-based caster were to worship you, they would receive these spells as well. The Blessing Pool cost for each of your spells for Shape Energy is reduced by 1, making 1st level spells effectively free of cost, provided you have at least 1 point remaining in your Blessing Pool. While you can be damaged as normal, you can never be brought below 0 hit points by any non-magical weapon, and even if you are below 0 hit points, a non-magical weapon may not deliver a killing blow to you. You are automatically succeed in saves vs. massive damage (if applicable) and death effects. You receive Turn Resistance. Upon your passing, or when you choose to retire, depending on the world in which you live and the rules behind divinity there, you may become a full god. Should this occur, your Domain then grants Domain powers as any other Domain would.

malonkey1
2014-07-12, 09:23 PM
Reserved for Channel Powers

gr8artist
2014-07-13, 10:56 PM
☠ _Nightmare Priest_ ☠

http://i140.photobucket.com/albums/r40/gr8artist/Character%20Art/NightmarePriest_zps709fd465.png
~ Image used with permission of its creator, me.

"Wretched whispers with claws to scratch.
Weeping, wailing, the nightmares hatch."
~ Nursery rhyme etched into the wall of the Croatoan Manor

The rhyme is believed to be the work of Sir Kendrick Croatoan, the last heir of the once-proud house and a renowned serial killer.
Sir Kendrick is widely regarded as a madman, and after his execution he personified something of a haunt or boogeyman in local culture.

Beyond the material plane there lie an incalculable number of other planes and realms teeming with life and energy that material mortals cannot comprehend. With the advent of magic, mortals began to form innumerable bonds with such extraplanar forms, in an effort to comprehend the cosmos and multiverse. Most took these extraordinary powers as a force to be worshiped and adored, and thus the gods were forged. Others sought to mold the energies they found into new shapes and purposes, and thus arose the art of arcane conjuration.
But a surprising number did not seek such communion with the unknown. Instead, they find themselves the object of study and manipulation by exterior forces. Sometimes this begins in adulthood, or after the acquisition of some planar-relevant trinket. Often, it begins in childhood, as haunting whispers and indescribable murmurs. Some are fortunate to attract the attention of benevolent forces, who require nothing of them that they cannot spare. But a great deal are tormented by spirits much darker, and are allowed no escape or reprieve. Plagued and possessed by these powerful energies, many mortals crack and fall apart into useless husks no longer reminiscent of humanity. But a rare few embrace the confusion and darkness that others fear, and form an unholy union with the nightmarish powers that commune with them.
They survive, even thrive, in the maddening fear of the unknown, and come to view this fear as a holy state, much like others view devout prayer or intense meditation. It is their sacred, profane duty to share the dark message with all they encounter, and spread the gospel of terror to the furthest reaches of the world.

Role: With extensive control over fear and terror, the Nightmare Priest is an expert in the fields of crowd control and debuffing, keeping his opponents weakened and unable to fight effectively.

Alignment: Nightmare Priests must be Evil. Though they are capable of performing good acts, the power that flows through them compels them to violence and oppression and causes them to react to magic as though they were Evil.
A Nightmare Priest that becomes Good loses all class abilities.

Requirements
To qualify to become Nightmare Priest, a character must fulfill all of the following criteria.
Skills: Intimidate 5 ranks; Knowledge (planes or religion) 5 ranks.
Spells: Able to cast 1st level divine spells, including cause fear and remove fear.
Special: Aura of Cowardice class feature.


Hit Die: d6

Class Skills
The Nightmare Priest's class skills (and the key ability for each skill) are Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: (6 + Int modifier)


Nightmare Priest


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells per Day


1st

+0


+0


+0


+1

Unholy vigor, vile inheritance



2nd

+1


+1


+1


+1

Unnatural presence
+1 level of existing divine spellcasting class


3rd

+2


+1


+1


+2

Improved aura of cowardice (–5/+5)



4th

+3


+1


+1


+2

Horror reserve
+1 level of existing divine spellcasting class


5th

+3


+2


+2


+3

Vile inheritance, aura of cowardice (–6/+6)



6th

+4


+2


+2


+3

Torment the soul
+1 level of existing divine spellcasting class


7th

+5


+2


+2


+4

Aura of cowardice (–7/+7)



8th

+6


+3


+3


+4

Baleful suffering
+1 level of existing divine spellcasting class


9th

+6


+3


+3


+5

Vile inheritance, aura of cowardice (–8/+8)



10th

+7


+3


+3


+5

Profane paragon, mass hysteria
+1 level of existing divine spellcasting class



Class Features
All of the following are class features of the Nightmare Priest (commonly referred to as a "Priest" from here on).

Weapon and Armor Proficiencies: A Nightmare Priest gains no new weapon or armor proficiencies.


Unholy Vigor (Ex): A Nightmare Priest is empowered by his faith, fear, and the terror of others, and able to survive for great lengths of time when he would otherwise be defeated. He uses his Charisma, rather than his Constitution, to determine his additional health per hit die and his bonus to fortitude saves. Additionally, a Priest with a Constitution score of 0 is not dead, but is instead unconscious as though his Strength were 0.
At level 3, the Priest gains a morale bonus on Fortitude saves, melee attacks, and melee damage rolls equal to 1/2 his class level while he is suffering from a fear effect.
At level 5, the Priest gains intimidating prowess as a bonus feat. Additionally, he gains a morale bonus to Strength equal to the number of other creatures within his aura of cowardice that are suffering from a fear effect.
At level 7, the Priest gains the ferocity special quality while he or another creature within his aura of cowardice is suffering from a fear effect.
At level 9, the Priest gains fast healing equal to the number of creatures within his aura of cowardice (including himself, if applicable) who are suffering from a fear effect at the end of his turn.


Vile Inheritance (Su): A Nightmare Priest is constantly harassed and harried by disturbing thoughts, images, and messages from some source of dark power. When he finally learns to accept this dark message and embraces his destiny to spread the dark word as far as inhumanly possible, the power flowing through him manifests in new abilities similar to those possessed by a sorcerer. As his familiarity with nightmarish forces improves, he also becomes more and more resistant to the deep depths of fear to which he exposes his enemies.
The Priest chooses one of the following sorcerer bloodlines, and gains powers and abilities from it as though he were a sorcerer: Aberrant, Abyssal, Accursed, Daemon, Infernal, Oni, Shadow, or Undead. He may also choose wildblooded variants of these bloodlines, if desired. If he has a sorcerer bloodline from another class, he must choose a different bloodline than the one he already possesses.
At first level, the Priest gains the bloodline arcana from his chosen bloodline, using his levels in this class rather than sorcerer levels to determine the effectiveness of the arcana, if necessary. He also gains immunity to the cowering condition.
At 5th level, the Priest gains the first power granted by his chosen bloodline. He uses his levels in this class as his effective sorcerer level to determine the effectiveness of this power. He may use this power any number of times per day, though each use (or round of use) requires that he spend 1 point from his horror reserve; if he does not possess enough points, he cannot use that power until he gains more. His familiarity with fear also grants him immunity to the panicked condition.
At 9th level, the Priest gains the second power granted by his chosen bloodline. He uses his levels in this class as his effective sorcerer level to determine the effectiveness of this power. He also gains immunity to the frightened condition.

Aberrant
Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline Powers
Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.

Warped AberrantBloodline Arcana: Whenever you cast a spell of the polymorph subschool, one target of your choice may receive one random effect from Table: Warped Polymorph Benefits (see below). This bonus lasts as long as the polymorph effect on the target.
This ability replaces the Aberrant Bloodline Arcana.
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature’s physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces acidic ray.

Table: Warped Polymorph Benefits

d12
Name
Effect


1
Double-Jointed
+2 on Escape Artist checks


2
Webbed Digits
+2 on Swim checks


3
Iron Grip
+2 on Climb checks and to CMD against disarm maneuvers


4
Bug Eyes
+2 on Perception checks


5
Camouflage
+2 on Stealth checks


6
Tough Hide
+1 natural armor bonus


7
Hardy
+1 on Fortitude saving throws


8
Lively
+1 on Reflex saving throws


9
Astute
+1 on Will saves


10
Quick
+5 ft. movement rate


11
Vicious
+1 on melee attack rolls


12
Eagle Eyes
+1 on ranged attack rolls




Abyssal
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers
Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Brutal AbyssalBloodline Arcana: Whenever you cast a spell that deals hit point damage, one target of your choice affected by the spell takes 2 additional hit points of damage. This ability has no effect on spells that do not deal hit point damage (such as ability score damage).
This ability replaces the Abyssal Bloodline Arcana.
Wings of the Abyss (Su): At 9th level, you can sprout leathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1-minute increments.
This bloodline power replaces strength of the abyss.

Accursed
Bloodline Arcana: You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever you are within 30 feet of another sorcerer with this bloodline or a witch with the coven hex, you can use the aid another action to grant a +1 bonus to the other spellcaster’s caster level for 1 round.
Bloodline Powers
Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
Wretched Endurance (Ex): At 3rd level, you gain a +2 bonus on all saving throws against charm, cold, fear, fire, and sleep effects. And 9th level, these bonuses increase to +4.
Dread Gaze (Su): At 9th level, you gain a form of the green hag’s evil eye power. As a standard action, you may fix your gaze on any one creature within 60 feet. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round for every 2 sorcerer levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.


Daemon
Bloodline Arcana: Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.
Bloodline Powers
Wasting Ray (Sp): At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger (see starvation and thirst). You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.
Daemonic Resistances (Ex): At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. At 9th level, your resistance to acid increases to 10 and your bonus on saving throws against poison and death effects increases to +4.
Age Out (Su): At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step (for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.


Infernal
Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Bloodline Powers
Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Pit-Touched InfernalBloodline Arcana: Whenever you cast a spell, you gain a bonus on Intimidate checks equal to the spell’s level for 1 round.
This ability replaces the Infernal Bloodline Arcana.
Tough as Hell (Ex): At 9th level, you gain a +2 inherent bonus to your Constitution. This bonus increases to +4 at 13th level, and to +6 at 17th level.
This bloodline power replaces hellfire.

Oni
Bloodline Arcana: Whenever you cast a spell of the charm or compulsion subschool, you gain a bonus on Bluff, Diplomacy, and Intimidate skill checks equal to the level of the spell for 1d4 rounds.
Bloodline Powers
Touch of Agony (Sp): At 1st level, you can make a melee touch attack as a standard action that wracks a living creature with agonizing pain. The target takes 1d4 points of nonlethal damage each round for a number of rounds equal to 1/2 your sorcerer level (minimum 1). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Altered Form (Sp): At 3rd level, you gain the ability to change shape (as the spell alter self) for a number of minutes per day equal to your sorcerer level. These rounds need not be consecutive. At 17th level, the duration of this effect is no longer limited, and you may remain in your chosen form as long as you want.
Windborne (Sp): At 9th level, you can turn gaseous (as the spell gaseous form) for a number of rounds per day equal to your sorcerer level. These rounds need not be consecutive. At 11th level and every two levels thereafter, your speed while gaseous increases by +10 feet, to a maximum speed of 60 feet at 19th level.


Shadow
Bloodline Arcana: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.
Bloodline Powers
Shadowstrike (Sp): At 1st level, you can make a melee touch attack as a standard action that inflicts 1d4 points of nonlethal damage + 1 for every two sorcerer levels you possess. In addition, the target is dazzled for 1 minute. Creatures with low-light vision or darkvision are not dazzled by this ability. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Nighteye (Ex): At 3rd level, you gain darkvision 30 feet. At 9th level, you gain darkvision 60 feet. If you already possess darkvision, its range is increased by these amounts.
Shadow Well (Sp): At 9th level, you can use the Stealth skill even while being observed and without cover or concealment, as long as you are within 10 feet of a shadow other than your own. In addition, when within an area of darkness or dim light, as a standard action you may choose to switch places with a willing ally within 60 feet, who must also be in darkness or dim light. At 13th level, you can instead switch the positions of two willing allies, each of whom must be within 60 feet of you. Unless otherwise noted, this travel is identical to dimension door. You may use the ability to switch places once per day at 9th level, plus one additional time per day at 17th level and 20th level.
Umbral ShadowBloodline Arcana: Whenever you cast a spell in an area of dim light or darkness, your effective caster level is increased by 1.
This ability replaces the Shadow Bloodline Arcana.
Cloak of Shadows (Sp): At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces shadowstrike.

Undead
Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Powers
Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.

Sanguine UndeadBloodline Arcana: Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.
This ability replaces the Undead Bloodline Arcana.
The Blood Is the Life (Su): At 1st level, you can gain sustenance from the blood of the recently dead. As a standard action, you can drink the blood of a creature that died within the past minute. The creature must be corporeal, must be at least the same size as you, and must have blood. This ability heals you 1d6 hit points and nourishes you as if you’d had a full meal. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
This bloodline power replaces grave touch.

Unnatural Presence (Su): Beginning at 2nd level, the Nightmare Priest's aura becomes particularly upsetting to animals. His aura of cowardice also functions as an unnatural aura, as the monster ability. Animals will not willingly approach the Priest unless their master succeeds at a DC 25 Handle Animal, Ride, or wild empathy check.


Improved Aura of Cowardice (Su): Beginning at 3rd level, the Nightmare Priest begins to increase the reach and potency of his debilitating aura. The range of his aura of cowardice increases to 5 feet per level, to a maximum of 50 feet at 10th level, and the penalty to saves against fear increases to –5. Additionally, he gains a +5 bonus on Intimidate checks against any creature within his aura.
At 5th level, and every two levels thereafter, the penalty to saves increases by –1, and the bonus to Intimidate checks increases by +1, to a maximum of –8 and +8 at 9th level.


Horror Reserve (Su): Beginning at 4th level, the Nightmare Priest gains a horror reserve, a collection of thought, fears, and nightmares collected from the minds of suffering victims. This collection functions as a pool of energy that he can spend to augment his spells or use his abilities. The horror reserve has a number of points equal to 3 + his Charisma modifier, and it refreshes once per day when he prepares his spells. Other abilities and effects may add points back into this pool throughout the day, though any points gained in excess of this amount are lost.
By spending 1 point from his horror reserve as a swift action, the Priest can increase his effective caster level for his next [fear] spell by 1 or increase the save DC of his next [fear] spell by 2. Regardless of the benefit he chooses, the effect lasts only until the end of his turn.
He may spend 1 point from his horror reserve to cast cause fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear) as a spell-like ability. He may use this ability against any creature with less hit dice than his own. Additionally, if he successfully uses the remove fear (http://www.d20pfsrd.com/magic/all-spells/r/remove-fear) spell to suppress a fear effect or counter another creature's [fear] spell, the Priest adds one point to his horror reserve. This effect can occur no more than once per casting of this spell, regardless of the number of creatures affected.
Beginning at 7th level, the Priest salvages the final, terrified thoughts of his victims. He adds one point to his horror reserve when a creature suffering from a fear effect dies or is destroyed while within his aura of cowardice. He may also use the Intimidate skill to demoralize creatures already suffering from fear effects. To do so, he must spend 1 point from his horror reserve when he makes the check, and the difficulty to do so is 25 + the victim's hit dice + the victim's Wisdom modifier. If the check succeeds, that creature's fear is increased by 1 step as follows: from shaken to frightened, or from frightened or panicked to cowering. This increases only the severity of the fear effect, not the duration, and this increased fear effect lasts only for 1 round, plus 1 round for every 5 points by which he beats the DC. If he uses an ability to demoralize multiple creatures, he makes only one check and compares it to the difficulty of each creature independently.


Torment the Soul (Su): Beginning at 6th level, the Nightmare Priest's understanding of the essence of fear deep within the world allow him to inspire terror in nearly any creature, regardless of understanding and logic. His fear effects and spells with the [fear] descriptor are no longer considered emotion or mind-affecting effects when used against creatures within his aura of cowardice, and thus may be used on constructs, undead, and other mindless victims.


Baleful Suffering (Su): At 8th level, the Nightmare Priest's connection to omnipotent, terrifying forces manifests as physical and mental anguish when he imposes fear upon his enemies. When he causes a creature to begin suffering from a fear effect as a result of his spells or abilities (excluding Intimidate checks), the victim also begins to suffer the following effects until it recovers. First, the creature begins bleeding from the eyes, ears, and nose, becoming sickened and taking 1 point of bleed damage every round. The victim is also fatigued for the first 1d4 rounds of the fear effect.
If the creature ceases to be shaken, frightened, panicked, or cowering for any reason, these additional conditions immediately end.


Profane Paragon: At 10th level, the Nightmare Priest learns to indulge in the deep chasms of fear to channel unholy power into his attacks. By spending 1 point from his horror reserve as a move action, he causes himself to become shaken for a number of rounds equal to his Charisma modifier. During this time, he gains the benefits of the dastardly finish (http://www.d20pfsrd.com/feats/combat-feats/dastardly-finish-combat) and dreadful carnage (http://www.d20pfsrd.com/feats/combat-feats/dreadful-carnage-combat) feats, even if he does not meet the prerequisites, and his weapons gain the cruel (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cruel) and ominous (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/ominous) special abilities.


Mass Hysteria (Su): At 10th level, the Nightmare Priest spreads terror like a plague. Opponents that become panicked or begin cowering while within his aura of cowardice gain an aura of hysteria (as the fear (http://www.d20pfsrd.com/magic/all-spells/f/fear) spell) with a range of 30 feet for as long as they remain cowering, frightened, or panicked. The DC to resist this aura is 10 + 1/2 the Priest's hit dice + his Charisma modifier, and the panic condition lasts for a number of rounds equal to the Priest's caster level. They activate this aura as a free action whenever they move within range of a creature, or when a creature approaches them. Creatures possessing an aura of hysteria treat all creatures as enemies, and will flee or cower from their former allies appropriately.
Any creature that fails its save against an aura of hysteria gains a weaker version of the aura, with a range of 30 feet and a DC 5 lower than the aura that affected them. There is no limit to the number of creatures that can be affected by these auras.
Creatures that succeed their save against an aura of hysteria remain susceptible to further auras, though they are immune to all auras of hysteria with a DC equal to or less than the one they resisted for 1 day. When a creature suffering from an aura of hysteria recovers (either with outside help or by outlasting the duration of the panic effect) they become immune to all auras of hysteria for 1 day.
Allies of the Nightmare Priest are immune to all auras of hysteria, though as an immediate action the Nightmare Priest may remove this immunity or grant it to any creature within his line of sight.

spikeof2010
2014-07-14, 02:21 AM
Endena

((apologizing for the fact I accidentally posted between Gr8artist))

Some races are set in stone, others are morphic. Races change over time because society and the world as a whole is evolving. The endena are born blank slates however.

Physical Description: Prematurely, all endenas look like thin, pale white humanoids with shaggy hair. When an endena reaches coming of age, they select a deity that they worship, and their appearance becomes closer to resembling that deity. For example an endena worshiping a goddess of wealth may appear less like a pauper and more of a prince(ss) and may have a more gold tone to their skin.

Society: Endenas clump together with other endenas or other races who worship the same deity as themselves. These societies vary drastically from each city. You might see a vast empire underwater with towers of coral as homes in an Endena city dedicated to a God of the Sea, while a Fire God worshiping Endena might have basalt homes, where torches are everywhere.

Relations: When it comes to other races, it's a matter of which deities the group in question is worshiping.

Alignment and Religion: As expected, alignments usually correspond with their given deity.

Adventurers: Endenas tend to go out adventuring to either promote the agenda of their deity, find out about other deities, or seek further ways to become one with their deity.

Names in General: Endena at birth are given a name that's simple and usually no more than 2 syllables. They are given a second name on their coming of age, based on the deity they worship.

Male Names: Alk, Adiro, Dorid, Gerrit, Isaan, Orrad, Palon, Wintil

Female Names: Asa, Alra, Circa, Hica, Let, Toral, Vize

Family Names: Endenas usually take on a family name consisting of the name of their deity, abbreviated, then adding -kin, -born, or -son to the end of it.
---

RACIAL TRAITS

Endena characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. This bonus is usually an attribute that is related to the deity's work. Size. Endenas are medium. Endenas have a move speed of 30ft. Divine Work: Endenas get a +2 skill bonus to a skill relating to their deities domains. Domain Power: An endena with 3 or more hit dice counts as a cleric one level higher than he is, but only for the purpose of domain powers. If you lack domains, you must select a single domain from the deity you worship. You only gain the domain power of the domain chosen. Deity's Blessing At 6 hit dice, they gain the ability to use Commune once a month to talk to their deity without fail. At 12 hit dice, they may cast Atonement once a week. The caster level for all these abilities are 1/2 the hit die the Endena has. Languages: Common and a divine language (Celestia, Infernal, Abyssal) corresponding to their deity of worship. Bonus languages are all, barring secret ones. Favored Class: Deity's preferred class.

---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


15 years

+1d4

+1d6

+2d4



Aging Effects



Middle Age

Old

Venerable

Maximum Age


60 years

120 years

180 years

+4d20 years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

4'10"

+1d20

120 lb.

+ (1d20 x 5) lb.


Female

4'8"

+3d6

110 lb.

+ (3d6 x 4) lb.



Endena Cause [Racial]
Prerequisites: Endena
Your connection with your deity is strong. You gain a +4 bonus to any charisma based skill roll when interacting with followers of your deity.


Endena Apostle[Racial]
Prerequisites: Endena
Your deity grants you the power to turn or rebuke undead, based on your deity's alignment. Your effective cleric level is 1/2 your CL. If you are already a cleric, you gain 4 extra attempts to turn/rebuke and get a +1 to your effective cleric level when turning/rebuking undead.

Endena Empowerment[Racial]
Prerequisites: Endena, Chaotic Alignment, Worshiping a deity with Wrath or War domains.
You tap into the rage that belongs to your deity, you gain the ability to rage 1/day as a Barbarian 1/2 your ECL.

gr8artist
2014-07-14, 08:12 PM
Additional Resources

The following class customizations directly relate to the Nightmare Priest, by giving the related class access to the features necessary to enter.
Terror is an Oracle mystery that encompasses nightmares, madness, and cruelty. An Oracle with this mystery can qualify for the Nightmare Priest without multiclassing.
Dread Champion is an Antipaladin archetype which crusades not for evil's own sake, but for his own needs and sanity. An Antipaladin with this archetype can qualify for the Nightmare Priest without multiclassing.
Cultist Conjurer is a Summoner archetype that specializes in summoning fiends and channeling vile energy. A Summoner with this archetype gains the aura of cowardice requirement of the Nightmare Priest.


Terror

Class Skills: An oracle with the terror mystery adds Intimidate to his list of class skills.

Bonus Spells: cause fear (http://www.d20pfsrd.com/magic/all-spells/c/cause-fear) (2nd), h (http://www.d20pfsrd.com/magic/all-spells/h/haunting-mists)aunting mists (http://www.d20pfsrd.com/magic/all-spells/h/haunting-mists) (4th), vision of hell (http://www.d20pfsrd.com/magic/all-spells/v/vision-of-hell) (6th), fear (http://www.d20pfsrd.com/magic/all-spells/f/fear) (8th), nightmare (http://www.d20pfsrd.com/magic/all-spells/n/nightmare) (10), symbol of fear (http://www.d20pfsrd.com/magic/all-spells/s/symbol-of-fear) (12th), eyebite (http://www.d20pfsrd.com/magic/all-spells/e/eyebite) (14th), prediction of failure (http://www.d20pfsrd.com/magic/all-spells/p/prediction-of-failure) (16th), weird (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer) (18th)

Revelations
An oracle with the terror mystery may choose from the following revelations.

Aura of Cowardice (Su): You radiate an aura of cowardice, as an antipaladin, with a range of 10 feet. Enemies within this aura take a –4 penalty on saving throws against fear effects, and enemies that are normally immune to fear lose that immunity while within 10 feet of you. This ability functions only while you remain conscious, not while you are unconscious or dead.
You must be at least 3rd level to select this revelation.

Baleful Gaze (Su): You gain a gaze (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-) attack with a range of 30 feet. Creatures that meet your gaze must succeed a Will save or become shaken for 1 round. As a free action on your turn, you may choose to suppress your baleful gaze for 1 round. The duration of the effect increases by 1 round at 3rd level and every 8 levels thereafter, to a maximum of 4 rounds at 19th level. This is a mind-affecting, fear effect.

Desperation (Su): At the start of your turn, if you are confused, dazed, fascinated, staggered, or stunned as a result of a mind-affecting effect, you may choose to immediately end that condition and instead become shaken for a number of rounds equal to twice the remaining duration of the effect that ended. You may not use this ability if you are immune to fear effects or already suffering from a fear effect.

Eternal Suffering (Su): As a full-round action, you can open your mind to the echoes of suffering long forgotten, and glean an empathic understanding of a location's history. Using this ability requires a DC 15 Knowledge (planes) check or a DC 20 Sense Motive check to succeed. If successful, you gain a +5 insight bonus on Intimidate and Knowledge (history) checks pertaining to that location for 1 day. If the area in which you use this ability has traditionally been a place of peace, healing, or learning, this bonus is reduced to +2. If the area is a site of torture, death, or sacrifice, then this bonus may be increased to as much as +10, and the DCs for your fear effects are increased by +2 while within that location. The DM is the final arbiter of a location's viability and history.
Regardless of your success or failure, you may use this ability only once per day. At 11th level, you may use this ability twice per day, and three times per day at 19th level.

Imaginary Execution (Sp): As a standard action, you can wrack the mind of a subject within 60 feet with pain and nightmarish visions so strong that it is rendered nearly helpless by the agony. For a number of rounds equal to your Charisma modifier, the defending creature takes 1d6 points of nonlethal damage and is staggered. Each round, at the beginning of its turn, the defending creature may attempt a Fortitude or Will save to halve this damage and suppress the staggered condition for 1 round. The defending creature may choose which type of save it wishes to make each round. This is a mind-affecting ability.
You may use this ability once per day at 7th level, and one additional time each day at every 4 levels thereafter, to a maximum of 4 times per day at 19th level. You must be at least 7th level before selecting this revelation.

Imposing Warrior: You gain a bonus feat you qualify for from the following list. Cornugon smash (http://www.d20pfsrd.com/feats/combat-feats/cornugon-smash-combat), dazzling display (http://www.d20pfsrd.com/feats/combat-feats/dazzling-display-combat), enforcer (http://www.d20pfsrd.com/feats/combat-feats/enforcer-combat), fearsome finish (http://www.d20pfsrd.com/feats/combat-feats/fearsome-finish-combat), gory finish (http://www.d20pfsrd.com/feats/combat-feats/gory-finish-combat), intimidating prowess (http://www.d20pfsrd.com/feats/combat-feats/intimidating-prowess-combat---final), skill focus (http://www.d20pfsrd.com/feats/general-feats/skill-focus---final) (Intimidate), shatter defenses (http://www.d20pfsrd.com/feats/combat-feats/shatter-defenses-combat---final), power attack (http://www.d20pfsrd.com/feats/combat-feats/power-attack-combat---final), or weapon focus (http://www.d20pfsrd.com/feats/combat-feats/weapon-focus-combat---final). At 3rd level, and every 8 levels thereafter, you gain another feat from this list for which you meet the prerequisites, to a maximum of four bonus feats at 19th level.

Phantasmal Slayer (Sp): You may assume the form of a phantasmal killer (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer), designating one creature within medium range (100 ft + 10 ft/lvl) as the target of your deadly attack. Your appearance immediately transforms into the most terrifying creature the target can imagine, though it gets a Will save to disbelieve this effect. If it fails, you become invisible (as per the spell) to all creatures other than the target for 1 round per level, or until you touch the defending creature. While invisible, you gain a melee touch attack that kills the designated creature if he fails a Fortitude save, and still deals 3d6 damage if he succeeds. This is an emotion, mind-affecting, fear effect.
You can use this ability once per day at 15th level, and twice per day at 19th level. You must be at least 15th level to select this revelation.

Sanity Devourer (Su): Driving others into the realm of madness and fear revitalizes you and bolsters your confidence. Once per round, when an opposing creature fails a save against a fear, emotion, or mind-affecting effect you caused, you may immediately heal 1d4 points of damage and may make a new Fortitude or Will save against any ongoing condition (such as confused, staggered, or frightened) you are suffering. This save is at the same DC as the original effect, and has no effect against abilities or causes that did not allow a Fortitude or Will save, or against afflictions like poison and disease. If your save succeeds, that condition ends.
At 11th level, you get a +2 morale bonus on attack rolls for 1 round when you use this ability, and the healing increases to 1d6. At 19th level, the attack bonus increases to +4 and the healing increases to 2d4.

Savage Mauler (Su): Select one type of natural weapon you possess, such as claws or a tail slap. A number of times per day equal to 1/2 your level (minimum once per day), when you hit a creature with that weapon, you may choose to deal additional damage equal to your Charisma modifier. This extra damage is negative energy, and the defending creature may attempt a Will save to reduce this bonus damage by half. This damage is multiplied on a critical hit, and is doubled against opponents who are blind, cowering, dazed, disabled, dying, fascinated, helpless, nauseated, or stunned.
If you have no other natural attacks, these benefits apply to your unarmed strikes and grapple damage.

Soul Crusher (Ex): Your spells and abilities are so overwhelmingly oppressive that they rob your opponents of hope, courage, and determination. When you cause an opponent to become confused, cowering, dazed, fascinated, frightened, nauseated, panicked, shaken, sickened, staggered, or stunned as a result of a mind-affecting effect, that creature loses all current and future morale and insight bonuses they possess for the duration of that condition. When the condition expires, the defending creature must make a Will save or continue to be deprived of all morale and insight bonuses for an additional 1d4+1 rounds.
Bonuses lost in this way are merely suppressed; if the penalty duration expires before the bonus expires, then that bonus resumes as this ability wears off. Morale bonuses gained from rage-themed effects (such as a Barbarian's rage or the rage spell) are not affected by this ability.

Final Revelation
Upon reaching 20th level, you become an avatar of hysteria and panic to all who provoke your wrath. Whenever you cause an opponent to become shaken or frightened, you may choose to make them panicked instead. You become immune to fear and confusion and cannot be intimidated. When you cause an opponent to suffer from a fear effect, they become nauseated for 1d4 rounds and sickened for the duration of the fear effect.
Once per day, you may double the duration of a spell with the fear descriptor as if using the extend spell metamagic feat. This does not increase the spell's level or casting time, nor does it stack with the benefits of that feat.

Dread Champion

Modified Class: Antipaladin

Dread Champions represent antiheroes and innocent souls forced into a life of wickedness by evil's power. Usually tormented from a very young age with visions, occult knowledge, curses and strange powers, the Dread Champion's only solace comes when he imparts his suffering on others. The evil power within him keeps him always on the outer fringe of society, despite any desires he may possess to help others.

Class Skills: The Dread Champion adds Knowledge (Planes) to his list of class skills, though he loses Sense Motive.


Class Features
The following are class features of the Dread Champion.

Unholy Challenge (Ex): Once per day, a Dread Champion can challenge a foe to combat. As a swift action, the Dread Champion chooses one target within sight to challenge. The Dread Champion adds his Charisma bonus (if any) on his attack rolls and adds his antipaladin level on all damage rolls made against the target of his unholy challenge. Challenging a foe requires much of the Dread Champion's concentration. The Dread Champion takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge.
Beginning at 3rd level, the Dread Champion can apply one cruelty he knows to the target of his unholy challenge, as though he'd just affected them with his touch of corruption ability. The target creature may still attempt a Fortitude save to negate the effects of the cruelty.
The Dread Champion can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. The challenge remains in effect until the target is dead or unconscious or until the combat ends.
This replaces the smite good and detect good abilities.

Suffering (Su): The Dread Champion is constantly tormented by planar spirits, demons, or aberrant thoughts. Beginning at 3rd level, as long as he has at least one remaining use of touch of corruption, the Dread Champion is either fatigued, shaken, or sickened. This effect is identical to the cruelty he chooses at 3rd level, and is suppressed for a number of rounds equal to his antipaladin level whenever he successfully affects another creature with that cruelty. This occurs whether he used the cruelty with touch of corruption or unholy challenge.
At 5th level, the Dread Champion adds invigorate, remove fear, and remove sickness to his class spell list as 1st level spells.
At 9th level, he adds surmount affliction to his class spell list as a 2nd level spell.
This replaces the plague bringer ability.

Channel Negative Energy (Su): The Dread Champion's effective cleric level is equal to half his antipaladin level, rounded down.
At 11th level, creatures that take damage when he channels energy must succeed a fortitude save or become afflicted by 1 of his cruelties. Using this ability costs an additional use of touch of corruption, and all affected creatures are subject to the same cruelty.
This otherwise functions as an antipaladin's channel negative energy.
This modifies channel negative energy and replaces aura of vengeance.

Bonus Spells: Beginning at 4th level, the Dread Champion adds a small list of spells to his class spell list. The specific spells he gains are based on the source of the evil power that flows through him. He chooses a sorcerer bloodline, and adds that bloodline's bonus spells to his class spell list as soon as he is able to cast spells of that level. He may choose from the following bloodlines: Aberrant, Abyssal, Accursed, Daemon, Infernal, Oni, Shadow, or Undead.
This is an addition to the antipaladin's normal spellcasting.
Spells in gray text are already on the Antipaladin spell list.

Aberrant: enlarge person (4th), see invisibility (7th), tongues (10th), black tentacles (13th)
Abyssal: cause fear (4th), bull's strength (7th), rage (10th), stoneskin (13th)
Accursed: ray of enfeeblement (4th), touch of idiocy (7th), ray of exhaustion (10th), bestow curse (13th)
Daemon: ray of enfeeblement (4th), touch of idiocy (7th), vampiric touch (10th), contagion (13th)
Infernal: protection from good (4th), scorching ray (7th), suggestion (10th), charm monster (13th)
Oni: ray of enfeeblement (4th), invisibility (7th), fly (10th), charm monster (13th)
Shadow: ray of enfeeblement (4th), darkvision (7th), deeper darkness (10th), shadow conjuration (13th)
Undead: chill touch (4th), false life (7th), vampiric touch (10th), animate dead (13th)
Fiendish Boon (Sp): This functions as the antipaladin's fiendish boon ability, except as noted here.
If he takes the first type of bond, he gains a few additional properties which he can add to his weapon.

He adds bane, called, conductive, corrosive, ghost-touch, grayflame, menacing, and thundering to the list of +1 weapon properties he is able to impart to his weapon.
He adds corrosive burst, furyborn, and igniting to the list of +2 weapon properties.
He may add the dancing property to his weapon in exchange for a +4 bonus.

If he takes the second type of bond, he gains a weaker companion than normal.

His ability initially functions as summon monster II, rather than III, though the duration and other perks are unchanged.
The level of the summon monster spell increases by 1 at 7th level and every 2 levels thereafter, to a maximum of summon monster IX at 19th level.

Aura of Torment (Su): Beginning at 17th level, the Dread Champion exudes an aura of suffering, pain, fear, and madness that makes all harm and danger more potent. The Dread Champion gains DR 5/good, and any enemies within 10 feet of the Dread Champion must roll twice on all saving throws, using the lower result to determine success or failure. This ability functions only while the Dread Champion is conscious, not if he is unconscious or dead.
This replaces aura of depravity.

Omen of Dread (Su): At 20th level, the Dread Champion's DR increases to 10/good, and the victims of his unholy challenge have weakened defenses and difficulty healing. Creatures the Dread Champion targets with his unholy challenge cannot heal naturally or benefit from regeneration or fast healing for the duration of the challenge. If the target creature has damage reduction or spell resistance, those values are reduced by 5 for the duration of the unholy challenge. Additionally, whenever he damages a creature with touch of corruption or channel energy, the damage is increased by 50% as though empowered.
This replaces unholy champion.


Code of Conduct
A Dread Champion is allowed a little more freedom in his alignment and actions. He must commune with the source of his dark powers for 1 hour every day, and he must devote 1 day a week to one of the following vices: violence, addiction, greed and gluttony, cruelty and pain, or madness and terror. On this day he may perform no good deed, he may not cast spells or use items with the [good] descriptor, and he must spend at least 8 hours doing nothing other than indulging himself and the evil within him.
Communing with the source of his powers is an evil act, but aside from it and the day of dark revelry, he may perform whatever actions he desires. Dread Champions often spend most of their week attempting to atone for their actions on the day of revelry, or they seclude themselves in a way that they can do no harm. Others simply view their communion and revelry as a price for their powers, and they take no precautions for the benefit of others.
Regardless of his philosophy or actions, the source that grants him his powers causes him to maintain an evil alignment, though he need not be specifically chaotic evil. A Dread Champion who forgoes communion for 1 day becomes shaken, fatigued, and sickened after 8 hours. He cannot cure or remove these conditions until he performs communion, though he is unaffected by any of these conditions to which he is immune. A Dread Champion who forgoes his weekly day of dark revelry loses all class features (other than weapon and armor proficiency) at the start of the next day and he becomes permanently shaken, nauseated, and exhausted during this time. He does not regain those class features or remove those conditions until he engages in a day of dark revelry to the best of his extent.
This replaces the antipaladin's normal code of conduct and restrictions on associates.


Table: Class features changed or replaced by this archetype



Smite good

Cruelty



Class skills
Weapon and armor
Aura of evil
Code of conduct
Detect good
1
4
7
10
13
16
19
Unholy resilience
Touch of corruption
Aura of cowardice
Plague bringer
3
6
9
12
15
18
Channel negative energy
Spells
Fiendish boon
Aura of despair
Aura of vengeance
Aura of sin
Aura of depravity
Unholy Champion


C


X
X
X
X
X
X
X
X
X



X






C
C
C

X

X
X



Cultist Conjurer

Modified Class: The cultist conjurer is an archetype of the summoner class available to chaotic, evil, and neutral creatures.

A cultist conjurer rarely fits in or meshes well with most of society. His connection with fiendish and chaotic outsiders makes him a pariah in all but the most tolerant cultures. For this reason, the conjurers often gather together into cults or sects, from which they get their title. They magnify their power through teamwork and rituals and form bonds with demons and abominations rather than the standard magical eidolons.

Class skills: The cultist conjurer adds Knowledge (Religion) to his list of class skills.


Class Features
The following are class features of the cultist conjurer.

Aura (Ex): A cultist conjurer has a particularly powerful aura corresponding to his horror's alignment. This otherwise functions as the cleric ability of the same name. The horror possesses an identical aura, as well.

Horror: A cultist conjurer begins play with the ability to summon a horror, or powerful but dangerous outsider. This functions in many ways as an eidolon, though with the following differences. At first level, the cultist conjurer selects one of the following subtypes (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types) of outsider to summon as his horror: daemon, demodand, demon, devil, div, kyton, or qlippoth. His horror has all traits of the chosen subtype, other than the ability to summon additional creatures, in addition to any evolutions it gains through increased levels.
His horror functions as an eidolon in every way, including hit dice, statistics, base forms, and evolutions, except as noted here. The horror gains an aura identical to the one possessed by the cultist conjurer, and the mental link they share allows communication between planes. The horror often uses this communication to plant evil or reckless thoughts in the mind of his master. The horror does not gain evasion or improved evasion as he gains hit dice.
This modifies the eidolon ability.

Channel Energy (Su): A cultist conjurer can channel energy, as a cleric of the same level, beginning at first level. This functions as the cleric ability of the same name, though he must channel negative energy as though he worshiped an evil deity.
This replaces summon monster I–IX and Gate.

Alignment Channel: The cultist conjurer gets alignment channel as a bonus feat at first level, though he must choose an alignment which allows him to heal his horror.
This replaces life link.

Ritual Magic (Ex): The cultist conjurer is adept at gaining power through elaborate rituals and the assistance of other cultists. Beginning at 2nd level, when the cultist casts a spell from the summoner spell list, he may choose to do so as a 1-minute ritual, rather than the normal casting time of that spell. Spells with a longer casting time than 1-minute are performed as a ritual with the same casting time as the normal spell.
Any spellcasting ally with the minimum charisma score necessary to cast the ritual spell (10 + the spell's level) may assist the cultist in his ritual. Assisting in this way requires the same level of attention and focus that casting a spell does; if the assisting allies are subjected to any effect that could interrupt the casting of a spell, they must succeed at a concentration check to continue assisting the cultist.
At the end of the casting time, each ally who spent at least 10 rounds of uninterrupted assistance may attempt a single caster level check, with a DC equal to 10 + double the spell's level. Each ally that succeeds on the caster level check increases the cultist's effective caster level for that spell by 1.
A spell of the summoning or calling subschools cast via ritual magic has a duration of "1 minute per caster level", unless its original duration would be longer. This duration can be subject to modification by metamagic, such as the extend spell metamagic feat.
This ability replaces bond senses.

Aura of Cowardice (Su): At 4th level, the cultist conjurer's evil nature unnerves and weakens the will of his foes. He begins to emanate an aura of cowardice as the antipaladin ability of the same name, with a radius of 10 feet. Enemies within this aura take a –4 penalty on saving throws against fear effects, and enemies that are normally immune to fear lose that immunity while within 10 feet of the cultist. This ability functions only while the cultist is conscious, not while he is unconscious or dead.
While the cultist is within his horror's reach, the range of his aura of cowardice increases by an additional 10 feet.
This replaces shield ally.

Infernal Blast (Su): Beginning at 8th level, whenever the cultist conjurer summons his horror (whether from another plane or with his maker's call ability) he may spend 1 use of channel energy to create a 20 foot burst of otherworldly power centered on the horror's location. This burst does the same amount of damage he deals when channeling energy, though half of it is negative energy and half is elemental. This elemental damage must be of a type associated with the horror's home plane, or one to which the horror is immune. A successful reflex save reduces this damage by half, though the cultist and the horror are immune to it.
This replaces transposition.

Aura of Dread (Su): At 12th level, the evil power that weaves its way through the mind of the cultist conjurer manifests as a 30 foot aura that causes enemies to become overcome with fear and impending doom. Enemies that enter the aura, as well as those within range when it is activated must succeed a Will save (DC 10 + 1/2 the cultist's level + the cultist's Charisma modifier) or suffer its effects. Failure causes the creature to become shaken for as long as it remains in the aura, and for 1d4 rounds thereafter. A creature that succeeds its save against this aura becomes immune to it for 24 hours.
While the cultist is within his horror's reach, creatures that fail their saves against this aura become frightened, rather than shaken.
The cultist may suppress or resume his aura as a swift action, and he may use this aura for a number of rounds each day equal to his level + his Charisma modifier.
This replaces greater shield ally.

Channel Smite (Su): At 14th level, the cultist conjurer gains channel smite as a bonus feat. Additionally, he may spend a full-round action and one use of his channel energy ability to impart one use of channel smite to his horror. The horror must expend this use before the end of its next turn or this ability is wasted. The horror's channel smite deals the same amount of damage as the cultist's channel energy, but the save to reduce its damage is based on the horror's hit dice and Constitution modifier.
This replaces life bond.


Table: Class features changed or replaced by this archetype



Summon Monster



Class skills
Weapon & armor
Spells
Cantrips
Eidolon
Life link
I
II
III
IV
V
VI
VII
VIII
IX
Gate
Bond senses
Shield ally
Maker's call
Transposition
Aspect
Greater shield ally
Life bond
Merge forms
Greater aspect
Twin eidolon


C



C
X
X
X
X
X
X
X
X
X
X
X
X
X

X

X
X

Adam1949
2014-07-18, 08:25 PM
Zealot

Modified Class: Paladin

Some Paladins are not content with mere loyalty and worship, and instead take their vows and their faith to the extreme. By inhaling sacred smokes, going days without sleep, or some other method, these Zealots go above and beyond to respond to their holy duty. They fall into a furious trance similar to that of savage berserkers, carving a warpath against those who dare to stand against all that is good and orderly with the world.

Zealous Rage (Ex): A Zealot may go into a holy trance that for all mechanical purposes is the same as a Barbarian's Rage, except for the following. A Zealot may Lay On Hands while in his Zealous Rage, but doing so costs 1 round of Rage in addition to all other costs. You may not gain any Rage Powers from this Zealous Rage unless you also have levels in Barbarian (see below). This replaces Smite Evil.

Sacred Fury Understanding: Your Barbarian levels count as Paladin levels for the purpose of determining your Zealous Rage. In addition, a Zealot may be any Good Alignment, and in addition a Barbarian who multiclasses with Zealot may be Lawful Good and ignore the penalty for being Lawful.

Lay On Hands (Su): A Zealot cares less about health than a normal Paladin, preferring to destroy enemies of their faith. A Zealot's Lay On Hands only heals 1d4 hit points of damage for every two paladin levels he possesses; however, the damage they deal to foes using Lay On Hands increases to 1d8 for every two Paladin levels he possesses.

Aura of the Crusader: At 11th level, a Zealot may expend six uses of his Zealous Rage to grant the ability to fly into a Zealous Rage to all allies within 10 feet. Allies who fly into a Zealous Rage are treated as though their Paladin level was half that of the Zealot or their own for the purposes of determining how long they stay in this state, whichever is higher. Using this ability is a free action. Evil creatures gain no benefit from this ability. This ability replaces Aura of Justice.

3WhiteFox3
2014-07-22, 03:21 AM
Arboreal Hunter

Modified Class: Druid

Some druids catch the attention of Erastil, the god of hunters and community. These druids show a unmatched zeal for the art of the hunt and desire to use their vast power for the betterment of wilderness communities. They use the traditional weapon of the Grim White Stag, the bow, as a representation of both great power and deadly grace. They do not merely worship and revere nature, but have a deep connection to the deity that represents it. Arboreal Hunters are expected to hunt for sustenance, and are often found supporting and leading primitive hunter-gatherer villages. However, they can be found in many wilderness community representing Erasitl's will as protector, guide and benefactor.

Alignment: Like Clerics, Arboreal Hunters must follow Erastil's ethos, and may temporarily lose access to the abilities gained by this archetype if they grossly violate Erastil's portfolio. This means that while there is no alignment restriction to this archetype (beyond the druid's normal restrictions), most evil druids will be unable to uphold Erastil's love of community, humanity and his respect for nature, angering their patron.

Armor and Weapon Proficiencies: Arboreal Hunters gain proficiency with Shortbows, Composite Shortbows, Longbows and Composite Longbows. This is in addition to the Druid's regular weapon proficiencies.

Nature Bond (Ex): Arboreal Hunters who choose a domain must choose from Erastils Domains and Sub-Domains or from the Druid specific Animal and Terrain domains. He may choose any Animal Companion he desires. This alters Nature Bond

Track (Ex): Gain Track, as the Ranger ability, at first level. This replaces Nature Sense

Deadeyes’s Disciple (Ex): At 1st level, an Arboreal Hunter gains Deadly Aim as a bonus feat.
At 3rd level, gain Precise Shot as a bonus feat.
At 6th level, gain Improved Precise Shot as a bonus feat.
At 9th level, gain Point Blank Master as a bonus feat.

Any bonus feats gained by a Deadeye’s Disciple may taken regardless of prerequisites.

This replaces Resist Natures Lure

Sanctified Arrows:

The druid's connection to his deity allows him to spontaneously cast from a set of exclusive spells supposedly given to the first Arboreal Hunter by Erastil himself. Each spell requires ritually purified arrows, these arrows can be made or purchased normally, except that each day they must be ritually prepared during the time that the Druid meditates to prepare his spells. This ritual varies from culture to culture, however, they often involve sacred ointments, oils and burning incense; some druids instead smoke specially prepared concoctions, while others use ritually purified water or ritual objects created from animal parts.

This operates like a Druid's spontaneous casting of Summon Nature's Ally I-IX, except you must cast a same level spell with the [Erastil] descriptor.

In addition all [Erastil] spells are added to your spell list.

This replaces Spontaneous Casting

Blessing of the Grim White Stag (Ex): At 7th level, Arboreal Hunters may add their wisdom modifier to attack and damage rolls when using bows, but only within the first range increment.

At 13th level, Arboreal Hunters add their wisdom modifier at any range increment, not just the first.

This replaces A Thousand Faces


Entangling Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 1

Casting
Casting Time: Swift
Components: V, S

Effect
Range: Touch
Target: Sanctified Arrow Touched
Duration: 1 Round/level (See Text)
Saving Throw: None (See Text)
Spell Resistance: No

Description
By casting this spell, you charge one of your sanctified arrows with Erastil's might. On a hit, the arrow bursts into vines that ensnare the creature. They must succeed on a Reflex save or be entangled for 1 minute/level.

Flash Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 2

Casting
Casting Time: Free Action (see text)
Components: V, S

Effect
Range: Touch
Target: Sanctified Arrow Touched
Duration: 1 Round/level (See Text)
Saving Throw: None (See Text)
Spell Resistance: No

Description

By casting this spell, an arrow becomes charged with divine energy granted by Erastil himself to distract and hinder your opponent's senses.

On a hit, the arrow explodes in a dazzling display of searing light and cacophonous noise. They must succeed on a Fortitude save or be Blinded and Deafened for 1 round/level..
Splitting Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 3
Casting
Casting Time: Free Action (see text)
Components: V, S

Effect
Range: Touch
Target: Sanctified Arrow Touched
Duration: 1 Round/level (See Text)
Saving Throw: None
Spell Resistance: No

Description
The touched arrow gains the ability to split in flight, becoming two identical arrows.

Make two attack rolls when the arrow is fired; if one hits, deal damage normally; if both hit, deal double damage; if both miss, then the attack misses as normal.

If either roll is a critical hit, roll to confirm and if successful, increase the critical multiplier by 1. If both rolls are critical hits roll to confirm both, and if both confirm, increase the multiplier by 2 instead.

Lesser Enchanted Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 4
Casting
Casting Time: Swift Action
Components: V, S

Effect
Range: Touch
Target: Sanctified Arrow Touched
Duration: 1 Round/level
Saving Throw: None
Spell Resistance: No

Description
You may call upon the divine aid of Erastil to imbue one of your arrows with a special weapon property.

Choose any +1 equivalent special ability for ammunition, your arrow gains that property for the round.

Alternatively when you cast this spell, choose a 1st or 2nd level targeted spell that you have prepared, that has a casting time no greater than 1 standard action. This spell is stored into the touched arrow, and when it deals damage to a creature, the spell discharges and casts the spell on the target as a free action. Storing a spell this way uses up the prepared spell as if you had cast it.
Soporific Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 5
Casting
Casting Time: Swift Action
Components: V, S

Effect
Range: Touch
Target: Touched Sanctified Arrow
Duration: 1 Round/level (See Text)
Saving Throw: None (See Text)
Spell Resistance: No

Description
This spell caises one of your arrows to operate similarly to a Pixie's sleep arrow, forcing enemies to fall asleep even in heated combat.

A creature hit by the arrow becomes extremely drowsy and may fall asleep. They must succeed a Will save or fall asleep (as the Sleep spell, except there as stated in this spell and there are no Hit Dice maximums) for 1 round/level.

Enchanted Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 6
Casting
Casting Time: Swift Action
Components: V, S

Effect
Range: Touch
Target: Touched Sanctified Arrow
Duration: 1 Round/level
Saving Throw: None (See Text)
Spell Resistance: No

Description
As Lesser Enchanted Arrow except that you may choose a +1 or +2 equivalent special ability)

Alternatively when you cast this spell, choose a 1st, 2nd or 3rd level targeted spell that you have prepared, that has a casting time no greater than 1 standard action. This spell is stored into the touched arrow, and when it deals damage to a creature, the spell discharges and casts the spell on the target as a free action. Storing a spell this way uses up the prepared spell as if you had cast it.

Unerring Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 7
Casting
Casting Time: Swift Action
Components: V, S

Effect
Range: Touch
Target: Touched Sanctified Arrow
Duration: 1 Round/level
Saving Throw: None
Spell Resistance: No

Description
Channeling divine energy into your arrow, causing it to seek your target as an eagle might pursue a rabbit.

You do not have to roll to hit with this arrow, however, it cannot critical hit either. (If you use this ability with Splitting Arrow, simply deal double the normal damage without rolling.) Also, you may roll concealment chance twice and if either is a success, you hit. An Unerring Arrow cannot be stopped with wind wall or similar abilities; but you must still guess the correct square for an invisible opponent.


Enchanted Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 8
Casting
Casting Time: Swift Action
Components: V, S

Effect
Range: Touch
Target: Touched Sanctified Arrow
Duration: 1 Round/level
Saving Throw: None (See Text)
Spell Resistance: No

Description
As Lesser Enchanted Arrow except that you may choose a +1, +2, +3 or +4 equivalent special ability.

Alternatively when you cast this spell, choose a 1st, 2nd, 3rd or 4th level targeted spell that you have prepared, that has a casting time no greater than 1 standard action. This spell is stored into the touched arrow, and when it deals damage to a creature, the arrow casts the spell on the creature as a free action. Storing a spell this way uses up the prepared spell uas if you had cast it.
Miraculous Arrow

School: Transmutation [Erastil]; Level: Arboreal Hunter 9
Casting
Casting Time: Swift Action
Components: V, S

Effect
Range: Touch
Target: Touched Sanctified Arrow
Duration: 1 Round
Saving Throw: None (See Text)
Spell Resistance: No

Description
This arrow is the ultimate demonstration of Erastil's might.

When cast into an arrow it applies the effects of up to 4 different [Erastil] spells. These take effect as if you had cast them nornally.They do not take up any extra time or spell slots (besides from casting this spell.)

Milo v3
2014-07-22, 05:04 AM
Relicbound
http://fc06.deviantart.net/fs70/i/2013/327/9/2/ragna_the_bloodedge_by_nrizo-d6va17v.jpg

Artwork by NRizo (http://nrizo.deviantart.com/art/Ragna-The-Bloodedge-415333291)
"Restriction 666 released, Dimensional Interference Field Deployed! Blazblue, Activate!"
―Ragna saying the command word for his Azure Grimoire

Clerics reflect on their deities teachings to unlock the backdoors in the universe, druids and ranger link themselves to the natural, paladins are so pure that they turn into personifications of good, and relicbound are either chosen by the gods or extremely lucky (depending on your faith).

Relicbound are individuals who found, stole, or were given a tool of creation that manifests as a weapon. With the weapon in their grasp they can release the magic within to accomplish amazing feats, but most of their power is sealed away within the relic only to be unlocked through experience and true comprehension of reality.

Interestingly, there are tales of relicbounds that use family heirlooms rather than deific tools though they seem extremely rare.

Role: Relicbound are warriors, with the specifics of their combat styles being decided by what magical effects are sealed within their relic.

Alignment: Relicbound can have any alignment, though often have alignments that match the deity that has true ownership of the relic.

Hit Die: d10

Starting Gold: As cleric.

Class Skills
The Relicbound's class skills (and the key ability for each skill) are acrobatics (Dex), climb (Str), craft (Int), diplomacy (Cha), fly (Dex), heal (Wis), intimidate (Cha), knowledge (History)(Int), knowledge (Local)(Int), knowledge (Religion)(Int), perception (Wis), perform (Cha), profession (Wis), stealth (Dex), survival (Wis), and use magic device (Cha).

Skill Ranks per Level: 6 + Int modifier

Relicbound


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Potential
Strike


1st

+1

+2

+0

+0
Bonded Destiny, Enhanced Artifact +1, Relic, Scribe Sword, Unlock Magic
60 gp
-


2nd

+2

+3

+0

+0
Brew Blade, Divine Strike
250 gp
1d6


3rd

+3

+3

+1

+1
Bonus Feat, Wondrous Weaponry
750 gp
1d6


4th

+4

+4

+1

+1
Enhanced Artifact +2
1,500 gp
1d6


5th

+5

+4

+1

+1
Unlock Greater Potential
2,625 gp
1d8


6th

+6/+1

+5

+2

+2
Recall Relic
4,000 gp
1d8


7th

+7/+2

+5

+2

+2
Bonus Feat, Quick Commands
5,875 gp
1d8


8th

+8/+3

+6

+2

+2
Enhanced Artifact +3
8,250 gp
2d6


9th

+9/+4

+6

+3

+3
Divine Spark
11,500 gp
2d6


10th

+10/+5

+7

+3

+3
Unlock Elements
15,500 gp
2d6


11th

+11/+6/+1

+7

+3

+3
Bonus Feat
20,500 gp
3d6


12th

+12/+7/+2

+8

+4

+4
Enhanced Artifact +4, Improved Recall Relic
27,000 gp
3d6


13th

+13/+8/+3

+8

+4

+4
Ego's Influence
35,000 gp
3d6


14th

+14/+9/+4

+9

+4

+4
Swift Commands
46,250 gp
4d6


15th

+15/+10/+5

+9

+5

+5
Bonus Feat
60,000 gp
4d6


16th

+16/+11/+6/+1

+10

+5

+5
Enhanced Artifact +5
78,750 gp
4d6


17th

+17/+12/+7/+2

+10

+5

+5
Ancient Assimilation
102,500 gp
6d6


18th

+18/+13/+8/+3

+11

+6

+6
Greater Recall Relic, Improved Divine Spark
132,500 gp
6d6


19th

+19/+14/+9/+4

+11

+6

+6
Bonus Feat, Innate Relic
171,250 gp
6d6


20th

+20/+15/+10/+5

+12

+6

+6
Ascended Armaments
220,000 gp
8d6



Class Features
All of the following are class features of the Relicbound.

Weapon and Armor Proficiencies: Relicbound are proficient with all simple and martial weapons, either one exotic or improvised weapon of your choice. Relicbound are proficient with all armours and shield except for Tower Shields.

Bonded Destiny (Ex): The relicbound is connected to the objects linked with a deity of the players choice, either by fate or coincidence, gaining a circumstance bonus equal to his class level to many skill checks when the check directly relates to an object that relates to the selected deity. The skills affected are Appraise, Disable Device, Perception, Sleight of Hand, Stealth, and Use Magic Device. Your relic was used by the deity you chose, and thus is affected by this ability.

If you use an heirloom instead of divine tool, this instead applies to objects that relate to your family.

Enhanced Artifact (Su): While you wield your relic, it gains a +1 enhancement bonus to attack and damage rolls, which increases by another +1 at fourth level and every four levels thereafter until the relic reaches +5 at 16th level. This ability is the only way a relic can gain a enhancement bonus to attack and damage rolls.

If you are wielding a relic that is a projectile range weapon, you can produce mundane ammunition for it when you attack as a free action.

Relic: You possess an object of your choice that you are proficient with and can wield as a Relic. This relic is masterwork in quality and is tied to the deity you selected for Bonded Destiny (or your family), which gives the relic a distinct appearance. This tie to a deity should be remembered when selecting what magic abilities to add to your relic to ensure that it fits a theme cohesively.

A relicbound has an amount of non-existent wealth called Potential, acting as a separate wealth by level that can only be spent towards relicbound class features. Normal wealth by level can be added to potential by spending downtime towards researching the tied deity, introspection, training with the relic, learning about the history of the relic, etc. During these instances you can trade unspent Wealth by Level and unspent Potential with each other (At first level, the relicbounds WBL is 240 gp). Wealth by Level cannot exceed it's normal amount in this way.

If a relic would be broken or destroyed it instead loses one of it's magical enchantments, relicbound's choice, and the gp value spent on that enchantment is added to your Potential. If the relic would be broken or destroyed when it has no magical enchantments, it simply doesn't break or be destroyed. A relic cannot be enchanted through Item Creation feats nor can it be made from Special Materials.

If examined with magic, the relic counts as being a magic item of every school of magic.

Scribe Sword: You can unlock one use effects within your relic, though they resist your use of them. This functions as the Scribe Scroll feat except; the gp cost comes from potential, and the spell is stored inside your relic instead of parchment. This still takes the same action to cast the spell from the scroll, but you must be wielding your relic. Only you may use the scrolls stored in your weapon. Once a scroll effect is used up, the amount of gp spent from it's creation is returned to your potential.

Unlock Magic (Ex): A relicbound can slowly release the magic power sealed inside his relic to effectively enchant it. This functions like making magic items except that you can only enchant your relic, and you can only do it through Relicbound class features. When using a feature such as Scribe Sword, Brew Blade, or Wondrous Weaponry, you may use a Use Magic Device check rather than the normal skill check for placing the enchantment.

For purposes of meeting item prerequisites, a relicbound's effective caster level equals his class level +2. If the item duplicates a spell effect, however, it uses the relicbound's actual level as its caster level. When using this, there is no cost modification for having multiple abilities on one object or for the enchantment requiring no body slot.

Brew Blade: At second level, you can unlock one use effects within your relic that don't resist your use. This functions as the Brew Potion feat except; the gp cost comes from potential, and the spell is stored inside your relic instead of a liquid. This still takes a standard action to activate the potion effect as if drinking it, but you must be wielding your relic. Only you may use the potions stored in your weapon. Once a potion effect is used up, the amount of gp spent from it's creation is returned to your potential.

Divine Strike (Su): Upon reaching second level, the power sealed inside your relic ensures you have a weapon at your side. When attacking with your relic, you can treat it's damage as being the strike damage from the table, rather than the amount of damage listed for the weapon. This means that by level 20, a longsword relic will be dealing 6d6 slashing damage rather than 1d8 slashing damage. The damage on the table shows the strike damage for weapons sized for medium creatures.

Bonus Feat: At third level and every four levels thereafter you gain a bonus feat, that must be selected from those listed as combat feats, and you must meet it's prerequisites.

Wondrous Weaponry: At third level, you can unlock true magical effects within your relic. This functions as the Craft Wondrous Item feat except; the gp cost comes from potential and the effect must be placed on your relic. If an effect's uses are used up, the amount of gp spent from it's creation is returned to your potential.

Unlock Greater Potential: After attaining fifth level, you can unlock destructive power within your relic. This functions as the Craft Arms and Armour feat except; the gp cost comes from potential and the effect must be placed on your relic. When this ability is gained, you can choose for your relic to gain the trait of generating light as a torch at all times.

Recall Relic (Su): A relicbound of sixth level can spend a full-round action to summon his relic into his hands, as long as they are free. In addition, if the relic has been further than 30 ft. away for a week or longer, fate starts to return it. Every such week roll a class level check, with success causing the weapon to end up in your possession within 1d6 days (regardless of how improbable).

Quick Commands (Ex): At seventh level, items respond to your command faster than they would for others, you can make the command word action as a move-action. You can only make a single command word action per turn regardless of how you take that action.

Divine Spark (Su): At 9th level, the relicbound's relic finally awakens with sentience. It can act as an animated object of it's size, with it's intelligence score equal to your class level, though it can attack as though it wielded itself, and all the relics traits. The relic is controlled by the relicbound's player.

Unlock Elements (Su): Upon reaching 10th level, you can cause your relic to take on it's true elemental traits rather than the mundane materials that form it's false body. You may add special materials to your relic, by spending wealth from your potential equal to the cost of adding that material to a weapon, and spending 8 hours crafting per 1,000 gp of that cost. This can apply multiple special materials to your relic, regardless on whether that should be normally possible.

Improved Recall Relic (Su): A relicbound of twelfth level can take a standard action to summon his relic to his hands as recall relic. In addition, he gains Quick Draw as a bonus feat.

Ego's Influence (Su): The relic of a thirteenth level relicbound gains an ego score as a normal intelligent magic item. Relicbound are immune to this ego score.

Swift Commands (Ex): At fourteenth level, items respond to your command even faster, you can make the command word action as a swift-action. You can only make a single command word action per turn regardless of how you take that action.

Greater Recall Relic (Su): A relicbound of sixteenth level can take a swift to summon his relic to his hands as recall relic.

Improved Divine Spark (Su): At sixteenth level the construct hit dice of your relic is increased to your class level as a minimum.

Ancient Assimilation (Su): Upon reaching seventeenth level you start to take on the traits of your relic, gaining immunity to critical hits, precision damage, fall damage, and death from massive damage.

Innate Relic (Ex): After gaining nineteen levels, the relicbounds class features and the enchantments upon his relics are beyond mortal magic, allowing them to function in anti-magic fields and makes them immune to being dispelled.

Ascended Armaments (Su): When the relicbound reaches twentieth level, his relic finally starts to show it's true existence to reality, causing it to immediately devour, consume, and assimilate it's wielder. Despite how grim this may sound it is actually beneficial to the wielder, causing the following:


Your type changes to construct, except you retain your constitution score.
You gain the alignment and elemental subtypes of the deity your tied to.
Your intelligence score increases to 20, if your intelligence score is higher than 20 then it doesn't change.
Your relic's intelligence score becomes equal with yours.
Your relic cannot be disarmed.
You can use Recall Relic as a free action.
You can absorb your relic into your body while you are in contact with it, as a free action.
You can be absorbed into your relic while you are in contact with it, as a full-round action and leave it as a free action.
If you are killed, your entire body is destroyed leaving only your equipment and your relic if it was absorbed inside of you, every year roll 1d20. On a 20 you immediately reform from the relic, resurrecting with 1 hit point. If you are killed by a creature wielding a relic you do not come back to life.



Example Character
The man stands before you wearing a vibrant red jacket with two long thin tails hanging from the back. Under it is a black shirt with three red belts. His left arm was lost long ago, only to be replaced with the smooth divine robotics of the Azure Grimoire.

In his grip lies Bloodscythe, an immense blade despite it's title. It stands as tall as it's owner, is a foot wide, and appears to be blunt. Tainted by his relic, his once blonde hair has faded to white and one of his green eyes was slowly replaced by into a glowing red. You can't tell whether he's angry or hungry.

Ragna the Bloodedge 4
XP 1,200
Chaotic Good Medium Humanoid (Dhampir)
Init +2; Senses Darkvision 60 ft., Low-Light Vision; Perception +8

Defenses

AC 16, Touch 12, flatfooted 14; (+4 armour, +2 Dex)
hp 30 (4d10+8);
Fort + 5, Ref +3, Will +0

Offenses

Speed 60 ft.
Melee Azure Grimoire +8 (1d6+4) or Bloodscythe +9 (2d6+6; 19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks
Dead Spike (Su): By stabbing bloodscythe into the ground and saying the command word as a standard action, ragna can conjure up a head of the black beast from dark energy to annihilate his foes. This functions as Burning Hands (caster level 1).
Divine Strike (Su): The weapon damage from his relics is increased to a minimum of 1d6.
Soul Eater (Su): Upon making a successful hit with Bloodscythe, ragna can spend a free action to gain the benefits of Inflict Light Wounds (caster level 1).

Statistics

Str 16, Dex 14, Con 12, Int 10, Wis 8, Cha 15
Base Atk +4; CMB +8; CMD +19
Feats Cleave, Power Attack, Sibling Blades (Azure Grimoire)B
Skills Acrobatics 4 (+7), intimidate 4 (+9), knowledge (Local) 4 (+7), perception (Wis) 4 (+8), stealth 4 (+7), use magic device 4 (+9). Racial Modifiers +2 Bluff, +2 Perception.
Languages Common

Special Abilities
Azure Grimoire: Ragna's sibling relic is a +1 Advanced Prosthetic (Arm) called the Azure Grimoire, that grants a +30 ft. bonus to base land speed (included in statblock) because of the dark energies that surges into ragna's blood. Once per day, ragna can let himself be engulfed by sanguine energy in a state called Blood Kain that functions as Rage (caster level 4) with a command word. In addition, ragna can cause the azure grimoire to sanguine shed light as the light spell (caster level 1) as a free action.
Bloodscythe: Ragna's main relic is a +2 Greatsword called Blood Scythe. Ragna can evisersate enemies with to restore himself (see Soul Eater), and even conjure a head of the black beast from energy by stabbing it into the ground (see Dead Spike). In addition, ragna can cause bloodscythe to sanguine shed light as the light spell (caster level 1) as a free action.
Bonded Destiny (Ex): Ragna gains a circumstance bonus equal to his HD to Appraise, Disable Device, Perception, Sleight of Hand, Stealth, and Use Magic Device skill checks relating to the objects tied to the Black Beast.
Negative Energy Affinity (Ex): Ragna is healed from negative energy and harmed from positive energy, as if he was undead.
Resist Level Drain (Ex): Ragna takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels he takes are removed without the need for an additional saving throw.
Undead Resistance (Ex): Ragna gains a +2 racial bonus on saves against disease and mind-affecting effects.
Unlock Magic (Brew Blade, Scribe Sword, Wondrous Weaponry)

Ecology

Environment Any Urban
Organization Solo or Duo (Ragna followed by a Catfolk Barbarian)
Treasure Armoured Coat, Azure Grimoire, Bloodscythe, 610 gp



New Equipment

Advanced Prosthetic


Prosthetic
Price
Weight


Arm
20 gp
5 lbs.


Foot
2 gp
3 lbs.


Hand
2 gp
2 lbs.


Leg
40 gp
9 lbs.


Wing
100 gp
10 lbs.



People who lose hands, arms, legs, or feet in combat sometimes replace them with prosthetic: realistic simulations of their missing limbs. Usually carved from sleek metal or clockwork, these advanced prosthetic are not limited in function; allowing a legless person to walk and run at their normal speeds, enabling an armless person to hold anything he normally could, etc.



New Deity

The Black Beast
Titles: The Cauldron of the End
Alignment: Neutral
Domains: Destruction, Fate (Subdomain of Luck), War
Favoured Weapon: Natural Weapons
Symbol: A burnt black disk covered with images of many serpentine heads

Appearing as a vast canine with an infinite number of serpent heads rising from it's back, it's body is formed of dark red energy and a toxic tasting mist drifts from it. An ancient being formed from eons worth of damaged souls that passed through the boundary of life and death, the black beast is fated to annihilate the mortal world.

He has only appeared once before the mortals, resulting in the worlds population lowering to a mere tenth of what it was and rendering immense swathes of land uninhabitable. Despite this, many worship the black beast, hoping that he removes the taint of mortals from existence as fast as possible.



New Feats

Fast Unlock (Combat)
It doesn't take anywhere near as long to unlock magic within your relic.
Prerequisite: Relic
Benefit: Unlocking an effect requires 8 hours of work per 5,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potion and scroll effect are an exception to this rule; they can take as little as 2 hours to unlock (if their base price is 1,250 gp or less). Scrolls and potions whose base price is more than 1250 gp, but less than 5,000 gp, take 8 hours to create, just like any other magic item.

Improved Fast Unlock (Combat)
It doesn't take anywhere near as long to unlock magic within your relic.
Prerequisite: Fast Unlock, Relic
Benefit: Unlocking an effect requires 8 hours of work per 15,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potion and scroll effect are an exception to this rule; they can take as little as 2 hours to unlock (if their base price is 3,750 gp or less). Scrolls and potions whose base price is more than 3750 gp, but less than 15,000 gp, take 8 hours to create, just like any other magic item.

Greater Fast Unlock (Combat)
It doesn't take anywhere near as long to unlock magic within your relic.
Prerequisite: Improved Fast Unlock, Relic
Benefit: Unlocking an effect requires 8 hours of work per 30,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potion and scroll effect are an exception to this rule; they can take as little as 2 hours to unlock (if their base price is 7,500 gp or less). Scrolls and potions whose base price is more than 7500 gp, but less than 30,000 gp, take 8 hours to create, just like any other magic item.

Relic Retriever (Combat)
You can use the relics of others in a limited way.... once you have proven yourself worthy.
Prerequisite: Cha 15, Relic, Use Magic Device 5.
Benefit: If you kill another relicbound in one-on-one combat, you can immediately spend a free action to make a use magic device check (DC 20 + killed creatures relicbound level). If you succeed on this check, you can wield the relic as if you were it's relicbound for the purposes of Recall Relic and activating magical effects that were previously unlocked in the relic. The relic retains any magical effects that were unlocked, and uses the Divine Strike and Enhanced Artifact of the killed creature.

Sibling Blades (Combat)
Not all gods fought with only a single weapon.
Prerequisite: Dex 13, Relic.
Benefit: You have a second relic, a weapon of your choice that you a proficient with. This relic is improved through enhanced artifact as if you were four levels lower (minimum +1), and can have magical powers gained through Unlock Magic, Scribe Sword, etc. You do not gain any additional Potential with this feat.



New Race
Vajran

The most powerful wielders of relics end up consumed by them though generally retaining their minds and personalities, but even the strongest wills might be lost if the relicbound lies sealed in weapon form for millenia. If the mind and very being of a person is completely consumed by their relic there is a chance the relic may turn into a vajran. Once this occurs, the relic effectively resets itself, but gains the ability to form a fabricated body around it.

Physical Description: Each Vajran has two different forms, their natural form and their fabricated form. The natural form is a masterwork weapon, the relic that it truly is. Being a relic this form should be relatively ornate, flashy, and fit with it's creator. The fabricated form is a human-like body that they can summon around themselves. This fabricated flesh looks like a normal human generally, but often have minor hints of an alien nature, like a mouth full of razor sharp fangs or oddly coloured hair.

Society: Vajran are too rare to ever form a society, with the closest thing to a society they have being tiny groups of relics that have been collected by powerful religions.

Relations: Most mortals don't even know of their existence, and those that do either see them as tools or personifications of the divines themselves.

Alignment and Religion: Despite being literally divine in construction, the vajran often find it hard to worship divines. They were created and used by the gods themselves, but then why are they in the lands and hands of mortals. Why would their creators forsake them to a life of being slaves to primitive life?

Adventurers: Vjran don't really have a choice, if they stay in one place too long it is likely that enemies of their god or even members of their own makers clergy will hunt them down to collect them.

---

RACIAL TRAITS


+2 Strength, +2 Charisma, -2 Intelligence: Being a divine weapon has lend your fabricated form to be strong and have great presence, though.... your likely out of touch with the latest knowledge after being a pointed stick for centuries.
Divine Construct: Vjran in fabricated form are Humanoids with the Vjran subtype. Vjran in natural form have no type, being intelligent items that just happen to have a movement speed.
Medium: The fabricated form of a Vjran is medium in size, the natural form of a vjran is the same size as the weapon they are.
Normal Speed: In fabricated form, vjran have a base land speed of 30 ft. In natural form, vjarn have a base land speed of 20 ft.
Awakened Spark: Vjran are already sentient, relicbound who use them do not apply the Divine Spark ability to the vjran. In addition, if the relicbound that uses them reaches 20th level, the vjran and relicbound do not merge, instead the relicbound just gains the benefits as he normally would.
Divine Natural Weapon: The vjran can treat themselves if as they wielding themselves as their relicbound at anytime, allowing them to gain the benefits their relicbound wielder would gain and also allowing them to attack with themselves if they are in fabricated form.
Natural Form: As a standard action, the vjran can transform himself into a relic (see Relicbound above). At first level, the vjran must select a deity to be tied to for any relicbound that end up using you. As a full-round action, you can bond yourself to a creature you are in physical contact with, allowing that creature to take levels in relicbound with you as their relic. While a creature your bound to is dead, you can spend a free action to unbind yourself with him. If you have previously had a relicbound and you bind yourself to a new creature, you lose all previously unlocked magic effects. A vjran can choose to bind to themselves, and if they do so they can unbind with themselves even if not dead (immediately losing any relicbound levels they had).
Naturally Invincible: If a Vjran is killed, they immediately transform into their natural form until raise dead, resurrection or similar magic to bring them back to life. Until then, they cannot leave natural form. Reincarnate and similar spells do not work on a dead Vjran.
Languages: A Vjran's automatic language is whatever it comes in contact with first, you may select any one language that fits the characters background.


---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


1000 years

+1d%

+3d%

+6d%



Aging Effects



Middle Age

Old

Venerable

Maximum Age


- years

- years

- years

- years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

4'10"

+2d10

120 lb.

× (5) lb.


Female

4'5"

+2d10

85 lb.

× (5) lb.

dragonjek
2014-07-26, 11:50 PM
Biblios

Even gods have names—not the crude and simple sounds their myriad followers label them with, but True Names, names that echo in the very fabric of reality. And deities are as subject to the call of their Name as anything else in existence.

The Biblii managed to find the True Name of their own god, and for a time this led only to a greater connection between god and his creations. But it was only a matter of time before an enterprising Biblios tried to take advantage of the power in their hands. It was the Cult Eraktas that took this Name used it to yoke their deity into slavery. Every Biblii born since that date has been a part of the grand chains containing this deity, forced to imprint fragments of fragments of his True Name across their flesh. And even such a small piece can be a source of great power—through extensive use, the Biblii have begun to cannibalize their god, drawing upon more and more energy from the god bound under the earth’s crust.


Physical Description: A Biblios stands somewhat shorter than an elf. Their ears are never less than three inches long (and are capable of reaching a full six inches in size), but their ears are rounded rather than given the point more often seen. Their arms reach almost to their knees, and their hands are twice the size of a human’s—even so, their long and thin fingers are deft enough that this doesn’t hinder them in the least. Biblii have hair in grayscale—although some have purely black or purely white hair, it is most common to see any number of grey shades. Indeed, many Biblii have hair that comes in as many as three different tones. As Biblii age (which takes a long time, due to the divine energy brushing against them), the patterns in their hair become more elaborate.

But the most notable part of the body of any Biblios is the runic markings crisscrossing their skin, every single one a unique pattern. They resemble faintly glowing tattoos, and over the course of hours will shift their position on the Biblios’s body. Generally, between one and five of these sigils will float off their body entirely to slowly revolve around their Biblios—these are insubstantial, and whatever method there may be to affect these sigils is prevented by the divine power imbued in them.

Society: Biblii have a culture that places great stock in the community; the emergence of individuality as a virtue is a relatively new phenomenon in their people, the result of a cultural shift from the still rising popularity of authors with political symbolism. Literature is of great importance in their society, as they have had a connection to the primal concept of language] since long before their betrayal of their deity. Nearly every family owns at least a small collection of books, and it is typical for political popularity to hinge upon one’s ability to express themselves in text.

Relations: They tend to have good relations with neighboring races, made possible through the secrecy regarding the true origin of their unique abilities. To the Biblii as a whole, their god has abandoned them and denies all contact—only a select few know of the bound and slowly-devoured deity’s true location, and this information is even rarer to those outside of Biblios society. Biblii are not an uncommon site in cities around the world, although they tend to gather together in towns, their sense of community drawing them together when away from their people. The occasional pure-Biblios village or city tends to make good trade with gnomes, elves, and certain human societies, all of which would have an appreciation for their novels and for the tomes of philosophy and magical research that make up the most notable of their trade goods (although lumber and textiles actually compose the majority of their exports).

Alignment and Religion: The communal nature of Biblios society has given them a significant tendency towards law—they well understand its role in keeping the whole functioning smoothly. With the recent trend towards a more individualistic existence, it is no longer rare to find Biblii who are chaotic, although they remain in the minority next to the largely lawful and neutral culture. Biblios don’t have a natural inclination towards evil or good, but their tendency towards putting the group above the individual has led to a certain selfless streak manifesting in many of their race.

Adventurers: It is common for young Biblios to set out to see the world after reaching the age of majority. Every Biblios possesses a number of names; the family name to which they were born, the name of the clan of which their family is a part of, the name by which they were known as children, and the name they take for themselves upon becoming an adult. The name a Biblios finds for himself is a deeply personal undertaking—while many find the inspiration for their name in nature, the community, or a skill in which they find particular joy, others don’t find a name that fits until sometimes years after they came of age to take an adult name. By leaving home and seeing parts of the world and walking paths in life they would otherwise never get to experience is a respected method of finding a name. Other Biblii seek out adventure out of a desire to help others, and some particularly daring Biblios might leave home to find the inspiration to get their pen moving.

Family Names: Jethidere, Calomini, Shalsharom, Belvedivel

Clan Names: Cossa, Lambask, Mortul, Sayanna

Male Names: Har-Gorban, Belsmet, Carodain, Mulkatta.

Female Names: Esha-Fayal, Sesmess, Rukalta, Waydova.

---

RACIAL TRAITS

+2 Int, +2 Dex, -2 Cha
Biblii are intelligent and move with grace, but there is something “off” about them that can be unnerving to some.
Medium: A Biblios receives no special penalties or bonuses for their size.
Speed: 30 ft.
Humanoid (Biblios): They are humanoids with the Biblios subtype.
Low-Light Vision (Ex): Biblii can see twice as far as humans in dim light.
Word Worker (Ex): Biblios culture embraces the written word. A Biblios gains a +2 racial bonus on Linguistics and on any one Knowledge skill. All Biblii are literate.
Thief of Names (Ex): Knowledge (Religion) and Linguistics are always class skills for a Biblios. Biblios gain a +2 divine bonus to Linguistics checks to interpret an unknown language or Use Magic Device checks to use a scroll.
Godly Displeasure: The anger of their deity weighs down upon the Biblii, although they know it not. A Biblios takes a -1 penalty on saving throws against divine magic.
Divine Predation Sigil (Sp): A piece of their god’s Name adorns every Biblios’s body. Invoking this word grants the Biblios a minor spell-like ability, with a special effect in accompaniment; even a simple magic is made greater by the mere presence of divine power. What rune they can wield is determined at birth, and although the rune possesses no special identifying feature a Biblios is always aware of the position of that rune on his body. These spell-like abilities cannot be used to qualify for a prestige class or feat with spellcasting requirements—however, a Biblios with the Scribe Scroll feat may treat their sigil’s spell as a known spell solely for purposes of scribing scrolls. They create scrolls of their spell-like ability at 75% normal cost to create. These glyphs have a caster level equal to his hit dice, and all saving throws have a DC of (10 + ½ HD + Int modifier). At character creation, a Biblios gains access to one of the following glyphs:

Glyph of Alchemistry – The Biblios may use Corrosive Grasp once per day. Upon successful use, he may elect to befoul any one potion or alchemical item on his target. A befouled alchemical item no longer functions, while a befouled potion not only provides no benefit, it deals 1d4 acid damage if drunk.
Glyph of Anointment – The Biblios may use either Bless Water/Curse Water once per day. He may align the resulting water with any one alignment aspect he desires when created, and may realign it when he uses it. Unholy water damages good outsiders the same way holy water damages evil outsiders; anarchic water damages lawful outsiders the same way holy water damages evil outsiders; axiomatic water damages chaotic outsiders the same way holy water damages evil outsiders. Regardless of alignment, the Biblios may drink the water to gain 1d4 temporary hit points, which last up to one hour.
Glyph of Arcana – The Biblios may use Magic Aura once per day. He can only have a number of items affected by the Glyph of Arcana equal to his hit dice, to a limit equal to his Intelligence modifier. Anyone holding an item modified by this glyph may end its effect as a swift action to grant themselves a +1 bonus to their caster level for the round.
Glyph of Artillery – The Biblios may use Magic Missile once per day. He deals +2 force damage when using a single missile. When he gets a high enough caster level to use multiple missiles, each creature hit by at least one missile takes 2 additional points of damage.
Glyph of Beasts – The Biblios may use Call Animal once per day. So long as the animal exists within a 50 mile radius of the Biblios, it appears in 1d3 rounds. The Biblios gains Wild Empathy, but only usable on an animal summoned through the Glyph of Beasts.
Glyph of Camaraderie – The Biblios may use Summon Monster I or Summon Nature’s Ally I once per day. If the Biblios spends a move action to direct his ally, then his summoned companion gains a +2 bonus to attack rolls, AC, and damage rolls for the remainder of the round.
Glyph of Deception – The Biblios may use Disguise Self once per day. The Biblios takes no penalty to Disguise for trying to look like the opposite gender, another race, etc. If the Biblios takes the form of a specific individual, those who only recognize said individual on sight do not gain a bonus on their checks to oppose your Disguise result.
Glyph of Denouncement – The Biblios may use Bane once per day. The penalty from the spell-like ability is doubled, and applies as a penalty also to the DC of any special abilities of theirs.
Glyph of Diminish – The Biblios may use Reduce Person once per day. You may use this spell-like ability to shrink an item instead of a person, in which case its duration is 24 hours. If used to reduce a person, they take only a -1 to Strength.
Glyph of Divinity – The Biblios may use Divine Favor once per day. During the effect of this spell-like ability, he may, once, reroll any single roll.
Glyph of Dream – The Biblios may use Shadow Weapon once per day. He is treated as having a base attack bonus equal to his level for purposes of using this spell-like ability. If he already has a base attack bonus equal to his level, he gains a +2 bonus to CMB.
Glyph of Earth – The Biblios may use Magic Stone once per day. The stones deal damage as though they were one size larger, and have their range doubled.
Glyph of Endurance: The Biblios may use Resistance three times per day. He may use this spell-like ability as an immediate action, and its duration is increased to 2 rounds.
Glyph of the Equestrian – The Biblios may use Mount. The Biblios adds his Intelligence modifier to his caster level for determining the amount of time the mount may be summoned; these hours need not be congruent, so long as they are separated into 1-hour units.
Glyph of Ethics – The Biblios may use one of the following once per day: Protection from Chaos, Protection from Evil, Protection from Good, or Protection from Law. Should he protect against chaos, he gains a +2 bonus to damage, increasing to +4 against chaotic beings. Should he protect against evil, he gains a +1 bonus to AC, increasing to +3 against evil beings. Should he protect against good, he gains a +1 bonus to attack, increasing to +3 against good beings. Should he protect against law, he gains a 5% miss chance inflicted on any attacks that would damage him (including area effects), increasing to 15% against attacks from lawful beings.
Glyph of Foresight – The Biblios may use True Strike once per day. After use, he gains two floating +2 bonuses that he can add to any two rolls, which last for 24 hours unless used.
Glyph of Form – The Biblios may use Magic Fang on himself once per day. He does unarmed damage as though a monk of his level. If he is already a monk or has a similar unarmed strike damage progression from another source, he deals damage as though he were one size larger.
Glyph of Frost – The Biblios may use Frostbite once per day. He may elect to deal either lethal or nonlethal damage; should he select nonlethal, Frostbite’s damage increases to 1d8 cold damage +1 per level.
Glyph of the Grave – The Biblios may use Chill Touch once per day. Those failing their saving throw against it take 2 Strength damage instead of 1. Anyone killed by this ability cannot be animated as an undead.
Glyph of Growth – The Biblios may use Entangle once per day. After use, he gains fast healing 1 for the rest of the day, but the maximum it can heal him is his class level + Intelligence modifier worth of hp in one day.
Glyph of the Guardian – The Biblios may use Mage Armor once per day. He may extend the benefits to any ally within ten feet as a swift action. Each ally added reduces everyone’s bonus from Mage Armor by 1, to a minimum bonus of +1.
Glyph of the Herald – The Biblios may use Whispering Winds once per day. The word limit for this spell-like ability is 50 words, and the subject may send a message in return of up to 50 words.
Glyph of Hunger – The Biblios may use Goodberry once per day. For every 2 hp healed (or that would have healed, if the eater is at full hp or has already healed their quota for the day) the eater gains 1 temporary hit point, which lasts for the rest of the day.
Glyph of Inferno – The Biblios may use Produce Flame once per day. The target catches on fire, taking 1d4 damage in each following turn until he passes a Reflex save (DC 10 + 1/2 HD + Intelligence modifier).
Glyph of Life – The Biblios may use Cure Light Wounds once per day. Healed subject gains a +1 sacred bonus to saving throws for 12 hours.
Glyph of Lunacy – The Biblios may use Lesser Confusion once per day. He may adjust the percentile roll by +/- 10%.
Glyph of the Master – The Biblios may use Unseen Servant once per day. The servant can participate in flanking, although it still cannot attack. It inflicts a -2 penalty to the ranged attacks of any opponent adjacent to it.
Glyph of the Moon – The Biblios may use Cloak of Shade once per day. He receives a +2 bonus to Stealth and 10% concealment while under the effects of this spell-like ability.
Glyph of Ocean – The Biblios may use Create Water once per day. The water created heals 1d2 hp per gallon if drunk. Alternatively, the water causes an effect as though a tanglefoot bag, but affecting an area of 5 square feet per 2 gallons summoned.
Glyph of Possession – The Biblios may use Arcane Mark three times per day. The Biblios may have a number of items affected by the Glyph of Possession equal to his HD to a limit equal to his Intelligence modifier. As a swift action, the Biblios may destroy the arcane mark to gain a +2 bonus on a skill check made that round.
Glyph of Rainbows – The Biblios may use Color Spray once per day. Gain a +2 racial bonus to a random ability score; roll a 1d6. 1=Strength, 2=Dexterity, 3=Constitution, 4=Intelligence, 5=Wisdom, 6=Charisma. This bonus lasts for 1 round/HD.
Glyph of the Sentry – The Biblios may use Alarm once per day. When using this, he may apply one of the following spell effects onto it, which provide information on anything that activates the spell-like ability as though it had been used for three rounds: Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, or Detect Poison.
Glyph of Slumber – The Biblios may use Slee[ once per day. He adds his level to the limit of HD that the spell-like ability can affect, to a limit of additional hit dice equal to his Intelligence modifier.
Glyph of Society – The Biblios may use Charm Person once per day. Once the spell fades away, the subject’s attitude towards the Biblios increases by one step.
Glyph of Song – The Biblios may use Ear-Piercing Scream once per day. Everyone who made a successful save against the effect must make another save to avoid being fascinated for 1 round. Those who failed are fascinated for 1 round after recovering from being dazed.
Glyph of Storms – The Biblios may use Deadeye’s Arrow once per day. The spell-like ability deals ½ initial damage to any enemies adjacent to the target.
Glyph of Structure – The Biblios may use Mending three times per day. He adds his Intelligence modifier to the item’s hardness. Attempts to sunder an item mended by this spell-like ability are reversed; a successful sunder attempt damages item of the one who attempted it, taking only half damage itself. These effects last for 1 hour.
Glyph of the Sun – The Biblios may use Flare Burst once per day. One target within the effect must make a saving throw vs blindness that lasts one hour.
Glyph of Telekinesis – The Biblios may use Mage Hand three times per day. He may use the spell to throw things as per Telekinesis, inflicting 1d6 damage on a successful attack, or damage otherwise suited to the object thrown. The Biblios add his Intelligence modifier to the weight he can lift with this spell-like ability.
Glyph of Terror – The Biblios may use Cause Fear once per day. He adds his level to the limit of HD this spell-like ability can affect until, to a limit of additional hit dice equal to his Intelligence modifier. He gains a +1 bonus on attack rolls against those affected by this effect.
Glyph of Weariness – The Biblios may use Ray of Enfeeblement once per day. The target deals only ½ damage for 1d4 rounds.
Glyph of Winds – The Biblios may use Alter Winds once per day. He selects a target within 30 feet to blast with a focused stream of wind in the form of a bull rush. His CMB for this bull rush is equal to his level plus his Intelligence modifier. It does not provoke an attack of opportunity.
Glyph of Wisps – The Biblios may use Faerie Fire once per day. The target of this takes a 10% miss chance on all their attacks.
Glyph of Words – The Biblios may use Read Magic once per day. For the duration of the spell he doubles all racial bonuses and penalties.
Glyph of Worship – The Biblios may use Bless once per day. The bonuses from this spell-like ability are doubled, and also apply to the DC of any special abilities of his or his allies.


Languages: A Biblios begins play knowing Common, Draconic, and any one non-secret language. Biblii with a high Intelligence score may select any language as their bonus languages (except for secret languages, like Druidic).

---

Random Starting Ages



Adulthood

Intuitive

Self-Taught

Trained


50 years

+1d6

+2d4

+2d6



Aging Effects



Middle Age

Old

Venerable

Maximum Age


200 years

550 years

900 years

+6d100 years



Random Height and Weight



Gender

Base Height

Height Modifier

Base Weight

Weight Modifier


Male

4'11"

+2d8

85 lb.

+ (2d8 x3) lb.


Female

5'0"

+2d8 +1

95 lb.

+ (2d10 x3) lb.



Favored Class Options
Homebrew classes are depicted in italics.

Alchemist: Add one extract formula from the Alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the Alchemist can create.
Barbarian: Gain a +1/5 bonus to Will saving throws.
Bard: Gain 1/6 of an additional use of Lore Master.
Cavalier: Gain 1/6 of an additional use of Tactician
Cleric: Add ½ of a spell from the spell lists of the Slavery subdomain of Law, Community, Knowledge, or (Rune and its subdomains) to the Cleric’s list of domain spells. The Cleric does not gain the domain, nor can he use any domain abilities.
Divine Blade: Increase Divine Blade level by +1 for the purposes of one domain ability he possesses, so long as this domain ability is from the Slavery subdomain of Law, Community, Knowledge, or (Rune and its subdomains) domains, to a maximum of +10 total for any given domain, which may be mixed between the domain powers of that domain as the Divine Blade wishes.
Druid: Gain a +1 bonus to the skills improved by the Nature Sense class ability.
Fighter: Add any 1 weapon from any group to one of the weapon groups the Fighter already possesses.
Gunslinger: Reduce the time to repair a weapon through the Gunsmithing feat by 3 minutes, to a minimum of 2 minutes.
Inquisitor: Inflict +1 damage to divine spellcasters when using the Bane ability.
Magus: Add one spell from the Magus spell list to the character's spellbook. This spell must be at least one level below the highest spell level the Magus can cast.
Monk: Gain 1/6 of a bonus feat from the Monk bonus feats.
Oracle: Add 1/3 of a new language to the Oracle’s list of known languages, and add that language to those usable during combat for Oracles with the Tongues Oracle Curse.
Paladin: Gain a +1/4 bonus to saving throws against divine spells.
Ranger: Add +1/4 to a single existing favored terrain bonus.
Relicbound: Spells from the same domain as the Biblios’s Divine Predation Sigil can be scribed via Scribe Sword at -4% creation cost (to a minimum reduced cost of 1 gp).
Rogue: The Rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
Sorcerer: Add one spell known from the Sorcerer spell list. This spell must be at least one level below the highest spell level the Sorcerer can cast.
Summoner: Gain 1/3 of an additional use of the Summon Monster class ability.
Witch: Add one spell from the Witch spell list to the Witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the Witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard: Add one spell from the Wizard spell list to the character's spellbook. This spell must be at least one level below the highest spell level the Wizard can cast.

Phillammon
2014-07-28, 08:08 AM
Priest of the Seven

http://i.imgur.com/QYGiolN.png
Image used with express permission of the artist, me. Also, I am not an artist.

"Do you know what your sin is, Malcolm?"
-Jethro Liance, Paladin, moments before engaging in combat with Malcom Frey, Priest of the Seven.
"Ah, hell, I'm a fan of all seven. But right now, I'm gonna have to go with Wrath."
-Malcolm Frey, Priest of the Seven, moments before swearing an Oath on the life of Jethro Liance, Paladin.

The Seven. Young gods, all of them. Worshiped in dark corners, behind closed doors, followed by few and championed by fewer still. Individually, they just barely have enough power to support their respective clerics. But that's just it- they aren't individuals. Each of them is a single facet of the whole, the very concept of sin itself. And that whole is far, far greater than the sum of its parts.

There are tales told of those who have seen the whole for what it can truly be. Those who worship not a member of the Seven, but the Seven themselves. Those who strike with the force of not a sin, but sin itself. Those who have walked the path of the Priest of the Seven.

Heed my warning, young one. The champion of a god is a force to be reckoned with. But the champion of a Pantheon is something far more dire.

Role: Priests of the Seven sacrifice some versatility in divine power for raw strength on the battlefield, allowing them to act as front line fighters, dishing out as much damage as they take. Depending on their choice of route, this strength can take many forms, from Gluttony's combat eating to Wrath's unstoppable rampage to Sloth's calculated inactivity and everything in between.

Alignment: Without exception, Priests of the Seven are of evil alignments. It is difficult to literally worship the evils man has wrought without being evil yourself.

Hit Die: d8

Requirements
To qualify to become a Priest of the Seven, a character must fulfil all of the following criteria.
Spells: Able to cast 3rd-level divine spells
Skills: Knowledge (Religion), 5 ranks
Feats: Must have at least two of:
Toughness
Skill Focus (Appraise)
Deceitful
Cosmopolitan
Combat Expertise
Blind-Fight
Persuasive
Special: Worships The Seven

Class Skills
The Priest of the Seven's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Stealth (Dex).

Skill Ranks per Level: (2 + Int modifier)

Priest of the Seven


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spells Per Day
Maximum Blessings


1st

+1

+1

+0

+1
Patrons, First Patron, Second Patron, Blessings

1


2nd

+2

+1

+1

+1

+1 Level of Existing Divine Spellcasting Class
2


3rd

+3

+2

+1

+2


3


4th

+4

+2

+1

+2
Third Patron
+1 Level of Existing Divine Spellcasting Class
4


5th

+5

+3

+2

+3


5


6th

+6

+3

+2

+3

+1 Level of Existing Divine Spellcasting Class
6


7th

+7

+4

+2

+4
Fourth Patron

7


8th

+8

+4

+3

+4

+1 Level of Existing Divine Spellcasting Class
8


9th

+9

+5

+3

+5


9


10th

+10

+5

+3

+5
Fifth Patron
+1 Level of Existing Divine Spellcasting Class
10



Class Features
All of the following are class features of the Priest of the Seven.

Weapon and Armor Proficiencies: The Priest of the Seven does not gain any new proficiencies, but keeps the proficiencies of their previous class(es).

Patrons (Ex):
The Priest of the Seven's religion is changed to "The Seven. Additionally, the Priest of the Seven gains a strong bond with a member of the Seven. The chosen member of the seven becomes one of the Priest of the Seven's Patrons, and grants the Priest of the Seven the appropriate power from the list below. The Priest of the Seven chooses two patrons at the first level, and gains an additional patron every third level after that.


Elijah, the Glutton:
Elijah grants the Priest of the Seven a fragment of the eternal hunger. The Priest of the Seven becomes able to consume and draw sustenance from any organic material- even if it would ordinarily be inedible or rotten- without penalty and becomes immune to ingested poisons. Additionally, the Priest of the Seven becomes able to consume an amount of food equivalent to a ration as a standard action.
If the Priest of the Seven tastes the flesh or blood of a living creature, the creature is designated as the Priest of the Seven's Prey for 24 hours.

In order to select Elijah as a Patron, the Priest of the Seven must have the feat "Toughness"

Lauren Argent, the Avaricious:
Lauren grants the Priest of the Seven the secret she's always worked for- the transmutation of common materials into Gold. The Priest of the Seven may, at will, Gild a nonmagical weapon they are touching as a full round action, giving it a +1 enhancement bonus to attack and damage rolls, increasing by 1 for every 3 levels of Priest of the Seven past first and giving it a golden gleam. The Gilding effect lasts for 10 minutes per level of Priest of the Seven the Priest has. If the Priest of the Seven has the ability to apply weapon special abilities when they Gild a weapon, they may do so, however, only one weapon special ability can be applied to a weapon in this way at a time.
Additionally, the Priest of the Seven increases their effective caster level by 1 when casting spells from the Transmutation school.

In order to select Lauren Argent as a Patron, the Priest of the Seven must have the feat "Skill Focus (Appraise)".
Zeta, the Envious:
Zeta gifts the Priest of the Seven the secret of his body. The Priest of the Seven becomes able to shape their dimensions ever so slightly to help with the task at hand, granting them a bonus to Strength and Dexterity based skill checks equal to half the Priest's Priest of the Seven levels, rounded up.
Additionally, the Priest of the Seven's anatomy becomes slightly abnormal, granting a 10% chance to negate incoming precision or critical damage.

In order to select Zeta as a Patron, the Priest of the Seven must have the feat "Deceitful".

Vox Populi, the Proud:
Vox Populi grants the Priest of the Seven the gift of her silver tongue, allowing the Priest of the Seven to use the Voice of the People. While speaking with the Voice of the People, the Priest of the Seven is treated as if they are simultaneously speaking in all the languages that they are proficient in. Additionally, while speaking with the Voice of the People, the Priest of the Seven gains a profane bonus to charisma based skill rolls equal to half the number of languages that the Priest of the Seven knows.

For the purposes of Voice of the People, and all blessings of Vox Populi, Thieves' Cant is not treated as a language, nor are any other "silent" languages. Any blessings requiring the use of the Voice of the People cannot be used in areas of magical Silence, or under any other conditions preventing verbal components. Effects that scale with the number of languages known maximize at 20 languages, even if the Priest of the Seven knows more than 20 languages.

In order to select Vox Populi as a Patron, the Priest of the Seven must have the feat "Cosmopolitan", and speak a minimum of 3 languages.
Vance Morata, the Wrathful:
Vance imparts his focus into the Priest of the Seven, allowing the Priest of the Seven to swear Oaths on his foes. When the Priest of the Seven swears an Oath, they choose a number between 1 and the number of levels of Priest of the Seven they have. This number is their Oath Level for this Oath. While the Priest of the Seven has an Oath sworn, they gain a bonus to attack and damage rolls made against the target of the Oath equal to their Oath Level, however, they take an equal penalty to attack and damage rolls made against targets other than the target of the Oath. The Priest of the Seven may only have one Oath at once. Oaths end after a number of days equal to the Oath Level have passed, or the target of the Oath is slain.
Additionally, the focus of the Just Executioner makes the Priest of the Seven harder to send astray, granting them a +2 bonus to saving throws made against mind affecting effects.

In order to select Vance Morata as a patron, the Priest of the Seven must have the feat "Combat Expertise"

Tycho, the Sloth:
Tycho gives the Priest of the Seven a fraction of his calm. The Priest of the Seven gains the ability to rest in combat. Resting is a full round action that does not grant attacks of opportunity, but requires the Priest of the Seven to close their eyes, which is equivalent to Blindness. If the Priest of the Seven chooses to Rest, they may still take a free five foot step. Additionally, they restore 1d8 health plus the Priest of the Seven's constitution modifier. The Priest of the Seven also becomes immune to magical sleep effects at all times.

In order to select Tycho as a Patron, the Priest of the Seven must have the feat "Blind-Fight".
Octavia, the Lustful:
Octavia grants the Priest of the Seven her manipulation of the masses. Every person currently under an effect of the Charm or Compulsion subschools by the Priest of the Seven is marked as the Priest of the Seven's "Thrall" until the effect ends.
Additionally, the Priest of the Seven becomes more seductive, increasing the DC of their Enchantment school effects by 1.

In order to select Octavia as a Patron, the Priest of the Seven must have the feat "Persuasive".

Blessings:
Starting at the first level, the Priest of the Seven is blessed by their Patrons. Whenever the Priest of the Seven levels up, they gain a number of new Blessings, selected from the list below. The Priest of the Seven may only select Blessings associated with their Patron or Patrons. If the Blessing has more than one associated Patron, the Priest of the Seven must have all of the associated Patrons to select that Blessing. A Priest of the Seven may have a maximum number of Blessings as shown in the "Maximum Blessings" column of the table above. If a Blessing calls for a Saving Throw, the DC is Charisma based, the effective spell level is treated as the Priest's Priest of the Seven levels minus one, and the caster level is equal to the highest divine caster level the Priest of the Seven has, unless the Blessing states otherwise.




See below (Character limit reached) (http://www.giantitp.com/forums/showsinglepost.php?p=18055002&postcount=23)


Battle Gourmet (Ex)
Associations: Elijah
The Priest of the Seven gains a Bite attack appropriate to their size. If the Priest of the Seven already has a Bite attack, it now deals damage as if the Priest of the Seven were one size category larger. Additionally, if the Priest of the Seven successfully deals damage with this Bite attack, the damaged foe immediately becomes Prey.

Bloodhound (Ex)
Associations: Elijah
The Priest of the Seven gains the Scent special quality. They also receive a +8 competence bonus on Perception checks involving smell and a +4 competence bonus on Survival checks to track using scent. However, they also take a –4 penalty on saving throws against odor-related effects such as the stench ability and stinking cloud. Additionally, the Priest of the Seven ignores miss chance due to concealment against their Prey.

Back for Seconds (Ex)
Associations: Elijah
Once the Priest of the Seven has a taste, it's a matter of time before they're back for more. The Priest of the Seven automatically confirms critical hits against their prey, and gains a bonus to attack rolls against their prey equal to half their Priest of the Seven levels, rounded down.

Golden Teeth (Su)
Associations: Elijah, Lauren Argent
When the Priest of the Seven Gilds a weapon, it gains serrations resembling human teeth, and strange channels running down to the handle. While Gilded, the weapon deals a point of bleed damage on hit for every two levels of Priest of the Seven the Priest has. This bleed does not stack with itself. The blood drawn by the weapon runs down the channels to the handle, which the Priest of the Seven may drink from as a Swift action, to mark the struck foe as their Prey.
Additionally, if the Priest of the Seven Gilds a Meat Cleaver, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Lifesurge" special ability to it.

Unhinge and Devour (Su)
Associations: Elijah, Zeta
If the Priest of the Seven is grappling their Prey of the same size category or smaller, they may attempt a combat maneuver check as if they were trying to pin the Prey. If successful, the Priest of the Seven unhinges their jaw and swallows their Prey, affecting them as the "Swallow Whole" special attack. The interior of the Priest of the Seven has an AC of 10 plus the Priest's Priest of the Seven levels, and being swallowed deals 1d6 acid damage per round, plus 1d6 for every two levels of Priest of the Seven the Priest has.

Hell's Jaws (Su)
Associations: Elijah, Vox Populi
A number of times per day equal to their Priest of the Seven levels, the Priest of the Seven may manifest each language they speak as a pair of jaws. These Jaws travel to their targets (within 25 feet plus 5 feet per level of Priest of the Seven) near instantly and hit automatically. The first pair of jaws to strike a foe deals damage equal to the Priest of the Seven's Bite attack, if they have one, otherwise it deals damage for a Bite attack as appropriate for the Priest of the Seven's size category plus the Priest of the Seven's Strength bonus. Any further jaws striking the same foe deal damage as a Bite attack of the size of the Priest of the Seven. Additionally, the Priest of the Seven may speak freely while eating.

Playing with your Food (Ex)
Associations: Elijah, Tycho
If the Priest of the Seven Rests while grappling their Prey, they may choose to maintain the grapple, and, if successful, inflict damage with it, even though resting takes up the required action. This does not allow the Priest of the Seven to take any other grapple actions while Resting.

Anger's Grip (Ex)
Associations: Elijah, Vance Morata
The Priest of the Seven's CMB and CMD are increased by an amount equal to the Priest of the Seven's Oath Level against the Oath's target, but reduced by the same amount against anyone other than the Oath's target. Additionally, if the Priest of the Seven's Oath target is also the Priest's Prey, the Priest gains the benefits of the feat "Improved Grapple", even if they do not qualify for it.

Blood Ties (Sp)
Associations: Elijah, Octavia
While the Priest of the Seven is grappling their Prey, if they successfully establish a pin, they may drink their Prey's blood as a move action. If they do so, the Prey takes 1d4 points of damage to Constitution, and is Dominated as the spell Dominate Person. A successful Will save negates the Domination, but not the Constitution damage. Blood Ties can be used a number of times per day equal to the Priest's Priest of the Seven levels.


Hand of Midas (Sp)
Associations: Lauren Argent
The Priest of the Seven gains the ability to transmute their foes with a touch. A number of times per day equal to their Priest of the Seven levels, the Priest of the Seven may attempt a melee touch attack on a target creature or object. This creature must make a Fortitude Save or be turned to Gold, much like the spell Flesh to Stone, but with gold in place of stone.

All That Glitters (Su)
Associations: Lauren Argent
The Priest of the Seven gains the ability to improve weapons further with their touch. On Gilding a weapon, the Priest of the Seven may choose a special quality from the list below (if a Patrons name is in brackets, the Priest of the Seven must have that Patron to select that quality) and apply it to the Gilded weapon for the duration of the Gilding.

Flaming
Frost
Shock
Vicious
Deadly
Huntsman (Elijah)
Glamered (Zeta)
Thundering (Vox Populi)
Bane (type of the Priest of the Seven's current Oath target) (Vance Morata)
Spell Storing (Tycho)
Heartseeker (Octavia)

Additionally, if the Priest of the Seven Gilds a Dagger, it gains an additional +1 enhancement bonus.

Equivalent Exchange (Su)
Associations: Lauren Argent
The Priest of the Seven gains the ability to loudly explode a touched item into a shower of coinage of equal value to the item exploded. Living creatures cannot be exploded by Equivalent Exchange, nor can statues created by Hand of Midas or petrified by Flesh to Stone, but corpses can. If the Priest of the Seven uses equivalent exchange, they may not use it again for one hour. Equivalent Exchange does not grant a saving throw, but the Priest of the Seven must make a melee touch attack with the appropriate modifiers to touch an attended item. Gilded weapons, and other temporarily improved items, have a value as is normal for the item, not the temporarily increased value, for the purposes of Equivalent Exchange.

Golden Teeth (Su)
Associations: Elijah, Lauren Argent
When the Priest of the Seven Gilds a weapon, it gains serrations resembling human teeth, and strange channels running down to the handle. While Gilded, the weapon deals a point of bleed damage on hit for every two levels of Priest of the Seven the Priest has. This bleed does not stack with itself. The blood drawn by the weapon runs down the channels to the handle, which the Priest of the Seven may drink from as a Swift action, to mark the struck foe as their Prey.
Additionally, if the Priest of the Seven Gilds a Meat Cleaver, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Lifesurge" special ability to it.

Imbibe (Su)
Associations: Lauren Argent, Zeta
When the Priest of the Seven is holding a Gilded item, they may store it in their body. The item's base elements are incorporated into the Priest's body individually, giving no penalties to the Priest of the Seven, even in an antimagic field. There is no limit on how long a Gilded item can be stored, however, the maximum number of items that can be stored at a time is equal to the Priest's Priest of the Seven levels. Items can be stored and called back to hand as a swift action. While the item is stored, the duration of the Gilding effect is "paused", resuming when the item is called back to hand.
Additionally, if the Priest of the Seven Gilds a Sap, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Impact" special ability to it.

Phrygian Lament (Su)
Associations: Lauren Argent, Vox Populi
While the Priest of the Seven holds a Gilded weapon, they may sing a strange melody in the Voice of the People. While singing the Phrygian Lament, all creatures who can hear the song within a 10 foot radius per language known must make a Fortitude Save (treat the spell level as being 4). Creatures that share languages with the Priest of the Seven take a -2 penalty to their Fortitude Save against this effect for each language shared. Creatures hearing the Phrygian Lament must make a save against it every round they hear it. Singing the Phrygian Lament consumes the Priest of the Seven's swift action for their turn. Creatures that have failed a number of saving throws against the Phrygian Lament equal to their hit dice are turned into fine crystal statues. In this form, the creatures may move or take any actions, and are treated as helpless crystalline creatures, however, they gain damage resistance of 2 (Sonic, Adamantine) for each of their hit dice. When the Priest of the Seven stops singing the Phrygian Lament, those affected by it return to normal in a number of rounds equal to the victim's hitdice.
Additionally, if the Priest of the Seven Gilds a Flail, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Sonorous Burst" special ability to it. (As Icy Burst, but dealing sonic energy damage instead of cold energy damage in all cases)

Summon Rageblade (Su)
Associations: Lauren Argent, Vance Morata
While the Priest of the Seven has an Oath sworn, they may call into existence an Axe made of pure, undiluted Hate as a swift action. This axe functions as a nonmagical Greataxe that has been Gilded by the Priest of the Seven, however, it dissipates immediately if the Priest of the Seven relinquishes their grip on it, or if the Priest's Oath ends.
Additionally, if the Priest of the Seven Gilds a Greataxe, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Furyborn" special ability to it.

Gilded Skin (Su)
Associations: Lauren Argent, Tycho
The Priest of the Seven may Gild natural weapons and unarmed strikes with their Gilding Touch. Also, the Priest of the Seven may Gild items as a swift action if they are Resting.
Additionally, if the Priest of the Seven Gilds an unarmed strike, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Invigorating" special ability to it.

Arm the Legion (Su)
Associations: Lauren Argent, Octavia
When the Priest of the Seven Gilds a weapon they are holding, they may also Gild the weapons being held by their Thralls as part of the same action. The Gilded weapons share the same properties as the Priest of the Seven's Gilded weapon, as well as having the same special ability applied, if any.
Additionally, if the Priest of the Seven Gilds a Claw natural attack (using the Gilded Skin blessing), it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Wounding" special ability to it.


Undefinable (Ex)
Associations: Zeta
The Priest of the Seven becomes much harder to pick out of a crowd. Any time a Divination school effect is used on the priest of the Seven, the caster must make a caster level check equal to the Priest's hit dice plus twelve, or the effect registers the Priest of the Seven as being all creatures in range of the effect, and all creatures in range of the effect as being Zeta. For example, if Locate Creature is cast with the Priest of the Seven as a target, it would return the Priest of the Seven's location... but in addition, the location of every other creature inside its radius, without any indication of which of the locations is the Priest of the Seven.

Protean (Sp)
Associations: Zeta
The Priest of the Seven gains the powers of the Changing Ones, becoming able to cast the spell Alter Self as a spell-like ability at will. Additionally, they may use the spell "Polymorph", targetted on themselves and themselves only, as a spell like ability a number of times per day equal to their Priest of the Seven levels.

Freakish Anatomy (Ex)
Associations: Zeta
Forget whatever preconceptions you had about organs, the Priest of the Seven no longer adheres to them. The Priest of the Seven becomes immune to critical and precision damage. Additionally, while the Priest of the Seven has their Dexterity bonus to AC, they can move their organs out of the way, somehow. When the Priest of the Seven has damage rolled against them, roll one additional die of damage, then remove the highest roll from the damage dealt.

Unhinge and Devour (Su)
Associations: Elijah, Zeta
If the Priest of the Seven is grappling their Prey of the same size category or smaller, they may attempt a combat maneuver check as if they were trying to pin the Prey. If successful, the Priest of the Seven unhinges their jaw and swallows their Prey, affecting them as the "Swallow Whole" special attack. The interior of the Priest of the Seven has an AC of 10 plus the Priest's Priest of the Seven levels, and being swallowed deals 1d6 acid damage per round, plus 1d6 for every two levels of Priest of the Seven the Priest has.

Imbibe (Su)
Associations: Lauren Argent, Zeta
When the Priest of the Seven is holding a Gilded item, they may store it in their body. The item's base elements are incorporated into the Priest's body individually, giving no penalties to the Priest of the Seven, even in an antimagic field. There is no limit on how long a Gilded item can be stored, however, the maximum number of items that can be stored at a time is equal to the Priest's Priest of the Seven levels. Items can be stored and called back to hand as a swift action. While the item is stored, the duration of the Gilding effect is "paused", resuming when the item is called back to hand.
Additionally, if the Priest of the Seven Gilds a Sap, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Impact" special ability to it.

Guttural Tongue (Su)
Associations: Zeta, Vox Populi
The Priest of the Seven gains a warped voicebox, allowing them to speak even the strangest languages. The Priest of the Seven is permanently treated as being under the effects of the spells "Speak with Animals" and "Speak with Plants". For the purposes of the Voice of the People, Guttural Tongue is treated as adding one language known.

The Beast Without (Su)
Associations: Zeta, Vance Morata
While the Priest of the Seven has an Oath sworn, a terrible transformation overcomes them. The Priest of the Seven gains a bonus to his Strength score equal to his Oath level, a bonus to his base land speed equal to 2.5 feet times his Oath Level, two claw attacks and a bite attack and proficiency in the same, dealing damage as appropriate to the Priest of the Seven's size (if the Priest of the Seven already has a bite or claw attack, its damage is increased by one size category instead). However, while in this feral form, the Priest of the Seven loses the ability to speak coherently or make the requisite gestures, preventing the use of spells and spell-like abilities with verbal or somatic components. The Priest of the Seven may choose to enter this feral form as a swift action at any time they have an Oath sworn, and it last until the Oath expires or is fulfilled.

Time Heals All (Ex)
Associations: Zeta, Tycho
The Priest of the Seven calls upon Zeta's power to meld their flesh back together when they rest. The healing effect of resting is increased by 1d8 points for every two levels of Priest of the Seven the Priest has.

Bodyjacker (Ps)
Associations: Zeta, Octavia
Once per day, the Priest of the Seven may use Mind Switch as a Psi-like ability, however, the range is treated as Touch, and the duration is one hour per manifester level. For the purposes of Bodyjacker, the Priest of the Seven has a manifester level equal to their highest divine caster level.


Word of Detonation (Sp)
Associations: Vox Populi
The Priest of the Seven learns to focus their voices into a single, destructive shout, gaining the spell "Shatter" as an at will spell-like ability. Additionally, they may use the spell "Shout" as a spell like ability a number of times per day equal to their Priest of the Seven levels. For the purposes of these spells, the Priest of the Seven treats their caster level as being the number of languages the Priest of the Seven knows, or 20, whichever is lower.

Ephemeral Comprehension (Su)
Associations: Vox Populi
While the Priest of the Seven is speaking with the Voice of the People, they may comprehend and speak the language of choice of any creatures they are touching, regardless of whether they ordinarily know the language in question. Ephemeral Comprehension does not increase the number of languages known for the purposes of the Voice of the People.

Heed My Word (Su)
Associations: Vox Populi
A number of times per day equal to the Priest's Priest of the Seven levels, the Priest of the Seven may speak a single word in the Voice of the People. A single creature that hears this, chosen by the Priest of the Seven, must make a Will save or be forced to comply with the one word command. This is treated as the spell "Greater Command", but single target, and not limited to the words listed in the spell Command. If the word used is on the list of Commands, the subject reacts in the appropriate manner for that command, for any other word, the DM interprets the word and the appropriate manner to react to it. For the purposes of these Heed My Word, the Priest of the Seven treats their caster level as being the number of languages the Priest of the Seven knows, or 20, whichever is lower.

Hell's Jaws (Su)
Associations: Elijah, Vox Populi
A number of times per day equal to their Priest of the Seven levels, the Priest of the Seven may manifest each language they speak as a pair of jaws. These Jaws travel to their targets (within 25 feet plus 5 feet per level of Priest of the Seven) near instantly and hit automatically. The first pair of jaws to strike a foe deals damage equal to the Priest of the Seven's Bite attack, if they have one, otherwise it deals damage for a Bite attack as appropriate for the Priest of the Seven's size category plus the Priest of the Seven's Strength bonus. Any further jaws striking the same foe deal damage as a Bite attack of the size of the Priest of the Seven. Additionally, the Priest of the Seven may speak freely while eating.

Phrygian Lament (Su)
Associations: Lauren Argent, Vox Populi
While the Priest of the Seven holds a Gilded weapon, they may sing a strange melody in the Voice of the People. While singing the Phrygian Lament, all creatures who can hear the song within a 10 foot radius per language known must make a Fortitude Save (treat the spell level as being 4). Creatures that share languages with the Priest of the Seven take a -2 penalty to their Fortitude Save against this effect for each language shared. Creatures hearing the Phrygian Lament must make a save against it every round they hear it. Singing the Phrygian Lament consumes the Priest of the Seven's swift action for their turn. Creatures that have failed a number of saving throws against the Phrygian Lament equal to their hit dice are turned into fine crystal statues. In this form, the creatures may move or take any actions, and are treated as helpless crystalline creatures, however, they gain damage resistance of 2 (Sonic, Adamantine) for each of their hit dice. When the Priest of the Seven stops singing the Phrygian Lament, those affected by it return to normal in a number of rounds equal to the victim's hitdice.
Additionally, if the Priest of the Seven Gilds a Flail, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Sonorous Burst" special ability to it. (As Icy Burst, but dealing sonic energy damage instead of cold energy damage in all cases)

Guttural Tongue (Su)
Associations: Zeta, Vox Populi
The Priest of the Seven gains a warped voicebox, allowing them to speak even the strangest languages. The Priest of the Seven is permanently treated as being under the effects of the spells "Speak with Animals" and "Speak with Plants". For the purposes of the Voice of the People, Guttural Tongue is treated as adding one language known.

Danse Macabre (Su)
Associations: Vox Populi, Vance Morata
While the Priest of the Seven has an Oath sworn, they sing a haunting dirge in the Voice of the People. While singing the Danse Macabre, all creatures who can hear the song within a 10 foot radius per language known must make a Will Save (treat the spell level as being 4) or become Shaken for two rounds. This effect does not stack with existing Shaken effects to become Frightened. Creatures that share languages with the Priest of the Seven take a -2 penalty to their Will Save against this effect for each language shared. Additionally, if the target of the Priest of the Seven's Oath is Shaken by Danse Macabre, they take a penalty to all rolls equal to the Oath Level, not equal to -1. Creatures passing their Saving Throw against Danse Macabre are immune to its effects until a new Oath is sworn. Singing the Danse Macabre consumes the Priest of the Seven's swift action for their turn.

Malefic Lullaby (Su)
Associations: Vox Populi, Tycho
While the Priest of the Seven is resting, they sing a soothing hymn in the Voice of the People. While singing the Malefic Lullaby, all creatures who can hear the song within a 10 foot radius per language known must make a Will Save (treat the spell level as being 4) or become Fatigued. Creatures that are already Fatigued become Exhausted, and creatures that are Exhausted immediately fall asleep. Creatures that share languages with the Priest of the Seven take a -2 penalty to their Will Save against this effect for each language shared. Creatures hearing the Malefic Lullaby must make a save against it every round they hear it, however, as soon as the Priest of the Seven stops singing the Malefic Lullaby, any penalties inflicted by it (including sleep) are immediately removed. Singing the Malefic Lullaby consumes the Priest of the Seven's swift action for their turn.

Mesmer's Tongue (Su)
Associations: Vox Populi, Octavia
Whenever the Priest of the Seven is speaking with the Voice of the People, they may attempt to make a suggestion to a single creature that hears them, as the spell Suggestion. This takes a standard action to perform.


From Hell's Heart (Ex)
Associations Vance Morata
Never underestimate a man willing to die to get what he wants. The Priest of the Seven gains "Diehard" as a bonus feat. Additionally, while on 0 or fewer hit points, the Priest of the Seven treats their current Oath Level, if any, as being double its original value.

You Can Run... (Su)
Associations: Vance Morata
While the Priest of the Seven has an Oath sworn, they gain perfect perception of their target. They are treated as Blinded with respect to anyone who is not the target of the Oath, however, as long as the target and the Priest of the Seven are in the same plane of existence, the Priest of the Seven can see the target.

Festering Rage (Ex)
Associations: Vance Morata
The Priest of the Seven neither forgives, nor forgets. Instead of expiring after a day has passed, the Priest of the Seven's Oath Level increases by one every time a day passes while they have an Oath sworn. Festering Rage can cause the Priest of the Seven's Oath Level to exceed the normal limit. If a Priest of the Seven has Festering Rage, the only way an Oath may end is with the death of the target of the Oath.

Anger's Grip (Ex)
Associations: Elijah, Vance Morata
The Priest of the Seven's CMB and CMD are increased by an amount equal to the Priest of the Seven's Oath Level against the Oath's target, but reduced by the same amount against anyone other than the Oath's target. Additionally, if the Priest of the Seven's Oath target is also the Priest's Prey, the Priest gains the benefits of the feat "Improved Grapple", even if they do not qualify for it.

Summon Rageblade (Su)
Associations: Lauren Argent, Vance Morata
While the Priest of the Seven has an Oath sworn, they may call into existence an Axe made of pure, undiluted Hate as a swift action. This axe functions as a nonmagical Greataxe that has been Gilded by the Priest of the Seven, however, it dissipates immediately if the Priest of the Seven relinquishes their grip on it, or if the Priest's Oath ends.
Additionally, if the Priest of the Seven Gilds a Greataxe, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Furyborn" special ability to it.

The Beast Without (Su)
Associations: Zeta, Vance Morata
While the Priest of the Seven has an Oath sworn, a terrible transformation overcomes them. The Priest of the Seven gains a bonus to his Strength score equal to his Oath level, a bonus to his base land speed equal to 2.5 feet times his Oath Level, two claw attacks and a bite attack and proficiency in the same, dealing damage as appropriate to the Priest of the Seven's size (if the Priest of the Seven already has a bite or claw attack, its damage is increased by one size category instead). However, while in this feral form, the Priest of the Seven loses the ability to speak coherently or make the requisite gestures, preventing the use of spells and spell-like abilities. The Priest of the Seven may choose to enter this feral form as a swift action at any time they have an Oath sworn, and it last until the Oath expires or is fulfilled.

Danse Macabre (Su)
Associations: Vox Populi, Vance Morata
While the Priest of the Seven has an Oath sworn, they sing a haunting dirge in the Voice of the People. While singing the Danse Macabre, all creatures who can hear the song within a 10 foot radius per language known must make a Will Save (treat the spell level as being 4) or become Shaken for two rounds. This effect does not stack with existing Shaken effects to become Frightened. Creatures that share languages with the Priest of the Seven take a -2 penalty to their Will Save against this effect for each language shared. Additionally, if the target of the Priest of the Seven's Oath is Shaken by Danse Macabre, they take a penalty to all rolls equal to the Oath Level, not equal to -1. Creatures passing their Saving Throw against Danse Macabre are immune to its effects until a new Oath is sworn. Singing the Danse Macabre consumes the Priest of the Seven's swift action for their turn.

Moment of Lucidity (Ex)
Associations: Vance Morata, Tycho
Even a child of Vance Morata knows that sometimes, you do have to let go, if only for a second. When the Priest of the Seven Rests while they have an Oath sworn, they may choose to have a Moment of Lucidity. The Moment of Lucidity lasts a number of rounds equal to their Priest of the Seven levels. During the Moment of Lucidity, the Priest of the Seven is treated as not having an Oath sworn (This does not count as ending the Oath for the purposes of such blessings as "The Beast Without"). The Priest of the Seven may have one Moment of Lucidity during any given Oath.

Die for your Queen (Su)
Associations: Vance Morata, Octavia
The Priest of the Seven channels their patrons to quite literally hate their target to death. If the target of the Priest of the Seven's Oath is also the Priest's Thrall, the Priest may inflict 1d8 damage per level of Priest of the Seven they have to the Thrall. This effect has no range limitations, and no saving throw, but can only be used once per Oath.


Behind Closed Eyes (Su)
Associations: Tycho
Isn't it often said that the blind see the clearest? The Priest of the Seven becomes immune to Blinding effects. This extends to the Priest of the Seven closing their eyes- they can see perfectly, even with their eyes closed, and even while Resting.

Sleepwalker (Ex)
Associations: Tycho
Movement, surprisingly, takes very little conscious thought. The Priest of the Seven can now make a move action in the same round that they Rest. Please note, this is NOT equivalent to Resting becoming a standard action.

Bide (Ex)
Associations: Tycho
One of Tycho's core teachings is calculated inaction. Waiting for your moment... to strike. If the Priest of the Seven rested last turn, they may take an additional standard action this turn for every consecutive turn spent resting prior to this turn. The Priest of the Seven may gain a maximum number of standard actions equal to their Priest of the Seven levels through this effect.

Playing with your Food (Ex)
Associations: Elijah, Tycho
If the Priest of the Seven Rests while grappling their Prey, they may choose to maintain the grapple, and, if successful, inflict damage with it, even though resting takes up the required action. This does not allow the Priest of the Seven to take any other grapple actions while Resting.

Gilded Skin (Su)
Associations: Lauren Argent, Tycho
The Priest of the Seven may Gild natural weapons and unarmed strikes with their Gilding Touch. Also, the Priest of the Seven may Gild items as a swift action if they are Resting.
Additionally, if the Priest of the Seven Gilds an unarmed strike, it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Invigorating" special ability to it.

Time Heals All (Ex)
Associations: Zeta, Tycho
The Priest of the Seven calls upon Zeta's power to meld their flesh back together when they rest. The healing effect of resting is increased by 1d8 points for every two levels of Priest of the Seven the Priest has.

Malefic Lullaby (Su)
Associations: Vox Populi, Tycho
While the Priest of the Seven is resting, they sing a soothing hymn in the Voice of the People. While singing the Malefic Lullaby, all creatures who can hear the song within a 10 foot radius per language known must make a Will Save (treat the spell level as being 4) or become Fatigued. Creatures that are already Fatigued become Exhausted, and creatures that are Exhausted immediately fall asleep. Creatures that share languages with the Priest of the Seven take a -2 penalty to their Will Save against this effect for each language shared. Creatures hearing the Malefic Lullaby must make a save against it every round they hear it, however, as soon as the Priest of the Seven stops singing the Malefic Lullaby, any penalties inflicted by it (including sleep) are immediately removed. Singing the Malefic Lullaby consumes the Priest of the Seven's swift action for their turn.

Moment of Lucidity (Ex)
Associations: Vance Morata, Tycho
Even a child of Vance Morata knows that sometimes, you do have to let go, if only for a second. When the Priest of the Seven Rests while they have an Oath sworn, they may choose to have a Moment of Lucidity. The Moment of Lucidity lasts a number of rounds equal to their Priest of the Seven levels. During the Moment of Lucidity, the Priest of the Seven is treated as not having an Oath sworn (This does not count as ending the Oath for the purposes of such blessings as "The Beast Without"). The Priest of the Seven may have one Moment of Lucidity during any given Oath.

Share My Dream (Su)
Associations: Tycho, Octavia
The Priest of the Seven opens their dreams to the minds of their Thralls. While the Priest of the Seven is Resting, they may use all the senses of any or all of their Thralls- seeing what they see, hearing what they hear, and so on. Additionally, the Priest of the Seven may deliver stored touch spells through the touch of any of their Thralls while Resting in this way.


Fanaticism (Sp)
Associations: Octavia
A number of times per day equal to their Priest of the Seven levels, the Priest of the Seven may issue a command to their Thralls. This command functions as the spell "Mass Suggestion", but only affects the Priest of the Seven's Thralls.

Spontaneous Charm (Sp)
Associations: Octavia
The Priest of the Seven learns how to convert energy on the fly into enchantments. The Priest of the Seven may spontaneously cast charms in a similar fashion to the Cleric's "Spontaneous Casting" class feature, however, instead of converting spell slots into spells with "Cure" in the name, they may spontaneously cast spells with "Charm" in the name. This may select spells from the Sorcerer/Wizard Spell List.

Stranglehold (Ex)
Associations: Octavia
The Priest of the Seven learns how to keep and hold their Thralls. The Will Saves of the Priest of the Seven's Thralls are reduced by an amount equal to the Priest's Priest of the Seven levels against effects cast by the Priest of the Seven, and increased by the half that amount (rounded down) against enchantments cast by creatures other than the Priest of the Seven.

Blood Ties (Sp)
Associations: Elijah, Octavia
While the Priest of the Seven is grappling their Prey, if they successfully establish a pin, they may drink their Prey's blood as a move action. If they do so, the Prey takes 1d4 points of damage to Constitution, and is Dominated as the spell Dominate Person. A successful Will save negates the Domination, but not the Constitution damage. Blood Ties can be used a number of times per day equal to the Priest's Priest of the Seven levels.

Arm the Legion (Su)
Associations: Lauren Argent, Octavia
When the Priest of the Seven Gilds a weapon they are holding, they may also Gild the weapons being held by their Thralls as part of the same action. The Gilded weapons share the same properties as the Priest of the Seven's Gilded weapon, as well as having the same special ability applied, if any.
Additionally, if the Priest of the Seven Gilds a Claw natural attack (using the Gilded Skin blessing), it gains an additional +1 enhancement bonus. Finally, when Gilding any weapon, the Priest of the Seven may apply the "Wounding" special ability to it.

Bodyjacker (Ps)
Associations: Zeta, Octavia
Once per day, the Priest of the Seven may use Mind Switch as a Psi-like ability, however, the range is treated as Touch, and the duration is one hour per manifester level. For the purposes of Bodyjacker, the Priest of the Seven has a manifester level equal to their highest divine caster level.

Mesmer's Tongue (Su)
Associations: Vox Populi, Octavia
Whenever the Priest of the Seven is speaking with the Voice of the People, they may attempt to make a suggestion to a single creature that hears them, as the spell Suggestion. This takes a standard action to perform.

Die for your Queen (Su)
Associations: Vance Morata, Octavia
The Priest of the Seven channels their patrons to quite literally hate their target to death. If the target of the Priest of the Seven's Oath is also the Priest's Thrall, the Priest may inflict 1d8 damage per level of Priest of the Seven they have to the Thrall. This effect has no range limitations, and no saving throw, but can only be used once per Oath.

Share My Dream (Su)
Associations: Tycho, Octavia
The Priest of the Seven opens their dreams to the minds of their Thralls. While the Priest of the Seven is Resting, they may use all the senses of any or all of their Thralls- seeing what they see, hearing what they hear, and so on. Additionally, the Priest of the Seven may deliver stored touch spells through the touch of any of their Thralls while Resting in this way.

Phillammon
2014-07-28, 08:09 AM
Elijah, the Glutton


Titles:
The Open Maw
Everhunger


Alignment:
Neutral Evil


Domains:
Evil
Death
Blood


Favoured
Weapon:
Meat Cleaver


Symbol:
Crossed Leg of Meat and Cleaver


Sacred Creature:
Pig



Zeta, the Envious


Titles:
The Protean
The Allthief
Shifter


Alignment:
Chaotic Neutral


Domains:
Chaos
Trickery
Insanity


Favoured
Weapon:
Sap


Symbol:
Drop of Green Gel


Sacred Creature:
Cuckoo




Vance Morata, the Wrathful


Titles:
Retribution
The Just Executioner


Alignment:
Lawful Evil


Domains:
Law
Evil
War
Ferocity


Favoured
Weapon:
Greataxe


Symbol:
Concentric circles


Sacred Creature:
Tiger






Lauren Argent, the Avaricious


Titles:
Goldmother
The Crystal Touch


Alignment:
Lawful Neutral


Domains:
Law
Luck
Loss


Favoured
Weapon:
Dagger


Symbol:
Pouch of jewels and gold


Sacred Creature:
Magpie




Vox Populi, the Proud


Titles:
The Thousand Chorus
Narcissia
Cacophony


Alignment:
Chaotic Evil


Domains:
Law
Evil
Nobility
Wind


Favoured
Weapon:
Flail


Symbol:
An ornate mirror


Sacred Creature:
Peacock




Tycho, the Slothful


Titles:
The Dreaming Behemoth
Neverwake


Alignment:
Chaotic Neutral


Domains:
Chaos
Repose
Night


Favoured
Weapon:
Unarmed Strike


Symbol:
A closed eye


Sacred Creature:
Sloth (Well obviously)






Octavia, the Lustful


Titles:
Heartrend
The Grey Lady


Alignment:
Lawful Evil


Domains:
Law
Evil
Madness
Lust



Favoured
Weapon:
Claw Natural Attack


Symbol:
Two thorned roses, curled into a heart


Sacred Creature:
Lion






The Seven


Alignment:
Neutral Evil


Domains:
Evil
Lust
Repose
Nobility
Luck
War
Trickery
Death



Favoured
Weapon:
Any of the favoured weapons of the Seven


Symbol:
The symbols of the Seven, arranged in a circle, joined by a seven pointed star






Contrary to what many believe, there is in fact nothing special about the Seven. They were not marked from birth, nor were they of divine origin, chosen or created by the overgods for their purpose. No, the Seven were merely beings- ordinary mortals- who chose to live their life in a way that epitomized their ideals. Gluttony. Avarice. Envy. Pride. Wrath. Sloth. Lust. Each crime against nature, each sin against man, displayed perfectly in the life of each wretched creature.

Each one went to their deaths, in time. And each, in turn, found themselves reawaken upon the demiplane of Gomorrah, where the Seven rule to this day. Little more than demigods, they are ignored or overlooked by all but the most fastidious of gods, but slowly, ever so slowly, they are gaining followers. And as they gain followers... they gain power.


Traditionally depicted as a bald, portly man wearing a butcher's apron, Elijah, the Glutton (http://www.giantitp.com/forums/showthread.php?342035-PrC-Who-s-on-the-menu-today-then&highlight=menu), lives only to consume, and to enjoy. It is said that in life, Elijah was a renowned butcher, known for his desire to sample the widest range of foods imaginable. Having exhausted all conventional meats, and grown tired of dragon steaks and unicorn black pudding, he decided to try the most dangerous game. And he found that he liked the taste. Sentenced to death for his crimes, he escaped his cell on no fewer than three occasions, demolishing... and devouring... every guard who was sent his way, until he was eventually slain by the state executioner in single combat. Elijah went to his death with his own blood on his lips- the greatest taste of all.

Followers of Elijah celebrate the act of consumption- most often through gorging themselves, however, they have not been unknown to consume in other ways, in burning works of art or the slaying of rare or exotic pets or slaves. They rarely, if ever, have the usual taboo towards cannibalism as other civilized creatures, in deference to the preferences of the Glutton. In general, a feast to the Glutton is a fun place to be- so long as you're careful what you eat, and are even more careful not to end up on the menu yourself...


Zeta, the Envious, is traditionally depicted as a vaguely humanoid green gel, similar to a green goo. However, in reality, it rarely takes this form, nor do any of his followers. Zeta knows that all men desire what another man has- and the best way to take one thing from another is to take everything from them. And the best way to take everything from someone? To become them. In life, if it can be called that, Zeta had been created- largely unintentionally- by a powerful archmage. The same archmage did a poor job of estimating Zeta's intelligence, not realizing that it was self-aware, let alone that it could understand him. Over time, Zeta grew jealous of the freedom the mage had, beyond the bars of the cage it had been stored in. And it hatched a plan. A cage had been a poor choice to store a practically liquid creature such as Zeta, the archmage realized, in retrospect. He did not have long to ponder this realization, unfortunately, due to quickly being imbibed into Zeta, who took on both his form, and his entire life. Zeta lived a thousand and one lives, each stolen from someone it had grown jealous of. When Zeta's time eventually came, and it was disjuncted into the raw components it had originally been created from all those millenia ago, it was sure of one thing. The goo is always greener on the other side.

Followers of Zeta are hard to detect, due to their nature. They rarely, if ever, worship in a church of their own, choosing instead to acquire churches and temples to other gods, quietly replace the congregation, and adopt it as their own. Within the church of the Envious, the role of Changing One- shapeshifters who use their myriad forms to help integrate the church into a new community with as little trouble as possible- is highly sought after. As is traditional, the role of Changing one passes on to whoever slays the current Changing One, an event that is not remotely infrequent.


Justice is an odd concept, as they come. The act of paying someone back in kind for what they have done. It is not a surprise, then, that the concept of Justice is very close to the heart of the aspect of Wrath. Like many of the Seven, Vance Morata was human in life- an executioner by trade. For untold years, those found guilty found justice at the head of his axe- and those who opted for trial by combat proved their guilt with their deaths. He garnered much fame over the course of his career, and most of the depictions of him stem from the last known painting of him during his life- a tall man, face shrouded in shadow from his deep purple hooded robe, a simple scarlet cross upon the chest, ornate greataxe in hand. It was painted mere days before the Just Executioner's final combat- the execution of a murderous cannibal, who had slain and eaten countless people. The murderer put up a brave fight- far greater a foe than any Vance had faced before. Axe to Cleaver, blow to blow, strike to strike, neither man could gain an inch on the other. As the sun dipped low in the sky over the arena, Vance finally landed a decisive strike- and as the convict dropped to the blood-spattered sand, so too did the Executioner, dying on his feet from his wounds and exhaustion.

None can imagine the pure, unadulterated rage he felt when he woke up in Gomorrah... and the Glutton he had slain with his final breath was there, waiting for him.

Churches of Vance Morata are never dull places, due to the core teachings of the church. Every perceived slight should paid back in kind instantly, each impulse acted upon, keep constant action and constant focus. The speed of deaths within the church is matched only by the speed of their funeral services. Due to their destructive effect on communities, they tend not to have permanent buildings- a high priest moves into a village, establishes the church within their house, then ordains any survivors a few months later and sends them their separate ways, to spread the word to new towns and villages. In short, the church of Vance Morata is a virus.


Often considered the least evil of the Seven, Lauren Argent is traditionally depicted as a motherly woman in a sackcloth robe, resplendent in golden chains and jewelery. In life, Lauren was a reclusive transmuter, and a noted aurophiliac. She worked obsessively to try to find the key to "Alchemy", the ability to turn common objects to gold. Despite her best efforts, she never found the key- that said, her shrewd business sense made her excellent at the non magical means of turning all your goods into gold. As such, she became fabulously rich- but still lived the life of a pauper, sustaining herself on what she could conjure or forage, wearing little more than rags, taking every measure possible to ensure she didn't have to spend any of her hard-won money. Though they say that you can't take any of it with you, in Lauren's case... they couldn't have been more wrong. Her riches, and more, awaited her in Gomorrah.

Contrary to the expectations of many, churches to Lauren Argent are generally quite sparsely decorated, choosing to eschew expensive decorations, and hoarding the money saved. One feature common to all churches to Lauren Argent is the Pile, a hoard of gold, gems, jewelry and riches around which the temple is always centered. Followers of Lauren Argent work tirelessly to add to the Pile, and will defend it with a zeal surpassing that of a dragon atop its hoard. The obsession with adding to the Pile is often a boon to communities, however- if you're willing to accept the steep interest rates, the church of Lauren Argent will always be happy to grant you a loan.


Vox Populi is the only member of the Seven who was worshipped as a god- well, goddess- prior to her... second death. Her first life was unremarkable, to say the least. An elven woman- no stranger to combat, her town's guardian, but unremarkable. She was the first to die by the hand of a powerful necromancer, who had come to harvest her village for corpses. Similarly, she was the first to rise again by his hand, as a Banshee. Her first acts of undeath were to slay those she had fought so hard to protect as she unleashed her piercing wail.
The necromancer's work, however, gave her a new lease of life. So to speak. She was endowed with strange magicks, granting her her sapience once again, granting her the gift of tongues, and a love of song, and a need for praise. Strange spells tampered with her new mind. The necromancer made her think she was a god, and unleashed her on the world. As an experiment, or so he would claim.
A small nomadic tribe came across her, wandering in the plains. They knew nothing about her except what she told them- that she was Vox Populi, Voice of the People, and that they must worship her. And she was telling them in their language. No outsider could speak our tongue unless they were a god, thought the tribesmen, and... that was that.
Unfortunately for Vox, false gods all die some day.
Fortunately for Vox, false gods can still become true gods, if they are fortunate.

To call the church of Vox Populi loud is to call the ocean wet. The absolute cacophony during a service has to be heard to be believed- you'd think you couldn't hear anything above the din, but worshippers are invariably able to pick out the priest's words in a language that they understand, in spite of everything. The fact that a service to Vox Populi can be heard for miles around and the fact that it is held in almost every conceivable language simultaneously makes the Church of the Proud very open and welcoming to outsiders. It helps that Vox is very easy to appease- all she wants is worship and praise, for all to appreciate that she is a goddess.


There is little that can be said about Tycho, for his origins are shrouded in mystery. Most of what is known is conjecture and extrapolation from his few, transient manifestations in the material plane. The most popular school of thought conjectures that Tycho was the product of an unwise mage's experimentation- a fair guess, considering how he resembles a strange blend of a panda bear and a gorilla, with mottled purple fur. It is thought that he spent much of his time asleep, and much of the time not asleep eating- but when doing neither, he was capable of feats of immense strength and unmatched speed. But of course, no records of him in life exist. Largely because none survived an encounter with him.

Since arriving in Gomorrah, Tycho as awoken twice in total. Both times, the effects were catastrophic.

Churches to Tycho are, as you would probably expect, relaxed affairs. The preacher generally manages to stay awake for the entire service, but beyond that not much is to be expected of it. What is remarkable about the churches, however, is the way in which they seem to spring up overnight. This is largely because they do, in fact, spring up overnight- a Priest of Tycho rallying his congregation together can achieve quite a lot in a very short time. For the right price, they might even be convinced to assist a third party, at that...

The de facto leader of the Seven, Octavia was, in fact, human. This is at odds with many of her depictions, showing her as anything ranging from a fey queen to a succubus to a demoness and everything in between. The truth, as it happens, is far more complex. Even from a young age, Octavia had her fingers in many pies. She was only 11 when she entered into her first pact, sponsored by a young Dryad with whom she was a close friend. At age 16, she had successfully entered a second pact- neither sponsor aware of the other- this time, with a lesser Daemon who "saw her potential". From there on, her path was set. She would find a new group, negotiate a pact to become one of them, then quietly gain favour and power among their kind. Her skill in manipulating others, both through magical and nonmagical means, saw her rising through the ranks of the Seelie court, the Unseelie court, the Abyss, Abaddon, Hell... she had friends in both the highest and lowest places, all told. And she just kept on going, her lust for power insatiable.

When she died, her soul was owed to no fewer than twelve different entities. Fortunate for her, then, that she woke after death not to a multiplanar ownership dispute, but in Gomorrah, where she stays to this day, seeking the power that before even she thought unattainable- the power of a fully fledged deity.

The Church of Octavia is a highly selective and secretive one. Often compared to a secret society, any given governing body generally has at least one member of Heartrend's flock working in it, though they would not admit it. Their meetings are both infrequent and carefully covered up, never in the same place twice. Converts are recruited from positions of power, though occasionally an "ordinary" person is inducted- usually on the request of the Grey Lady herself. The meetings themselves are comparable to business meetings at first, followers gathered in a circle, discussing how they should shape the course of the world with their combined power. Once such business is over, however, their services are comparable to those of any other deity, thanking Octavia for her guidance and asking that she guides them to more power still.

MrNobody
2014-07-28, 01:33 PM
Scholar of Rovagug


Modified Class: Wizard

Trapped in the depth of his planar prison, Rovagug meditates on his revenge and the destruction of the universe. From his cage, he whispers to mortals words of hatred and chaos, sending his mad worshipers across Golarion to wreak havoc among civilizations. He also sets a good example by spawning his monstrous children, like the well-known Tarrasque.
A lesser-known fact is that all this seemingly mindless destruction is only a small part of Rovagug’s plan of revenge; in fact, he also inspires erudites all around the world to devote themselves to him and seek ancient knowledge in order to bring him back from captivity. Rovagug waits, dreaming of the day when he will be free from his prison and won’t need to spawn monsters to sow catastrophes.

When Rovagug reaches for the mind of a magically-talented mortal, he starts whispering his will to him, corrupting the mortal’s mind with promises of immortality and power. When the feeble mind of the mortal surrenders to the heavy pressure of the Destroyer, he fills it with lust for power and hate for the world. Then the Bringer of chaos gives the wizard new spells, knowledge of secrets and long forgotten languages and a “friend” that spies on them and takes care of Rovagug’s interest.
This erudites are then sent across the world to scavenge buried temples and libraries and the remnants of lost civilizations to find all the bits of the puzzles that, once completed, will allow their master to be free. Everything found along the route that would try to stop the Scholars from achieving success will be eradicated.
Often regarded as the most powerful and blessed among Rovagug’s servants, these wizards are no more than pawns, a little investment guarded with magic. The Unmaker has little to no interest in their life and only cares about what they can achieve for him.


Inspired learning: Rovagug constantly speaks tremendous words of hate and destruction in the ears of those who study ancient secrets on his behalf. Instead of “wasting time” specializing in one school, Scholars of Rovagug listen patiently to those words and learn new spells that help them get closer to their divine master and to destroy those who oppose him.
At every level they gain as Wizards they learn an extra spell in addition to those normally gained for obtaining a new level, as shown in the list below.

1- Break (1st)
2 - Corrosive touch (1st)
3- Murderous command (1st)
4- Shatter (2nd)
5- Disfiguring touch (2nd)
6 - Call the void (3rd)
7 - Howling agony (3rd)
8- Unholy blight (4th)
9 - Enervation (4th)
10 - Vermin shape II (5th)
11- Cloudkill (5th)
12 - Suffocation (5th)
13 - Disintegrate (6th)
14 - Antilife shell (6th)
15 - Finger of death (7th)
16 - Creepeing doom (7th)
17 - Rift of ruin (8th)
18 - Orb of the void (8th)
19 - Earthquake (9th)
20 - Implosion (9th)

The spells are learned as spells of the level indicated in parenthesis.
To prepare a spell learned from of this ability, a Scholar of Rovagug must study his spellbook in presence of his familiar (see below).
In addition, a Scholar of Rovagug receives an additional spell slot of each spell level he can cast, from 1st on up. Each day, he can prepare one of the spells received from Inspired learning in that slot.

This ability replaces Arcane School.

Destroyer’s Envoy (Sp): When choosing the benefit from his “Arcane bond” ability, a Rovagug’s scholar must choose to summon a familiar, which must take the form of a Centipede. This vermin is Rovagug’s envoy, sent to “take care” of the scholar and provide him more power.
This familiar gains the benefits of the Demonic Vermin template (http://www.d20pfsrd.com/bestiary/monster-listings/templates/demonic-vermin-cr-1) though it's considered to have the "qlippoth" subtype, rather than "demon", for the purpose of resolving all effects relating to that subtype.
This ability otherwise works like a normal familiar, except that a Scholar of Rovagug needs to have the centipede at his side while studying for any of the spells received from “inspired learning”.
In addition, the centipede has a constant scrying effect that allows him to passively see and listen to what his master is doing, storing the information he learns deep in his memory. This ability automatically overcomes any protection from divination that his master may have. The vermin cannot share this connection with anyone (neither forcefully) and the memories so gathered cannot be reached by any means other than described below.

Should the Scholar of Rovagug die, the centipede will be automatically teleported in a safe location within one mile as immediate action. There, as a fullround action, it will give to Rovagug all it’s memories and all it learned from the wizard’s life; the wizard's private life (a topic that is of no interest for the Hater) as well as all his discoveries, plans, ancient secrets and the generic information that the Destroyer will use to refine his program for revenge.
Should a centipede familiar die, a new one is automatically summoned a minute later at the same location. It then devours the corpse of its predecessor in one minute, gaining all the memories it had stored and granting a continued service to Rovagug.

This ability replaces Arcane Bond.

Rovagug’s Tongue (Ex): As Rovagug is the oldest creature in Golarion’s universe, from his prison he has seen rise and fall of every population and empire and, with them, their languages. He uses these languages to speak to his scholars.
At 1st level, a Scholar of Rovagug gains three additional known languages. He may learn secret languages, like druidic, in this way.
In addition, 3/day a Scholar of Rovagug targeting an enemy with spell having verbal components can choose to inflict additional damage to that target equal to the level of the spell being casted. The damage is untyped and not subject to DR. A successful save against that spell doesn't prevent the damage but if the wizard fail to overcome the target's SR the damage doesn't apply and the use of this ability is wasted.
A creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

When chosen, this ability replaces Scribe Scroll.

Aura of Evil and Chaos: Regardless of his actual alignment, a Scholar of Rovagug has an aura of evil and an aura of chaos (see detect evil spell for details) whose power is equal to his wizard level.

This is a new ability gained at 1st level.

gr8artist
2014-08-18, 08:31 PM
I exceeded the post length on my additional materials, so here's part 2. (blasted new table codes)


Supplementary Material

The following race, archetype, and feats are not directly involved with the Nightmare Priest, but they work well with its mechanics and make interesting choices for a dark, priestly character.


Wierdlings are a race of aberrations spawned from humanoids, with the ability to modify themselves to fit their situation.
Ominous is an Oracle curse, which fills the caster with dread but gives him insight into his enemies' fates.
The Weary Soul is an Antipaladin archetype for Samsarans and other reincarnated heroes that have given up on humanity and seek to eradicate evil by whatever means necessary.
Crusader's Blade allows paladins and antipaladins to channel their touch attacks through a weapon. It requires Ability Focus for the ability in question, which may necessitate a houserule but isn't too much of a stretch.
Word of Harming allows antipaladins to inflict damage from their touch of corruption at a distance, with only a word and gesture.
Reward of Suffering allows the antipaladin to heal when he harms another creature with his touch of corruption.
Hellfire Grasp is a feat for Tieflings that allows them to deal fire damage with their touch of corruption.

Wierdlings

Wierdlings were once the aberrant spawn of humanoids, caused by exposure to mutational forces or transmutive magic during pregnancy or infancy. Despite the smile size and fragile nature of young children, their bodies are growing rapidly and often retain traces of the supernatural forces that affected it when it was in its most impressionable state. Most such affected turn out to be humanoids with aberrant bloodlines or connections to aberrant mysteries, but the rare and susceptible few become something else entirely; warped, twisted versions of their true selves able to grow and adapt at will, when desired.

Physical Description: Wierdlings are shape-changers, able to reorganize their organs and features though a quick but painful process. Wierdlings are hearty and resilient, though you wouldn't guess so by looking at them. They often appear diseased and malformed, and some trace of this seeps through into their alternate form. They tend to be gangly, flexible, and difficult to forget. Many wierdlings possess inaccurate anatomies, with segmented columns in their arms and legs rather than singular bones, and they often have an odd or inappropriate number of fingers, toes, teeth, and ribs. They are most often gaunt and contorted, and their faces are like haunting masks.

Society: Wierdlings were originally the discarded rejects of society; lumpy, misshapen creatures considered by most cultures to be ill omens or demon-spawn. But, as understanding of transmutive magic has grown, so has the understanding of their origins. They still don't fit in well with members of other races, and thus they frequently find themselves in slums and back-alleys, out of sight of the "normal" races. Wierdlings often stick together in small groups, often referred to as "tumors" by the inconsiderate sods who live in their vicinity.

Relations: Wierdlings get along well with sympathetic and malformed races like the vishkanya, wayang, and grotesque tieflings. They are often shunned by - and therefore resentful toward - elves, orcs, and dwarves. Xenophobic races tend to be especially apprehensive toward Wierdlings, and so they often do extensive research before introducing themselves to new cultures.

Alignment and Religion: Shunned from common society, Wierdlings often lean toward chaos and anarchy, and rarely conform to lawful tenets other than those that are innately good. While some Wierdlings are scornful and vindictive because of the way they are treated, others go out of their way to be friendly and generous so as to improve their social standing.

Adventurers: Most Wierdlings that take up adventuring life do so for lack of other employment. Not that there aren't jobs in their homes, but rather that most would rather avoid hiring a Wierdling, if possible. They also adventure to try and better understand their own strange origins, and often find that their natural talents make them proficient explorers even without proper training.

Names: Wierdling names are usually in Aklo, and often translate to blessings and wishes like "health", "peace", or "kinship". Wierdlings view their own lives as mutable, and their ability to change their body chemistry and design at a whim has caused them to think outside of traditional gender roles and stigma. As such, males and females share the same names. The most common Wierdling names are Savvok (Valor), Aszhaka (Health), Thoka'ra (Friendship), Thussili (Peace), Sabomyr (Justice), and Kigana (Hope).

---

RACIAL TRAITS


Type: Wierdlings are Aberrations with the Shapechanger subtype. Most Wierdlings are aberrant versions of humanoid creatures, and thus usually also have one humanoid subtype (like Orc or Elf) that matches their genealogy or ancestry.
Ability Scores: +2 Constitution, –2 Wisdom, +2 Charisma. Wierdlings are resilient and passionate, though they have difficulty relating to the world around them. Wierdlings of a size other than medium may have higher or lower Strength or Dexterity scores.
Size: Wierdlings are usually medium creatures, though smaller and larger Wierdlings born to small or large races have been found. A small Wierdling has –2 Strength and +2 Dexterity, while a large Wierdling has +2 Strength and –2 Dexterity. These adjustments are in addition to their other ability modifiers.
Speed: Wierdlings have a 30 foot base speed, regardless of size.
Resilience: Wierdlings gain a +2 racial bonus on saves against diseases and mind-affecting effects.
Change Shape (Su): Wierdlings can suppress their misshapen features with effort, allowing them to blend in to other cultures temporarily. Doing so allows a Wierdling to appear as a humanoid version of himself, practically indistinguishable from a normal member of that race. This form is static and cannot be changed each time he takes this form. He gains a +10 racial bonus on disguise checks made to appear as a member of his genealocial race. Changing shape is a full-round action. This trait otherwise functions as alter self, save that the Wierdling does not adjust its ability scores.
Aberrant Sorcery: A Weirdling with the aberrant sorcerer bloodline treats its caster level as 1 higher when casting bonus spells and using bloodline powers. This does not give the Weirdling early access to level-based powers; it only affects powers that they could already use without this trait.
Aberrant Adaptation (Su): As a full-round action, the Wierdling can restructure his anatomy and physiology in one of the following ways. Doing so takes a toll on the physique of the Wierdling, and thus he cannot have more than one change in effect at a time; if he uses this ability a second time before the original benefit has expired, then the first benefit immediately ends and the new benefit begins. The benefits are as follows:

Claws: The Wierdling grows claws on each hand that deal 1d4 damage (1d3 small or 1d6 large) and are treated as primary natural weapons for him. His claws also grant him a 20 foot climb speed and a +8 racial bonus on Climb checks.
Fangs: The Wierdling gains a bite attack that deals 1d4 damage (1d3 small or 1d6 large) as a primary natural weapon. His fangs also infect his victims with Wierdling Venom (DC 10 + 1/2 HD + Con; frequency 1/round for 8 rounds; effect 1d2 Str; cure 1 save).
Fins: The Wierdling grows gills and webbed appendages that allow him to breathe water and air interchangeably and grant him a 30 foot swim speed, along with a +8 racial bonus on Swim checks.
Might: The Wierdling rearranges his muscle mass for increased power and speed, granting him a +10 foot bonus to his move speed when making a run or charge and a +2 racial bonus on CMB when attempting to bull-rush or overrun an opponent. He also gains a slam attack as a primary natural weapon that deals 1d6 damage (1d4 small or 1d8 large).
Senses: The Wierdling's eyes, ears, and nose enlarge and reshape to grant him low-light vision, scent, a 30 foot increase to the range of his darkvision, and a +8 racial bonus on Perception checks. During this time he has the light blindness weakness and suffers a –2 penalty on saves against the deafened and blinded conditions.
Toughness: The Wierdling converts his skin into thick leathery scales and cartilage, granting him a +2 racial bonus to his natural armor and a number of temporary hit points equal to his hit dice + Constitution modifier.
Wings: The Wierdling grows gliding wings from his shoulders that allow him to glide 5 feet horizontally for every foot that he falls and grant him a +4 racial bonus on Fly checks. These wings also grant him immunity to fall damage, as though under the effects of a feather fall spell, though the wings do not allow him to gain altitude in any way. If he attacks with the wings in combat, they are considered a single secondary natural weapon that deals 1d4 damage (1d3 small or 1d6 large).
He may use this ability a number of times per day equal to 1/4 his hit dice + his Constitution modifier. Darkvision 60': Wierdlings are Aberrations and naturally able to see in mundane darkness out to a distance of 60 feet.
Languages: Wierdlings speak common and aklo. Wierdlings with above average Intelligence may choose bonus languages from the following list: abyssal, infernal, fey, draconic, underdark, giant, or celestial.

---

Wierdling Ages
As Wierdlings are usually malformed and misshapen offspring of other races, they age at a rate similar to their predecessors. Therefore, their starting ages and aging effects are based on a percentage of the age of their original race.

Starting Age
Wierdlings go through an accelerated puberty that causes them to reach adulthood at 80% of the normal age for their origin race. They tend to learn more slowly, as they have difficulty finding teachers or receiving fair treatment, or interacting with the world in general.



Adulthood


Intuitive


Self-Taught


Trained



–20%

as origin race


as origin race +1 die


as origin race +2 dice




Aging Effects
Wierdlings remain in their prime for longer than their ancestors, though once their bodies begin to wear down they do so quickly.



Middle Age


Old


Venerable


Maximum Age



as origin race +10%

as origin race –10%


as origin race –25%


as origin race –50%




We have a Weirdling spawned from humans, and a Wierdling spawned from elves.
Human Starting Ages and Aging Effects



Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


15 years

+1d4


+1d6


+2d6

35
53
70
+2d20



Weirdling (Human) Starting Ages and Aging Effects



Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


12 years

+1d4


+2d6


+4d6

38
48
52
+1d20



Elven Starting Ages and Aging Effects


Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


110 years

+4d6


+6d6


+10d6

175
263
350
+4d%




Wierdling (Elf) Starting Ages and Aging Effects


Adulthood


Intuitive


Self-Taught


Trained

Middle Age
Old Age
Venerable
Maximum Age


88 years

+4d6


+7d6


+12d6

192
237
262
+2d%



Random Height and Weight
Weirdlings are taller and thinner than their origin race.



Gender


Base Height


Height Modifier


Base Weight


Weight Modifier



Male

as origin race


as origin race +1 die


as origin race


as origin race with –2 multiplier



Female

as origin race


as origin race +1 die


as origin race


as origin race with –2 multiplier




Favored Class Options
The following favored class options are available to all Weirdlings who have the listed favored class, and unless otherwise stated, the bonus applies each time they select the favored class reward.
Taking a page from dragonjek's entry, homebrew classes are marked in italics.

Alchemist add +10 minutes to the duration of the alchemist's mutagens.
Barbarian add +1/2 to the damage of the barbarian's natural weapons while raging.
Divine Blade (http://www.giantitp.com/forums/showsinglepost.php?p=17762168&postcount=10) add +1/2 point to their blessing pool.
Fighter add +1/4 to the fighter's CMD.
Monk add +1/3 to the damage dealt by the monk's unarmed strikes.
Oracle add +1/2 to the oracle's effective level when determining the effects of his curse.
Paladin add +1/2 to any magical healing the paladin does to himself.
Relicbound (http://www.giantitp.com/forums/showsinglepost.php?p=17808310&postcount=17) add +1/2 damage to the value listed for their divine strike.
Rogue add +1/2 to the rogue's CMB for the steal and disarm combat maneuvers.
Scientist (http://www.giantitp.com/forums/showsinglepost.php?p=16709426&postcount=15) add +1/5 rank in biology or physiology.
Sorcerer add +1/3 to the sorcerer's effective level when using bloodline powers, or +1/2 if he has the aberrant bloodline.
Summoner add +1/3 to the eidolon's evolution pool.
Titan Toppler (http://www.giantitp.com/forums/showsinglepost.php?p=16132126&postcount=19) add +1 foot to the range of his threatened area when using a weapon sized for a creature larger than himself, to a maximum of +10 feet. In combat, this has no effect until taken 5 times, at which point he extends his reach by 1 additional square.
Witch add +1/3 natural armor bonus to the AC of the witch's familiar.
Wizard add +1/3 to the number of uses per day of an arcane school power, or +1/2 if he is a transmutation specialist. This increase only applies to arcane school powers available at 1st level and normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier.



Ominous

You have been tormented your whole life with visions of pain and suffering yet to come, and ghostly whispers of evil intent. While you have learned to cope with these nightmarish revelations, others find them quite dreadful and unsettling.

Effect
Once per day, usually while you are sleeping, you suffer a terrible vision, as if you were the victim of a nightmare (http://www.d20pfsrd.com/magic/all-spells/n/nightmare) spell, though all damage the vision deals is nonlethal. The DC to resist the vision's effect is 10 + your hit dice + 5 per age category you have attained beyond adulthood (+5 at middle age, +10 at old age, and +15 at venerable age). Whenever a creature succeeds a Will save against a fear effect, you may speak an ill omen to that creature as an immediate action to force him to reroll that Will save and use the new result instead.

At 5th level, when you speak an ill omen to a creature, that creature suffers a penalty on the reroll equal to your Wisdom modifier.

At 10th level, when a creature fails its save as a result of your ill omen, the severity of the fear effect is increased by 1 step (from shaken to frightened, frightened to panicked, and panicked to cowering) if possible.

At 15th level, you may speak an ill omen as a free action a number of times per round equal to your Charisma modifier. You may not target a single creature with your ill omen more than once per round.

Weary Soul

Modified Class: The weary soul is an archetype of the antipaladin class, available to samsarans and other creatures that have lived a whole life of goodness and altruism.

Weary souls were once do-gooders and champions of the common folk, driven to the brink of madness by the constant horrors they faced. They once fought the world's evils head on, face to face and toe to toe. But the world can be impossibly cruel, and heroes are often villainized in later years. After years of service and years of persecution and misunderstanding, a peoples' champion begins to feel a weariness that no other can comprehend.
And for a reincarnated hero, death offers little in the way of respite. They are often reborn again with images and memories forever etched into their soul, eating away at their resolve. When they see the wickedness of the world rise up, they break and throw aside the last vestiges of their humanity, descending upon the world in a cleansing, violent purge. They spare no one, and punish the wicked and the devout alike, for their past has shown them that all men eventually succumb to evil's lure. They care nothing for how they are remembered, they do not fear death, and they are devoid of compassion and compromise.

Class Skills: The weary soul adds Knowledge (history) to his list of class skills.

Detect Evil (Su): This functions as the paladin ability of the same name, though the weary soul's criteria are often more strict and reveal any hint of evil in a creature's history.
This replaces detect good.

Judgement (Su): The weary soul can use a judgement (http://www.d20pfsrd.com/classes/base-classes/inquisitor#TOC-Judgment-Su-) once per day, as an inquisitor of the same level. However, he may not choose the healing, protection, or purity judgements. At 4th level, and every 3 levels thereafter, he gains one additional judgement per day, to a maximum of 7 uses per day at 19th level.
This replaces smite good.

Aura of Despair (Su): This ability functions as the antipaladin ability of the same name, except that the weary soul receives this aura at 3rd level, rather than 8th, and the penalty improves with his level. The penalty increases to –3 at 8th level, and increases by an additional –1 at every 5 levels thereafter, to a maximum of –5 at 18th level.
This replaces plague bringer.

Spells: The weary soul adds the following spells to his class spell list for the listed spell levels.
1st - wrath
2nd - castigate, rage
3rd - overwhelming grief
4th - shared wrath
These are in addition to all other spells the weary soul can cast.

Fiendish Boon (Sp): This functions as the antipaladin ability of the same name, except that the second type of boon forms pacts with undead creatures and vengeful spirits. This functions as animate dead, rather than summon monster. At 10th level, this instead functions as create undead, and improves to create greater undead at 15th level. He is still restricted to one companion, and the duration remains permanent.
This replaces the second option for a weary soul's fiendish boon.

Aura of Hopelessness (Su): At 8th level, the weary soul can force his pessimism and sense of hopelessness onto those around him. The use of this ability is a free action that functions as the crushing despair (http://www.d20pfsrd.com/magic/all-spells/c/crushing-despair) spell on all creatures within 10 feet of the weary soul. The save DC for this effect is 10 + 1/2 the weary soul's level + his charisma modifier. Creatures that fail their saves take the penalties for as long as they remain within his aura, and for a number of rounds afterward equal to his caster level. Creatures that succeed on their save are immune to this aura for 24 hours.
This replaces aura of despair.

Aura of Condemnation (Su): At 11th level, the weary soul can expend two uses of his judgement ability to grant the ability to make a judgement to all allies within 10 feet, using his bonuses and with the same restrictions he follows. Allies must use this judgement ability by the start of the weary soul's next turn and the bonuses last for 1 minute. Using this ability is a free action.
This replaces aura of vengeance.

Scourge of the Complacent (Su): At 20th level, the weary soul has become a perfect tool with which to cleanse the world of corruption and pain. His DR increases to 10/good. Whenever he strikes a creature while his judgement is active, he may spend a swift action to deal additional bonus damage to that creature equal to the damage inflicted by his touch of corruption. This does not expend a use of touch of corruption, nor does it apply any of his cruelties. He may not deal this bonus damage to a single creature more than twice in one day. In addition, whenever he uses touch of corruption or channel negative energy to damage a creature, the damage he deals is increased by 50% as though empowered.
This replaces unholy champion.


Code of Conduct
A weary soul is a curious warrior, seeking to abolish all evil with little concern for his own piety or righteousness, or the innocence of others. Faithless and fueled by anguish and rage, the weary soul suppresses his contempt for those around him only so that he may purge more or greater evil from the world in the near future.
As such, a weary soul has a very liberal code of conduct to which he must adhere. He may perform good acts and behave altruistically, though he does not gain any sense of purpose or reward by doing so. He must attempt to rid the world of great evils, and any time he enters a new region or culture he must set into motion a plan or course of action by which he will slay the most evil character in that region. If he abandons such a quest or goes more than a week without slaying a creature of great evil, his resolve begins to fade and he loses all class features until he resumes such a quest.
This replaces the antipaladin's normal code of conduct and restrictions on alignment.


Table: Class features changed or replaced by this archetype







Smite good




Cruelty










Class skills
Weapon and armor
Aura of evil
Code of conduct
Detect good
1
4
7
10
13
16
19
Unholy resilience
Touch of corruption
Aura of cowardice
Plague bringer
3
6
9
12
15
18
Channel negative energy
Spells
Fiendish boon
Aura of despair
Aura of vengeance
Aura of sin
Aura of depravity
Unholy Champion


C


C
X
X
X
X
X
X
X
X



X







C
C
X*
X


X



Crusader's Blade (Combat)
You can pour divine energy into your weapon for extra damage.

Prerequisites: Lay on hands class feature or touch of corruption class feature; Weapon Focus; Ability Focus (lay on hands or touch of corruption); base attack bonus +6.

Benefit: When you attack with the weapon for which you have weapon focus and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift action to expend a daily use of that feature to deal its normal damage as if you had hit with the feature’s normal touch attack. This extra damage is not multiplied if you scored a critical hit, and is in addition to the damage dealt by your weapon.

Word of Harming
By uttering a single, ominous word, your profane energy passes through the air to wrack pain upon a subject at a distance.

Prerequisites: Touch of corruption class feature

Benefit: You may use your touch of corruption to harm another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target takes half the damage they would have taken if you had touched them, but suffers the effects of your cruelties as normal.

Reward of Suffering
The suffering of others fills you with vitality and vigor, and this is most prominent with your unholy touch.

Prerequisites: Touch of corruption class feature

Benefit: Each time you use your touch of corruption ability to harm a creature, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use touch of corruption to heal undead.

Hellfire Grasp
Your supernatural touch burns and engulfs your opponent in hellfire.

Prerequisites: Tiefling or other outsider with connections to Hell or the Abyss; touch of corruption class feature

Benefit: When you use your touch of corruption ability to harm a creature, you may choose to make half the damage fire, rather than negative energy. If you do, and the defending creature fails its save against the damage, it is set on fire for a number of rounds equal to your Charisma modifier. A creature set on fire takes 1d6 fire damage immediately, as well as an additional 1d6 damage each round at the end of its turn until the fire is extinguished. The creature may attempt to put our these flames as a full round action, though he must succeed a reflex save to do so, at the same DC as the initial save of your touch of corruption.

Phillammon
2014-09-04, 06:30 AM
Universal Blessings


Several of the blessings listed below function in a similar fashion to the "Prismatic" spells. If a Blessing calls for a creature to be afflicted by the Power of the Seven, they take each of the effects below. These effects are applied simultaneously, not in a particular order. Creatures that worship a member of the Seven are unaffected by the effect associated with that member, similarly, creatures worshiping the Seven are unaffected by the Power of the Seven as a whole. Conversely, creatures who are genuinely without sin are unaffected by the Power of the Seven, however, such creatures are incredibly rare, and generally deities of their own right. If the effect causing the Power of the Seven is not a spell, treat the spell level as being 4 for the purposes of saving throws.



Member of the Seven
Effect
Negated By (If Applicable)
d8 Roll (If Applicable)


Elijah, the Glutton
Victim's hunger is awoken (Will Negates). The victim becomes immensely hungry as the spell "Ghoul Hunger", however, the victim does not limit themselves to helpless or dead humanoids, and will happily attempt to devour living humanoids. If no other creatures are available, the victim will attempt to consume itself.
Purify Food and Water
1


Lauren Argent, the Avaricious
Victim is Slowed and slowly Crystallizes (Fortitude Negates). Victim is immediately Slowed as the spell Slow. Additionally, their body slowly crystallizes over the course of several rounds. The Victim must make a Fortitude save every round until they pass one. If they fail a number or Fortitude saves equal to half their hit-dice, rounded up, they turn into a statue as the spell Flesh to Stone, but made of Crystal instead of Stone.
Stone to Flesh
2


Zeta, the Envious
Victim takes acid damage every round (Fortitude ends). Victim takes 5d4 Acid damage, halved by a Fortitude save. If they fail this save, they then take 2d4 acid damage and must make a Fortitude save every round until they successful pass the saving throw.
Neutralize Poison
3


Vox Populi, the Proud
Victim takes sonic damage and is deafened (Fortitude Half damage, negates deafening). Victim is affected as if they had been caught in the spell "Shout", dealing 5d6 damage and deafening the victim for 2d6 rounds.
Silence
4


Vance Morata, the Wrathful
Victim flies into a berserk rage (Will Negates). Victim is Confused as the spell Confusion, however the action probabilities are changed to 1-25 Act Normally, 26-100 Attack nearest creature.
Calm Emotions
5


Tycho, the Sloth
Victim falls asleep (Will Negates). Victim falls asleep as the spell "Deep Slumber", but with no HD limit.
Alarm
6


Octavia, the Lustful
Victim becomes dominated by the caster (Will Negates). Victim becomes dominated as the spell "Domination".
Cause Fear
7



Circle of Seven (Sp)
Associations: None
The Priest of the Seven may draw a large copy of the Symbol of the Seven on the ground. The act of drawing the Symbol of the Seven takes 10 minutes, and when completed, functions as a Circle of Protection from Good. Additionally, the area within circles drawn this way is treated as Desecrated ground, and Priests of the Seven gain a +1 bonus to caster level while inside it. Unlike a normal Circle of Protection from Good, however, this circle can be erased through mundane means- and if erased, the circle loses all benefits. However, its power lasts until the circle is erased, having an indefinite duration.

Wall of the Seven (Sp)
Associations: None
The Priest of the Seven may spontaneously convert a divine spell of sixth level or higher into Wall of the Seven, and they add it to their list of spells known as a fifth level spell. Wall of the Seven functions in the same way as the spell Prismatic Wall, with the following differences. The Wall of the Seven appears as interlocking Symbols of the Seven, not as a wall of shifting colours, and thus has no Blinding effect. Creatures attempting to pass through the wall are afflicted by the Power of the Seven, not by the prismatic effects. An Antimagic Field will penetrate a Wall of the Seven, and the negating spells can be cast against a Wall of the Seven in any order.

Sphere of the Seven (Sp)
Associations: None
The Priest of the Seven may spontaneously convert a divine spell of seventh level or higher into Sphere of the Seven, and they add it to their list of spells known as a sixth level spell. Sphere of the Seven functions in the same way as the spell Prismatic Sphere, with the following differences. The Sphere of the Seven appears as interlocking Symbols of the Seven, not as a sphere of shifting colours, and thus has no Blinding effect. Creatures attempting to pass through the boundary are afflicted by the Power of the Seven, not by the prismatic effects. The requisite negating spells can be cast against a Sphere of the Seven in any order.

Sevenfold Ray (Sp)
Associations: None
The Priest of the Seven may spontaneously convert a divine spell of sixth level or higher into Sevenfold Ray, and they add it to their list of spells known as a fifth level spell. Sevenfold Ray is a close range, ray targeted spell requiring a ranged touch attack. If it successfully strikes its target, that target is afflicted by the Power of the Seven.

Profane Protection (Su)
Associations: None
When the Priest of the Seven makes a total defense action in combat, they may choose to invoke Profane Protection as a free action, granting them an additional profane bonus to AC equal to half their Priest of the Seven levels, rounded up. The Priest of the Seven may also invoke Profane Protection as a move action, if not using total defense. Additionally, the Seven protect their champion. The first foe to deal damage to the Priest of the Seven in a round that they have invoked Profane Protection suffers a random effect from the Power of the Seven (Roll 1d8. On 1-7, apply the appropriate effect, on 8, reroll twice ignoring any 8s). If the Priest of the Seven is under the effects of Profane Protection, they are surrounded by circling Symbols of the Seven, making it very clear that something supernatural is happening.

Sigil of the Seven (Sp)
Associations: None
The Priest of the Seven may spontaneously convert a divine spell of fourth level or higher into Sigil of the Seven, and they add it to their list of spells known as a third level spell. When cast, the Symbol of the Seven is instantly drawn at the location touched. The Sigil can range in size from an inch to three feet in diameter, at the caster's choice. Once the Sigil has been drawn, the first creature to touch it is afflicted by the Power of the Seven. If not triggered within one week, the Sigil's power fades, and it erases itself. The Sigil also erases itself once triggered. The Sigil of the Seven cannot be drawn onto living creatures.

Touch of Sin (Sp)
Associations: None
The Priest of the Seven may spontaneously convert a divine spell of third level or higher into Touch of Sin, and they add it to their list of spells known as a second level spell. Touch of Sin is an instantaneous melee touch range spell. On successfully striking a target, said target suffers a random effect from the Power of the Seven (Roll 1d8. On 1-7, apply the appropriate effect, on 8, reroll twice, ignoring 8s)

Sevenfold Smiting (Su)
Associations: None
This Blessing may only be selected if the Priest of the Seven has the "Smite Good" class feature. When the Priest of the Seven damages a foe with Smite Good, the target suffers a random effect from the Power of the Seven (Roll 1d8. On 1-7, apply the appropriate effect, on 8, reroll twice, ignoring 8s). Additionally, the Priest of the Seven may Smite Good an additional time per day.

Sinful Channeling (Su)
Associations: None
This Blessing may only be selected if the Priest of the Seven has the "Channel Energy" class feature. When the Priest of the Seven damages a creature with channeled energy, the target suffers a random effect from the Power of the Seven (Roll 1d8. On 1-7, apply the appropriate effect, on 8, reroll twice, ignoring 8s). The random effect is rolled separately for each damaged creature.

Gomorrah's Champion (Sp)
Associations: None
As a free action, the Priest of the Seven may plead with the Seven for direct intervention. If they do so, and a favourable outcome to the situation the Priest of the Seven is currently in would be beneficial to the Seven (DM Fiat applies), a fantastic transformation overcomes the Priest of the Seven. The Priest of the Seven is healed to 1 health (if they are currently below one health) and gains a +7 untyped bonus to all rolls and to armour class, as well as receiving a Blessing from each of the Seven. Elijah marks every creature other than the Priest of the Seven as the Priest's Prey, and makes it such that the Priest can maintain a grapple as a Move action. Lauren Argent allows the Priest of the Seven to apply up to 3 special abilities to a weapon when the Priest of the Seven Gilds it, and helps them Gild weaponry as a swift action. Zeta helps the Priest change themselves, allowing them to cast Polymorph on themself as an immediate action, even when in an Antimagic Field or otherwise unable to cast spells. Vox Populi grants the gift of tongues, allowing the Priest to speak EVERY language simultaneously while speaking in the Voice of the People (treated as twenty languages for the purposes of blessings) and allowing the Priest of the Seven to sing and maintain songs as a free action, as well as letting them speak through magical Silence effects and "The Beast Without". Vance Morata immediately doubles the Priest of the Seven's Oath level, and changes the Priest's Oath, if any, to be against all creatures necessary to resolve the situation favourably for the Seven (DM Fiat applies). Tycho imparts some of his stored energy to the Priest, allowing them to rest as a swift action. Octavia adds weight to the Priest's words, making everything they say treated as if it were the spell Mass Suggestion. As soon as the situation that triggered Gomorrah's Champion is resolved (DM Fiat, once again, applies), the Priest of the Seven is consumed in flames and crumbles to dust, reawakening in Gomorrah. Priests of the Seven slain by this effect cannot be resurrected through any effect short of direct intervention from the Seven- something that has never happened yet, and is unlikely ever to occur.

Tanuki Tales
2014-09-05, 09:34 PM
This thread is hereby closed; no new entries may be posted and no further additions or changes may be made to already posted entries. Please visit the thread here (http://www.giantitp.com/forums/showthread.php?370325-Pathfinder-Grab-Bag-Competition-XXVI-Voting-Thread) to cast votes on the entries entered in this contest.