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    Zaydos's Avatar

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    Aug 2009
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    Default Re: [3.5/PF] GitP Regulars as Domains And Domain Feats

    Xaos Domain (NeoPhoenix0)

    Granted Power: 1/day you may, as an immediate action, force another creature within 30 ft to re-roll a d20 roll and take the new result if it is worse.

    Domain Spells:
    Wondrous Effect (see below)
    Tom's Chaos Blast (see below)
    Scattering TrapPHBII
    Confusion
    Dimension ShufflePHBII
    Insanity
    Prismatic Spray
    Mind of the LabyrinthDrM
    Maw of ChaosSpC

    Spoiler: Wondrous Effect
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    WONDROUS EFFECT
    Universal (Chaos)
    Level: Xaos 1
    Components: V, S, DF
    Casting Time: 1 standard action
    Range: See text
    Target or Area: See text
    Duration: See text.
    Saving Thow: See text.
    Spell Resistance: Yes.

    This spell duplicates the effects of a Rod of Wonder. However the DC is normal for this (a 1st level) spell, and the duration of a Slow or Summon effect is 1 round/caster level, and the damage dealt by a Fireball or Lightning Bolt is 1d6/caster level (max 20d6).


    Spoiler: Tom's Chaos Blast
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    Tom’s Chaos Blast
    Evocation [Chaos]
    Level: Sor/Wiz 2
    Components: S, V, F
    Casting Time: 1 swift
    Range: Close (25-ft +5-ft/2 levels)
    Effect: One orb of elemental energy
    Duration: Instantaneous
    Saving Throw: No
    Spell Resistance: Yes
    You create an approximately 1 to 3 inch projectile of swirling elemental energy which streaks at a single target within range. This spell deals 2d6 +1d6/10 caster levels untyped damage but if a creature has energy resistance to all 5 energy types then it applies to this damage as well. If it strikes a lawful creature it deals +1/2 caster levels damage.
    Focus: A gem worth at least 50 GP.


    Xaos Devotion:
    Chaos reigns!
    Prerequisites: Chaotic alignment.
    Benefit: You gain a +1 anarchic bonus, increasing by +1 per 7 character levels, to rolls of one type each round as determined by a 1d6 roll. You do not roll outside of a tense and dangerous situation (if you can take 10 on rolls without skill mastery you don't gain this bonus) or when flat-footed. 1: No bonus this round. 2: AC. 3: Saves. 4: Attack rolls. 5: Skill checks. 6: Teleport 5 ft + 5 ft per +1 you would normally receive at the beginning of your turn, this replaces the bonus to rolls for the round.
    Last edited by Zaydos; 2016-01-23 at 09:47 PM.
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