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View Full Version : Pathfinder Chosen [Divine warlock-ish base class][Crossroads][WIP]



Admiral Squish
2015-01-10, 12:11 PM
Chosen
The chosen are those selected by powerful, otherworldly entities to serve some greater purpose, and are granted broad divine powers to fulfill their needs.

HD: d8
Skill Points: 4 + int
Class Skills: Bluff, Craft, Concentration, Diplomacy, Heal, Intimidate, Knowledge (Religion), Knowledge (Spirit World), Perception, Sense Motive, Spellcraft, Use Magic Device

LevelBABFortRefWillSpecial
1st+0+0+0+2Blessing 1, Calling, Domain, X (Least)

2nd+1+0+0+3Boon

3rd+2+1+1+3Spirit Sense

4th+3+1+1+4Blessing 2

5th+3+1+1+4X (Minor)

6th+4+2+2+5Boon

7th+5+2+2+5Domain, Spirit Sense

8th+6+2+3+5Blessing 3

9th+6+3+3+6X (Lesser)

10th+7+3+3+7Boon

11th+8+3+3+7Spirit Sense

12th+9+4+4+8Blessing 4

13th+9+4+4+8X (Greater)

14th+10+4+4+9Boon, Domain

15th+11+5+5+9Spirit Sense

16th+12+5+5+10Blessing 5

17th+12+5+5+10X (Major)

18th+13+6+6+11Boon

19th+14+6+6+11Spirit Sense

20th+15+6+6+12Blessing 6


Weapon and Armor Proficiencies
Chosen are proficient with all simple weapons and with light armor (but not shields).

X:
Chosen do not prepare or cast spells like other divine spellcasters do. Instead, they are granted a number of attacks, defenses, and abilities, known as Xs, that they can call upon from the spirits around them. Chosen can use any Xs they have access to at will, with the following qualifications:

Chosen Xs are spell-like abilities; using an X is therefore a standard action that provokes an attack of opportunity. An X can be disrupted, just as a spell can be ruined during casting. The chosen is entitled to a Concentration check to successfully use an invocation if they are hit by an attack while invoking, just as a spellcaster would be. The chosen can choose to use an X defensively, by making a successful concentration check, to avoid provoking attacks of opportunity. A chosen’s Xs are subject to spell resistance unless an X’s description specifically states otherwise. A chosen’s caster level with their Xs is equal to their chosen level.

The save DC for an X (if it allows a save) is 10 + 1/2 the chosen’s class level + the chosen’s charisma modifier. A chosen’s Xs are always treated as though they had a spell level equal to one-half the chosen’s level (rounded down), with a minimum spell level of 1st and a maximum of 9th when the chosen reaches 18th level or higher. Since spell-like abilities are not actually spells, a chosen cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat, as well as from feats that emulate metamagic effects for spell-like abilities.

The are five grades of Xs, in order of their relative power, are Least, Minor, Lesser, Greater, and Major. A chosen begins with the ability to use any Least X they have access to. As the chosen’s power grows, they gain the ability to use more powerful Xs, as summarized on the table above and described below. Each calling and domain has a list of Xs they provide access to.

Finally, unlike other spell-like abilities, Xs are subject to arcane spell failure chance as described under Weapon and Armor Proficiency above.

Calling:
Becoming a chosen is not a matter of choice. Well, at least not their choice. A chosen is selected by a spirit, or a group of spirits, to serve as a vessel for their power on the material plane. Their spirit patron calls this individual to serve, granting them a measure of their power, a permanent gift, and awakens them to their supernatural destiny. While most spirit patrons will deliver a grand mission for the chosen to undertake during the calling, not all do. Many attempt to steer their patron along their journey, directly or indirectly, but the exact motive and logic of these powerful spirits is often as inscrutable to mortals as chess is to an ant on the board. While the chosen can choose to undertake their spirit patron’s cause, or choose to oppose them, the nature of their spirit patron forever shapes their power.

At first level, the chosen selects a calling, which describes the type of spirit that granted them their power as a chosen. Once selected, their calling cannot be changed. The chosen immediately gains the power associated with their calling. The chosen gains access to all the Xs of that calling, though they may not be able to use them immediately. When the chosen selects a new boon, they can select a boon from their calling in place of a general boon. Each calling also includes a brief description describing the spirits, the kinds of individuals they usually call, and the sorts of tasks they usually charge their chosen with.

Domain
The chosen doesn’t learn individual spells like many other spellcasters. Instead, they gain domains, groups of related abilities that allow them to apply their divine might in a variety of ways. The chosen selects one domain at 1st level, a second at 7th level, and a third at 14th level. Once selected, a domain cannot be changed.
When a chosen selects a domain, they immediately gain the power associated with the domain. In addition, they can gain access to all the Xs of that domain, though they may not be able to use them immediately. When the chosen selects a new boon, they can select a boon from a domain they possess in place of a general boon. Each domain also includes a brief description of the domain, the kinds of spirit patrons that usually grant such a domain, and the kind of chosen who normally possess the domain.

Blessing:
A chosen’s magical abilities are not always enough for them to survive performing the often dangerous quests placed upon them. A chosen possesses a blessing, which grows as their power do, that they can apply to a wide variety of purposes. The chosen’s blessing often determines how powerful their abilities can be. At first, this blessing has a value of one, but the value increases by 1 at 4th level and every 4 levels thereafter, to a maximum of 6 at 20th level.

Boon
A chosen is granted a variety of boons by their spirit patrons. The chosen may activate a boon they possess as a swift action. An active boon remains in effect indefinitely, until the chosen dies or the chosen activates a different boon they possess as a swift action. The effects of each boon are described below, but in general, a boon applies the chosen’s blessing as a bonus to one of a variety of different purposes. A chosen selects their first boon at 2nd level, and can select an additional boon at 6th level and every 4 levels thereafter. Once selected, a boon cannot be changed. Unless otherwise specified, a boon cannot be selected more than once.


Boon of the Aegis: The chosen uses their divine powers to create a barrier, protecting them against attacks. While this boon is active, the chosen gains a shield bonus to armor class equal to their blessing.
Boon of Armored Hide : The chosen’s skin becomes tough and hard, protecting them from attacks. While this boon is active, the chosen gains a bonus to natural armor equal to their blessing.
Boon of Battle Prowess: The chosen gains an intuitive understanding of combat maneuvers. While this boon is active, the chosen gains a sacred bonus to their combat maneuver bonus and their combat maneuver defense equal to their blessing.
Boon of the Destructive Aura: The chosen surrounds themselves with an aggressive aura of divine power. When the chosen selects this boon, the he chosen must select bludgeoning, slashing, piercing, acid, cold, electricity, or fire damage. While this boon is active, any creature that the chosen strikes with a non-reach melee attack, and any creature that strikes the chosen with a non-reach melee attack, takes damage of the selected type equal to their blessing. This boon can be selected more than once. Each time after the first, the chosen may choose a different damage type to deal with this aura, but they can only apply one damage type with each activation.
Boon of the Domain Bond: The chosen gains a special connection to a domain, using their blessing to empowering it. When the chosen selects this boon, they must select a single domain they possess. While this boon is active, the chosen adds their blessing to their caster level for the purposes of that domain’s Xs.
Boon of Evasive Movement: The chosen gains a predictive sense of how to avoid incoming blows. While this boon is active, the chosen gains a dodge bonus to armor class equal to their blessing.
Boon of Fire-Walking: The chosen becomes resistant, able to stride through searing heat or bitter cold. When the chosen selects this boon, they must select acid, cold, electricity, fire, or sonic. While this boon is active, the chosen gains energy resistance against that energy type equal to 5 x their blessing. This boon can be selected more than once. Each time after the first, the chosen may choose a different energy type they can apply this boon to, but they can only gain resistance against one energy type with each activation.
Boon of Killing Blows: The chosen’s melee attacks bear their blessing, and strike with deadly power. While this boon is active, the chosen gains a sacred bonus to melee damage rolls equal to their blessing.
Boon of Killing Shots: The chosen’s ranged attacks carry their blessing, and strike with deadly power. While this boon is active, the chosen gains a sacred bonus to all ranged damage rolls equal to their blessing.
Boon of Protection: The chosen is protected by the spirits, guarded from a wide variety of effects. While this boon is active, the chosen gains a sacred bonus to all saving throws equal to their blessing.
Boon of Regrowth: The chosen heals swiftly, grievous wounds closing up before one’s eyes. While this boon is active, and the chosen’s current hit points are equal to or less than half their maximum hit points, the chosen gains fast healing equal to their blessing.
Boon of Resilience: The chosen becomes exceptionally durable, shrugging off deadly blows. While this boon is active, the chosen gains damage reduction equal to their blessing. This damage reduction is not overcome by anything.
Boon of Sacred Armor: The chosen uses their divine powers to form armor around themselves. While this boon is active, the chosen is treated as though they were wearing light armor with an armor bonus of four, an armor check penalty of 0, and no maximum dexterity modifier. The chosen adds their blessing to the armor bonus granted by this armor.
Boon of Sacred Skill: The chosen gains a supernatural blessing to certain skills. When the chosen selects this boon, they must choose three skills that they can apply this boon to. While this boon is active, the chosen gains a sacred bonus to one of types of skill checks equal to their blessing. This boon can be selected more than once. Each time after the first, the chosen may choose three additional skills that they may apply this boon to.
Boon of Sure Shots: The chosen’s ranged attacks bear their blessing, and strike with unerring accuracy. While this boon is active, the chosen gains a sacred bonus to ranged attack rolls equal to their blessing.
Boon of Sure Strikes: The chosen’s melee attacks bear their blessing, and strike with incredible power. While this boon is active, the chosen gains a sacred bonus to melee attack rolls equal to their blessing.


Spirit Sense
A chosen’s connection to the spirits allows them to sense the presence of spirits, with growing accuracy.
At 3rd level, the chosen gains spirit sense, allowing them to passively detect the presence of outsiders within 30 feet. This sense can detect the presence and general location of an outsider within range, but is not accurate enough to allow them precise targeting. Treat this sense as blindsense that can only detect outsiders. In addition, the chosen’s vision becomes attuned to the invisible, allowing them to see as though they were under the effects of a constant See Invisibility spell.
At 7th level, the chosen’s supernatural senses sharpen, allowing them sense more details about the spirits they can detect. If the chosen detects an outsider with their spirit sense, they can identify any subtypes the outsider possesses, and can determine their relative power, identifying them as Weak (CR is 3 or more lower than their character level), Challenging (CR is equal to their character level, plus or minus 2, or Overpowering (CR is 3 or more higher than their character level).The maximum range of their spirit sense increases to 60 feet.
At 11th level, the chosen’s spirit sense become more precise. The chosen’s spirit sense becomes precise enough to target nearby spirits. The chosen’s spirit sense functions as blindsight rather than blindsense within 30 feet. Their normal spirit sense still covers its full 60 foot range. In addition, the chosen’s supernatural vision reveals more detail, allowing them to see through falsehoods as though they were under the effects of a constant True Seeing spell.
At 15th level, the chosen’s spirit sense becomes still more precise. Chosen’s spirit sense functions as blindsight rather than blindsense all through its range.
At 19th level, the chosen’s spirit sense extends far and wide. The maximum range of the chosen’s spirit sense increases to 120 feet.

Admiral Squish
2015-01-10, 12:14 PM
Callings

Ancestor


Power:
Repose: The chosen can grant a corpse rest. The chosen can use this power as a free action, but must touch a corpse to use it. The corpse is warded against attempts to disturb its rest, and any effects that would raise the corpse as an undead creature or resurrect the body fail. The chosen can also choose to restore and preserve the body when using this power. If they choose to do so, the body restores itself to its natural state, healing wounds and injuries until it appears as though the creature had passed mere moments ago, and does not rot or decay. If this effect is dispelled or broken, the body returns to its natural state. The chosen can choose how long this effect lasts, with a maximum duration of one day per caster level, or until dismissed. Alternately, the chosen can spend one hour imbuing the corpse to make the effect permanent.

Boons:
Aiding Spirits: The chosen’s blessing calls helpful ancestors to aid them. While this boon is active, the chosen can use an immediate action to call upon the aid of the ancestors to gain a competence bonus equal to their blessing to their next attack roll, skill check, or to their armor class against the next attack against them.
Ancestral Item: The chosen gains an item that was once used by an ancestor. When the chosen selects this boon, they gain a masterwork item, usually a weapon, piece of armor, shield, or magical focus, which can be enchanted normally. While this boon is active, the chosen can call the item to them as a free action, the ancestral item appearing in their hand or on their body as though they donned it normally. In addition, while this boon is active, the ancestral item gains a sacred bonus equal to their blessing. A weapon applies this bonus to attack and damage rolls. A piece of armor applies the bonus to its armor bonus. A shield applies the bonus to its shield bonus. A magical focus applies its bonus to the chosen’s caster level for their abilities while they wear or wield it.

Least:
Spirit Touch: The chosen is connected to the spirits and can allow themselves and others to affect the spectral dead. The chosen must touch a weapon, suit of armor, or shield to use this ability. The touched item gains the ghost touch property. The chosen can also touch a creature to grant all its natural weapons the ghost touch property. This effect lasts for one minute or until dismissed. The chosen can dismiss any number of effects as a standard action.

Minor:
Wisdom of Ancients: The chosen can commune with their ancestors to gain their wisdom. The chosen can use this ability to call on the wisdom of an ancestor spirit they know or to call upon the soul of the recently dead. To call upon a recently dead creature, they must use its corpse, or a piece of its corpse, as a focus, and it must not have passed beyond. The spirit appears within 30 feet of the chosen, and is invisible, inaudible, and intangible. Creatures that can see the invisible can see the spirit. The spirit is magically bound to answer one question per round, though an unfriendly or unwilling spirit may give unhelpful or cryptic answers, and may even lie. The spirit remains for up to one round per caster level, or until dismissed with a standard action. Any spirit called upon with this ability by any chosen cannot be called upon again with this ability for one week.

Lesser:
Balance of Life: The chosen can implore the ancestors to take a dying creature’s soul, give an undead creature rest, or return the soul of a creature recently passed. The chosen must touch either a living humanoid or monstrous humanoid creature, an undead creature, or a corpse that has been dead no more than one round per caster level. If the chosen uses this ability on a living target, the target must make a fortitude save or immediately take 1d8 damage per blessing plus their caster level. This is treated as a death effect. If the chosen uses this ability on an undead creature, the target takes 1d8 damage per blessing plus their class level. If the chosen uses this ability on a corpse, the target is healed 1d8 hit points per blessing plus their caster level, and the soul is called back. If the soul is not bound and has not passed beyond, it returns to the body. If the healing brought the target’s hit points above negative hit points equal to their constitution modifier, the target is brought back to life. If the target’s hit points are still negative, they automatically stabilize. The chosen cannot restore life to a creature that was slain by a death effect with this ability.

Greater:
Inherited Will: The chosen can bind an ancestor spirit to a creature and force them to carry out the ancestor’s will. The chosen must touch a living humanoid or monstrous humanoid creature to use this ability. The chosen selects a task or course of action for the target to carry out, and binds an ancestor with similar goals to the target. This ancestor spirit is an inaudible, intangible, and invisible, though the target can hear it, and the target and any creature that can see the invisible can see it. The spirit appears as a ghostly image of the ancestor that constantly remains within 30 feet of the target, regardless of speed or movement, and urges the target on toward completing its task. While the ancestor is bound to the target, they decide if the target is working towards the given task, and can choose to reward or punish them. The ancestor can inflict a morale penalty or grant a morale bonus equal to the chosen’s blessing to any attack roll, skill check, ability check, saving throw, or to the target’s armor class against any one attack. The ancestors are usually rather sparing with when they grant these bonuses, only granting them when the target is acting directly in service of the task. The ancestor remains bound to the target for one day per caster level.

Major:
Hasten the Beyond: The chosen can remove a target’s soul and sent them directly to the beyond. The chosen targets a single living or soulbound undead creature within 30 feet. The target immediately takes 10 points of damage per caster level. If the target succeeds on a will save, they instead take damage equal to the chosen’s caster level. Whether they successfully save or not, if the target is targeted by this ability again within 24 hours, it deals damage equal to the chosen’s caster level with no saving throw. If the target dies due to this ability, they must make another will save. If they fail this save, their soul does not travel to the spirit world, rather, it immediately passes to the beyond.

Beast


Power:
Beastial Transformation The chosen can embody the full power of their bestial bond. As a full-round action, the chosen can transform to embody the beast within, as though they used each beast-domain ability at once, targeting themself. The chosen can use this ability once per day per blessing. All abilities used in this way track their durations as normal.

Boons:
Feral Weapons: The chosen’s blessing infuses their natural weapons with supernatural potency. While this boon is active, all natural weapons the chosen possesses gain an enhancement bonus to attack and damage rolls equal to their blessing.

Least:
Beast Tongue: The chosen can use their powers to speak freely with beasts. While under this effect, the chosen can understand any animal, vermin or outsider with the beast subtype, and any such creatures understand their words, regardless of the language spoken. This does not make such creatures any more friendly than normal, and their responses may be limited by their intellect. This effect lasts 24 hours. In addition, while this effect is active, the chosen can use their spiritual connection to animals to forge a connection with an animal, vermin, or outsider with the beast subtype, making a special diplomacy check to improve the creature’s attitude as a full-round action. The chosen can choose to substitute their caster level for their diplomacy ranks for this check.
Savage Assault: The chosen can grant natural weapons to themselves and their allies. The chosen must touch a willing creature to use this ability. The chosen grants the target up to one natural weapon per blessing, of the chosen’s choice. One natural weapon is treated as the primary natural weapon, and all other natural weapons are treated as secondary natural weapons. The chosen selects natural weapons from the following list: Bite (1d6), 2 Claws (1d4 each), 2 Hooves (1d4 each), Gore (1d6), Slam (1d6), Sting (1d4), Tail slap (1d6), Tentacle (1d4). The damage values given assume a medium creature, larger and smaller targets increase or decrease the damage die appropriately. The chosen can choose the cosmetic appearance of any natural weapons granted. The chosen cannot grant a natural weapon the target already possesses. All natural weapons granted by this ability gain an enhancement bonus to attack and damage rolls equal to the chosen’s blessing. This effect lasts for one minute.

Minor:
Hunter’s Senses: The chosen can grant themselves or an ally the sharp senses of a predator on the hunt. The chosen must touch a willing creature to use this ability. The target gains low-light vision, scent, and a bonus to perception and survival checks equal to the chosen’s caster level. The target is considered trained with the survival skill for the purposes of following tracks, and can use scent to follow a trail. This effect lasts for one hour.
Wild Stride: The chosen can grant themselves or an ally animalistic movement, allowing them to move through many different kinds of terrain. The chosen must touch a willing creature to use this ability. The target gains a burrow speed equal to half their base land speed, a climb speed equal to their base land speed, a swim speed equal to their base land speed, a 10-foot bonus to their base land speed, or the ability to move normally over any form of natural, non-manipulated difficult terrain. If this ability grants a target a swim speed, the target also gains the ability to breathe water as well as air. This effect lasts for one hour.

Lesser:
Feral Warrior: The chosen can awaken the beast inside a creature to turn them into a feral juggernaut. The chosen must touch a willing creature to use this ability. The target gains an enhancement bonus to Strength, Dexterity, and Constitution equal to the chosen’s blessing rounded down to the nearest even number, and an enhancement bonus to natural armor equal to the chosen’s blessing. In addition, the chosen can choose to make the target grow when they use this ability. The target and all their equipment increases in size by one size category. This grants a +2 size bonus to strength and a -2 size penalty to dexterity, and changing their size modifiers appropriately. If there isn’t enough room for this growth, the target reaches the maximum possible size and can make a strength check with their improved strength to break free of any enclosure. If the check fails, they are constrained without harm. This effect lasts for one minute or until canceled, or until this ability is used gain.

Greater:
Adaptation: The chosen can grant animal adaptations to suit the situation. The chosen must touch a willing creature to use this ability. The chosen grants the target up to one special ability per blessing from the following list: Blindsense 60, Darkvision 60, Tremorsense 60, Constrict (1d6), Ferocity, Grab (select a natural weapon), Pounce, Rake (2 claws, 1d4 each), Trample (1d6), Trip (select a natural weapon), Web. If an ability indicates to select a natural weapon, the chosen must attach that ability to a natural weapon the target possesses. This effect lasts for one minute.

Major:
Survival Instincts: The chosen awakens and empowers the most primal impulses in the target. The chosen must touch a willing creature to use this ability. The target’s survival instincts rush to the forefront of their mind. While under this effect, for every 10 points of difference between their current hit points and their maximum hit points, the target gains either one point of fight or one point of flight. Each point of fight grants the target a +1 morale bonus to attack rolls, damage rolls, and armor class. Each point in flight grants the target a +1 morale bonus to armor class, saving throws, and a 5-foot morale bonus to speed. Morale bonuses to armor class do not stack. The target cannot have a fight or flight total higher than the chosen’s caster level. The target can convert fight points or flight points into the other type of points as a free action. This effect lasts for one minute.


Wood


Power:
Regeneration: The chosen heals themselves rapidly and can transfer this healing to others. The chosen gains fast healing equal to their blessing. The chosen can transfer this fast healing to an ally by touching them as a standard action. When they use this power, the target gains fast healing equal to the chosen’s blessing for one minute or until the chosen dismisses the effect as a free action. While an ally benefits from this fast healing, the chosen loses their own fast healing, and cannot grant fast healing to any other targets. The chosen can grant fast healing in this way a total number of times per day equal to their caster level, and cannot use this power on any creature more than once per day per blessing.

Boons:
Grass Blade: The chosen’s blessing grows into a razor-sharp blade of grass. While this boon is active, the chosen can grow a grass blade in one or both hands as a free action. A grass blade is treated as a light weapon that the chosen is proficient with. A grass blade deals 1d6 slashing damage for a medium chosen and deals double damage on a critical hit. A grass blade has an enhancement bonus to attack and damage rolls equal to the chosen’s blessing, and has a critical threat range of (20 minus their blessing)-20. A grass blade cannot benefit from any effect that increases a weapon’s critical threat range. A grass blade crumbles to nothing immediately if it leaves the chosen’s possession or the chosen loses the benefits of this boon.

Least:
Thorn Field The chosen can call into being an area of thorny growths with a radius of 10 feet per blessing, centered on a point within 120 feet. This area is considered to be difficult terrain. Any creature that enters the area, or is in the area at the end of the chosen’s turn, must make a reflex save or become entangled by the thorns. Entangled creatures can attempt to escape the thorns as a move action, by making a strength or escape artist check against the ability DC. These thorns are painful, and deal damage equal to the chosen’s blessing to any creature entering or leaving a square of difficult terrain and any creature that fails a save or check to avoid or escape entanglement. The thorns remain in place for one hour or until this ability is used again.

Minor:
Bramble Armor: The chosen can cover themselves or an ally with thorny brambles that serve to protect them. The chosen must touch a willing creature to use this ability. Thorny vines spread from the chosen’s hand, encircling the ally in a flexible layer of thorny, woody branches, bramble armor, which is sized for the target. Bramble armor is treated as light armor, with an armor bonus of +2 plus the chosen’s blessing, a maximum dexterity bonus of +4, an armor check penalty of 0, and an arcane spell failure chance of 15%. This armor is covered in spiky brambles that aim outwards. The wearer deals piercing damage equal to twice the chosen’s blessing to any creature that strikes them with a non-reach melee attack, any creature they strike with a natural weapon or unarmed strike, and any creature they grapple or are grappled by. The wearer is considered to be armed when making unarmed strikes, and their unarmed strikes can deal lethal damage. Bramble armor lasts for one hour, after which it becomes brittle and breaks apart.

Lesser:
Oaken Form: The chosen can take on a massive, wooden form. When the chosen uses this ability, the chosen and all their equipment increases in size by one size category, gaining a +2 size bonus to strength and a -2 size penalty to dexterity, and changing their size modifiers appropriately. Equipment returns to its normal size immediately after leaving the chosen’s possession, including projectiles or thrown weapons. If there isn’t enough room for the indicated growth, the chosen grows to the maximum size allowed and may make a strength check with their increased strength to break free of any enclosure. If the check fails, the chosen is constrained without harm. The chosen gains an enhancement bonus to strength and constitution equal to their blessing rounded down to the nearest even number, an enhancement bonus to natural armor equal to their blessing, and damage reduction equal to twice their blessing which is overcome by slashing damage.

Greater:
Ironwood Palisade: The chosen can call forth a barrier of ironwood spikes that thrust themselves from the ground. The chosen creates up to one 5-foot section of wall per caster level, each of which must be adjacent to one other section of wall, none of which can be more than 120 feet from the chosen. The wall consists of ironwood logs which are securely anchored in the ground and up to 5 feet tall per blessing. Each section of wall has hardness 10 and 30 hit points per blessing, and a break DC of 10 plus 5 per blessing. If a wall section is broken or its hit points reach 0, it is breached. When using this ability, the chosen can choose to give the wall thorns covering one or both sides. Any creature attacking the wall with a non-reach melee attack, attempting to break the wall, or that is forced into the wall, takes piercing damage equal to 1d6 plus the chosen’s blessing plus the attacker’s strength modifier. An ironwood palisade is permanent and non-magical after its creation, and weathers normally. The material of an ironwood palisade is not suitable for use in items, or for sale.

Major:
Relentless Life: The chosen overwhelms a creature with nature’s relentless life. The chosen targets a creature within 30 feet. This effect is not subject to spell resistance. The target suddenly begins to grow regenerating vines, covered in thorns and insidious poison. Each turn at the end of the chosen’s turn, the vines grow, increasing their growth by 1. At growth 1, the vines entangle the target. At growth 2, the vines anchor themselves to their surroundings, making movement impossible. At growth 3, the vines constrict to the point the target cannot move at all, making them helpless. Each time the vines grow, the thorns deal 1d4 piercing damage per growth, and the poison on the vines forces the target to make a fortitude save or take strength and dexterity damage equal to the growth. The target or an adjacent creature can tear at the vines as a move action, but each time they do so, they take 1d4 piercing damage and must make a fortitude save or take 1 point of strength and dexterity damage from the poison on the vines. This effect lasts for one minute.

Aether


Power:
Sense Aether: The chosen is attuned to aetheris souls, and can sense the presence of such creatures. The chosen automatically detects the presence or absence of dragons, magical beasts, and oozes within 30 feet, and can sense the direction of the creature with a move action, regardless of any sort of concealment or disguise. When the chosen gains their spirit sense ability, they add dragons, magical beasts, and oozes to the list of creatures their spirit sense detects.

Boons:
Undefined Anatomy: The chosen’s blessing changes their body subtly, making it harder to strike their vitals. While this boon is active, if a critical hit, sneak attack, or other precision-based attack is scored on the chosen, there is a chance of 20% per blessing that the critical hit or sneak attack is negated and the damage is instead rolled normally.

Least:
Monstrous Weaponry: The chosen can grant natural weapons to themselves and their allies. The chosen must touch a willing creature to use this ability. The chosen grants the target up to one natural weapon per blessing, of the chosen’s choice. One natural weapon is treated as the primary natural weapon, and all other natural weapons are treated as secondary natural weapons. The chosen selects natural weapons from the following list: Bite (1d6), 2 Claws (1d4 each), 2 Hooves (1d4 each), Gore (1d6), Slam (1d6), Sting (1d4), Tail slap (1d6), Tentacle (1d4). The damage values given assume a medium creature, larger and smaller targets increase or decrease the damage die appropriately. The chosen can choose the cosmetic appearance of any natural weapons granted. The chosen cannot grant a natural weapon the target already possesses. All natural weapons granted by this ability gain an enhancement bonus to attack and damage rolls equal to the chosen’s blessing. This effect lasts for one minute.

Minor:
Monstrous Movement: The chosen can grant themselves and allies new types of movement, allowing them to move through many different kinds of terrain. The chosen must touch a willing creature to use this ability. The target gains one of the following: a burrow speed equal to half their base land speed, a climb speed equal to their base land speed, a swim speed equal to their base land speed, a 10-foot bonus to their base land speed, or the ability to move normally over any form of natural, non-manipulated difficult terrain. If this ability grants a target a swim speed, the target also gains the ability to breathe water as well as air. This effect lasts for one hour.
Monstrous Defenses: The chosen can grant themselves and allies the exotic defenses of magical creatures. The chosen must touch a willing creature to use this ability. The target gains one of the following: Damage reduction equal to the chosen’s blessing (overcome by either cold iron, silver, or magic weapons), energy resistance equal to the chosen’s blessing x5 (choose acid, cold, electricity, or fire), regeneration equal to the chosen’s blessing (overcome by acid, cold, electricity, and fire), natural armor equal to the chosen’s blessing, or spell resistance equal to 10 plus the chosen’s caster level. This effect lasts for one minute. If this ability is used on a target already under the effects of this ability, the first effect immediately ends.

Lesser:
Aetheric Empathy: The chosen’s connection to their spirit patrons allows them to commune with magical creatures of all sorts. While under this effect, the chosen can understand the sounds of any dragon, magical beast, or outsider with the aether subtype as though they were speaking a language the chosen is fluent in, and any such creatures understand their words, regardless of the language spoken. This does not make such creatures any more friendly than normal, and their responses may be limited by their intellect. This effect lasts 24 hours. In addition, while this effect is active, the chosen can use their spiritual connection to the aetheric creatures to forge a connection with a dragon, magical beast, or outsider with the aether subtype, making a special diplomacy check to improve the creature’s attitude as a full-round action. The chosen can choose to substitute their caster level for their diplomacy ranks for this check.

Greater:
Monstrous Attacks: The chosen can grant strange and unusual kinds of attacks to suit the situation. The chosen must touch a willing creature to use this ability. The chosen grants the target up to one special ability per blessing from the following list: Breath weapon (2d6 damage/bless; choose acid, cold, electricity, or fire damage; choose 30ft cone or 60 ft line; recharge 1d4 rounds), Constrict (1d6), Ferocity, Grab (select a natural weapon), Poison (Injury, select natural weapon; 1d6 damage, choose str or dex; frequency 1/round; cure 2 saves), Pounce, Rake (2 claws, 1d4 each), Rend (Must have claws), Trample (1d6), Trip (select a natural weapon), Web. If an ability indicates to select a natural weapon, the chosen must attach that ability to a natural weapon the target possesses. This effect lasts for one minute. If this ability is used on a target already under the effects of this ability, the first effect immediately ends.

Major:
Draconic Form: The chosen can grant an ally the immense power of the mightiest dragons. The chosen must touch a willing creature to use this ability. The target gains an enhancement bonus to strength and constitution equal to the chosen’s blessing rounded down to the nearest even number. The target gains an enhancement bonus to natural armor equal to twice the chosen’s blessing. The target gains damage reduction equal to twice the chosen’s blessing which is overcome by magic weapons. The target gains darkvision 120, and blindsense 60. The target gains two claw attacks (1d4), one bite attack (1d6), and one tail attack (1d6), each of which gains an enhancement bonus to attack and damage rolls equal to the chosen’s blessing. In addition, the chosen selects acid, cold, electricity, or fire. The target becomes immune to the selected energy type, and gains a breath weapon that deals 2d8 damage of the selected type per blessing, which takes the form of a line with a length of 20 feet per blessing, or a cone with a length of 10 feet per blessing, and offers a reflex save for half damage with a DC equal to the ability’s DC. The target can use this breath weapon at will, but must wait 1d4 rounds after using it before they can use it again. The chosen can choose to make the target grow up to two size categories when they use this ability. The target and all their equipment increases in size by one or two size categories. Each size category grants a stacking +2 size bonus to strength and natural armor, and imposes a -2 size penalty to dexterity. This change increases their natural weapon damage and changes their size modifiers appropriately. If there isn’t enough room for this growth, the target reaches the maximum possible size and can make a strength check with their improved strength to break free of any enclosure. If the check fails, they are constrained without harm. This transformation lasts one hour or until this ability is used again.

Earth


Power:
Bounty of Earth: The chosen can call forth the bounty of the earth to sustain themselves and their allies. Food and water present themselves to the chosen throughout the course of the day, in the form of edible plants, careless animals, tiny streams, or even gifts of food and drink from generous individuals. The chosen, if they take full advantage of these gifts, can gather enough food and water to sustain one medium-sized creature per caster level each day, over the course of their normal activities.

Boons:
Stony Fists: The chosen’s blessing hardens their hands and feet into stony, smashing fists. While this boon is active, the chosen’s unarmed strikes do not provoke attacks of opportunity, deal 1d6 lethal damage, and ignore the hardness of any object with a hardness less than 8+their blessing. In addition, they gain an enhancement bonus to attack and damage rolls with their unarmed strikes equal to their blessing.
Stable Footing: The chosen’s blessing can anchor them to the earth underfoot, making them remarkably stable. While this boon is active and the chosen is standing on the ground, they gain a bonus equal to twice their blessing level to balance checks and combat maneuver defense against bull rush, drag, reposition, and trip attempts.

Least:
Stone Barrage: The chosen can control stones and whip them at their opponents. When using this ability, the chosen can telekinetically pick up a number of nearby stones equal to their caster level and hurl them at a number of targets within 60 feet. They can hurl all the stones at one target, or spread them out over multiple targets. The chosen makes a special ranged attack roll, using their caster level in place of their base attack bonus, and applies the roll to all targets. The chosen rolls miss chance against each target separately. On a successful hit, each stone deals 1d4 points of bludgeoning damage to the target. These stones gain an enhancement bonus to attack and damage rolls equal to the chosen’s blessing.

Minor:
Fault Lines: The chosen can create fissures that make the ground buckle beneath their foes. The chosen chooses either a 30-foot cone or a 60-foot line when using this ability. The area buckles and shakes, and is treated as difficult terrain until the start of their next turn. The chosen rolls a combat maneuver check to trip, and applies the result against the CMD of all creatures, regardless of size, that are touching the ground or floor in the area. The chosen can use their caster level in place of their base attack bonus and their charisma score in place of their strength modifier for this check. This check does not provoke attacks of opportunity (though the casting may, as normal), nor is the chosen knocked prone if they fail the check by 10 or more.

Lesser:
Earth’s Embrace: The chosen can allow allies to enter the earth’s embrace… or curse opponents with it’s grasp. The chosen may target themselves or a single creature within 30 feet. Allied targets gain the ability to slide into the earth or stone and move through it at a speed of 5 feet per blessing. This movement leaves no tunnel, hole, ripple, or other mark of their passing, and requires as much concentration as walking, so they can attack and cast spells normally, but cannot charge or run. Enemies instead find the earth grasping and pulling at them like quicksand. The ground comes to life in the target’s space, and attempts a combat maneuver check to grapple the target immediately and each round at the start of the chosen’s turn. This effect moves with the target, does not affect any creatures other than the target, and can only affect the target if they touch the ground. The ground has a combat maneuver bonus equal to the chosen’s caster level plus their charisma modifier, and a combat maneuver defense equal to its combat maneuver bonus +10. the ground gains a +5 bonus to CMB and CMD if the target is grappled, which increases to +10 if the target is pinned. If the ground successfully grapples the target, they are pulled partially underground, and cannot move until they break the grapple. If the ground has grappled the target, it will attempt to pin them, pulling them completely underground and forcing them to hold their breath or begin to suffocate. The target cannot attempt to escape from underground unless the break the pin or the effect ends. Either version of this ability lasts for one minute.

Greater:
Shape Earth: The chosen can use their power to reshape the earth itself in a variety of useful ways. When the chosen uses this ability, they create a vision of their ultimate goal, an item. shape, or structure, made of earth, stone, or common metals, and holds it in their mind, calling upon the earth spirits to aid them in the creation of their vision. They can use this ability to create almost anything they can imagine, from tunnels to buildings to weapons or even titanic monuments. The chosen must make a craft check of the appropriate type if they use this ability to create a complex or detailed vision. They begin to meditate for a number of rounds proportional to the scope of their vision. Each round of meditation allows the chosen to sculpt up to one 10-foot cube of earth per caster level or up to 2 cubic feet of metal or stone per caster level (two cubic feet can be shaped into a five-foot by five-foot square one inch thick). When their meditation is complete, the effects is complete, the earth shaking softly as the earth shapes to their vision, the vision arising fully formed, exactly as they pictured it. If the chosen’s meditation is interrupted, the vision is lost, and the meditation must begin again if they wish to see it created.

Major:
Stone Aspect: The chosen can grant their allies the strength of stone. The chosen must touch a willing creature to use this ability. The target takes on a stony aspect, which grants a +6 enhancement bonus to strength and natural armor. The target also gains damage reduction that is overcome by adamantine weapons equal to their caster level. The target is immune to ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all effects that affect respiration or physiology. The target only takes half damage from fire. The target’s unarmed strikes deal lethal damage, and the target is considered armed when using unarmed strikes. Finally, the target does not need to eat, drink, or breathe. There are some downsides to this effect, however. The target takes a -6 penalty to dexterity, and reduces their speed by half. They are treated as though they were wearing medium armor, with an arcane spell failure chance of 30%, and an armor check penalty of -6. In addition, they cannot eat, breathe, or drink, even if they chose to, and they sink like a stone in water. This effect lasts for one hour or until the ability is used again.


Flame


Power:
Fiery Essence: The chosen is imbued with the essence of fire. The chosen gains fire resistance equal to their blessing times 5 and a morale bonus to attack rolls equal to their blessing. The chosen’s fiery passions allow them to add their their blessing as a bonus to all charisma-based skills and checks, as well as any craft or profession checks involving artistry, creativity, or ingenuity.

Boons:
Ravenous Flames: The chosen’s blessing makes their flames burn hotter, bite deeper. While this boon is active, if the chosen uses an ability that deals fire damage, they deal extra fire damage equal to twice their blessing, and half the fire damage dealt ignores any form of fire resistance or immunity.
Burning Spheres The chosen’s blessing manifests as orbs of flame. While this boon is active, the chosen can call a ball of fire to hand as a free action. A burning sphere occupies one hand, deals 1d6 fire damage plus the chosen’s charisma modifier plus their blessing, and can be delivered with a melee touch attack or thrown as a ranged touch attack with a range of 60 feet and no range increment. A burning sphere disappears after a successful attack or at the end of the turn that it leaves the chosen’s possession.

Least:
Guardian Flame: The chosen creates a guardian flame that hovers over a creature, radiating comforting warmth and warding away beings of water. The chosen must touch a willing creature to use this ability. A tiny flame springs to life over their head, radiating an aura of light and safety out to 5 feet per blessing. The flame creates normal illumination within this aura, and shadowy illumination within 10 feet per blessing. All allies in the aura gain fire resistance and cold resistance equal to the chosen’s blessing times 5. The aura can heat or cool the area to a comfortable warmth as long as the external temperatures are between -50 degrees and 140 degrees fahrenheit, meaning those within it do not have to make fortitude saves in such temperatures. In addition, this aura wards away creatures with the cold or water subtypes, and such creatures cannot enter the aura or touch creatures protected by it. A creature can ignore this ward if it is attacked by a creature protected by this effect or the effect is forced against it by movement. If a creature with the cold or water subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature ignores the warding, the energy resistances still apply. This effect lasts for one minute or until this ability is used again.

Minor:
Oppressive Heat: The chosen surrounds the target with an aura of extreme heat. The chosen targets a single creature within 30 feet. Each round at the end of the chosen’s turn, the target must make a fortitude save or take nonlethal fire damage equal to the chosen’s caster level and become fatigued for one hour. If the target is fatigued due to some other effect, they become exhausted instead. This effect cannot exhaust a creature on its own. If the save is successful, the target takes half this damage and does not become fatigued. This effect last for one minute or until this ability is used again.

Lesser:
Boil Blood: The chosen can stir a burning fury in the target. The chosen targets a single creature within 30 feet. Each round at the start of their turn, the target may make a fortitude save to end this effect. The target gains a morale bonus to attack rolls, damage rolls, and strength-based skill and ability checks. This rage does have some downsides. The target takes fire damage equal to the chosen’s blessing each turn at the start of their turn. The target takes a penalty to armor class equal to the chosen’s blessing while under this efect, and cannot use any skills based on charisma, dexterity or intelligence, of any ability that requires patience or concentration. If the chosen chooses, the target must also make a will save at the start of each turn or spend their turn attacking the nearest creature with anything available. This effect lasts for one minute or until the target successfully ends the effect.

Greater:
Form of Fire The chosen‘s body and all their equipment ignites and burns away into a form of pure fire. The chosen gains an enhancement bonus to strength and dexterity equal to their blessing rounded down to the nearest even number. The chosen gains damage reduction equal to their blessing which is not overcome by anything. The chosen gains immunity to ability score damage, blindness, critical hits, deafness, disease, drowning, fire damage, poison, stunning, and all effects that depend on respiration or physiology. Any creature that strikes the chosen with a non-reach melee attack or that the chosen strikes with a non-reach melee attack takes fire damage equal to twice the chosen’s blessing. The chosen sheds light like a torch. There are some downsides to this effect, however. The chosen halves any armor, shield, and natural armor bonuses to armor class they possess while under the effects of this ability. They take double damage from cold. If the chosen is exposed to water, they take 1d6 damage per round of exposure, or 6d6 damage per round if completely submerged. They cannot eat, breathe, or drink, even if they chose to. This effect lasts for one hour or until dismissed.

Major:
Volcanic Devastation: The chosen awakens the sleeping fires deep beneath the earth. The chosen converts a 120-foot-radius area centered on them into a volcanic hotspot, which has a total volcanic potential equal to their caster level times their blessing. The chosen cannot spend more than their caster level in volcanic potential at a time. Spell resistance does not apply to any effects of this ability. The chosen can spend one volcanic potential as a swift action to heat the entire area for one round, all creatures touching the ground taking fire damage equal to the chosen’s blessing. The chosen can spend any amount of volcanic potential as a standard action to create one steam geyser per volcanic potential spent. A steam vent appears in any square in the area, and any creature in the area must make a reflex save or take fire damage equal to the chosen’s caster level. The chosen can spend any amount of volcanic potential to cause a minor eruption in a target square as a standard action. Any creature in the target square takes fire damage equal to the chosen’s blessing automatically, and all creatures within 10 feet of the target square take 1d8 fire damage per volcanic potential spent, with a reflex save for half damage. The chosen can spend all remaining volcanic potential to cause the area to erupt violently. All creatures in the area take fire damage equal to the chosen’s caster level plus 1d8 per volcanic potential spent, but may make a reflex save for half damage. All In addition, starting on the following round, everything within one mile takes one fire damage each turn for one round per volcanic potential spent. An area maintains its volcanic potential for one hour, or until all volcanic potential is spent. The chosen must wait one hour after using this ability before they can use it again.

Sky

Water

Chaos

Evil

Good

Law (http://www.giantitp.com/forums/showsinglepost.php?p=18729204&postcount=95)

Admiral Squish
2015-01-10, 12:17 PM
Domains

Artifice


Power:
Sacred Crafts: The chosen can use their supernatural affinity for items to craft magic items, even if they don’t know the spells required to craft them. The chosen must know the appropriate item creation feats to create a magic item. For the purposes of crafting, the chosen can imitate any divine spell with a spell level equal to or less than one-half their chosen level.

Boons:
Imbue Weapon: While this boon is active, any weapon the chosen wields gains an enhancement bonus to attack and damage rolls equal to their blessing. This does not stack with existing enhancement bonuses.
Imbue Armor: While this boon is active, any armor and shields the chosen wears gain an enhancement bonus to their armor and shield bonuses equal to their blessing. This does not stack with existing enhancement bonuses.

Least:
Craftsman’s Hammer: The chosen can touch an item or construct to either mend or damage it. If attempting to touch an unwilling construct or an attended item, the chosen may need to make a melee touch attack in order to touch the target.
If they choose to damage it, the target takes 1d6 points of damage +1 damage per caster level. This damage ignores any hardness or damage reduction.
If they choose to mend it, the target regains 1d6 hit points +1 hit point per caster level. When mending an object, all the pieces must be present. If the object has the broken condition, the condition is removed if it is restored to at least half its original hit points. This ability can repair magic items, but the chosen must have a caster level equal to or higher than the object’s. A destroyed magic item can be repaired with this ability, but it does not restore their magical abilities.

Minor:
Shape Materials: The chosen can shape materials to suit their needs. Each use of this ability affects a single object they touch, affects a maximum volume of material of 10 cubic feet, and affects a single type of material. The object is immediately reshaped according to their desires, but while this ability can create crude objects or structures, fine detail is not possible. There is a 30% chance that any shape that features moving parts simply doesn’t work.

Lesser:
Construction: The chosen can turn raw materials into a finished product instantly. The chosen can target unattended raw materials within 30 feet with a maximum volume of 1 cubic foot per level to turn those materials into an item. The chosen must make a craft check as though they were normally crafting the item. They cannot create an item that they could not normally make with the targeted materials and a craft check, they simply do so much faster than normal. They cannot use this ability to create magic items or use magic items as raw materials.

Greater:
Animate Objects: The chosen brings objects to life. This ability functions as the spell Animate Objects.

Major:
Creator’s Call: The chosen can call any item, magic item, or construct they have personally crafted to them instantly. An item called in this way appears in the chosen’s hand, or on the ground in their space if they do not have a free hand. A construct appears in an adjacent square of the chosen’s choice. This ability works regardless of distance, as long as the target is on the same plane. If the target has been destroyed, the chosen becomes aware of this and the general location of the remains. If a targeted item is in the possession of another creature, the attempt fails, and the chosen becomes aware of the possessor and their general location. If a targeted construct is under the control of another, the attempt fails, and the chosen becomes aware of the construct’s condition and general location.


Darkness


Power:
Darksight:The chosen can see perfectly in darkness, even supernatural darkness, as though it were normal light. Dim light and darkness do not grant concealment or total concealment against the chosen, and the chosen cannot be blinded by effects that rely on darkness.

Boons:
Shadow Cloak: While this boon is active, the chosen gains a concealing cloak of shadow. Attacks against the chosen have a miss chance of 5% times their blessing. This miss chance stacks with the miss chance from concealment due to dim light or darkness.

Least:
Darken: The chosen can reduce the light available in an area. The chosen can touch an object to cause to radiate shadow, or target the effect on a point in space within their reach. The target radiates a 20-foot radius sphere of shadow, reducing all ambient light in the sphere by one step. The effect lasts for one hour or until dismissed. For every four caster levels the chosen possesses, the sphere’s radius increases by 10 and the light in the area decreases by an additional step. If this ability would reduce the light level in an area below darkness, it becomes supernaturally dark. Supernatural dark functions like darkness, but it even affects creatures with darkvision.

Minor:
Shadow Lash:The Chosen can strike foes with a lash of liquid shadow. The chosen may make a ranged touch attack against a target within 30 feet. If the attack hits, the target takes 1d4 points of cold damage per blessing and is blinded for one round per blessing by a shadowy veil over their eyes.
Stalk in Darkness:The chosen can blend into shadows and disappear from sight. The chosen may use this ability in an area of dim light, darkness, or supernatural darkness. When the chosen uses this ability, they become invisible, as with the spell invisibility. The invisibility does not apply against creatures with darkvision or the ability to see in the dark, and it immediately ends if they enter an area of normal or bright light. Otherwise, this effect has a maximum duration of 24 hours.

Lesser:
Hungry Darkness: The chosen can bring life to the darkness, creating swarms of semi-real nightmares to consume their enemies. When using this ability, the chosen targets a 30-foot-radius burst, centered on a point within 60 feet. The shadows in this area come to life, forming swarms of shapeless creatures that savage the flesh of those within. Any area of dim light, darkness, or supernatural darkness in the area is treated as though it was filled with a swarm, though the swarm is only made of semi-real shadows. This swarm has a swarm attack that deals 1d6 points of damage plus an additional 1d6 damage for every four caster levels they possess, and has a distraction ability with a DC equal to the chosen’s ability DC. Any creature in the swarm’s area at the start of the chosen’s turn is damaged by the swarm, but the chosen may designate the swarm not to attack certain creatures. If a portion of the targeted area’s light level is raised above dim light, that area is not considered to be occupied by the swarm. This effect lasts for one minute, or until the ability is used again, but it cannot move once placed.

Greater:
Shadow Stride: The chosen can enter shadows themselves to move through them. The chosen can teleport, as though using the dimension door spell. However, the chosen can only begin and end this movement in areas of dim light, darkness, or supernatural darkness.

Major:
Dark Magic: The chosen’s mastery over shadows allows them to manipulate shadow to mimic a wide variety of magical abilities. This ability functions as either Shadow Evocation or Shadow Conjuration, except that it can duplicate any wizard Conjuration (creation), Conjuration (summoning), or Evocation spell with a level of 8 or lower. Damaging effects deal 50% of their normal damage to non-believers, and non-damaging effects have a 50% chance to affect non-believers.


Greatness


Power:
Excellence: The chosen has an inherent potential for greatness, brought to light and enhanced by the divine power running through them. When the chosen selects this domain, they select a single ability score. The chosen gains an enhancement bonus to this ability score equal to 2 plus the chosen’s blessing, rounded down to the nearest even number. Once selected, this cannot be changed.

Boons:
Fortifying Aura: The chosen radiates an aura of confidence and faith, helping themselves and their allies endure harsh dangers. While this boon is active, the chosen radiates an aura out to 10 feet. At the start of the chosen’s turn, the chosen and all allies within this aura gain temporary hit points equal to the chosen’s blessing. These temporary hit points last for one round, disappearing just before the start of the chosen’s turn.

Least:
Edge:The chosen can give themselves and their allies a slight edge over their opponents. When they use this ability, they must touch a willing or helpless creature. The target gains a +1 sacred bonus to attack rolls, damage rolls, armor class, saving throws, combat maneuver checks, combat maneuver defense, skill checks, and ability checks. This bonus lasts for one minute.

Minor:
Touch of Greatness:The chosen can grant a touch of supernatural greatness to themselves and their allies. When they use this ability, they must touch a willing or helpless creature. The target gains an enhancement bonus to one ability score equal to 2 plus the chosen’s blessing rounded down to the nearest even number. This bonus lasts for one hour, or until this ability is used again.

Lesser:
Inspire Heroism: The chosen can inspire bravery in their allies. When using the ability, the chosen radiates an aura out to 30 feet for one minute. All allies within this aura gain a morale bonus to attack rolls, combat maneuver rolls, and ability checks equal to the chosen’s blessing. This bonus ends if the ally moves outside this aura. Using this ability ends the effect of the chosen’s Inspire Resilience ability.

Greater:
Inspire Resilience: The chosen can grant extreme resilience to their allies. When using this ability, the chosen radiates an aura out to 30 feet for one minute. All allies within this aura gain a morale bonus to armor class, combat maneuver defense, and saving throws equal to the chosen’s blessing. In addition, allies in the aura gain damage reduction equal to the chosen’s blessing, which is not overcome by anything. These bonuses end if the ally moves outside this aura. Using this ability ends the effects of the chosen’s Inspire Heroism ability.

Major:
Ultimate Form: The chosen can grant a creature the power of a demigod, transforming them into a supremely powerful form. When using this ability, the chosen must touch a willing or helpless creature. The target and all their equipment grows, increasing their size by one size category, doubling their size in all dimensions and multiplying their weight by 8. They gain the appropriate size modifiers and reach for a creature of their new size, and all weapons and natural weapons deal damage appropriate to their new size. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it--the ability cannot be used to crush a creature by increasing its size. Any equipment enlarged in this way returns to normal size one round after leaving the creature’s possession. The target gains an enhancement bonus to all ability scores equal to 2 plus the chosen’s blessing rounded down to the nearest even number. All creatures within 30 feet of the target that can see and hear the target must make a will save, with a DC equal to the ability’s DC each round, or become shaken for as long as they remain within 30 feet of the target. This effect lasts for one minute, and when its benefits end, the target is dazed for one round and fatigued for one minute. After using this ability, the chosen cannot use it again for one hour.


Knowledge


Power:
Wisdom of the Spirits: The chosen is granted access to vast stores of knowledge by their spirit patron, covering a wide variety of subjects. The chosen treats all knowledge skills as class skills. Whenever the chosen gains a new level of chosen, they gain additional skill points equal to their charisma modifier. They can only use these bonus skill points to purchase ranks in knowledge skills.

Boons:
Sage Whispers: The chosen’s blessing becomes a collection of soft, whispering voices in the chosen’s mind, sharing knowledge and secrets. The chosen gains a sacred bonus to all knowledge checks equal to their blessing.

Least:
Insight: The chosen can call upon the wisdom of the spirits to grant themselves or an ally a flash of insight on how to approach a task. The chosen must touch a willing or helpless creature to use this ability. The chosen must indicate a single skill check or ability check, and makes a knowledge check with a relevant knowledge skill with a DC of 20. If the chosen’s check is successful, the chosen grants the touched creature a +1 insight bonus to the indicated skill or ability check. For every 5 points the chosen’s check beats the DC, the insight bonus increases by 1. If the target doesn’t make the indicated skill or ability check before the end of their next turn, the bonus fades away and is wasted.

Minor:
Know Thy Enemy: The chosen can call upon their stores of knowledge to identify their enemies and the tactics effective against them. The chosen targets a creature they are aware of within 60 feet, and makes a knowledge check of the appropriate type with a DC of 20. If successful, the chosen can identify the techniques and tactics effective against the target, gaining a +1 insight bonus to one of the following: attack rolls against the target, damage rolls against the target, armor class against the target, or saving throws against the target’s abilities. For every 10 points the check’s result beats the DC by, the insight bonus increases by +1. The insight bonus lasts for one minute or until used again. While this effect is active, the chosen can share the knowledge with their allies as a move action, granting any allies they can communicate clearly with the benefits of the insight bonus for the remainder of the effect’s duration.

Lesser:
Consult Spirits: When mortal knowledge fails, the chosen can call upon the spirits to guide them. The chosen can use this ability to consult a specific spirit they know, the agents of a specific deity, or simply inquire of the local spirits. When using this ability, the chosen implores the council of the spirit. If the spirit chooses to answer the call, the chosen falls into a trance on the next turn, falling unconscious for minute as they are given audience with the spirit in their own mind. The chosen can ask up to one question per caster level while in this trance, but each question increases the duration of the trance by one minute. Spirits are often capricious, though. The spirit giving council will usually answer accurately to the best of their knowledge, but they can choose to ignore a question, lie, give the chosen useless information, toy with them, or answer the question in the form of a cryptic riddle or rhyme. A spirit that is called upon too often may begin to give false information out of annoyance, or refuse audience altogether.

Greater:
Stunning Revelation: The chosen can grant unwelcome knowledge to those who oppose them. The chosen can target a creature within 30 feet with this ability, making a knowledge check with a DC of 20 to find a particularly upsetting tidbit in their vast libraries of knowledge. If the check is successful, the target is dazed for one round. For every 10 points this check’s result beats the DC by, the duration of the daze is increased by 1. This is a mind-affecting effect.

Major:
Foreknowledge: The chosen knows the future, instants before it happens, and can sense where and how they can act upon it to alter its course dramatically. For one hour, the chosen becomes aware of what’s to come an instant before it happens. While this effect is active, the chosen cannot be surprised or flat-footed, and gains a +2 dodge bonus to armor class and reflex saving throws. In addition,the chosen can break from their vision of the future and act decisively to alter it. The chosen can end this effect prematurely as an immediate action, gaining an insight bonus equal to their caster level to a single attack roll, combat maneuver check, opposed skill or ability check, saving throw, or to their armor class against a single attack. If the chosen does break from their vision, they are dazzled for the remainder of the duration as their visions of the future and the reality of the present diverge dramatically. After using this ability, the chosen cannot use it again for one hour.


Life


Power:
Command Life: The chosen can control the powers of life and death, and can harm or heal with a touch. The chosen gains a pool of points, with a maximum value equal to the chosen’s class level plus their charisma modifier, multiplied by their blessing. As a standard action, the chosen can touch a single living or undead creature and expend any number of points from this pool to either heal it, restoring lost hit points equal to the points expended, or to damage it, dealing damage equal to the points expended. This is treated as a positive energy effect when healing living creatures or harming undead, and a negative energy effect when harming the living or healing undead. This pool of points replenishes after a normal period of rest.

Boons:
Death Ward: The chosen can ward themselves against death magic. While this boon is active, the chosen gains a sacred bonus to all saving throws against death effects, negative energy effects, and energy drain effects equal to their blessing.

Least:
Healer’s Sight: The chosen can grant themselves the power to see a creature’s connection to life. While this ability is active, the chosen gains supernatural sight out to 30 feet, granting the chosen a wide array of information about the health of creatures within range that they can see. They can identify if a creature is Healthy (>50% HP), Wounded (25%-50% HP), Mortally Wounded (<25% HP), Dying (<1 HP), Dead, Undead, or Unliving (things neither alive nor dead, such as constructs). The chosen can spend a standard action while under the effects of this ability to focus their senses on a single creature within 30 feet that they can see. The chosen becomes aware of any conditions the creature possesses and if it is under the effects of a poison or disease. This supernatural perception lasts for one minute.

Minor:
Ailment: The chosen can cleanse ailments or inflict them upon their enemies. The chosen must touch a creature to use this ability. The chosen can choose to remove a single condition from the target or apply a single condition to the target. The chosen can remove or apply a single condition from the following list: Blinded, Dazzled, Deafened, Fatigued, Shaken, Sickened. If the chosen attempts to apply a condition, the target can make a fortitude save to resist the effect. If successfully applied, it lasts for one minute.

Lesser:
Restore: The chosen can restore their allies to fighting condition. The chosen must touch a willing or helpless creature to use this ability. The chosen’s touch heals all the target’s ability damage, and removes a number of points of ability drain equal to the chosen’s blessing. In addition, the target can immediately make an extra save to remove any negative levels they suffer. After using this ability on a creature, the chosen cannot affect that creature with this ability again until 24 hours later.

Greater:
Raise the Fallen: The chosen can bring a dead creature back to life. The chosen can only use this ability on living creatures with a separate soul and body The body of the creature to be raised must be intact and missing no pieces. It must be restored to working condition. Any wounds on the body and any diseases, poisons, or other conditions it suffered must be cured before the chosen can attempt to raise it. The creature’s soul must still be on the spirit world and must still be connected to the body, meaning the creature may not have been dead for more than one day per hit die. The chosen must touch the body and call upon their power, summoning the soul back to the body and reuniting the two halves of the being. The resurrected creature returns to life with hit points equal to its hit die and one permanent negative level, as though it were struck by an energy draining creature. If the subject has only one HD, they instead take 2 points of constitution drain.

Major:
Slay: The chosen can bring to bear the most formidable aspect of life on their enemies: Death. The chosen can target a living, corporeal creature within 30 feet, reaching out with dark energy to tear their soul from their body. The target must make a fortitude save or immediately take 10 points of damage per caster level. This is a death effect, and the damage is dealt as negative energy damage. If the target makes a successful save, they instead take damage equal to the chosen’s caster level. After targeting a creature with this ability, regardless of whether they successfully save or not, its full strength cannot be turned against that creature again for one hour. If the chosen targets that creature again with this ability, they only take damage equal to the chosen’s caster level on a failed save, or no damage on a successful save.
The chosen can also use this ability against undead, utilizing searing positive energy. If targeted against an undead creature, the target makes a will save in place of a fortitude save, and the damage is dealt as positive energy damage.


Light


Power:
Halo The chosen’s mantle of light causes them to illuminate the world around them constantly. The chosen radiates a sphere of normal light with a radius of 5 plus 5 feet per blessing, centered on themselves, constantly. This imposes a -20 penalty on stealth checks while active. The chosen can suppress or resume this ability as a free action at will.

Boons:
Searing Glare: The chosen’s blessing can be converted to light and brought to bear as an aggressive, searing glare. While this boon is active, the chosen can use a swift action to make a ranged touch attack against a creature within 60 feet. The target takes damage equal to twice the chosen’s blessing, which ignores all forms of damage reduction.
Revelation: The chosen’s blessing allows them to see through falsehood and lies. While this boon is active, the chosen gains a sacred bonus equal to their blessing to perception checks made to see through a disguise or find something hidden or concealed, to sense motive checks when opposing a bluff check, and to will saves against illusions.

Least:
Brighten: The chosen can increase the light available in an area. The chosen can touch an object to cause to radiate light, or target the effect on a point in space within their reach. The target radiates a sphere of light with a radius of 10 feet plus 10 feet per blessing, increasing all ambient light in the sphere by one step per blessing. This effect last for one hour or until dismissed.
Glowdust The chosen creates a burst of light that shatters into glowing, clinging particles. The chosen creates a 10-foot radius burst of brilliant light that crystallizes into sparkling, snowlike particles. The entire area, and all creatures and objects within it, are covered in tiny, glowing particles that shed light like a candle for one minute before fading away. Creatures in the area are dazzled for one minute unless they succeed on a fortitude save. A creature covered in the lights takes a -20 penalty to stealth checks to hide, and does not benefit from the concealment normally provided by darkness, blur, displacement, invisibility, or similar effects. The glowing motes of light cannot be removed.

Minor:
Blinding Beam: The chosen can strike foes with a searing beam of brilliant light. The chosen may make a ranged touch attack against a target within 30 feet. If the attack hits, the target takes 1d6 points of fire damage per blessing and is blinded for one round per blessing by the blinding light.
Shimmering Aurora The chosen can create a fascinating light show that entrances those nearby. The chosen can create a swooping, weaving pattern of shimmering, multicolored light in a 20 foot radius sphere centered on a point within 60 feet. Creatures inside the sphere must make a will save or become fascinated for as long as they remain inside the sphere plus one round afterward. As a move action, the chosen can move the aurora up to 30 feet in any direction, changing the point of origin. Fascinated creatures will attempt to move with the sphere, trying to remain inside it. If the sphere leads into a dangerous area, fascinated creatures receive a second save to resist the urge to follow. The sphere disappears after one minute, or when this ability is used again. This is a mind-affecting pattern effect.

Lesser:
Sunbeam Spears The chosen can turn light to a weapon, animating the light to damage those within it. The chosen targets a 30-foot radius burst, centered on a point within 60 feet. The light in the area becomes more real, transforming into a shower of razor-sharp arrow-like figments. Any area of dim light, normal light, or bright light becomes filled with these lancing beams, and any creature in such areas at the start of the chosen’s turn takes damage, though the chosen can cause the rain of arrows not to damage certain creatures. Areas of dim light deal 1d4 points of damage per blessing, areas of normal light deal 1d6 points of damage per blessing, and areas of bright light deal 1d8 points of damage per blessing.

Greater:
Mood Lighting The chosen can create an orb of colored light that hovers over a creature, bathing them in a cone of light. The chosen can target a single creature they can see within 100 feet. The target creature’s space is illuminated, the ambient light in the area raised by one step per blessing. The target creature takes a -20 penalty to stealth checks while thus illuminated. When using this ability, the chosen selects a color, and while it is active, the chosen can change the color as a swift action. The target can make a will save to resist the effect of each color when activated. The light lasts for one minute or until used again. This is a mind-affecting emotion effect.
Red Red light infuses the target with rage. The target gains a +2 morale bonus to attack rolls, damage rolls, and will saves, and takes a -2 morale penalty to AC. The target cannot use any Charisma-, Dexterity-, or Intelligence- based skills (except Acrobatics, Fly, Intimidate, and Ride), or any ability that requires patience or concentration. The target attacks the nearest creature in a frenzy, unable to tell friend from foe.
Orange Orange light infuses the target with joy and laughter. The target laughs and laughs uncontrollably, falling prone in their space and becoming unable to act.
Yellow Yellow light infuses the target with fear. The target becomes panicked.
Green Green light creates feelings of envy. The target turns on the nearest creature, be it ally or enemy, and attempts to take items of value from them, usually using the disarm or steal maneuver. If the nearest creature does not have any items of value, the target directs its attention to the next nearest creature. The creature may use force to take the items if necessary, but this does not cause them to be violent beyond their envious desires.
Blue Blue light imbues the target with crushing sadness. The target takes a -2 morale penalty to attack rolls, damage rolls, saving throws, skill checks, and ability checks.
Indigo Purple light imbues the target with feelings of love. The target treats all creatures as though they had an attitude of friendly toward them, and will attempt to embrace the nearest creature, usually making a grapple check. If attacked, the target may act normally for one round.
Violet Violent light imbues an otherworldly sense of confusion and strangeness. The target becomes confused.
White White light gives a sense of clarity and purity. The target gains a +4 morale bonus to will saves against mind-affecting spells and abilities.

Major:
Revealing Light: The chosen can create an area of revealing light. The chosen targets a 30 foot radius sphere centered on a point within 60 feet. The ambient light in this area is increased by one step per blessing. In addition, the light reveals the truth to all observers. Any creature that can see this area can see all things within it as though they were under the effects of a True Seeing spell.


Luck


Power:
Fortune’s Favor: The chosen is favored by fortune, and benefits from a slight edge. The chosen gains a +1 luck bonus to ability checks, armor class, attack rolls, saving throws, and skill checks.

Boons:
Focused Fortune: The chosen can focus their good fortune toward a single task. When the chosen activates this blessing, they select one of the following categories: armor class, attack rolls, saving throws, and skill checks. while this blessing is active, they gain a luck bonus to the selected category equal to twice their blessing and take a luck penalty equal to their blessing to the remaining categories.

Least:
Touch of Fate: The chosen can warp a being’s luck, for good or for ill. The chosen must touch a creature and indicate if they want them to have good luck or bad luck. Until the start of the chosen’s next turn, whenever the target creature would roll a d20, they instead roll twice. If the chosen chose good luck, the target uses the higher of the two rolls. If the chosen chose bad luck, the target uses the lower of the two rolls.

Minor:
Blessings and Curses: The chosen can gift a creature with extraordinary luck in some form. The chosen can craft a blessing or curse and unleash it upon a target within 30 feet. A curse can inflict a total luck penalty equal to the chosen’s caster level, and a blessing can grant a total luck bonus equal to the chosen’s caster level. The maximum luck bonus or luck penalty to any one category is equal to the chosen’s blessing. The chosen can select from the following categories: ability checks, armor class, attack rolls, charisma, combat maneuver bonus, combat maneuver defense, constitution, dexterity, intelligence, saving throws, skill checks, strength, wisdom.
Any bonuses or penalties to ability scores must be even numbers. This effect lasts one hour or until this ability is used again.

Lesser:
Threads of Fate: The chosen can exert a limited degree of control over their own fate or the fate of others. When using this ability, the chosen can see the strands of fate that surround all things and can tug on them to twist events to their benefit. As an immediate action after a d20 has been rolled, either by themselves or by any creature within a line of sight, but before the results are declared, the chosen may tug a strand of fate and force the die to reroll. The result of the second roll must be used, regardless of whether it is higher or lower than the first. This effect lasts for one minute.

Greater:
Disaster: The chosen can twist fate dramatically to cause a disaster, with the target at the center of it. The chosen can target a creature within 60 feet, and urge fate to cause a disaster. The exact nature of the disaster is up to the DM, but its effects always strike before the end of the target’s next turn, always deals 2d6 points of damage per blessing and inflicts one condition which lasts for one round per blessing. The disaster can deal acid, bludgeoning, cold, electricity, fire, piercing, slashing, or untyped damage, and can inflict the blinded, dazed, deafened, entangled, or nauseated conditions. A disaster might consist of a sudden cave-in that bludgeons the target and leaves them entangled under rocks, or a nearby alchemical item exploding to deal fire damage and blind the target.

Major:
Miraculous Development: The chosen can cause events so unlikely they seem impossible to come to pass… sometimes. The chosen can use this ability to put events in motion to create the effects of any spell of 7th level or lower. The events begin to unfold on the following round, and the chosen must guide fate to keep them going, requiring their time and attention as though they were casting the indicated spell. However, it doesn’t always work out, and the more powerful the effect, the greater the risk. When imitating a spell with this ability, there is a 10% chance per spell level that the effect will simply fail when the ‘casting’ is complete.


Magic


Power:
Mystic Eye: The chosen’s spirit senses are easily adapted to see magical effects. The chosen can tune their spirit senses to detect magic as a move action. This functions as a detect magic spell, but it affects a 30 foot radius burst or the area of their spirit sense, whichever is larger, and it requires no concentration, merely a move action for each round of study.

Boons:
Mystic Wards: The chosen gains protection from mystical forces. While this boon is active, the chosen gains spell resistance equal to 10 plus their chosen level plus their blessing.

Least:
Magic Hand: The chosen creates a spectral hand that they can control and use to manipulate objects. The magic hand appears as a softly glowing hand that usually resembles the chosen’s dominant hand. The hand can be created at any point within 30 feet that the chosen has a line of effect to. The chosen can direct the hand to float at a speed of 30 feet in any direction as a move action, but the hand cannot move further than 30 feet from the chosen. The magic hand can be used to perform any action that the chosen could normally perform with one hand, but the chosen must spend the appropriate actions to perform them through the hand. The chosen cannot channel touch spells through a magic hand. The hand must be in the same space as an object to interact with it. The hand’s strength is very limited, with an effective strength score of 2x the chosen’s blessing for the purposes of any actions performed through it. Its carrying capacity is determined as though the it were the chosen’s size. The chosen can dismiss a magic hand as a free action.

Minor:
Nexus of Power: The chosen creates a temporary focus point of mystical energies. The chosen creates a nexus of mystic energy centered on a single square within 30 feet. If a creature in the nexus casts a spell, or uses a spell-like ability, they gain a bonus to their caster level and the effect’s save DC equal to the chosen’s blessing. Creatures near near the focus point gain similar benefits, but for every 5 feet away they are away from the nexus, the bonus decreases by 1. This nexus lasts for one minute or until it’s granted a total bonus equal to the chosen’s caster level. This ability drains surplus magic from an area, and after it’s been used, the area within one mile of the nexus cannot be targeted by this ability for 24 hours.

Lesser:
Break Magic: The chosen uses their mastery over magic to shatter lingering magical effects. The chosen targets a single object, creature, or spell within 30 feet, and makes a caster level check (d20+caster level) and compares the result against the difficulty of each magical effect at the target (11+ effect’s caster level), starting with the effect with the highest caster level and going down. If the result is higher than the difficulty, the effect is dispelled, ending immediately as though its duration expired. This ability can dispel a maximum number of effects equal to the chosen’s blessing with each use. If this ability targets a creature that is the effect of a magical ability, such as a summoned creature, the chosen makes a dispel check to end the spell that the creature was created or summoned by. If this ability targets a magic item, the chosen makes a dispel check against the item’s caster level, and if successful, all the item’s magical effects are suppressed for 1d4 rounds, before returning to normal, essentially becoming nonmagical for the duration of the suppression. An item’s physical traits are unaffected by this. This ability has no effect on artifacts. This ability can be used to break curses and reverse lingering magical effects in place of Break Enchantment or Remove Curse.

Greater:
Antimagic Aura: The chosen can surround a creature in a personal antimagic field. the chosen targets a single creature within 30 feet and engulfs them in an aura that nullifies magical abilities. Treat this aura as an Antimagic Field that only occupies the target creature’s space. Magic weapons and projectiles lose their magical properties when they come close, becoming non-magical for the purposes of attacks made against the target. This ability is subject to spell resistance. The effect last for one minute.

Major:
Mystic Power: The chosen can use this ability to momentarily imbue themselves with the magical skills of a wizard or priest. Using this ability grants the chosen the mystic potential to cast spells until the end of their next turn. During this time, the chosen can cast any priest or wizard spell with a spell level equal to or less than their blessing. The chosen must use the actions required for casting the spell, as well as any material components, focuses, and verbal or somatic components required by the spell, and, if using a wizard spell, their armor’s arcane spell failure chance applies. The chosen’s caster level for such spells is equal to their normal caster level. The chosen cannot use this ability again until the duration of all spells cast in this way expires (except permanent spells).


Peace


Power:
Peacebringer’s Presence: The chosen’s presence radiate an aura of peace and calm, making it more difficult for others to attack them. Any creature that attempts to directly target the chosen, even with a targeted spell, must make a will save with a DC of 10 + 1/2 the chosen’s caster level + their charisma modifier. If the save fails, the creature is unable to follow through with their action, losing that portion of their action. If the save is successful, the creature can attack the chosen normally for the rest of the encounter. Those not attempting to attack the chosen are unaffected. this does not prevent the chosen from being attacked or affected by area of effect abilities. The chosen loses the benefits of this ability for the remainder of the encounter if they make an attack or use a spell or ability that deals damage to or inflicts a condition on a creature.

Boons:
Warrior’s Shame: The chosen’s peaceful nature inflicts shame on those who strike them. While this boon is active, any creature within 30 feet that attacks the chosen is struck by their own cruelty, and takes a morale penalty to attack rolls equal to the chosen’s blessing for one minute.

Least:
Tongues: The chosen can touch a creature to gain knowledge of their language. The chosen may need to make a melee touch attack to contact an unwilling individual. The chosen gains the ability to speak and understand one language that the touched creature knows as though the chosen had a number of ranks in that language equal to their blessing, to a maximum proficiency equal to the target’s. This does not grant any ability to read a written language associated with the language gained. The chosen retains the ability to speak this language at this fluency for 24 hours, or until they use this ability again.

Minor:
Circle of Peace: The chosen can create a sphere that is impenetrable to falsehood and hostility. The chosen creates a 20-foot-radius sphere, centered on a point within 30 feet. The sphere fills those within it with a sense of tranquility and safety. Creatures inside the area must make a will save in order to perform an aggressive or destructive action, or deliberately deceive another creature. If the save fails, the creature becomes unable to follow through, losing that portion of their action or finding themselves unable to speak the falsehood. This is a mind-affecting compulsion effect. The sphere blocks line of effect for the purposes of fear effects or effects that apply a morale bonus or penalty. Creatures under the effect of a fear effect, an illusion, or an effect that grants a morale bonus or penalty must make a will save when entering the sphere or have the effect suppressed while they remain in the sphere. The sphere has a duration of one minute or until this ability is used again, but any round that the chosen does not leave the sphere does not count against its duration.

Lesser:
Mark of Peace: The chosen can mark a creature to prevent them from performing acts of violence. The chosen must touch a creature to use this ability. The target may make a will save to resist the mark if they are unwilling. A mark of peace lasts for 24 hours, but the chosen can dismiss a mark with another touch if they desire. If a marked creature attempts a violent action, they take 1d4 points of nonlethal damage per blessing, and must make a will save in order to perform it. If the target fails the save, they cannot follow through and lose that portion of their action. For the purposes of this ability, defending themselves if attacked, or attacking with the combat expertise feat active, fighting defensively, and taking the total defense action are not considered to be violent. The chosen can mark a number of creatures up to their caster level at a time. This is an emotion-based, mind-affecting compulsion effect.

Greater:
Refuge: The chosen can create a safe area for allies. The chosen targets a single point within 30 feet, and creates a resilient sphere of force with a radius of 10 feet centered on that point. This sphere’s surface is treated as a Wall of Force, however, the chosen, along with any allies they designate, and all their equipment, can pass in and out through the barrier freely, though it still blocks any attacks or spells from either side. Any enemies in the area when the spell is cast are pushed to the edge of the sphere’s area, and must make a reflex save or fall prone in their new square.

Major:
One With All: The chosen can force a creature’s perspective to change, imbuing a deep, abiding sense of connection with everything. The chosen must touch a creature to use this ability. The target treats all creatures as dear friends and finds connection and beauty all around them. The target cannot take violent actions. If attacked or damaged, the target may act normally for one round. The target treats all creatures as though it had an attitude of helpful toward them, though its capacity to act on this attitude may be limited by its euphoric mental state. This effect lasts for one minute, or until used again.

Admiral Squish
2015-01-10, 12:18 PM
Domains (continued)

Summoning


Power:
Summoned Ally: The chosen gains a summoned ally, a spiritual being dispatched by those that called the chosen to service to aid them in their task, referred to as their summon. A chosen’s summon is an outsider with the same subtype as the chosen’s calling. A summon is initially a medium creature, with a base speed of 20 feet and all its base ability scores equal to 12 plus the chosen’s blessing. A summon shares the same native language as the chosen, but can learn additional languages normally. A summon is linked to the chosen, as much a part of the chosen as their domains, which allows them to ignore most effect that protect creatures from summoned creatures.
The chosen can summon their summon with a ritual that takes one minute to perform. when summoned in this way, the summon’s hit points are unchanged from the last time it was dismissed or banished. The only exception to this is when the summon was slain, in which case it is summoned with half its normal hit points. A summon does not heal naturally. A summon remains until the chose dismisses it (a standard action). If the summon is slain, it cannot be summoned again until the following day. A summon cannot be sent back to the spirit world with Dispel Magic, but spells such as Dismissal and Banishment work normally. If the summoner is unconscious, asleep, or killed, the summon is immediately banished. If a summon is ever more than one mile from its chosen, it is immediately returned to the spirit world.
The summon is shaped by the will and desires of the chosen. The summon’s hit dice, saving throws, skills, feats, and abilities are tied the chosen’s class level, and increase as the chosen grows in power. The chosen gains a pool of points equal to 6 plus their class level plus their blessing, which they can use to purchase a wide variety of summon traits, which are elaborated on below. Each time the chosen gains a level, they decide how their points are spent, and they remain fixed until they gain another level of chosen. The summon’s specific appearance is up to the chosen, always appearing as some sort of fantastical being, though the chosen doesn’t have fine enough control to make the summon appear as a specific creature.
See Summon Details (http://www.giantitp.com/forums/showsinglepost.php?p=18691395&postcount=55)

Boons:
Summon Symbiosis: The chosen can bless the link between themselves and their summon, allowing them to benefit each other. While this boon is active and the chosen and their summon are adjacent, the chosen gains a shield bonus to armor class and a circumstance bonus to saving throws equal to their blessing, and the summon gains fast healing equal to their blessing.

Least:
Link Senses: The chosen can bind their senses and their summon’s. When using this ability, the chosen reaches through their link to the summon, to use the summon’s senses as their own. The chosen can see and hear as normal through the summon’s senses, and benefits from any ‘senses’ traits the summon possesses while doing so. The chosen does not have any control over the summon while using this ability, beyond the norm, and cannot use any unusual sensory abilities of their own through this link.

Minor:
Link Step: The chosen and their summon can use their link as a bridge to cross great distances. When using this ability, the chosen can choose to move to their summon’s current position, appearing in the nearest available space to the summon, or to call their summon to them, causing the summon to appear in the nearest available space to the chosen, or to switch their positions, causing the summon to appear in their current space, and themselves to appear in their summon’s current space. However they choose to move, the movement is instantaneous, and the creature that moved is dazed until the start of their next turn.

Lesser:
Share Boon: The chosen can grant their summon the benefits of their blessing. When the chosen uses this ability, the summon gains the benefits of any boon the chosen currently has active. This benefit lasts for one minute, or until used again. The chosen can change their boon freely while this effect is active, and the summon continues to benefit from the boon active when this ability was last used.

Greater:
Spirit Aspect: The chosen can grant themselves some of the aspects of their summon. When the chosen gains this ability and every time they gain a level thereafter, the chosen may select a number of summon traits up to a total point value equal to their blessing. When they use this ability, the chosen gains the benefits of those summon traits for one minute.

Major:
Fusion: The chosen can fuse with their summon, entering the summon’s body and taking control of it directly. The chosen must touch the summon to use this ability. The chosen, along with all their equipment, enters the summon’s body, becoming protected by the summon’s form. The chosen cannot be targeted by spells or abilities while fused, and any harmful effects currently affecting the chosen are suppressed until the chosen emerges from the summon, though their durations continue to expire. The chosen may use any abilities it possesses while inside the summon by taking control of the summon’s body for the action. The chosen can direct the summon’s actions freely while merged, can perceive with its senses, and can speak with its voice. The chosen can end the fusion as a swift action, emerging in an adjacent square of their choice. If the summon is slain or sent back to the spirit world while the chosen is fused, the chosen is ejected into an adjacent square, takes 5d6 points of damage, and is stunned for one round.

Travel


Power:
Ease Burdens: The chosen radiates an aura that makes travel easier and faster, no matter the distance. Creatures within 30 feet of the chosen gain a +4 morale bonus to swim checks to avoid nonlethal damage from exhaustion, constitution checks to continue running, constitution checks to avoid nonlethal damage from a forced march, constitution checks to hold their breath, and fortitude saves to resist nonlethal damage from hot or cold environments. In addition, they double their carrying capacity for the purposes of determining their encumbrance.

Boons:
Long Step: The chosen’s blessing can be used to carry them over short distances in an instant. While this boon is active, the chosen can teleport up to 10 feet per blessing as a move action. The chosen must have a line of sight to their destination.

Least:
Traveler’s Tread: The chosen can grant their allies the abilities needed to travel over many obstacles. The chosen must touch a willing or helpless creature. The chosen chooses to grant them a climb or swim speed equal to their base speed, or a bonus to their land speed equal to 10 feet per blessing. Gaining a climb speed grants the target the normal +8 racial bonus to climb checks and they can choose to take 10 on climb checks, even if rushed or threatened. Gaining a swim speed grants the target a +8 racial bonus to swim checks to perform a special action or avoid a hazard, and they can choose to take 10 on swim checks, even if rushed or threatened. This effect lasts for one hour, but each target can only be affected by one version of this ability at a time, and the chosen can end any number of these effects as a standard action.

Minor:
Warp Stride: The chosen can teleport over distances. The chosen can teleport up to 60 feet per blessing. The chosen must have a line of sight to their destination, and after teleporting, they are dazed until the start of their next turn.

Lesser:
Link-Weaver: The chosen can activate links, allowing themselves and their allies to travel across the map. The chosen can use this ability to activate a nexus link. You and up to one willing medium creature per blessing, along with all equipment worn or carried (as long as its weight does not exceed the creature’s maximum load) can enter the link and exit at its destination one round later. A large creature counts as two medium creatures, a huge creature counts as four medium creatures, and so on. All creatures attempting to travel in this way must be in contact. At 11th level, the chosen can also use this to activate first-ring links. At 13th level, they can also use this ability to activate second-ring links. At 15th level, they can also use this ability to activate third-ring links.

Greater:
Spirit-Walker: The chosen can travel beyond the mortal world. The chosen and up to one willing medium creature per blessing, along with with all equipment worn or carried (as long as its weight does not exceed the creature’s maximum load) can travel bodily to the spirit world. A large creature counts as two medium creatures, a huge creature counts as four medium creatures, and so on. All creatures attempting to travel in this way must be in contact. You or your group arrives on the spirit world in the closest spirit-world approximation of your location on the mortal world.

Major:
Blessed Road: The chosen can create a mystical stretch of road, allowing those traveling with the chosen to move at astonishing speed. The chosen creates a mystical road, up to 20 feet wide and extending a half-mile in front of them and behind them, the appearance of which conforms to the local terrain, but is treated as a highway for the purposes of terrain and overland movement. As the chosen moves along this road, the road moves with them, appearing ahead of their movement and disappearing behind them, and turning or bending to lead the chosen in whichever direction they choose to travel. As the road creates itself, it shifts the terrain around it to accommodate itself seamlessly, moving trees, boulders, and even small structures out of the way, and even forming bridges over rivers or canyons less than 100 feet per blessing wide. The blessed road cannot ascend a slope of more than 45 degrees, cannot ‘push aside’ objects or structures larger than the road is wide, though it can easily enough go around most such obstructions, and cannot tunnel through solid obstructions that cannot be pushed aside, such as walls or cliffs. While the chosen travels this road, the road itself moves at a proportional rate, speeding them and any other travelers keeping pace along at incredible speeds. Each mile the chosen travels relative to the blessed road, the road moves those on it 3d4 miles relative to the landscape. A creature outside the road might see a band of travelers that seem to be walking casually, but moving at the pace of a galloping horse.


Trickery


Power:
Master of Deception: The chosen is a skillful deceiver and has a supernatural talent for falsehood. When rolling a bluff check, a sleight of hand check, a sense motive check to oppose a bluff check or discern a secret message, a stealth check, a will save to disbelieve an illusion, or a combat maneuver bonus check to use the steal or dirty trick maneuvers, the chosen can roll twice and use the better roll.

Boons:
Displaced Image: The chosen’s blessing manifests as an illusory double vision of sorts, making the chosen appear to be partially in two places at once. while this boon is active, the chosen gains a miss chance equal to 10% times their blessing. This is an illusion effect.
Deadly Deception: The chosen’s blessing manifests to deal damage to those the chosen can catch unaware. While this boon is active, if the chosen successfully strikes an opponent that is vulnerable to critical hits and is not benefiting from concealment while they would be denied their dexterity bonus to armor class (even if they do not have a dexterity bonus to armor class), the attack deals additional damage equal to 1d6 per blessing. This extra damage is of the same damage type as the normal damage, and is not multiplied on a critical hit.

Least:
Falsehood: The chosen can create illusions that grow in complexity and scope. when using this ability, the chosen can target up to one creature, object, or 10-foot-cube of space per caster level. The target must be within 30 feet. The chosen can create an illusion on or in the target, making it appear to be something it’s not, or creating an entirely false image. This illusion can feature traits that fool up to one of the following senses per blessing: hearing, taste, touch, smell, or vision. If a creature interacts with the illusion, they may make a will save to disbelieve it. If the chosen uses this ability on a creature, they can attempt to disguise the creature by making a disguise check with a +5 bonus to the check per sense the illusion covers. An illusion to disguise a creature cannot make it appear to resemble a creature of a different size category or creature type. This effect is permanent until dismissed, but if used to target a creature, it has a duration of one hour or until dismissed. The chosen can dismiss any number of illusions on any number of targets as a standard action. The chosen can use this ability multiple times, but cannot have more active illusions at a time than one target per caster level in total. This is an illusion effect, a figment.

Minor:
Now You See Me: The chosen can disappear from sight with a gesture. The chosen turns invisible, as with Invisibility. In addition, while invisible, if a creature attempts a divination effect against the chosen or their gear, they must make a caster level check against a difficulty of 10 + the chosen’s caster level + their blessing, or the effect fails to detect them. This invisibility lasts up to 24 hours.

Lesser:
Army of One: The chosen can create a number of illusionary copies of themselves to confuse their foes. When the chosen uses this ability, the create an army of semi-real illusionary copies of themselves, up to one copy per caster level, which appear in nearby squares. No two copies can be more than 30 feet apart or more than 30 feet from the chosen. These copies are identical to the chosen in every way, and are treated as though they were the chosen, but they cannot take actions, merely mime the actions of the chosen and are intangible. If an attack or effect would affect the chosen or a copy while this ability is active, the effect is treated as though it only affected the chosen, the results of any rolls or checks applying to any affected copies. If the attack or effect deals damage or applies some effect to a copy and does not also affect the chosen themselves, the copy disappears. If the chosen is affected by an effect, all copies appear to be under the same effect. If the chosen moves, or is moved by an effect, all the copies move with the chosen, remaining in position relative to the chosen. The chosen can spend a move action to move up to their speed and allow all their copies to move up to the chosen’s speed in any direction they choose, but they must remain within 30 feet of the chosen and all other copies at the end of this movement. If the chosen’s line of effect to a copy is broken, or the copy enters a space occupied by a creature or object, the copy disappears. The chosen can use a swift action to instantaneously switch positions with a copy, appearing in the copy’s former space and the copy appearing in the chosen’s former space. This transposition occurs instantly, and it’s impossible to see the moment when this occurs. The copies last for one minute, or until this ability is used again. This is an illusion effect, a figment.

Greater:
Fool ‘em Twice: The chosen can reinforce illusions with layers of deception. When using this ability, the chosen targets one illusion effect that affects an area, a creature, or an object, creating an extra layer of falsehood beneath the surface, essentially stacking a second layer of the effect under the first, which has a duration equal to the remaining duration of the targeted effect. The chosen can determine the details of this second effect as though they were the caster. If a creature successfully saves to disbelieve the targeted effect, the layer beneath is exposed, requiring another save to disbelieve that layer as well. The chosen can target this ability effect with this ability, creating many layers of illusion. The chosen can only have a number of uses of this ability equal to their blessing active at a time.

Major:
Perfect Decoy: The chosen can create a perfect quasi-real illusionary copy of themselves and vanish. when the chosen uses this ability, they turn Invisible, as with Greater Invisibility, and create a quasi-real illusionary copy of themselves in their space, such that it appears that nothing happened. This copy appears to be real to all normal and extraordinary senses, but it’s only real if the illusion is believed. Creatures that interact with the decoy may make a will save to disbelieve the effect. Any creature that disbelieves the illusion finds the decoy to be intangible. Objects treat the decoy as intangible. If the decoy would be affected by an attack or effect, the effect is rolled as though it targeted the chosen (though they lose any benefits of their invisibility for the purposes of this effect), and if successful, the decoy risks being exposed. The chosen must make a bluff check to make the decoy appear as though it were affected by the effect, which is opposed by the sense motive rolls of any creatures who can perceive the decoy. If a sense motive roll is successful, the creature can immediately make a will save to disbelieve the illusion. The chosen can take direct control of their decoy for the turn as a move action, perceiving as though they were in its place, and directing it to act, speak, or move as though it were the chosen until the start of the chosen’s next turn. If not directed, the image simply mimics the chosen’s actions, including speech. The chosen can choose to have any effect with a range of touch or greater that they create originate from the decoy instead. If the chosen breaks line of effect with the decoy, it disappears. Any effect that would destroy or cause the decoy to disappear also cause the chosen to lose the effects of their invisibility. A perfect decoy lasts for one hour, or until dismissed, a standard action. This is an illusion effect, a figment.

Undead


Power:
Touch of Undeath The chosen can heal or harm the undead with naught but a touch. The chosen must select positive or negative when they gain this domain. The chosen gains a pool of points equal to the total of their their class level plus their charisma modifier, multiplied by two. They can touch an undead creature to unleash this energy, spending any number of points from this pool to deal either an equal amount of damage or an equal amount of healing to the target. If the chosen selected positive, the touch damages negative undead an heals positive undead. If the chosen selected negative, the touch damages positive undead and heals negative undead. The chosen can use this pool all at once, of spread it out over any number of uses. This pool refills when the chosen rests.

Boons:
Deathly Aspect: The chosen can use their blessing to become more like the undead they command. While this boon is active, the chosen gains a bonus to fortitude saves, saves against necromancy effects and death effects, and to armor class against critical confirmation rolls equal to their blessing. In addition, the chosen can use their touch of undeath ability to heal themselves while this boon is active.

Least:
Command Undead: The chosen can forcefully take control of the undead. The chosen targets a single undead creature within 30 feet. The target must make a will save or fall under the chosen’s control. Controlled undead follow the chosen’s verbal command to the best of their ability, and can understand the chosen, regardless of the language used. Even if verbal communication is impossible, controlled undead will not attack the chosen. Undead controlled in this way are permanently under the chosen’s control, though soulbound undead can make a new saving throw each day to break free from the chosen’s control. The chosen can control any number of undead with this ability, so long as the total hit dice of undead does not exceed their class level times two. If a controlled undead is under another creature’s control, the chosen and the controller must make opposed charisma checks whenever their orders conflict.

Minor:
The Dead Walk: The chosen can turn the bodies of the dead into undead beings under their control. The chosen may touch a corpse and turn the body into a positive or negative undead creature. Chosen with a positive touch of undeath create positive undead, and chosen with a negative touch of undeath create negative undead. The chosen can use this ability to create skeletons or zombies. The chosen can only create a zombie if the body is mostly covered in flesh, however, a skeleton, conversely, can shed any remaining flesh when created. Any undead created with this ability are under the chosen’s control indefinitely. The chosen cannot create any single undead creature with hit dice greater than their caster level times two, and cannot control more total hit dice of undead than their class level times four. If the chosen exceeds this number, the new undead arise under their control, and any excess undead from previous castings become uncontrolled. The chosen may choose which undead become uncontrolled. Undead controlled through the Command undead ability do not count against this limit. Undead created with this ability crumble to dust after one hour, unless the chosen uses onyx gems worth 25 VP per HD of the undead created as a material component.

Lesser:
Realm of Undeath: The chosen creates an area where undead are stronger. The chosen targets a 30 foot radius centered on a point within 60 feet. The area becomes infused with positive energy if the chosen’s touch of undeath is positive, or negative energy if the chosen’s touch of undeath is negative. An infused area affects the attack rolls, damage rolls, and saving throws of undead within it, modifying them by a value equal to the chosen’s blessing. Undead of the corresponding type gain this as a sacred bonus, and undead of the opposing type gain this as a sacred penalty. In addition, undead of the corresponding type created in the area add the chosen’s blessing to their charisma score. A targeted area remains infused for 24 hours. This ability cannot be used again while an area is infused.

Greater:
Lay to Rest: The chosen can forcefully end the unlife of a corpse. The chosen can target a single undead creature within 30 feet. The target must make a will save or take 10 damage per caster level. If the save is successful, the target takes damage equal to the chosen’s caster level instead. If the chosen uses this ability on a creature that has already been the target of this ability in the last hour, the ability deals damage equal to the chosen’s caster level, and has no save.

Major:
Field of the Dead: The chosen can infuse the land with energy, causing the dead to rise again. The chosen can target up to one ten foot cube per caster level when using this ability, each of which must be adjacent to at least one other cube. The land becomes saturated with either positive or negative energy. Any corpses in the area immediately rise as skeletons or zombies under the chosen’s control, as though they were targeted by The Dead Walk. These undead do not count against the total number of undead controlled by the chosen at a time. After the casting, the effect lingers. Any creature in the area of the spell that dies rises as a skeleton or zombie 1d4 rounds later, and any corpse brought into the area immediately rises as a skeleton or zombie. This effect lasts for one hour. When the effect expires, any skeletons or zombies animated by this ability immediately crumble to dust. The chosen cannot use this ability again while the effect lasts.


War


Power:
Warrior’s Knack: The chosen has been gifted with a knack for using the tools of war and combat itself. The chosen is considered proficient with all martial weapons, and gains proficiency with medium and heavy armor and all shields. In addition, when the chosen gains this domain, they recalculate their base attack bonus, increasing the base attack bonus gained from their levels of chosen until it equals their chosen level. Each time the chosen gains a new level of chosen, their base attack bonus increases by one instead of the bonus indicated by the table.

Boons:
Vigilance: The chosen is wary and watchful, and their presence makes their allies more alert. While this boon is active, the chosen radiates an aura of vigilance with a radius of 30 feet. Allies in this aura gain an insight bonus to perception checks and initiative checks equal to their blessing.

Least:
Train: The chosen can give a creature the basic skills they need to fight, instantly training them into a passable soldier. The chosen must touch a willing creature to use this ability. the target gains proficiency with light, medium, and heavy armor, with shields, and with simple and martial weapons. In addition, the target’s base attack bonus is increased to a maximum of +1 per caster level. The target’s base attack bonus cannot exceed their hit die. If the target’s base attack bonus is equal to or greater than the chosen’s caster level, their base attack bonus does not change. This effect last for one minute or until this ability is used again.

Minor:
Sacred Armory: The chosen can use their power to arm themselves or their allies in emergencies or empower their equipment with holy purpose. When using this ability, they can create a temporary version of any weapon, armor or shield they are proficient with, made entirely out of divine power. These items either appear in the chosen’s hands or on their body as though they had donned or equipped them, or in the hands or on the body of a willing creature touched, as though they had donned or equipped them. Such items are sized and shaped to fit the target, and remain for one hour or until the end of the turn that they leave the target’s possession. The chosen can create a number of such imitations equal to their caster level. If the chosen tries to exceed this limit, the oldest items disappear to make room for the newest. If the chosen uses this ability to create a ranged weapon, they can also create 50 pieces of basic ammunition for the weapon and some manner of quiver or ammunition pouch to contain them, which does not count against the total items made with this ability.
Alternately, the chosen can target a real weapon, piece of armor, or shield that they wield or wear and are proficient with, and imbue it with divine power. An infused weapon grants a sacred bonus to attack and damage rolls made with it equal to the chosen’s blessing. An infused piece of armor grants a sacred bonus to the chosen’s armor bonus equal to the chosen’s blessing. An infused shield grants a sacred bonus to the chosen’s shield bonus equal to the chosen’s blessing. These bonuses last for up to one hour, until the end of the turn that they leave their possession, or until the chosen imbues another item in this way.

Lesser:
Spectral Soldiers: The chosen can create an army of ghostlike soldiers to follow their commands. These soldiers are not undead, rather, they resemble ghosts, but are actually constructs composed of divine energy. Each use of this ability creates a single spectral soldier. A spectral soldier appears within 30 feet of the chosen. A spectral soldier is a medium construct, with hit dice equal to the chosen’s blessing, a base speed of 30 feet, wisdom and charisma scores of 10, and strength and dexterity scores equal to 10 plus the chosen’s blessing. Spectral soldiers, as constructs, have no constitution score, and are mindless, having no intelligence score. A spectral soldier cannot speak, but can mentally communicate with the chosen while they are within 120 feet of them. When creating a spectral soldier, the chosen can choose to equip them with temporary versions of any weapon, armor, or shield the chosen is proficient with. These items disappear at the end of the turn in which they leave the soldier’s possession, but are otherwise permanent. Spectral soldiers can understand and will obey any command given by the chosen, regardless of the language spoken, or how dangerous the command is, but their mindless nature requires the chosen to give relatively simple commands. The chosen can create a number of spectral soldiers at a time equal to their caster level. If they exceed this limit, the oldest spectral soldiers disappear to make room for the newest. Spectral soldiers are permanent until destroyed or dismissed. The chosen can dismiss any number of spectral soldiers as a standard action.

Greater:
Horrors of War: The chosen radiates an aura of fear that numbs their allies and terrifies foes. The chosen gains an aura with a radius of 30 feet. All allies within the radius gain immunity to fear, and all enemies within the aura must make a will save or become shaken for as long as they remain within the aura and for one minute afterward. Creatures that are shaken or frightened and inside the aura at the start of the chosen’s turn must make another save or have their fear increase in severity, from shaken to frightened, or from frightened to panicked. This new state of fear lasts as long as they remain in the aura and for one minute afterward. A successful will save renders a creature immune to the aura until the following day, though the condition lasts for the remainder of its duration. This aura lasts for one minute. This is a mind-affecting fear effect.

Major:
Army of Blades: The chosen calls into being hundreds of swords, crafted of divine force, and set them loose upon their foes. The chosen targets a 30-foot-radius sphere centered on a point within 60 feet. The sphere is filled by spinning, slashing blades of divine force. Enemy creatures in the sphere at the end of the chosen’s turn takes 1d8 slashing damage per blessing. As a move action, the chosen can direct the sphere to move, moving the point of origin up to 30 feet in any direction. The sphere of blades remains for one minute or until this ability is used again.


Weather


Power:
Storm Walker: The chosen is exceptionally resilient to the effects of weather, and can read weather patterns easily. The chosen is protected from the effects of harsh weather, able to exist comfortably in conditions from -50 to 140 degrees fahrenheit without having to make fortitude save. In addition, the chosen takes no penalty to perception checks from strong winds, rain, or other weather conditions. The chosen is constantly aware of the natural weather patterns around them, able to accurately forecast the natural weather events of an area for the next 24 hours per blessing.

Boons:
Lightning Lance: The chosen’s blessing manifests itself as a spear of electricity. While this boon is active, the chosen can call a lightning lance to their hand as a free action. A lightning lance is treated as a two-handed reach weapon for the purposes of wielding and threatening, but its attacks are resolved as melee touch attacks. Alternately, the chosen can throw a lightning lance, as a ranged touch attack with a range of 60 feet and no range increment. A successful attack with a lightning lance, either melee or ranged, deals 1d8 electricity damage plus the chosen’s blessing.

Least:
Personal Storm: The chosen can call forth a tiny personal rainstorm that follows the target. The chosen can target a single creature within 30 feet. A raincloud springs into being, following the target wherever they go for one minute. The target is hassled by wind, rain, and distracting cracks of thunder. The target takes a penalty to attack rolls, concentration checks, and perception checks equal to the chosen’s blessing as long as the storm follows them, and they must make concentration checks if they attempt to use a spell or spell-like ability (DC 5 + the chosen’s blessing + the spell level). The target can disrupt the cloud by brushing it away with a standard action, but if they do so, they take electricity damage equal to the chosen’s caster level from the electric potential of the cloud. The cloud remains in place for one hour, or until this ability is used again.

Minor:
Weather Resistance: The chosen can grant others the potential to resist the powers of weather. The chosen must touch a willing creature to use this ability. The target becomes comfortably warm, and can endure conditions from -50 to 140 degrees fahrenheit without having to make fortitude save. In addition, the target gains energy resistance against cold and fire damage equal to the chosen’s caster level.

Lesser:
Destructive Cloud: The chosen can create a cloud of fog infused with destructive weather. When the chosen uses this ability, they must choose acid, cold, electricity or fire. An acid cloud may be sickly green; a cold cloud, full of snowflakes or ice cyrstals; an electricity cloud, flashing with arcs of electricity; a fire cloud, smoky and flickering with floating embers. The chosen creates a 20-foot radius cloud, centered on a point within 60 feet. The cloud obscures all sight beyond 5 feet. Creatures within 5 feet have concealment (20% miss chance). Creatures further away have total concealment (50% miss chance, and the target can’t use sight to locate the target). Any creatures in the cloud at the end of the chosen’s turn takes damage of the selected energy type equal to the chosen’s caster level. The chosen can even control the cloud to a certain degree. As a move action, they can cause the cloud to move up to 30 feet in any direction.

Greater:
Harsh Gale: The chosen can lash their foes with harsh winds. When using this ability, the chosen chooses cold or fire. The chosen targets a 30-foot sphere, centered on a point within 60 feet. The targeted area is blasted by a fearsome squall of hot or cold air. Creatures in the area take 1d6 points of the selected damage type per blessing. Any creature damaged by the effect must make a fortitude save or become fatigued, or, if the target is already fatigued, exhausted. The chosen may also choose a direction, including down, and rolls a special combat maneuver bonus check, adding their caster level and their charisma modifier to the roll. If this check beats the combat maneuver defense of any creatures in the area, they are pushed by the forceful winds, up to 5 feet per blessing, in the direction selected. Flying creatures take a -5 penalty to CMD against this effect.

Major:
Command Weather: The chosen’s mastery of weather offers them total control over the local weather. When the chosen uses this ability, they can call forth any natural weather condition of their choice, which affects a one-mile radius, centered on them. The weather invoked takes one minute to arrive after this ability is used, and lasts for 24 hours, or until this ability is used again. The chosen can control general things about the weather, such as the direction and intensity of the of wind, but cannot control specifics, such as where lightning will strike. The chosen can even use this ability to call forth a Cataclysm Storm. A cataclysm storm turns the sky black and red, and produces a deadly precipitation of acid rain, smoldering embers, black snowflakes, and floating motes of ball lightning. Treat a cataclysm storm as a rainstorm, but each round, all exposed creatures and objects take 1 point of acid, cold, electricity, or fire damage. Roll 1d4 each turn to determine the energy type dealt (1=acid, 2=cold, 3=electricity,4=fire).


Wrath


Power:
Wrath: The chosen is a vessel of divine wrath, endowed with great supernatural potential for destruction. The chosen gains wrath, a measure of the raw destructive power they can channel. A 1st level chosen has a wrath of 1, which increases by 1 at third level and every odd-numbered level thereafter. The chosen’s wrath determines the damage dealt by their wrath domain abilities. The chosen can choose to use a wrath ability as though it had a casting time of one round to greatly empower it, and treat their wrath for the purposes of that ability as though it were equal to their caster level.

Boons:
Fury: The chosen can channel their fury though a more mundane route. While this boon is active, the chosen flies into a fury, gaining a morale bonus to attack rolls, damage rolls, and strength checks equal to their blessing and taking a morale penalty to armor class equal to their blessing.

Least:
Strike: The chosen can focus their divine wrath into a destructive beam of energy. The chosen makes a ranged touch attack against a target within 30 feet plus 30 feet per blessing. If successful, the target takes 1d6 damage per wrath.

Minor:
Blast: The chosen releases their divine wrath in the form of a wide blast. The chosen produces a cone with a length of 10 feet plus 10 feet per blessing that deals 1d6 points of damage per wrath to everything in the area. Creatures in the area may attempt a reflex save for half damage.
Bolt: The chosen releases their divine wrath in the form of a focused blast. The chosen produces a line with a length of 20 feet plus 20 feet per blessing that deals 1d6 points of damage per wrath to everything in the area. Creatures in the area may attempt a reflex save for half damage.
Missiles: The chosen focuses their wrath into a handful of seeking missiles that strike a number of nearby targets. These missiles fly unerringly toward their targets, striking them and dealing 1d4 points of damage each. The chosen creates one missile per wrath, and can target up to one creature per missile, or focus them on a smaller number of creatures. Targets must be within 20 feet plus 20 feet per blessing, and no two targets can be more than 30 feet apart.

Lesser:
Burst: The chosen releases their divine wrath in the form of a wide, destructive burst. The chosen produces a burst of energy centered on themselves with a radius of 20 feet plus 20 feet per blessing, which deals 1d6 points of damage per wrath to everything in the area (other than the chosen). Creatures in the area may attempt a reflex save for half damage.
Ball: The chosen releases their divine wrath in the form of a exploding orb of energy. The chosen produces burst centered on a point within 100 feet with a radius of 10 feet plus 10 feet per blessing that deals 1d6 points of damage per wrath to everything in the area. Creatures in the area may attempt a reflex save for half damage.

Greater:
Wall: The chosen channels their divine wrath into a lingering wall of destruction. The chosen creates a wall of shimmering, angry energy within 100 feet. This wall can be a line, up to 20 feet long per caster level, or it can be created in ring, with a radius of up to 5 feet per caster level. Either way, the wall has a height of 20 feet. Any creature passing through the wall takes 1d4 damage per wrath. If the wall is created so it occupies a creature’s space, that creature takes damage as if passing through the wall. One side of the wall, selected by the chosen, radiates waves of destructive energy, dealing 1d4 damage per 2 wrath to all creatures within 20 feet when the wall is first created and at the start of the chosen’s turn each round thereafter.The wall remains in place as long as the chosen concentrates and one round afterward.

Major:
Devastate: The chosen channels their divine wrath in its purest form, striking their target with unrelenting, unstoppable wrath. The chosen targets a single creature or object within 60 feet. The target takes 1d8 damage per wrath. The target receives no save, and this ability is not subject to spell resistance.

Almarck
2015-01-10, 12:41 PM
So, this is an interesting take on the warlock; always did feel it was strange they were considered arcane, but oh well. I am guessing this is the Cleric replacement for your setting to make it fit more in theme? Well, I'd certainly approve. One of the things that bothered me about Clerics is that well, they were limited to the context of western ideas of religion. Domains felt like a secondary thing, on top of the mostly holy (or unholy) stuff all clerics inexplicitly shared. This one shows promise because it means a Chosen of a fire god can cast Fireball more more than once per day by default.

Admiral Squish
2015-01-10, 01:07 PM
So, this is an interesting take on the warlock; always did feel it was strange they were considered arcane, but oh well. I am guessing this is the Cleric replacement for your setting to make it fit more in theme? Well, I'd certainly approve. One of the things that bothered me about Clerics is that well, they were limited to the context of western ideas of religion. Domains felt like a secondary thing, on top of the mostly holy (or unholy) stuff all clerics inexplicitly shared. This one shows promise because it means a Chosen of a fire god can cast Fireball more more than once per day by default.

It's sort of a companion to our cleric-replacement. Basically, we're breaking spellcasting into trained/untrained and arcane/divine. This is the untrained divine, the trained divine is gonna be priest. The best way I can sum up the thematic distinction is, Priests serve a religion, but Chosen can create religions. Chosen is supposed to model individuals who directly interact with the supernatural, who are charged with a mission of some sort by a supernatural patron. Think Joan of Arc.

Yeah, I'll admit, that always bugged me too. Hopefully, when I can get the priest out, I can manage to make that feel more universal, too.


So, right at the moment, I'm trying to crank out the Domains as quick as I can. I'm thinking I'll get the domains done first so I've got plenty of experience and time to brew the ideas for the Callings.

Almarck
2015-01-10, 01:16 PM
Gotcha. So, 4 separate classes to set things up.

Well, for Priests, the simplest solution would ideally be something involving thinning out the list of what's "common" and broadening the ammount of what domains can do. (Let's say, Priests get 3 spells per level from domain choice instead of one, and mechanics are in place to encourage using domain spells)

But this is not a Priest, so eh.

No "Death" or "Blood" domains? Blood isn't a primary domain in PF, but I figure in a setting with Aztecs under a different name, Blood should be one. More specifically, the power of sacrifice is what I am talking about. Either letting out your own blood for the benefit of others, or others. Blood Money for instance.

Amechra
2015-01-10, 03:47 PM
May I suggest "Investitures" as a replacement for Xs?

So they would be Investitures of War or the like.

Admiral Squish
2015-01-10, 04:50 PM
Priest
You raise a good point, this would not be the place to talk about plans for priest. I'd be happy to explain the idea thus far to you in the main setting thread, though.

Death
Well, I actually did start to make a death domain, but it sorta just became a necromancy domain, didn't really fit the theme of death so much any more. I'm thinking I'm gonna roll the death-based abilities into life, and the undead-related abilities into a new undead domain-thing. After all, what is death but an absence of life? I was having trouble filling out the higher levels of life anyways, since all the healing abilities I was coming up with scaled nicely.

Investitures
Hmm. I thought at first it might be too long, but invocation is about the same length. But the meaning's not QUITE right. I do love the word, though. Perhaps I could use it in place of Calling. Or call the domains investitures, to avoid confusion with normal domains.
Maybe an X could be called an 'endowment'?
Honestly, invocation is pretty much the perfect word for the spells, but warlock stole it...
I'm not happy with a lot of the terms in this class, really. Referencing 'per blessing' sounds weird to me.

Almarck
2015-01-10, 06:39 PM
I actually think Invocation doesn't have the right name to it to suit a Chosen.

A part of me wants to record "Gifts" because that's what the World of Darkness Werewolf games called powers received from spirits, but "Boons" already takes up that that niche.

... How about, "Acts" short for "Acts of Faith", it sounds more forward, commanding, like there's authority in it. Not sure, so what do you think?


Well, alright, I'll be on the thread in a moment, assuming you feel it's the time to talk about the Priest's planning or if you feel it might be appropriate to put it in the planning stage.

AmberVael
2015-01-10, 07:08 PM
I actually think Invocation doesn't have the right name to it to suit a Chosen.

A part of me wants to record "Gifts" because that's what the World of Darkness Werewolf games called powers received from spirits, but "Boons" already takes up that that niche.

I actually think it might be a good thing- using both terms keeps up a similar theme, the idea that you're getting powers from someone else. It gives distinct names for distinct mechanics, but also related words for related powers. What also might be considered is a word somewhere in the line of 'miracle.' Because that's what these are supposed to be, right? Basically? I don't have any good words in mind though. Signs?

Also, a question on Boons. Can you have more than one activated at once? As is it looks like the answer is yes, but their design makes me wonder if that was your intent.

Mith
2015-01-10, 07:49 PM
I like this class! A suggestion for a Domain Name change (unless it is a standard name) is to make Greatness be called Glory. I think the "Domain of Greatness" does not sound quite as good as the "Domain of Glory". But that's just me.

Admiral Squish
2015-01-10, 08:03 PM
Naming
Gifts might work. Seems kind of plain, though...
Acts... Maybe. Sounds too generic on the tin.
You know, I was gonna call the miracles originally, but I don't remember why I decided against it...
I actually changed the greatness domain to glory for a while and then changed it back because I thought it conjured too specific of a mental image.

Man, naming is hard...

Boons
Durr. Fixed. They're supposed to be one at a time.

Almarck
2015-01-10, 08:13 PM
You probably decided against Miracles because of the Miracle spell, and wanted to avoid people getting them confused.

Anything else I could come up with is pretty much not in the spirit of being given power by spirits... pun not intended.

Hm, Edict? Influence? Maybe, you are chosen after all. Chosen to lead and influence.

We can go all day over what to name things. Rename Domains as "Doctrines" for instance to avoid overlapping with Domains from the other class., but that sounds too... well, formal. Not under the preview of this class.

Amechra
2015-01-10, 10:07 PM
Domains can be Purviews; the Xs could be Investitures or Endowments or Blessings or Benedictions. If you go with Blessings, you could rename Blessing with Degrees of Holiness (then you could use 1st Degree, 2nd Degree, 3rd Degree, etc).

I mean, going with Blessings for the Xs would actually be a more literal use than your current one (which is a bit clunky).

Admiral Squish
2015-01-10, 10:55 PM
Naming
Okay, I think I got it:
Boons become 'Blessings', because I think it rolls off the tongue better that way. ('blessing of the aegis', 'blessing of resistance', etc)
Calling becomes 'Investiture', referencing the act of being invested with this power and mission.
Domains become 'Mantles'. Yes, it's taken, but only by something from complete psionic, and it seems to fit. (Mantle of Artifice, Mantle of War)
A power becomes a 'Boon', which seems to work.
Xs become 'Miracles'. Honestly, it just fits, and I don't think people should have much trouble differentiating a specific spell from the spell-like abilities of this class.
How's that sound?

Life
Just added the life domain. I think I'm gonna want to add some more fluff, regardless, but I'd love to get some commentary no how I'm doin' so far.

Steckie
2015-01-11, 03:36 AM
I was going to suggest revelation, but then i remembered that's already a class feature of the Oracle.
Maybe you can use 'Benediction' somewhere? Looking up the word the exact meaning is: a prayer that asks for God's blessing, the invocation of a blessing especially the short blessing with which public worship is concluded, something that promotes goodness or well-being.

Admiral Squish
2015-01-11, 10:04 AM
I dunno. I like the word 'Benediction', but I feel like it has some rather specific connotations, and we don't want to steer the players toward any particular religion.

Admiral Squish
2015-01-12, 04:05 PM
Alright, I just added Communication, which ended up turning into Peace domain.

Mith
2015-01-12, 04:31 PM
I really love the Peace Domain! The only thing that bothers me for the likely application is the "One with All" spell, since it could be used to pacify a creature before you killed it, which I feel to be something that a Chosen of the Mantle of Peace-bringer would not allow. Maybe there should be code of conduct for Chosen?

Aside: A good name for Chosen of some mantles could be that they a "X"-bringers, with X being their Mantles. It seems to flow off the tongue. Won't work for all of them, but for some it might.

Also, for your Undead themed Domain, how about calling it Plague or Pestilence?

Admiral Squish
2015-01-14, 09:53 AM
Hmm. Good point. I added a line that the creature can act normally for 1 round after being attacked without a save, which is about as much discouragement I can easily add in without rewriting it entirely.
I don't know if a code of conduct is necessary, but I could make a note in the fluff-description of the different mantles about common personality or morality traits.

It does work pretty well. It could be used to replace 'a chosen with this mantle' or similar.

Ehh, I don't think it really connects to plague or disease that much, it's mostly undead and some negative energy effects.


Here's something that ocurred to me, but seems like it would probably be too complicated: Synergy bonuses between mantles. Like, if you have summoning and artifice, you can give your summoned ally construct traits. And similar.

Also: I'm sorta stalled on the light domain. All the abilities I come up with relate to the sun or bright light. I'd like to utilize other sorts of light, but I'm not having much luck. I'm thinking maybe some sort of rainbow or prism power, but personally I hate the design of the prismatic spells. Maybe something to do with the aurora?

Amechra
2015-01-14, 12:04 PM
Remember, you've got soft light in the form of moonlight, so ramped-up Low-Light vision might be an idea (as long as there's light, you can see). Other ideas are increasing ambient light, as well as creating a soft glow that reveals illusions and invisible creatures.

If you get metaphorical, you've got "the guiding light", "the harsh light of truth", "in the light of the day"...

Steckie
2015-01-14, 01:36 PM
Also: I'm sorta stalled on the light domain. All the abilities I come up with relate to the sun or bright light. I'd like to utilize other sorts of light, but I'm not having much luck. I'm thinking maybe some sort of rainbow or prism power, but personally I hate the design of the prismatic spells. Maybe something to do with the aurora?

A Blacklight or UV-light type of spell?
Blacklights attract bugs and are used in bug zappers and UV-lights are that thing they use on cop shows to find blood or semen or whatever.
So maybe a spell that either lets the Chosen light up his skin as a blacklight, attracting bugs that he can use for a swarm attack?
Or maybe the Chosen can change the spectrum of the light he uses to see and can do the crime-show light thing to see fluids or perhaps even scents?

And don't forget bioluminescence. A Chosen lighting up his own skin can probably do something usefull with it.

Oh, and don't forget that darkness is just the absence of light.

Admiral Squish
2015-01-14, 04:57 PM
Alright, the Mantle of Light is complete! I think I did some cool things in there, though it definitely ended up different than I had expected.
I wanted to have something that let you make a rainbow bridge or wall, but I just couldn't find a basis to build off.

Aergoth
2015-01-14, 06:36 PM
Pathfinder does have a "wall of light (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-light)" spell, and I believe there's an oracle revelation (heaven's mystery) that suits your rainbow bridge, at least as a base. Maybe mix and match the effects. Your bridge should likely emit light, which the moonlight bridge below does not do, and you could throw on a few other nifty effects.

Moonlight Bridge (Su): You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

Admiral Squish
2015-01-14, 09:56 PM
I did look at wall of light, but it's not quite right. It's just blinding and some negative levels for creatures that come from a plane that doesn't exist in this setting, I was trying to some up with at least a little resistance to crossing.
And I was thinking of making something like that bridge thing, but the problem was it seemed like it would just end up being flight-like, and I couldn't figure out a way to limit it without heavily restricting the usability of it.

Admiral Squish
2015-01-16, 01:58 PM
Okay, this one was a huge pain in the butt: Summoning is done! There is a lot of stuff from the summoner class. A LOT of stuff. Worrisome amounts, honestly. But I had to mess with a bunch of stuff to make it work with the setting, so it was largely unavoidable. And I think it's a little simpler now, at least...

Admiral Squish
2015-01-16, 05:17 PM
Trying to get ahead of schedule a bit. Wrath is posted! It's a pretty simple domain, I will admit, but it's very straight-forward, and I think it's got some serious potential for fun. I don't know about the boon, tho. Doesn't seem quite right...

Mith
2015-01-16, 05:44 PM
I don't have any problem with the Wrath domain. It's very straight forward, which makes sense, since destroying things is usually easier then creating things. I am looking forward to being able to se a War/Wrath/Darkness Chosen Mercenary. That would be fun on the battle field.

Admiral Squish
2015-01-17, 09:11 AM
Oh, man, I have to admit, that sounds freakin' awesome.
Mostly, I was worried that adding another variable to keep track of would just make things more complicated than necessary.
What do you think of the one-round-casting-time option? Think it's too long to be put to use, or is it worth it?
And did I go too far making the size of the abilities scale?

Oh, here's something I'm gonna have to put some work into: I figured how to make there be synergy bonuses between mantles. Feats. Like, you can take a feat that requires both summoning and artifice to give your summon construct traits. Or, a feat that requires wrath and fire and allows you to increase the damage die size of your wrath abilities in exchange for making them deal fire damage instead of untyped.

Mith
2015-01-17, 01:58 PM
I do not think one round is too long, since Summoning or other abilities that have a delayed affect that one has to plan out in advance. Unless you want to do an intermediate step where a move action is used for a half caster level boost.

Admiral Squish
2015-01-17, 10:27 PM
I considered that, but seeing as they're standard actions anyways, I figured making it a pseudo-full-round-action wouldn't be too much o a change for most players.

And more progress! Knowledge domain is up!
It's got some 'dark knowledge' esque stuff, some insight and foresight abilities, and a thing about talking to the spirits to answer more important questions.
The power's definitely an unusual one, but I think it works.

Mith
2015-01-18, 01:40 PM
Are you planning to make a seperate domain for the creation of the Deathless and other positive energy undead?

Admiral Squish
2015-01-18, 01:53 PM
Actually, I was thinking I would just make it cover both and have you select which one it would focus on as part of the power.

Aaand added luck domain! I particularly like the idea of disaster, but I'm worried it might put too much burden on the DM to determine the nature of the disaster, or it would lead to pure silliness with pianos falling from above and similar.

Mith
2015-01-18, 02:24 PM
"Night falls. Everyone takes 3d8 worth of damage."

Silliness can be a part of any campaign. I would say that any DM worth their salt would be creative enough to use what they have to get a desired effect. It can be simple as the target falls and hits their head hard. Their helmet sparks off a rock and sets their hair on fire. Silly, yes. Makes a good story? Also yes.

Captain_Kirk
2015-01-18, 07:14 PM
Have you considered Convocation as your name for the Chosen's Invocation type abilities? I feel like it demonstrates the nature of how [at least in my mind] the Chosen does his magic by gathering spirits of a certain type and basically telling them to do something.

TheTeaMustFlow
2015-01-18, 09:40 PM
A few things:

The weapon and armour proficiencies doesn't say anything about ASF, I assume that it should say they can cast in light armour, like warlocks?

The Boon of Killing Blows says it gives a bonus to attack rolls, I presume it should give a bonus to damage rolls.

The Boon of Mystic Wards seems a little too strong - 11+CL SR at level 2 is way better than basically any other SR-giving ability I can think of (though admittedly, most of a PCs SR options are garbage)

Although it's a bit early given you haven't done any callings yet, and I don't know if this fits with the Crossroads cosmology, but I'd suggest the missing calling be something like Community or Civilisation. The idea of a spirit dedicated to protecting a particular settlement, nation, or institution is a pretty common one - think patron saints or gods of whatever, domovoi, spiritus mundi, etc.

I'd suggest keeping invocations as the name for X, both to keep existing terminology and because it seems appropriate, given that you are invoking the power of a spirit.

Good work, and I can't wait to see you finish this!

Admiral Squish
2015-01-19, 12:11 AM
I just added Travel! And found out the domains post is now too long for one post... Annoying. Anyways. Travel! It's cool! Check it out!

Spell-naming
It's considered, but while a lot of their powers involve utilizing the powers of local spirits, a lot of their powers are inherent, granted to them from an external source, yes, but as much a part of them as an arm or leg.
I suppose if I were to follow through on my threat to take another crack at reworking the warlock, I could change the name of their abilities, and let the chosen have invocations...
I dunno, I think at this point I'm just gonna leave all the names as they are until I'm done with the domains/callings and then come in and rewrite everything for the finished version.

Proficiencies
D'oh! I shall fix. Good catch!

Killing Blows
Narf! I feel silly.

Mystic Wards
Hmm. Well, perhaps I could take it out of the general list and make it the boon for the magic domain. That would make it a bit more exclusive, at least... I don't think I could stomach making it too much weaker.

[Other]
Ooh, sorry, that's a bit misleading. It's not an empty spot, we in the thread just haven't yet come up with a name for the subtype (or subtypes, perhaps) that it's there for. Basically, it's representing non-animal, non-plant, non-humanoid spirits. Magical beasts, dragons, aberrations, and oozes, though there is a vague idea floating around about breaking it into two, one for magical beasts and dragons and the other for aberrations and oozes.
I will admit, though, I do like the idea of patron spirits of civilization having their own representation. I suspect many ancestor spirits would be able to fill that mental niche. Maybe some manner of community or civilization domain could be arranged...


And, of course, thanks for the compliment! I'm glad these guys have gotten some positive attention.
As to time-frame, I'm foolishly hoping to be done with it by the end of the month, and more realistically hoping to be done the week after.

Amechra
2015-01-19, 02:30 AM
You know, you could just call that subtype [Other]. It seems like a cop-out, I'll admit, but it is fairly descriptive.

Admiral Squish
2015-01-19, 08:55 AM
You know, you could just call that subtype [Other]. It seems like a cop-out, I'll admit, but it is fairly descriptive.

Hmm.... interesting idea. It's got some potential, but I feel like it would require re-explanation. "No, I'm talking about Other spirits, not a generic un-categorized grouping..." Maybe 'Other' as part of the name, in the style of 'Otherkin' or similar.

Admiral Squish
2015-01-19, 11:08 AM
I'm posting again. Of course, you realize, this means war... has just been posted and I hope you take a look.
That was lame, I know... don't judge me, I'm working off no sleep.

Mith
2015-01-19, 01:23 PM
Holy crap you work like hell! You are allowed to sleep at some points during the week. Say about 7 times a week?:smallsmile:

Seriously though, do not burn yourself out. We all like the work you do, and don't want you to crash due to stress.

I am a big fan of the Travel Domain, as well as the War Domain. The only problem I have with the war domain is that there is no reference to "Cry 'Havoc!', and let slip the dogs of war!" (Although that could be a mercenary band of War Chosen...hmm)

EDIT: I did chuckle at your joke though. SO you have one fan of bad jokes reading this thread.

Steckie
2015-01-19, 01:29 PM
Holy crap you work like hell! You are allowed to sleep at some points during the week. Say about 7 times a week?:smallsmile:

No. No he isn't, i've talked to him about this and we agreed that he's allowed to have 2 full nights of sleep a week and 2 afternoon naps.
The rest of the time he needs to spend locked in his basement working on the setting with a Tuniit whipping him if he doesn't type fast enough. He never types fast enough....

Mith
2015-01-19, 01:33 PM
That reminds me at why I get frustrated with doing calculations with ugly equations: I understand what needs to be done, I just cannot write/type into my calculator fast enough to get the final answer.

Admiral Squish
2015-01-19, 02:21 PM
Well, if my math is right, I have 16-17 domains/callings left to do and 13 days to the end of the month, my deadline. And there's some shenanigans going down tonight and tomorrow, so that's not gonna help. If I can do 2/day for three or four days in the next two weeks, then I can be done on schedule and move on to the next one.

Anyways, I best get back to the basement, Kaaliq doesn't like to be kept waiting, and the lashes have stopped bleeding, mostly.

wardonis
2015-01-19, 10:29 PM
This sounds a little like the Chaplin (http://www.dandwiki.com/wiki/Chaplain_%283.5e_Class%29) albeit unique at the same time.

Admiral Squish
2015-01-20, 07:43 AM
I think that one looks like more of a direct translation of warlock to divine power. I think this one's a much more complete reworking.

On a related note, I've been AFK for most of yesterday and will be for most of today, but I've brainstormed up most of the stuff for the Magic, Weather, and Trickery domains, I just have to actually write up the details. I might even be able to get started on brainstorming ideas for the callings/investitures at some point.
Though, I will admit, my brain is sorta stalled on higher-level trickery abilities.

Mith
2015-01-20, 09:45 AM
How about shape shifting like Loki? Loki was the god of trickery (or a god. Not sure where Odin sits with regards to that)

Admiral Squish
2015-01-20, 10:46 PM
I think I got something pretty good for it.

And, Magic domain is up!

Amechra
2015-01-20, 10:57 PM
You know, if you want some respite from Kaaliq, I could possibly lend some elbow grease to get some of those written.

Almarck
2015-01-20, 11:14 PM
So, I have a question. Why are the elemements not domain choices, but callings?

Admiral Squish
2015-01-21, 08:41 AM
I'd be happy to have help! I've got trickery, weather, and undeath outlined already, so all I really need help with are the callings at this point.

Fire is a calling because it's a kind of spirit. Outsiders with the [fire] subtype. It's partially for the exclusivity, though. I mean, you might run into a spirit who has a hand in fire and artifice, like Vulcan, but probably wouldn't run into one who's got a hand in water and ancestors. Plus, usually, beings with elemental affinities generally have a pretty strong connection to that element, with other associations being slightly more loose. Basically, if you're going to make a chosen with a connection to fire, fire tends to be a very strong theme.

Amechra
2015-01-21, 10:00 AM
Can I have an idea of the desired structure? I mean, how many Xs do I have to write up, of what levels, how many Boons, etc, etc.

Admiral Squish
2015-01-21, 11:09 AM
The callings should basically work just like the domains. Here, I'll doodle up a cheat sheet, you can copy it out of a quote if you like.


(Typically, there's one of each category, but you can make a couple if they're not super-powerful or interesting individually. Keep in mind these powers can be used at will, so you don't want to make anything that's WAY too powerful or useful. Most abilities should scale well or remain useful for utility purposes. Try not to overlap with the general boons too much, either.)

Power:
Name: (The power's where you want to put things that have a daily limit, are always-on passive effects, or require actions other than standard)

Boons:
Name: (Gotta involve the blessing value somewhere)

Least:
Name: (Equivalent to a 0- or 1st- level spell. You really want this one to scale well)

Minor:
Name: (Equivalent to a 2nd- or 3rd- level spell)

Lesser:
Name: (Equivalent to a 4th- or 5th- level spell)

Greater:
Name: (Equivalent to a 6th- or 7th- level spell)

Major:
Name: (Equivalent to a 8th- or 9th- level spell. Should be a pretty cool 'capstone' kinda thing.)


EDIT: I needed more space, so I had to make a separate post for the summon details. I needed more space 'cause I just posted the Trickery domain! Go check it out!

Admiral Squish
2015-01-21, 11:35 AM
Spirit Form Details
When transformed, the chosen assumes a spirit form shaped by their will. The chosen creates their spirit form when they first gain this ability. They gain a pool of points equal to six plus their class level plus their blessing, and can spend these points to purchase traits from a broad list of abilities, attacks, and powers, known as spirit traits (http://www.giantitp.com/forums/showsinglepost.php?p=18691395&postcount=55). Each time the chosen gains a new level of chosen, they can change how these points are spent. The default state of the spirit form is medium sized and has a base speed of 20 feet.

While the chosen is transformed, they gain any bonuses to ability scores the spirit form possesses, and gain a bonus to natural armor equal to the spirit form’s bonus to natural armor. The chosen takes on the spirit form’s base speed, and their size changes to match the spirit form’s size, changing their size modifiers appropriately. The chosen gains any other traits the spirit forms possesses. The chosen loses all extraordinary and supernatural abilities that depend on their normal form (such as darkvision, natural attacks, movement types, or a breath weapon). They also lose class abilities that depend upon form, but abilities that grant features (like an ability to grow claws), still function. while most of these should be obvious, the GM is the final arbiter of what abilities are gained or lost when assuming a new form, though some of these may be regained if the spirit form possesses these abilities.

While transformed, all the chosen’s equipment melds into their body. Items that provide constant bonuses and do not need to be activated continue to function normally (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while the effect lasts. The chosen cannot use any spells or spell-like abilities that require a material component, or spells or spell-like abilities that require verbal or somatic components that the spirit form cannot perform.

The chosen’s transformation lasts one hour or until dismissed. After using this ability, the chosen must wait one hour before they can use it again.

Summon Details

Class LevelHDGood SavesPoor SavesFeatsSpecial
1st1+2+01Darkvision, Link
2nd2+3+01Evasion
3rd3+3+12
4th4+4+12Ability Score Increase
5th4+4+12
6th5+4+13Devotion
7th6+5+23
8th7+5+24
9th8+6+24Ability Score Increase, Multiattack
10th8+6+24
11th9+6+35
12th10+7+35
13th11+7+36
14th12+8+46Ability Score Increase
15th12+8+46Improved Evasion
16th13+8+47
17th14+9+47
18th15+9+58
19th16+10+58Ability Score Increase
20th16+10+58

Class Level:
This is the chosen’s class level.

Hit Die:
The number of hit die the summon possesses. The summon’s hit die have the following features:
d10 hit die. A summon’s hit die gain a constitution modifier as normal.
Base attack bonus equal to hit dice. Summons do not gain additional attacks with natural weapons due to a high base attack bonus.
Two good saves. When the chosen first gains a summon, they select which two saving throws have a good base save progression and which saving throw has a bad save progression. This is set once chosen, and cannot be changed even if the summon changes when the chosen gains a new level.
Skill points equal to 6+int modifier per hit die. The summon can purchase skill ranks in any skill, but it must possess the appropriate appendages to use some skills. A summon cannot have more ranks in a skill than it has hit dice. Summon skill ranks are set once chosen, even if the summon changes when the chosen gains a new level. The following skills are class skills for a summon: Bluff, Craft, Knowledge (Spirit World), Perception, Sense Motive, Stealth. When the chosen first gains a summon, they can choose 4 additional skills to treat as class skills for the summon.
Armor Bonus equal to its hit dice. Summons gain a base armor bonus equal to their hit die. This bonus may be split between an armor bonus and a natural armor bonus, as decided by the chosen. The armor and natural armor values may be modified by summon traits.

Feats:
This is the total number of feats possessed by the summon. A summon can select any feat that they qualify for, but they must possess the appropriate appendages to use some feats. A summon’s feats are set once chosen, even if the summon changes when the chosen gains a new level. If, due to changes, the summon no longer qualifies for a feat, the feat has no effect until the summon once again qualifies for the feat.

Darkvision
A summon has darkvision out to 60 feet.

Link
A chosen and their summon share a mental link, allowing them to communicate at great distances. A chosen can communicate with their summon at any distance as long as they are both on the same plane. This communication is a free action. In addition, magic items can interfere with a summon’s link. The chosen and their summon share magic item slots, meaning that, for example, a summon cannot benefit from a magic amulet if the summoner is wearing a magic amulet. If there is a conflict of magic items, items worn by the chosen remain active and those worn by the summon become dormant. A summon must possess the appropriate appendages to utilize a magic item.

Evasion
If a summon is normally subjected to an attack that allows a reflex save for half damage, it takes no damage if it makes a successful saving throw.

Ability Score Increase
The summon increases one of its ability scores by 1.

Devotion
The summon gains a +4 morale bonus to will saves against enchantment spells and effects.

Multiattack
The summon gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite 3 or more natural attacks (or it is reduced to less than 3 attacks), the summon instead gains a second attack with one of its natural weapons, albeit at a -5 penalty. If the summon later gains 3 or more natural attacks, it loses this additional attack and instead gains Multiattack.

Improved Evasion
When subjected to an attack that allows a reflex save for half damage, a summon takes no damage if it makes a successful saving throw, and only half damage if the saving throw fails.

Spirit Traits

Ability Increase (Ex)(2)
The spirit becomes more idealized, improving itself. The spirit gains a +2 bonus to one ability score. This trait can be selected more than once. Its effects stack. It cannot be applied to any one ability score more than once per blessing.

Body Shape (Ex)
The spirit gains a number of limbs and appendages. The spirit does not gain any natural weapons for appendages gained with this trait, but the additional appendages allow the spirit to select traits that add natural weapons to such appendages.
Arms (2) The spirit grows a pair of arms, complete with manipulators. Arms can be used to wield weapons. This trait can be selected more than once.
Head (2) The spirit gains an additional head, gaining a +4 racial bonus to perception checks. This trait can be selected more than once.
Legs (2) The spirit grows legs and feet. The spirit’s base speed increases by 10 feet. This trait can be selected more than once. Its effects stack.
Tail (1) The spirit gains a tail. The spirit gains a +2 racial bonus to acrobatics checks made to balance on a surface. This trait can be selected more than once.
Wings (2) The spirit grows wings. Though they cannot be used to fly, they can offer some lift. The spirit never takes falling damage, as though under the effects of a constant, non-magical feather fall effect, and gains a +8 racial bonus on acrobatics checks made to jump.

Breath Weapon (Su)(4)
The spirit can exhale a cone or line of mystical energy, gaining a breath weapon. Select acid, cold, electricity, fire, or sonic. The spirit can breathe out, as a standard action, a 30-foot cone (or 60-foot line) that deals 1d6 damage of the selected energy type per caster level. Those caught in the area may make a reflex save against the chosen’s ability DC for half damage. After using this trait, the spirit must wait one minute before it can use it again. The chosen must be at least 10th level before selecting this trait.

Burn (Su) (2)
The spirit can light foes on fire. If the spirit successfully hits an opponent with a natural weapon benefiting from the Elemental Strike trait and deals fire damage, the target must make a reflex save against the chosen’s ability DC or catch fire, taking 1d6 fire damage each turn for 1 round per blessing. The spirit must possess the Elemental Strike trait to select this trait, and it must deal fire damage.

Constrict (Ex)(2)
The spirit can crush an opponent they grab. If the spirit successful grapples a creature with the grab trait, it deals additional damage equal to the normal damage dealt by the natural attack used to grab. The spirit must possess the grab trait to select this trait.

Gills (Ex)(1)
The spirit can breathe underwater indefinitely.

Immunity (Ex)(2)
The spirit becomes completely immune to a certain energy type. Pick one energy type: acid, cold, electricity, fire, or sonic. The spirit gains immunity to that energy type. This trait canbe selected more than once. Each time, it applies to a different energy type. The chosen must be level 8 or higher to select this trait

Improved Natural Weapon
The spirit’s natural weapons are more dangerous in some way. Select a natural weapon type. All natural weapons of that type gain one of the following benefits. This trait can be selected more than once. Its effects do not stack. Each time, this trait applies to a different natural weapon or a different benefit.
Bleed (Ex)(1) Successful attacks deal 1d6 points of bleed damage. The bleed damage does not stack.
Dire (Ex)(1) The natural weapon’s damage die type increases by one step.
Elemental Strike (Su)(1) A successful attack deals 1d6 damage of the selected energy type: acid, cold, electricity, or fire. This trait can be selected more than once. Each time, it applies to a different energy type.
Poison (Ex)(2) A successful attack exposes the target to poison. The spirit must select the bite or sting natural weapons with this trait. The save Dc is equal to the chosen’s ability DC. For 2 additional points, the poison does constitution damage instead of strength damage.
Spirit Poison Type Poison (injury); Save Fort negates; Frequency 1/round for 5 rounds; Effect 1d4 str damage; Cure 1 save.
Reach (Ex)(1) The spirit’s reach with this attack increases by 5 feet.
Rend (Ex)(2) The spirit must select the claws natural weapon with this trait. A successful attack with two or more claws deals extra damage equal to a claw’s base damage plus 1-1/2x their strength modifier. The chosen must be 6th level or higher before selecting this trait.

Magic (Sp)
The spirit can call upon some limited magical abilities. The spirit gains a spell-like ability, usable at will. Their caster level for this ability is equal to their hit dice, and the saving throw is equal to 10 + ½ the spirit’s HD + their charisma modifier. This trait can be selected multiple times. Each time, it applies to a different spell-like ability.
Least (1) Select one from the following list: Acid Splash, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Ray of Frost, Stabilize, Prestidigitation.
Minor (2) Select one from the following list: Feather Fall, Magic Missile, Obscuring Mist, Shield, Shocking Grasp, Silent Image, Ventriloquism. The chosen must be of 4th level or higher to select this trait.
Lesser (4) Select one from the following list: Acid Arrow, Blur, Darkness, Fog Cloud, Invisibility (self only), Minor Image, Scorching Ray, Spider Climb. The chosen must be of 8th level or higher to select this trait.
Greater (6) Select one from the following list: Arcane Sight, Blink, Daylight, Displacement, Haste, Major Image, Vampiric Touch, Water Breathing, Wind Wall. The chosen must be 12th level or higher to select this trait.
Major (8) Select one from the following list: Death Ward (self only), Dimension Door (self only), Divine Power, Freedom of Movement (Self Only), Greater Invisibility (self only), Solid Fog, Stone Shape. The chosen must be 16th level or higher to select this trait.

Movement (Ex)
The spirit can move in some unusual way with great ease and speed.
Burrow (3)[/b] The spirit gains a burrow speed equal to half their base speed. when burrowing, the spirit leaves no mark of their passage or usable tunnel, and can dig through any material softer than stone. The spirit can breathe normally while burrowing. This trait can be selected multiple times, and each time after the first increases this burrow speed by 10 feet.
[i]Climb (1) The spirit gains a climbs speed equal to their base speed. This trait can be selected more than once, and each time after the first increases this climbs speed by 20 feet.
Glide (2) The spirit gains a glide speed equal to twice their base speed. The spirit can move 5 feet forward for every foot of descent The spirit cannot gain height while gliding with this trait. The spirit must possess the wings trait.
Swim (1) The spirit gains a swim speed equal to their base speed. This trait can be selected more than once, and each time after the first increases this swim speed by 20 feet.

Natural Armor (Ex)(1)
The spirit gains natural armor, granting it a +2 bonus to natural armor. This trait can be selected up to once per blessing. Its effects stack.

Natural Weapon (Ex) (1)
The spirit gains one of the following natural weapons. All damage dice listed assume a medium spirit, larger or smaller spirits adjust these values. This trait can be selected multiple times. A spirit can have a maximum number of natural weapon attacks equal to 2 plus the chosen’s blessing. If a natural weapon requires a Body Shape trait, the spirit can only apply one natural weapon to each trait.
Bite The spirit gains one bite attack, which deals 1d6 damage. This is a primary attack.
Claws The spirit gains two claw attacks, which deal 1d4 damage each. These are primary attacks. The spirit must possess the arms or legs trait.
Gore The spirit gains one gore attack, which deals 1d6 damage. This is a primary attack.
Hooves The spirit gains two hoof attacks, which deal 1d4 damage each. These are secondary attacks. The spirit must possess the arms or legs trait.
Rake The spirit gains two take attacks, which deal 1d4 damage each. These are secondary attacks. The spirit must possess the legs trait. Rakes can only be used during a grapple or as part of a pounce attack.
Slam The spirit gains one slam attack, which deals 1d8 damage. This is a primary attack. The spirit must possess the arms trait.
Sting The spirit gains one sting attacks, which deals 1d4 damage. This is a secondary attack. The spirit must possess the tail trait.
Tail Slap The spirit gains one tails slap attack, which deals 1d6 damage. This is a primary attack. The spirit must possess the tail trait.
Tentacle The spirit gains one tentacle attack, which deals 1d4 damage. This is a secondary attack. This trait can be selected more than once.
Wing Buffet The spirit gains two wing attacks, which deal 1d4 damage each. These are secondary attacks. The spirit must possess the wings trait.

Natural Weapon Maneuver (Ex)
The spirit can select a natural weapon, and perform a special combat maneuver when it attacks with that weapon. If it makes a successful attack with the selected natural weapon, it can make a free combat maneuver check. If successful, the target of the attack is subject to the selected effect. This trait can be selected multiple times. Each time after the first, it applies to a different maneuver or to a different natural weapon.
Grab (2) The target is grappled. The spirit must select bite, claws, pincers, slam, tail slap, or tentacle with this trait. This only only works on creatures of the spirit’s size or smaller. The spirit gains a +4 to combat maneuver checks to grapple.
Push (1) The target is pushed 5 feet away from the spirit. This only works on creatures of the spirit’s size or smaller. This movement does not provoke attacks of opportunity.
Pull (1) The target is pulled 5 feet toward the spirit. This only works on creatures of the spirit’s size or smaller. This movement does not provoke attacks of opportunity. The spirit must have reach of 10 feet or more.
Trip (2) The target is tripped, knocked prone in their space.

No Breath (Su)(4)
The spirit no longer needs to breathe. It is immune to effects that require breathing, such as inhaled poisons. This does not give immunity to cloud or gas attacks that do not require breathing. The chosen must be 12th level or higher to select this trait.

Pounce (Ex)(2)
The spirit’s quick reflexes allow it to make a full attack at the end of a charge.

Presence
The spirit radiates an aura. Creatures within 20 feet (other than the chosen) must make a saving throw with a DC as a chosen ability, or suffer the effects listed below, which last as long as they remain in the aura and one minute afterward. A creature that successfully saves cannot be affected by the aura for 24 hours. This trait can be selected more than once. Each time, it applies to a different aura.
Frightening (Su)(3) Creatures must make a will save or be shaken.
Sickening (Ex)(2) Living creatures must make a fortitude save or be sickened.

Sacrifice (Su)(3)
The spirit can sacrifice its own health to heal others. As a standard action, the spirit can sacrifice up to 2 hit points per hit die and touch a creature. The creature is healed for one-half the amount sacrificed. If used to heal the spirit’s chosen, the chosen is healed hit points equal to the amount sacrificed.

Senses
the spirit gains a particularly sharp sense. This trait can be selected more than once. Each time, it applies to a different sense.
Blindsense (Ex)(3)[/b] The spirit can locate creatures through non-visual means, gaining blindsense out to 30 feet. The spirit can identify the location of creatures within 30 feet, but creatures it can’t actually see still have total concealment against it. visibility still affect the spirit and it is still denied its dexterity bonus to armor class against opponents it cannot see. The chosen must be 10th level before selecting this trait.
[i]Blindsight (Ex)(4) The spirit can move and fight normally, ignoring darkness, invisibility, and any form of concealment as long as it has a line of effect to the target. The spirit must possess the blindsense trait, and the chosen must be 12th level or higher before selecting this trait.
Lifesense (Su)(4) The spirit can pinpoint living creatures with ease. The spirit locates and pinpoints living creatures within 60 feet as though it possessed blindsight that only detected living creatures. The chosen must be 10th level or higher before selecting this trait.
Scent (Ex)(1)The spirit’s sense of smell sharpens. The spirit gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range is doubled; if downwind, it’s halved. Strong scents can be detected at twice the normal distances. Scent does not allow the spirit to locate the creature precisely, only to detect its presence. It can detect the direction with a move action. The spirit can only pinpoint a creature’s location if it is within 5 feet. The spirit can use scent to track a creature.
See in Darkness (Su)(3) The spirit can see normally in darkness, even supernatural darkness. The chosen must be 10th level or higher before selecting this trait.
Tremorsense (Ex)(2) The spirit can sense vibration in the ground, gaining tremorsense out to 30 feet. This ability works as blindsense, but only if the spirit and the target are in contact with the ground. The chosen must be 8th level or higher before selecting this trait.


Size (Ex)
The spirit’s size changes, growing larger or smaller.
Huge (6) The spirit increases its size to huge. The spirit gains a +6 size bonus to strength, a +2 size bonus to constitution, and a -2 size penalty to dexterity. It gains the normal size modifiers for its new size, and normal reach for a huge creature. Any natural weapons it possesses increase their damage die by one size. The spirit must possess the large trait before selecting this trait, and these adjustments replace those granted by the large trait. The chosen must be 12th level or higher before selecting this trait.
Large (4) The spirit increases its size to Large. The spirit gains a +4 size bonus to strength and a -2 size penalty to dexterity. It gains the normal size modifiers for its new size, and normal reach for a large creature. Any natural weapons it possesses increase their damage die by one size. The chosen must be 8th level before selecting this trait, and the spirit cannot possess the small trait. The Ability Increase trait costs twice as many points when adding to the strength or constitution of a spirit with this trait.
Small (2) The spirit reduces its size to small. The spirit gains a +2 size bonus to dexterity. It gains the normal size modifiers for its new size. Any natural weapons it possesses decrease their damage die by one size.
Tiny (4) The spirit decreases its size to tiny. the spirit gains a +4 size bonus to dexterity and a -2 size penalty to strength. It gains the normal size modifiers for its new size, and normal reach for a tiny creature. Any natural weapons it possesses decrease their damage die by two sizes. The spirit must possess the small trait before selecting this trait, and these adjustments replace those granted by the small trait. The chosen must be 8th level or higher before selecting this trait.

Skilled (Ex)(1)
The spirit is particularly suited to a particular skill, and gains a +8 racial bonus to that skill. This trait can be selected more than once. Each time, it applies to a different skill.

Slippery (Ex)(1)
The spirit is particularly slippery or slick. The spirit gains a +4 bonus to escape artist checks and CMD to escape a grapple.

Sticky (Ex)(1)
The spirit is sticky, or has some gripping structures. The spirit gains a +4 bonus to combat maneuver checks to start or maintain a grapple.

Swallow Whole (Ex)(3)
The spirit can swallow opponents whole. If the spirit begins the turn grappling an opponent with its bite attack using the grab trait, it can make a combat maneuver check to swallow them whole. This ability only works on creatures smaller than the spirit. The swallowed creature takes bludgeoning damage equal to the spirit’s bite damage each round, plus 1d6 points of acid damage per blessing. A swallowed creature keeps the grappled condition, but the spirit is no longer considered grappled. A swallowed creature can attempt to cut its way out with a light slashing or piercing weapon, by dealing damage equal to 1/10 the spirit’s hit points. The spirit’s AC against these attacks is equal to 10 + 1/2 its natural armor bonus. If a swallowed creature cuts its way out, the spirit loses this ability until the damage is healed. Alternately, the swallowed creature can attempt to climb back out the throat by attempting to escape the grapple. Success means the creature returns to the spirit’s mouth, where it can attempt to escape or be swallowed again. The spirit must possess the grab trait tied to a bite attack to select this trait. The chosen must be 10th level or higher to select this trait.

Trample (Ex)(2)
The spirit gains the ability to crush foes underfoot, gaining the trample ability. As a full-round action, the spirit can move up to twice its speed, overrunning creatures smaller than itself. This works like the overrun combat maneuver, but the spirit does not need to make a check; it merely has to move over opponents. Any creature it passes over takes 1d6 damage plus 1-1/2x their strength modifier. The target of a trample may make an attack of opportunity at a -4 penalty. If a target forgoes its attack of opportunity, it can make a reflex save against the chosen’s ability DC for half damage. A trampling spirit can only trample a single creature once per round.

Weapon Training (Ex)(4)
The spirit can use weapons. It gains proficiency with martial weapons.

Web (Ex) (3)
The spirit can spin webs. The webbing is strong enough to support itself plus one other creature of its size. It can throw webbing as a ranged touch attack, entangling a creature up to one size larger than itself. The webbing has a range of 50 feet and a range increment of 10 feet. Creatures entangled by this webbing can escape with an escape artist check or strength check against the chosen’s ability DC. the webs have hardness 0 and hit points equal to the chosen’s caster level. The spirit can climb its webs at its climb speed, and can pinpoint any creature touching its web. The spirit must possess the climb trait to select this trait. The chosen must be 4th level or higher to select this trait.

Amechra
2015-01-21, 01:00 PM
Fire

Power:
Dancing in Hot Coals: The chosen gains Fire Resistance 5, which stacks with any Fire Resistance from the Boon of Fire-Walking; if their total Fire Resistance is 30 or greater, they are Immune to Fire instead. Additionally, their hands and feet are entirely immune to heat and fire; they can dabble their feet in molten iron with little fear, or hold a burning coal in their hand for warmth. Finally, they can breath smoke as if it were clean, fresh air.

Boons:
Boon of the Hungry Flames: A chosen with this Boon adds twice their Blessing to any Fire damage they deal - this additional damage ignores both Fire Resistance and Fire Immunity. This Boon cannot bypass the chosen's own Fire Resistance or Immunity, or that of any allied Fire spirits.

Least:
Burning Touch: The chosen may set nonmagical flammable objects on fire with a touch, which normally takes a free action; however, they may also activate this X as a Swift action. Doing so causes any attack they make this turn to deal an additional point of fire damage.

Minor:
Loving Mantle of Flames: As long as the chosen is on fire, they gain a +2 Deflection bonus to AC, deal an additional 1d6 Fire damage with all of their weapon attacks, and inflict 1d6 Fire damage on any creature that touches them or targets them with a melee attack. However, as long as they are on fire, they automatically use Burning Touch on any valid object they come in contact with. They may set themselves aflame with Burning Touch as if they were entirely flammable.

My Body, A Furnace: The chosen may use their bare hands to forge metal or burn away illness - while this isn't fast enough to have a combat application, they may make any Craft checks involving metalworking or Heal checks involving the treatment of disease as if their hands were a masterwork tool for those skills. If another character is making an applicable skill check, the chosen may allow them to use their hands as masterwork tools as well.

Lesser:
Rapacious Flames: Whenever the chosen uses Burning Touch on an unattended and otherwise valid object, they may choose to have that object immediately take fire damage equal to their caster level. While this is not enough to burn down most houses instantly, it does allow them to effectively walk through wooden barriers unhindered. In addition, as long as they are on fire they add 5' to their reach.

Hide Within Flames: The chosen may treat flames at least one size category larger than them as if they were cover for the purposes of hiding. They may not hide in the fire generated when they are set on fire.

Greater:
Salamander's Skin: The chosen becomes entirely immune to damage from non-magical fire and heat, allowing them to bathe in molten lead if they so choose. In addition, they may interact with fire as if it were their choice of solid or liquid; any skill checks they make as part of this interaction use their caster level instead of any ranks they may (or may not) have. If they choose to interact with fire as a solid, it is considered to be strong enough (and structurally sound enough) to hold their weight. For example, the chosen could walk on a burning bridge without worrying about its collapse, balance on a candle-flame, or go swimming in a bonfire's heart.

Major:
Invoke the Fire Spirits: This X requires the user to spend ten minutes chanting (as a special exception to the fact that spell-like abilities do not require verbal components), calling upon the spirits of fire to burn this place to the ground. For the next day, any object that comes within a mile of where the chant was performed that they could potentially affect with their Burning Touch becomes as flammable as bone-dry tinder soaked in oil; any attempt to set such objects alight immediately succeeds regardless of outside conditions or any dampness of the materials.
However, the chosen's Rapacious Flames X applies to any fires started within the area - any attempt to start a fire deals fire damage equal to the chosen's caster level to the object. Calculate the fire's Reach as if it were a creature of its size (plus 5' from Rapacious Flames); any flammable object that comes within that Reach is set alight a few seconds later.
Fire within the area rages with unnatural vitality; as long as the flame is not in an environment where it is completely cut off from air (such as underwater), it will continue burning regardless of any mundane attempts to put it out. In addition, the chosen applies their Boon of Hungry Flames (if they have it) to all fire damage dealt by non-magical fire.



I went with "non-blasty fire magic" because, hey, we already have Wrath if you want to go with that. Naw, these guys like getting up close and personal - at least until they burn down your whole village.

And yes, the Major X was intended to burn down villages and forests. Someone lights a candle in their hut? Bam, their hut is on fire, which sets the next one on fire, and the next one, and any trees nearby...

Basically, big ol' forest fire that is very hard to stop by mundane means. It'll reduce most of the area to ashes, too.

Mith
2015-01-21, 01:11 PM
You know you like a class when you sit there thinking "I want ALL the options!" I like the calling!

Mith
2015-01-21, 01:33 PM
Just curious about the Water Calling. Would you want it to be a relative counter to the Fire calling? It couldn't quite fit, but I could try and come up with a rough idea that may work.

Admiral Squish
2015-01-21, 01:46 PM
I just posted weather! I might even be able to get the undead domain done today, too!
And that fire calling looks really cool, I haven't had a chance to take a serious look yet, but I'll be back after undead is done.

Mith
2015-01-21, 02:05 PM
I'm picturing a Weather Chosen and a November Witch getting into a showoff competition now. It is both amusing and terrifying.

Also is D&D temperature done in Fahrenheit scale? You may want to add a Celsius range as well (~-46 to 50). That's not an exact conversion (It's actually -45.55556 to 49), but I think it'll work for the rough idea of weather.

Mith
2015-01-21, 04:00 PM
Here is my attempt at the Water Calling. Hopefully this will at least give some ideas. I am going on the basis that the Water calling is more Defense/Support to counteract Fire being mainly Offense. I am not very good at balancing things, but I hope this gives a rough idea.

Water

Power:
Water Dancer: The chosen gains the ability to breath under water, and takes half of the Fall damage when falling into a body of water at least 3 ft. deep and the Chosen does not contact the edge of the body of water.

Boons:
Boon of Agile Water: This Boon gives the Chosen and any allies in a 30’ radius +(2+Blessing) to Dexterity.

Least:
Spontaneous Spring: The chosen may conjure a small spring of water (saline or fresh water as their choice) from any target point on the ground within 30’ of the Chosen. The spring produces enough water to douse a Medium flame, or to meet the daily requirement of one Medium sized creature. The spring water will pool in the target square, even if geography would normally require it to flow downhill. If the water is not all consumed within 24 hours, the water will dissipate.

Minor:
Guardian Waters: If the Chosen is standing in or adjacent to a source of water of at least their size, they can cover themselves in a layer of water, they gain a +2 Deflection bonus to AC, as well as a +2 bonus to Dexterity. The Chosen also gains a +2 AC bonus against Fire and Cold attacks, but a -2 to Electricity attacks. When the Chosen makes a successful grapple attack against a creature, they may choose to smother the creature with a layer of water. The target creature can roll a Fortitude save against suffocation (DC 15+Chosen Str mod) to avoid falling unconscious. If the Chosen Grapples the creature until their next turn, that creature dies. Any creature that can breathe underwater are unaffected by this, while creatures that can only breathe underwater will be able to breathe normally if they were out of water prior to being grappled.

Cleansing Water: The Chosen may use their bare hands to wash away infections and burns, as well as treat any illness. When making a Heal check, the Chosen gains +2 Heal check against illnesses, and +4 against any burns or infections. The Chosen can also use this ability to cleanse the target object or creature of any poisons or acidic effects.

Lesser:
Surging Spring: The Chosen may choose to conjure a large spring of water (saline or fresh water as their choice) from any target point on the ground, or on a stone wall at least 3 ft. thick within 30 ft’ from the Chosen. The spring will surge forth violently from the targeted point in a column of water out to 5 ft., knocking any creatures in it’s path aside. Any creature hit by the column of water must make a bull rush check of DC 20, or be sent flying back in the direction of the water flow. If the creature succeeds their check against being bull rushed, they are knocked to the side of the column and are knocked prone. The spring calls on enough water to douse a large fire, and produces enough water to meet the daily requirement for 10 Medium sized creatures. The spring water will pool in its target square and all squares adjacent to it if placed on a horizontal surface, and in every square along it’s path if placed on a wall. The water will dissipate after 24 hours if it is not all consumed.

Hide Within the Water: The chosen may treat bodies of water at least one size category larger than them as if they were cover for the purposes of hiding. They may not hide in the body of water created from Guardian Waters.

Greater:
Wave Walker: The chosen becomes immune to all Fall damage when falling into a body of water at least 3 ft. deep so long as the Chosen does not come in contact with the edge of the water. The Chosen can now chose to treat water as either a solid or a liquid, being able to walk on water as if it were solid ground, or swim through it normally. The Chosen gains +10 to any Swim checks made in water. The Chosen is also unaffected by the temperature of the water, suffering no damage from either boiling or freezing water. If the Chosen decides to treat a moving body of water as solid, they can move with the water until either the water reaches the edge of its range (ex. a geyser reaches its limit, or a wave drops to a trough) or they exit the water as a Move action. Riding the water until it reaches the limit of its range is a free Move action.

Major:
Water’s Wrath: This X allows the Chosen to spend a round in concentration to bend all free water in a 100 ft. sphere to heed their will. The Chosen can draw water out of the very air, shaping it any way they wish and directing it anywhere within the 100 ft. radius. This ability allows the Chosen to smother any target creatures, knock creatures prone, smother fires, or other things that the Chosen can imagine at the DM’s discretion. Any water that is boiled away due to fire instantly reforms unless the Chosen wishes otherwise. The Chosen can only focus on one task at a time, and therefore can only target individuals or use a general action that affects all desired targets. This X lasts up to 5 rounds. When the X is ended, the Chosen becomes Fatigued.

Admiral Squish
2015-01-21, 04:48 PM
Aaaand there it is! Undead domain is up, and I am done with the domains!

And now I can get started on the callings... I'll get to the reviewing in a second, guys.

EDIT: Err... there are... significant concerns with both of these callings. If you insist, I'll get into the details, but as of this moment, I'm probably going to be making my own, though I might kidnap an idea or two here and there.

Mith
2015-01-21, 05:47 PM
I was more doing that up as a rough idea. I was not really expecting them to be really what you had in mind. If it helped with ideas, then that's great! If not, well then you are back where you started with the calling.

Amechra
2015-01-21, 05:50 PM
Could you please list your concerns with the Fire Calling?

Admiral Squish
2015-01-22, 11:28 AM
Alright then...

Well, the first, most pervasive problem I see is that a lot of these Xs aren't really written as Xs. They're more like class features. Many of them are passive, or use-activated. It's sometimes possible to make that work with the X format, but you have to remember at their hear these are spell-like abilities, they have to be used. A great many of the things you mention here don't seem to have any sort of initial casting, or duration, or anything of the sort.

Another big issue is the lack of scaling. Considering how few abilities the chosen gets of each theme, an ability that fall out of usefulness as they grow in level in just not going to work. This is a calling, a defining element of the character, they should be able to bring to bear a wide variety of abilities, not just the one or two highest-level ones that are the only useful ones at the moment.

Getting a little more specific:
Dancing in hot coals: Basically, this offers fire resistance 5, and the ability to breathe smoke. The 'converting to immunity' thing is largely invalidated by the salamander skin ability, so it's not that much of a bonus, and there's no real mechanical effect to one's hands and feet being immune to fire. I mean, it might help in some very limited situations, but this is the power, it's supposed to be a big part of the character.

Hungry Flames Actually, this one's pretty dang good. I might make it so that half the fire damage overcomes resistance/immunity instead, rather than just the bonus damage.

Burning Touch So, you're a living flint and tinder. Not all that great, honestly, and using your swift action to gain a non-scaling +1 fire damage on attacks is barely going to be useful at this level, let alone higher levels. I suppose it technically stacks with the hungry flames, but without it, it's just useless.

Loving Mantle of Flames Not bad, but it seems to overlap with the destructive aura boon. Apart from the deflection bonus, that is. Also, you have to be on fire, which you really should elaborate on. Doesn't seem to have a casting, or a duration. Doesn't seem to scale, either.

My body, a furnace A +2 bonus to two skills, and counting as always having the tools, doesn't seem to be useful enough for the level. Again, doesn't seem to involve a casting, doesn't seem to scale.

Rapacious Flames This one's definitely passive, it's not even an X of its own, but modifies the effects of another X. Fire damage=caster level's not going to be enough for what you talk about, either. You halve energy damage against object, and then you apply the hardness. A wooden object would take 5 damage from this ability at level 20. And even if it did deal a significant damage, it shouldn't just say 'walk through wooden barriers unhindered', you'd still have to interact with the objects. and the +5' reach doesn't seem to have any explanation. Are you making limb-extensions of fire?

Hide within Flames This is just a little odd. I think fire's concealment in most cases anyways, so you wouldn't need an ability to allow you to hide in it. Again, no casting seems to be involved, and it doesn't seem to scale.

Salamander's skin Immunity to all fire would probably be appropriate at or even before this level, but immunity to non-magical fire only is seriously under-powered. The whole rest of this ability is seriously weird. Why does your magical ability make you a more skillful swimmer, but only if you swim in magma? Can you treat different parts of the same fire as solid and liquid? It seems like trying to walk on a solid flame would be super-painful otherwise, what with all the spikes constantly jutting out into you. Can you treat one fire as solid and another as liquid? Does the fire transfer your weight to whatever's burning? I don't think most flames are even large enough for swimming in, they usually only go a few feet away from whatever surface is burning... Aslo, again, no casting, no duration, no scaling.

Invoke the Fire Spirits This one seems to be a spell, at the least, but the effects are very odd. Everything's super-flammable, but how do you apply rapacious flames to anything but you? Does that mean anything that a fire touches takes fire damage=CL and catches fire, regardless of the actual intensity of the fire? How does a fire have reach? Does anything in the reach take rapacious flames fire damage? If so, can you be damaged by other fires? Since there seems to be no actions involved, it seems like starting any sort of fire that could possibly light another fire would cause an instantaneous cascade effect that would ignite everything it could possibly spread to, to the limits of the effect, or possibly even beyond, depending on how the wording is interpreted. You could light an entire continent on fire with this ability in less than a second, if you interpreted this correctly.

Mith
2015-01-22, 11:47 AM
Fair enough. I was basing Water off of Fire to try and achieve a balance between the two, so Water will have the same problems.

Amechra
2015-01-22, 12:15 PM
I actually forgot that they had to be used (silly me and building it like a set of class features.)

The "reach" of the fire is just to determine what else gets set alight. A Medium flame would set everything flammable within 10ft on fire.

As for Rapacious Flames... fire damage is not halved against wood; it's under the "using appropriate tools" clause. I did forget about the Hardness, though.

Mind if I give it another go?

EDIT: Oh, and you misread Salamander's Skin - all it does is let you stand in bonfires or in magma without worrying about it. If someone casts Fireball at you, you still take Fire damage. Hence the "turn into immunity" thing.

Admiral Squish
2015-01-22, 12:47 PM
Seriously, feel free! I absolutely don't want to discourage anyone from helping out. I'm glad for the help, honestly.

Mith
2015-01-22, 12:52 PM
I am willing to give the Water Calling another shot as well, but I will still wait for the new version of the Fire calling to be made and approved. I still like the idea of balancing the opposing elements, and it will help me with my own design (I am not that good with mechanics).

Amechra
2015-01-22, 03:30 PM
Alright, take two:

Fire

Power
At Home In Flames: The chosen has Fire Resistance equal to twice their class level, which stacks with the Boon of Fire-Walking; they may also breath and see through smoke like it was sweet, fresh air. Finally, the chosen's hands and feet are entirely immune to damage from fire or heat up to their elbows and knees, respectively. When the chosen's Fire Resistance is 30 or higher, this immunity spreads to cover their entire body, rendering them immune to Fire damage entirely.

Boon
Boon of Starving Flames: Any Fire damage the chosen deals is increased by twice their Blessing; in addition, half the fire damage they deal ignores Fire Resistance or Immunity. This effect cannot bypass the Fire Immunity of an allied Fire spirit.

Least
Veil of Heat: With a simple prayer, the chosen may set a tongue of fire to hang above the head of an ally; this flame sheds light like a candle and burns for 1 minute per caster level or until the chosen dismisses it with another standard action. As long as the flame hangs above a creature's head, that creature gains the benefits of a Protection from Cold effect; this functions as a Protection from Evil (http://www.d20pfsrd.com/magic/all-spells/p/protection-from-evil) effect, except it applies against [Cold] effects and [Water] creatures, and supplies an Endure Elements (http://www.d20pfsrd.com/magic/all-spells/e/endure-elements) effect instead of conditional immunity to Charm and Compulsion effects.

When the chosen's CL reaches 5, the flame sheds light like a torch instead, and the Protection from Cold effect applies to all allies within 10ft of the original recipient. When their CL reaches 10, the flame lasts 24 hours or until dismissed, instead of for just a few minutes.

Minor
Cloak of Lashing Flames: With a moment of concentration, the chosen conjures a small spectral flame in the palm of their hand, which then quickly spreads to cover their entire body. This flame doesn't burn the chosen or their equipment, instead acting as an extension of their body - this flame cannot be doused unless the chosen dies or its duration runs out, at which point it immediately sputters out.
For the next hour, the chosen gains a Slam attack dealing 1d6 + Str Fire damage for a Medium chosen, and may purchase additional features, reflecting the specific form of their fire-cloak, as if they were an Animated Object (http://www.d20pfsrd.com/bestiary/monster-listings/constructs/animated-object#construction-points) with Construction Points equal to their Blessing - 1. They automatically gain a single purchase of the Burn ability, and may not choose to gain negative abilities or spend Construction points on Iron or Metal abilities.

Lesser
Form of the Fire Spirit: With a brief internal prayer, the chosen's body temperature briefly spikes well past the boiling point of lead, burning their frail mortal form to ashes nigh-instantly. The chosen then strides from the ashes as a fire spirit, though they reshape over the course of the next few minutes, ash and smoke eventually coalescing into an exact duplicate of their mortal form at the point they used this X. Other than the aesthetics, this X duplicates the effects of the Elemental Body I spell, except it can only be used to take the form a Fire Elemental.

When they reach Blessing 4, they can duplicate Elemental Body I or II; when they reach Blessing 5 they can duplicate Elemental Body I, II, or III, and when they achieve Blessing 6, they may duplicate any of the non-Mythic Elemental Body spells. No matter which spell they duplicate, they may only use it to assume the form of a Fire Elemental.

Greater
All-Consuming Flames: The chosen completes a small prayer, and a billowing cloud of flames shot through with blinding smoke erupts wherever they indicate. This duplicates the effects of the Incendiary Cloud (http://www.d20pfsrd.com/magic/all-spells/i/incendiary-cloud) spell; you, as well as any creature under the effects of your Veil of Heat, are immune to the effects of this X.

Major
Scorched Earth: Unlike other Xs, Scorched Earth takes a full hour to cast (which must end at noon), and requires the chosen to make prayers and ritual gestures for the full duration. Once this ritual is completed, they stomp a foot against the ground; on this signal, a 300ft burst around the chosen gains the Fire-Dominant (http://www.d20pfsrd.com/gamemastering/environment/the-planes) trait for the next 24 hours. This bursts' radius grows by 300ft each hour until it reaches a full mile in radius. This X can only be dispelled at the precise center of the burst.
This X may be enhanced it performed with other chosen with the Fire Calling; for each additional chosen participating in the ritual, the initial radius and duration double.



Is that too much scaling? Not enough? Scorched Earth might be a bit weird; basically, it fills the same role as Invoking the Fire Spirits, except it's a little less mechanically wonky.

Admiral Squish
2015-01-22, 03:35 PM
Sorta struggling with beast. I had this idea for making an ability that allowed them to take on animal traits, rather than fully transforming into the animal, but I'm having trouble making it work without being this huge, confusing mess.
I'm sorta thinking I might do something with the summon traits thing. Possibly generalize it, and then have a couple different abilities key off it. Then, all I'd have to do was list valid options for the specific ability, and go from there. So, like, under the beast ability you'd have all the rules for the transforming, then how many points you get to spend, and then just a list like, Natural Weapon, Natural Armor, etc...

Amechra
2015-01-22, 04:01 PM
That's essentially what I did with Cloak of Lashing Flames - I drew from the list for Animated Objects, though.

Any opinions on the new Fire Calling?

Admiral Squish
2015-01-23, 10:46 AM
sorry, you kinda ninja'd me with that. Review!

Well, it's much better this time, definitely. There are still some wording problems here and there, but nothing major. I like to start each entry with a sentence of fluff-description, then get into the specifics and mechanics.

At Home in Flames: Definitely more worthwhile than the previous version. Better, and scaling fire resistance, high enough not to be worthless even without fire-walking on. If my math is right, with fire-walking on, you hit immunity at 8th, which is not unreasonable. I'll admit, I like the idea of fire immunity on the hands/feet, but it seems like it might not be easy to express in-game. Would it make you immune to fire effects that damage an attacker? Also, what if you play a coatl?
Also, I bet you could work that 'light a thing you touch on fire' in there somewhere.

Starving Flames: 'Starving' may not be the best adjective. How about 'ravening' or 'ravenous'? Much more aggressive-sounding. Typically, a boon should have a clause about 'while this boon is active'.

Veil of Heat: Interesting idea, I admit I rather like it. I'm going to be changing 'protection from X' and 'detect X' spells, though, so it would probably be wiser to write the effects out. Personally, I would make a couple more changes to it, like, making the effect last an hour, but you can only have one active, and making it so the effect's light extends 5 ft/blessing and effects anyone in the area of normal light. Nice, smooth scaling, and keeps it from getting spammed.

Cloak of Lashing Flames: Definitely interesting. I rather like it, but there are some things wrong with the animated objects list, mostly the non-core stuff, also the option to gain a fly speed. I'm thinking of making some sort of transformation thing for all the callings with an updated summon traits list, so I'll probably handle this myself.

Form of the Fire Spirit: Probably gonna change the elementals too. I'm thinking 'elemental' should probably be more of a template, and the base elemental more amorphous. But that's beside the point. This is probably gonna be wrapped up in the build-your-own-transformation thing.

All-consuming Flames: Weather has pretty much this exact effect, but better control. It's a solid idea, but don't want to retread the same ground too much, you know?

Scorched Earth: Oooh... Harsh. 3d10 fire/round, one-mile radius, 24 hour duration... this is a big one. Perhaps a bit too big. It's got a couple big requirements, but a chosen with this could still totally reshape massive stretches of land over the course of days. And I don't even want to think about the ecological and climate impact of filling a one-mile sphere with crazy-hot fire for 24 hours, let alone indefinitely. It's a cool idea, I admit, but perhaps a bit ambitious. Perhaps it just deals 1d4 fire damage/round and ignites uprotected flammables? That seems like it would put it on par with the weather capstone.

Overall, very nice, but i'd like to see something that touches on other aspects of the fire element, its associations. Passion, creativity, energy, drive, change... Stuff like that.

Amechra
2015-01-23, 12:19 PM
Alright (yay, I did better than sucking this time!)

I'll probably up and replace Form of the Fire Spirit and All-Consuming Flames; I think I'll use Form of the Fire Spirit's fluff for Cloak of Lashing Flames (because burning to ashes and turning into fire is cool.) Scorched Earth can be dialled back (went a bit overboard there, I'll admit).

As for passion/creativity/whatever... hey, I have two slots open! Maybe something that lights "fires of inspiration" in someone, giving them a bonus to Charisma, lets them add Charisma to Craft and Perform checks, and whatever.

I'll be busy for the next two days, so expect this to happen sometime on Saturday.

Admiral Squish
2015-01-23, 02:55 PM
Alright, I just updated the spare post with the revised list o' spirit traits, which I reformatted to work with both the summon and the chosen when transformed. I'll also update the summon domain a little bit and I can finally get something workable in beast.

EDIT: On further consideration, I realized a potential problem. I would probably have to offer SOME degree of calling-specific options, or at least approximately equal limitations, on each of the callings, in order to make it so you can't just decide at level 10 you want to turn into a fire-elemental-thing when your calling is beast.

EDIT: I might just end up making some sort of transformation domain, rather than trying to make this work where it's not doing its job...
Unrelated, but anyone have an idea for how to tie earth's associations with wealth, fertility, bounty, and plenty into the calling somewhere?
Also, would volcanic stuff be fire or earth?

Admiral Squish
2015-01-24, 04:36 PM
Well, there is is, the very first calling posted! Earth!
For the Greater ability, I had this idea about the chosen taking like a week to meditate and then suddenly raising an entire pyramid from the ground. Unfortunately, I couldn't quite make that work out, but I think the concept stands, and it's very free-form, without being completely vague. By my math, the current version could raise a pyramid equivalent to the largest new world pryamid in a little more than four months.

Mith
2015-01-24, 04:49 PM
Does the Fire Calling work for you as it is written now? If so, I can try and rewrite the Water calling to make a sort of opposite to the Fire Calling.

Also, I personally would tie Volcanos to Earth, but Vulcan was a fire deity with a connection to volcanos, so it would be more up to you than anything else.

Admiral Squish
2015-01-24, 05:18 PM
Not quite, but you might be able to make something workable if you follow the advice in the review.

Admiral Squish
2015-01-25, 01:17 PM
Aand Ancestor is posted! Yaaay! Only ten more to do over the next seven days...

Admiral Squish
2015-01-26, 11:56 AM
Wood is up! Some concerns though.
I really like the idea of the major X, but I'm not certain I didn't just make it way too complex for most to deal with.
Also, the regeneration power is pretty dang good. As it stands, at level 20 they could heal an unlimited number of creatures up to 360 HP/day, plus infinite fast healing for themselves, which is waaaaay better than the life power, which caps out at a total of 180 HP, divided up among a number of targets. I'm not sure if I should nerf Wood or amp up Life, or both.

EDIT: And beast too! Productive day, it seems. Honestly, though, I feel like this one's kind of boring, and there's not all that much material to work off of relating to animals at the higher levels. I pretty much had to completely make up the Major ability from whole cloth. What do you guys think of it? I think its potential for massive bonuses is somewhat tempered by the fact you have to be pretty seriously injured to take full advantage of them.

Mith
2015-01-26, 02:04 PM
Perhaps a nerf to the Wood calling is a limit on the number of creatures they can grant fast healing to? I do not have a good enough grasp of mechanics (and no experience with Pathfinder) to say how over/under powered the healing is for Life or Wood.

Admiral Squish
2015-01-26, 03:41 PM
Perhaps a nerf to the Wood calling is a limit on the number of creatures they can grant fast healing to? I do not have a good enough grasp of mechanics (and no experience with Pathfinder) to say how over/under powered the healing is for Life or Wood.

Hmm. I could make it so they can only loan out the fast healing a total of (blessing) times/day. That would mean they'd have 360 HP to spread around to up to six targets.
According to my calculator and some numbers pulled from nowhere, a 20th level character with d10 HD and +10 con mod would have like 31-315 HP. So, you could almost-fully-heal the party fighter and have one daily use left over.

Mith
2015-01-26, 09:30 PM
That sounds better. Also, I'm sorry to say this, but I likely won't be able to help with the Water Calling. I got my own stuff piling on my plate. I do plan to get to the Super culture though.

An Idea for the elemental calling (although you might have already done so): Have them boost stats, with one of the pair boosting a mental stat, and the other boosting a physical stat. So perhaps Fire boosts Cha., Water boost Dex., Earth boosts Str., and Sky boosts Int.?

Admiral Squish
2015-01-27, 08:29 AM
Or perhaps total uses/day=CL, with cap of blessing/day to any one creature. Before 20th level, the cap would actually be 250, which isn't particularly overpowered.
Alas! It's cool, though, reality always takes priority. Good luck with your stuff!

I think ability-boosting should probably stay under the greatness/glory domain. Some abilities might grant smaller bonuses as part of larger transformations, but I don't think I want to focus the elements on any one ability score each.

Mith
2015-01-27, 10:01 AM
I think ability-boosting should probably stay under the greatness/glory domain. Some abilities might grant smaller bonuses as part of larger transformations, but I don't think I want to focus the elements on any one ability score each.

OK. I was just noticing the trend was sort of starting with the Fire and Earth calling.

Admiral Squish
2015-01-27, 04:33 PM
Today's update is pretty gorram huge. I present to you ALL FOUR alignment callings! Whoo!
This is, of course, only made possible by using differently-aligned versions of the same boon, least, lesser, and major powers. The symmetry is intentional.
Oh, also, I need to remember to go back to the touched and add subtypes to the heritages...

Mith
2015-01-27, 06:21 PM
The Alignment callings seem polished. The only point will come to defining Alignment in the Cultures, but we will solve that problem (if it is a problem still) when we get to it.

Admiral Squish
2015-01-27, 08:25 PM
Thanks! I was worried they might seem rushed. I'll be honest, though, getting four done in one day really takes the pressure off. I was not honestly sure how I was gonna be able to get the callings done before the end of the month, but not it's a much less intimidating prospect of doing 1/day.

I still need a name for the dragons/magical beasts/oozes type of spirits. 'Aether' was suggested in the main thread and I'm rather fond of it at the moment.

Almarck
2015-01-27, 08:32 PM
Incarnations, Aspects, Quashmallin?

I can probably keep listing as many names as you need.

Personally, I think Aspects work best, because it's nice and generic with an element of dealing with things beyond the physical, that the spirits are part of something greater.

Mith
2015-01-27, 10:01 PM
I am really a big fan of Protogenoi (or Primordials), since we do not currently have any reference to them in the setting (that I am aware of), so this would be a nice touch. It could also explain why they do not go to the Spirit World, since they exist outside of it.

Admiral Squish
2015-01-27, 11:35 PM
I'm just talking about magical beast/dragons/possibly oozes at this point, the aberration talk is in the main thread.
Whatever word ends up being used, it's gotta fit the template of the other names, like 'beast' or 'wood'. It's gotta be usable as the X in both 'X Spirit' and 'Spirits of X'. It's also got to be a single word, imply magic of some sort, sound good, and fit both magical beasts and dragons at minimum, if you can cram oozes inthere too it would be better.
I hate naming.

Almarck
2015-01-27, 11:48 PM
Okay, with those limitations and rules, I think the word "Primal" for "Primal Spirit" would work great for magical beasts/dragons. Not sure how it works for "Spirits of the Primal", but an extra word can be used, such as "Primal Creatures" or "Primal Life" to make it sound more professional for that later title.

The word primal is not in of itself magical in first glance, but it invokes on the power of nature, of life itself. It brings to mind savage power and really, what else can we describe dragons and magical creatures? Undoubtedly, many have powerful intellects, but more often than not they possess fierce and unstoppable bodies.

Oozes can be a subgroup too, as they represent the forces of base life. Though that's more "Primordial"

I sincerely hope it's getting closer to what you need because it does seem that the names might be giving you some trouble.

Mith
2015-01-27, 11:55 PM
"Primordial" might be the best fit, since "Primordial Spirits" and "Spirits of the Primordial" I believe are both grammatically correct.

Admiral Squish
2015-01-28, 09:52 AM
I don't know, I mean, it fits some, but not all, and both primal and primordial have rather specific connotations. I'm still rather leaning toward Aether.

Admiral Squish
2015-01-28, 04:06 PM
Sky


Power:
Master Winds: the chosen can take command of the winds around them, calming a furious storm or whipping them into devastating hurricane winds. As a move action, the chosen can alter the winds within a radius of up to 10 feet per caster level, increasing or decreasing the wind speed by one step. The chosen can use this ability at will, but can only change the wind speed by a maximum difference of one step per blessing. At the end of a turn that the chosen does not use this power to maintain control, the winds begin to return to their natural state, increasing or decreasing toward their natural state by one step. If the there is no wind, or the chosen reduces the wind to nothing, the chosen can use any remaining steps to create wind in a direction of their choice. The chosen can also use this power to create an ‘eye’ of normal wind activity with a radius of up to 5 feet per caster level, centered on themselves.

Boons:
Lightning Lance The chosen’s blessing manifests as a bolt of solid lightning. While this boon is active, the chosen can call a lightning lance to hand as a free action. A lightning lance is treated as a spear sized for the chosen, with an enhancement bonus to attack and damage rolls equal to the chosen’s blessing. All attacks made with a lightning lance are resolved as touch attacks. A lightning lance uses the chosen’s charisma modifier in place of their strength modifier for damage rolls, and all damage it deals is electricity damage. A lightning lance disappears after a successful attack.

Least:
Wind Armor: The chosen can wrap a target in a protective, swirling sphere of wind. the chosen must touch a willing creature to use this ability. The target gains a deflection bonus to armor class against ranged projectile attacks and a circumstance bonus to all saving throws against the effects of winds, clouds, vapors, and gases, such as inhaled poisons or foul smells, equal to twice the chosen’s blessing. In addition, the wind protects the target and all their equipment from the effects of natural wind and rain, and the target cannot be tracked or located by scent. This effect lasts for one hour.

Minor:
Mighty Gust: The chosen can call forth a powerful blast of wind to push their foes. The chosen chooses either a 30-foot cone or a 60-foot line when they use this ability, and rolls a combat maneuver check to bull rush, applying the result to the CMD of all creatures, regardless of size, that are within the area. The chosen can use their caster level in place of their base attack bonus and their charisma modifier in place of their strength modifier for this check. This check is treated as a normal bull rush attempt, but it does not provoke attacks of opportunity (though using the ability does as normal), and the chosen cannot move with a pushed target. This effect cannot push a creature past the limits of its area.

Lesser:
Form of the Wind: The chosen can take on a form composed entirely of wind, which offers them several benefits. The chosen gains an enhancement bonus to dexterity equal to their blessing rounded down the the nearest even number. The chosen and all their gear becomes invisible, as though under the effects of a greater invisibility spell. The chosen begins to float, up to a foot over the surface, allowing them to ignore almost all forms of difficult terrain, and even move over the surface of bodies of water. The chosen also floats to the ground when falling, as though under the effects of a feather fall spell. Finally, the chosen gains an enhancement bonus to speed of 10 feet per blessing. There are some downsides to this effect, however. The chosen takes a -8 penalty to strength, though this penalty cannot reduce the chosen’s strength below their blessing. The chosen cannot enter any body of water or make swim checks. This transformation last for one hour, or until cancelled.

Greater:
Dancing Thunder: The chosen can create a bolt of electricity that arcs chaotically to their will. This bolt occupies one square per caster level, each of which must be adjacent to at least one other square, and at least one of which must be adjacent to the chosen. Any creature whose space the bolt enters takes 2d8 electricity damage per blessing plus 1d8 sonic damage per blessing. A bolt cannot damage any single creature more than once. Creatures in the path of the bolt may make a reflex save to negate the electricity damage, but take a -2 to this save if carrying or wearing a significant amount of metal.

Major:
Leash the Whirlwind: The chosen calls forth a wrathful air spirit and harnesses its fury. The chosen creates a raging twister, a whirling column of air 15 feet across and 30 feet tall, centered on a point within 60 feet. The raging twister is a spirit of elemental fury barely held together by the chosen’s power, the barest impressions of a furious face visible upon the curtain of roaring wind as lightning arcs and flashes off its cyclonic form. The chosen can control it, using a move action to direct its actions for the round, but if uncontrolled it will act independently, moving to destroy and consume whatever is closest. The raging twister can move up to 30 feet each round. Any creature within 10 feet of the twister, or inside the twister, at the end of the chosen’s turn becomes a target of the twister’s lightning, taking electricity damage equal to the chosen’s caster level each round. If the twister moves over a huge or smaller creature, the creature must make a reflex save or take 1d8 damage per blessing from the shredding winds. Large or smaller creatures that fail their save must make a second save or be sucked up into the twister’s area, moving with it as it moves. Any creature in the twister at the end of the chosen’s turn takes 1d8 damage each round, with no save. The chosen can direct the twister to eject a creature currently held inside it as a free action, the creature being either deposited on the ground in an adjacent square or spat from the top of the column to fall in a square within 15 feet. The raging twister lasts for one minute or until dismissed. After this ability is used, it cannot be used again for one hour.

Water


Power:
Waterborne: The chosen is at home in the waters. The chosen gains the ability to breathe water as easily as air, and a swim speed equal to their base speed plus 10 feet per blessing. If the chosen already possesses a swim speed, it increases by 10 feet per blessing. In addition, the chosen takes no penalties to attack rolls, even ranged attack rolls, due to water, and water does not grant cover or concealment against their abilities or attacks.

Boons:
Water’s Champion: The chosen’s blessing stirs the waters around them to aid them in battle. While this boon is active and the chosen is completely submerged, they gain a sacred bonus to armor class, attack rolls, combat maneuver checks and combat maneuver defense equal to their blessing.
Frostfang Weapon: The chosen’s blessing covers their weapons in bitter chill. While this blessing is active, any melee weapons the chosen wields and any natural weapons they possess deal additional nonlethal cold damage equal to twice the chosen’s blessing on a successful hit. In addition, any creature that takes nonlethal cold damage from this effect is fatigued for one minute. This effect cannot make a fatigued creature exhausted.

Least:
Call Water The chosen can create water and use it to suit their needs. When the chosen uses this ability, they must choose how to apply it, either for offense, defense, or utility.
If this ability is used offensively, it creates a blast of water to blast a single creature, object, or square within 30 feet. Everything in the target’s space becomes soaked, ruining any exposed items vulnerable to water, such as flames, gunpowder, or paper. If targeted at a creature or object, the chosen may make a special combat maneuver check to bull rush the target, substituting the chosen’s caster level for their base attack bonus and their charisma modifier for their strength modifier. This is treated as a normal bull rush, but the check does not provoke an attack of opportunity and the chosen cannot move with the target.
If this ability is used defensively, the chosen gains the protection of a shield of water. For one round, water surges to the chosen’s defense, blocking any physical damage or fire damage the chosen would take, until it has absorbed a total amount of damage equal to the chosen’s caster level, at which point the effect immediately ends and the chosen takes any remaining damage.
If this ability is used for utility, it creates clean, drinkable water, up to one gallon per blessing with each use. The chosen can create the water anywhere within 30 feet, though they cannot create it inside sealed containers or creatures. Water created with this ability that is not consumed disappears in 24 hours.
Freeze: The chosen can freeze water into useful items made of magical ice. The chosen must touch a volume of water to use this ability. One gallon of water freezes into one cubic foot of magical ice, and the chosen can freeze up to one gallon per blessing with each use of this ability. Magical ice has hardness of 5 and 10 hit points per inch of thickness, takes double damage from fire, and lasts for one hour before it melts back into water. When the chosen freezes water, they can shape the magical ice into any shape they desire. Any object that’s flexible or has moving parts has a 30% to simply not work. The chosen must make an appropriate craft check as part of the action to use this ability in order to make items of high quality or fine detail. Failing this check results in an item that is malformed or useless. Any masterwork weapons or armor made with this ability gain an enhancement bonus equal to the chosen’s blessing, but any bonus damage is dealt as cold damage.

Minor:
Touch of the Ocean: The chosen can imbue creatures with the blessing of the sea. The chosen must touch a willing creature to use this ability. The target gains a swim speed equal to their base speed, and can breathe water as easily as air. This grants the target a +8 racial bonus on swim checks, and they can take 10 on a swim check, even if rushed or threatened.
Icy Barrage: The chosen can create razor-sharp shard of ice and whip them at their opponents. When using this ability, the chosen can create up to one ice shard per caster level and hurl them at a number of targets within 60 feet. They can hurl all the ice shards at one target, or spread them out over multiple targets. The chosen makes a special ranged attack roll, using their caster level in place of their base attack bonus, and gaining an enhancement bonus equal to their blessing, and applies the roll to all targets. The chosen rolls miss chance against each target separately. On a successful hit, each ice shard deals 1d6 points of cold damage plus the chosen’s blessing.

Lesser:
Fluid Freedom: The chosen can grant creatures the capacity to slip through obstructions like water. The chosen must touch a willing creature to use this ability. While under the effects of this ability, the target can move and attack normally, regardless of any effect that normally impedes movement, such as difficult terrain, paralysis, Solid Fog, or Slow. All combat maneuver checks to grapple the target fail, and the target automatically succeeds on any combat maneuver or escape artist checks to escape a grapple, pin, or similar effect. The target can also move and attack normally underwater, even with slashing or bludgeoning weapons, as long as they remain in the target’s possession, though it does not grant the ability to breathe water. This effect lasts for one hour.
Deep Freeze: The chosen can freeze creatures solid. The chosen targets a creature within 30 feet, which must make a fortitude save or freeze. The target freezes in place, becoming paralyzed. The target is aware and breathes normally, but cannot take any actions, even speech. Each round, the target can make a fortitude save to end the effect as a full-round action. If it fails this save, the target takes cold damage equal to the chosen’s caster level and dexterity damage equal to the chosen’s blessing. A flying creature that is frozen cannot flap its wings and may fall, and a swimming creature cannot swim and may drown. This effect lasts for one minute, or until the target breaks free or the effect is dismissed.

Greater:
Body of Water: The chosen‘s body transforms themselves and all their equipment into a watery version of itself, transparent and extremely flexible. The chosen gains an enhancement bonus to dexterity equal to their blessing rounded down to the nearest even number. The chosen gains damage reduction equal to twice their blessing which is overcome by slashing damage. The chosen’s reach is increased as though they were one size larger. The chosen gains immunity to ability score damage, blindness, critical hits, deafness, disease, drowning, poison, stunning, and all effects that depend on respiration or physiology. The chosen also gains the effects of their Fluid Freedom ability, and can pass through any gap or hole that is not watertight. There are some downsides to this effect, however. The chosen halves any armor, shield, and natural armor bonuses to armor class they possess while under the effects of this ability. They take double damage from electricity. They cannot eat, breathe, or drink, even if they chose to. This effect lasts for one hour or until dismissed. The chosen gains immunity to cold damage, but keeps track of the damage prevented. If the damage prevented exceeds a total equal to their blessing times their caster level, they lose the benefits of this effect and gain the benefits of their body of ice ability.
Body of Ice: The chosen’s body transforms into solid ice, a translucent, solid form. The chosen gains an enhancement bonus to strength equal to its blessing rounded down to the nearest even number. The chosen gains an enhancement bonus to natural armor equal to their blessing. The chosen gains damage reduction equal to twice their blessing, which is overcome by adamantine weapons. The chosen gains immunity to ability score damage, blindness, critical hits, deafness, disease, drowning, poison, stunning, and all effects that depend on respiration or physiology. Any creature that strikes the chosen with a non-reach melee attack or that the chosen strikes with a non-reach melee attack takes cold damage equal to twice the chosen’s blessing. There are some downsides to this effect, however. The chosen takes a penalty to dexterity equal to their blessing rounded down to the nearest even number. The chosen takes double damage from electricity. The chosen floats in water, and cannot go below the surface of a body of liquid. They cannot eat, breathe, or drink, even if they chose to. This effect lasts for one hour or until dismissed. The chosen gains immunity to fire damage, but keeps track of the damage prevented. If the damage prevented exceeds a total equal to their blessing times their caster level, they lose the benefits of this effect and gain the benefits of their body of water ability.

Major:
Standing Wave: The chosen calls to being a towering wall of water, a stationary wave. when the chosen uses this ability, they create a vertical plane of water, 5 feet thick, up to 5 feet tall per blessing and up to 5 feet wide per caster level, all of which must be within 60 feet of the chosen. The wall surges with such strength that its surface offers total concealment, and all ranged projectile attacks that pass through it, even massive ones, are deflected by its waters. The chosen can spend a move action to make the standing wave surge forward, moving 30 feet in a direction perpendicular to its width. Each round at the start of the chosen’s turn, the wave makes a combat maneuver check, with a bonus equal to the chosen’s caster level plus the chosen’s charisma modifier plus a size modifier of +8. Any creature or object the standing wave comes in contact with must make a fortitude save or take 1d8 damage per blessing from the forceful surge of water. Creatures compare their combat maneuver defense to the wave’s combat maneuver check for the round, and if the check is higher, the creature becomes dazed until the start of its next turn and is swept up by the wave, pushed by the wave as though bull rushed, but with no maximum distance- it just keeps moving until the wave’s movement stops. Huge or smaller objects are automatically carried along by the wave, unless anchored securely. If the wave’s damage is enough to destroy an object, its remains are carried along by the wave.
Polar Beam: The chosen lashes out with the coldest temperatures. The chosen makes a ranged touch attack against a single creature within 60 feet. If successful, the target takes 2d6 cold damage per blessing and dexterity drain equal to the chosen’s blessing.


Chaos

Power:
Power of chaos: The chosen has been touched by the powers of chaos. The chosen gains the chaos subtype. Chaos chosen are infuriating foes due to their knack for never being quite where they are expected. The chosen gains a dodge bonus to armor class equal to their blessing. This bonus is doubled against ranged attacks. In addition, insight bonuses do not apply to attacks or effects targeting the chosen, or against attacks and effects created by the chosen.

Boons:
Law’s Bane: The chosen’s blessing imbues their weapon with chaos energy, making it especially dangerous to law creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as chaotic weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the law subtype equal to twice their blessing.
Liberating Aura The chosen’s blessing allows their allies to free themselves. While this boon is active, the chosen radiates an aura with a radius of 5 feet per blessing. The chosen and all allies in this aura can use a swift action to make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of this save is equal to the effect’s original save DC, and if successful, the effect ends.

Least:
Chaos’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the law subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the law subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

Minor:
Unbound: The chosen can make themselves nearly impossible to contain or restrain. While under the effects of this ability, the chosen can move and attack normally, regardless of any effect that normally impedes movement, such as difficult terrain, paralysis, Solid Fog, or Slow. All combat maneuver checks to grapple the chosen fail, and the chosen automatically succeeds on any combat maneuver or escape artist checks to escape a grapple, pin, or similar effect. The chosen can even move and attack normally underwater, even with slashing or bludgeoning weapons, as long as they remain in the chosen’s possession, though it does not grant the ability to breathe water. This effect lasts for one hour.

Lesser:
Banish Law: The chosen can banish outsiders from the mortal realm, and exile lawful beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the law subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

Greater:
Madness: The chosen can inflict temporary insanity upon their target. The chosen targets a single creature within 60 feet. The target must make a will save or become swept up in visions of madness. This ability functions as the Confusion spell, except the target takes one point of wisdom damage each round and the effect lasts for one minute.

Major:
Overwhelming Chaos: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of chaotic energy centered on themselves. Creatures with the chaos subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the law subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.


Evil


Power:
Power of evil: The chosen has been touched by the powers of evil. The chosen gains the evil subtype. In addition, the chosen is an enemy to all things good and pure. The chosen gains a sacred bonus equal to their blessing to all attack rolls, damage rolls, and skill checks made against creatures with the good subtype, and to armor class and saving throws against attacks and effects created by creatures with the good subtype.

Boons:
Good’s Bane: The chosen’s blessing imbues their weapon with evil energy, making it especially dangerous to good creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as evil weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the good subtype equal to twice their blessing.

Least:
Evil’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the good subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the good subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

Minor:
Impose Agony The chosen bonds themselves and another creature, sharing their wounds. The chosen targets a single creature within 30 feet. The target must make a will save, or be bound to the chosen. The chosen gains damage reduction equal to their caster level, which is overcome by good weapons. Any damage prevented by this damage reduction is dealt to the target. This effect lasts for one minute or until this ability is used again.
Wicked Impulse: The chosen subtly corrupts the mind of a creature, instilling wicked thoughts. The chosen targets a single creature within 30 feet. The target must make a will save or become consumed by wicked thoughts, twisted impulses, and the guilt that comes with them. the target takes a morale penalty equal to the chosen’s blessing to all ability checks, attack rolls, damage rolls, and skill checks. This effect lasts for one minute, until the target takes a full-round action to shake off the twisted urges, or until this ability is used again. A target that takes a full-round action to shake off this effect is immune to this ability for 24 hours. This is a mind-affecting compulsion effect.

Lesser:
Banish Good: The chosen can banish outsiders from the mortal realm, and exile good beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the good subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

Greater:
Horrifying Presence: The chosen can radiate an aura of fear and terror that can shake even the most stalwart defenders of righteousness. The chosen radiates an aura of fear with a radius of 30 feet. Creatures with the evil subtype and any allies the chosen designates are not affected by this aura, but creatures with the good subtype take a penalty to their saving throws equal to the chosen’s blessing. Any creature in this aura at the end of the chosen’s turn must make a will save or become shaken. Any creature that is already shaken must make a will save or become frightened. Any creature that is frightened must make a will save or become panicked. This effect lasts for as long as the creature remains in the aura and one minute thereafter. Re-entering the aura before the effect is expired resets the duration. A creature that successfully saves against this effect cannot be further intimidated by this effect for 24 hours, but any existing fear effects remain in place. This effect lasts for one hour or until dismissed.

Major:
Overwhelming evil: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of evil energy. Creatures with the evil subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the good subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.


Good


Power:
Power of good: The chosen has been touched by the powers of good. The chosen gains the good subtype. In addition, the chosen is a steadfast opponent to all things evil. The chosen gains a sacred bonus equal to their blessing to all attack rolls, damage rolls, and skill checks made against creatures with the evil subtype, and to armor class and saving throws against attacks and effects created by creatures with the evil subtype.

Boons:
Evil’s Bane: The chosen’s blessing imbues their weapon with good energy, making it especially dangerous to evil creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as good weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the evil subtype equal to twice their blessing.
Mental Bond The chosen’s blessing can be turned into a mental link with their allies. While this boon is active, the chosen can form a mental bond with up to one ally per blessing. All allies bonded in this way must be within 60 feet of the chosen. All bonded allies can telepathically communicate with the chosen and each other. Unlike normal telepathy, this communication requires a shared language. This is a mind-affecting effect.

Least:
Good’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the evil subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the evil subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

Minor:
Sacred Shield: The chosen creates a mystic bond with an ally, sharing their wounds. The chosen targets a single ally within 30 feet. The target gains damage reduction equal to the chosen’s caster level, which is overcome by evil weapons.Any damage prevented in this way is instead dealt to the chosen. This effect lasts for one minute or until this ability is used again.
Guilt The chosen can create doubt in the target’s mind, causing them to hold themselves accountable for all the things they’ve ever done and question every choice. The chosen targets a single creature within 30 feet. The target must make a will save or be weighted down by guilt and doubt, taking a morale penalty equal to the chosen’s blessing to all ability checks, attack rolls, damage rolls, saving throws, and skill checks. This effect lasts for one minute, until the target takes a full-round action to shake off the creeping guilt, or until this ability is used again. A target that takes a full-round action to shake off this effect is immune to this ability for 24 hours. This is a mind-affecting compulsion effect.

Lesser:
Banish Evil: The chosen can banish outsiders from the mortal realm, and exile evil beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the evil subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

Greater:
Intimidating Presence: The chosen can radiate an aura of righteous intimidation that can shake even the most cruel and depraved monstrosities. The chosen radiates an aura of fear with a radius of 30 feet. Creatures with the good subtype and any allies the chosen designates are not affected by this aura, but creatures with the evil subtype take a penalty to their saving throws equal to the chosen’s blessing. Any creature in this aura at the end of the chosen’s turn must make a will save or become shaken. Any creature that is already shaken must make a will save or become frightened. Any creature that is frightened must make a will save or become panicked. This effect lasts for as long as the creature remains in the aura and one minute thereafter. Re-entering the aura before the effect is expired resets the duration. A creature that successfully saves against this effect cannot be further intimidated by this effect for 24 hours, but any existing fear effects remain in place. This effect lasts for one hour or until dismissed.

Major:
Overwhelming good: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of good energy. Creatures with the good subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the evil subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.


Law


Power:
Power of Law: The chosen has been touched by the powers of law. The chosen gains the law subtype. Law chosen are fearsome foes, able to precisely predict where their enemies will be. The chosen gains an insight bonus to armor class and attack rolls equal to their blessing.

Boons:
Chaos’s Bane: The chosen’s blessing imbues their weapon with law energy, making it especially dangerous to chaos creatures. While this boon is active, any weapons they wield or natural weapons they possess are treated as lawful weapons for the purposes of overcoming damage reduction, and deal extra damage to creatures with the chaos subtype equal to twice their blessing.
Mechanical Accuracy The chosen’s blessing allows them to act with efficient, reliable accuracy. While this boon is active, the chosen treats any ability check, attack roll, saving throw, or skill check as though the d20 roll resulted in a value of 9+the chosen’s blessing. The chosen must use this result, and cannot roll any of the above rolls while this boon is active.

Least:
Law’s Protection: The chosen grants the target the protection of their patron spirits.The chosen must touch a willing creature to use this ability. The target exudes an aura of protection out to 5 feet per blessing. All creatures in the aura gain a sacred bonus to armor class and saving throws equal to the chosen’s blessing, and spell resistance equal to 10 plus the chosen’s caster level. This aura also offers special protection against creatures with the chaos subtype. The sacred bonus is doubled against attacks and effects created by such creatures. In addition, such creatures are warded away, and cannot enter the aura or touch creatures protected by it (such as with a melee touch attack, an unarmed strike, or a natural weapon attack), though a creature can ignore this ward if it is attacked by a creature protected by this effect or the aura is forced against it by movement. If a creature with the chaos subtype has spell resistance, the chosen must overcome its spell resistance in order to ward it in this way. Even if the creature overcomes the spell resistance, the sacred bonuses still apply. This effect lasts for one minute, or until this ability is used again.

Minor:
Word of Command: The chosen can speak a single word and compel those who hear it to obey it. The chosen targets a single creature within 30 feet and speaks a one-word command. The target must make a will save or obey the command to the best of their ability for one round. This command can be any single word command of the chosen’s choice, such as approach, fall, or run, though the target may interpret the command in unexpected ways. Each time a target fails its save against this ability, it takes a -1 penalty to its will save to resist this ability, whereas each successful save grants a +1 bonus. These bonuses and penalties stack, and last for one minute. This is a sonic, mind-affecting, language-dependent, compulsion effect.

Lesser:
Banish Chaos: The chosen can banish outsiders from the mortal realm, and exile chaos beings. The chosen can target a single outsider within 30 feet with this ability. The target must make a will save or immediately be sent back to the spirit world. If the target possesses the chaos subtype, the chosen adds their blessing to their caster level for the purposes of overcoming the target’s spell resistance and determining the spell’s saving throw, and if successful, the target cannot travel to the material plane for one day per blessing.

Greater:
Still: The chosen can freeze a target in place, locking them away in a moment of time. The chosen must touch a creature, and the creature may make a fortitude save to resist. If the target fails its save, it is instantly frozen in time. To the creature, time does not pass. It does not need to eat, sleep, or breathe, it cannot be damaged in any way or gain any conditions, and when the effect ends, the target is released without harm. This effect is permanent until this ability is used again.

Major:
Overwhelming Law: The chosen can invoke their patron’s raw power to devastate their opponents. The chosen creates a 30-foot radius burst of lawful energy. Creatures with the law subtype and any allies designated by the chosen are not affected by this burst. All other creatures in the area take 2d6 damage per blessing, and are dazed for one round/blessing. Creatures with the chaos subtype double the chosen’s blessing for the purposes of determining the effects of this ability. Affected creatures may make a will save to reduce the damage to 1d6 per blessing and negate the dazed condition.

Admiral Squish
2015-01-28, 04:11 PM
Sky proved to be remarkably challenging, but I finally posted it! And yet again, I've run out of space in the original post area. So... now the alignment ones are all bundled up in a separate post. I'm really gonna have to fix the formatting on the polished version...

I had to steal the idea for lightning lances from weather, because I couldn't think of any appropriate boons for sky otherwise.

EDIT: Posted water too! Waaay bigger and more complicated that I'm happy with, though. Maybe I should make cold a domain...

EDIT 2: Definitely having trouble with the dragon/magical beast thingie. It's hard to find any sort of unifying themes, beyond 'vaguely magical' which is kind of inherent in a domain, and possibly 'unnatural', which is really more aberration, though...

EDIT 3: Fire's done! I took a lot of the ideas presented and fiddled with 'em until I was satisfied. I like the volcanic devastation thing, but I'm not certain on the balance.

EDIT 4: IT. IS. DONE. Aether turned out kinda like a reshuffling of beast, I'll admit, but there's not a lot of common ground between magical beasts. Anyways! It's done! Huzzah! I'm gonna have to polish it, and add fluff and all that stuff, still, so be on the lookout for the Chosen Mark II thread to come when/if I ever have free time again.

Mith
2015-01-31, 01:26 PM
I've always said that I am bad with balance, but I like what the callings turned out to be. Funnily enough, the only nit-pick I have is that water does not expand as much as stated when frozen, but that's not really here or there. I just study part of that, so it's more of a personal.

Also in the Aether Draconic Form you state the DR is "twich" the Chosen's blessing. I believe you meant "twice":smallsmile:

Admiral Squish
2015-01-31, 03:51 PM
Yeah, I know, but everything that make water gives values in gallons, and everything that deals with solids works in cubic feet. I figured it's magic ice, it can expand more than natural.

And fixed. Good catch!