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

    Quote Originally Posted by Atomburster View Post
    Permapermission granted. Go nuts! :p
    Nuke Domain (Atomburster)

    New Damage type - Radiation Damage: Radiation damage represents a destructive blast of near pure energy, a mix of heat, kinetic force, and molecular bond breaking destructive energy. It is difficult for living creatures to heal radiation damage (unliving creature heal it normally). It does not heal naturally, including through fast healing, without the assistance of a trained healer (requiring a DC 20 heal check) and even then heals at half the normal rate and each point of radiation damage healed by a magic spell or effect counts as 2 hit points for the amount that the healing spell or effect can heal, and radiation damage is always healed after regular damage. So, for example, if you have 36 radiation damage and 100 normal damage and a 15th level cleric casts Heal on you you'd be healed all your regular damage and 25 points of radiation damage; alternatively if you have 14 radiation damage and no normal damage and a cleric casts Close Wounds on you healing 7 hit points you'd be healed 3 radiation damage and have 11 damage currently.

    New Condition - Radiation Sickness: Radiation Sickness deals 1d6 Constitution damage when acquired and each day the target must make a Fortitude save (same DC) or suffer 1d6 Constitution damage; three successful saves in a row remove this effect, and a heal check may be used to treat this as if it were a disease, however a remove disease will not although a heal spell will.

    Granted Power: You radiate an aura of destructive energy. Any creature beginning its turn adjacent to you or entering a square adjacent to you takes 1d6 radiation damage; no matter how often a creature enters and exits your aura during a turn this ability never triggers more than once per round. A successful Fortitude save (DC 10 +1/2 your Cleric level + your Charisma modifier) negates this damage. You may suppress or reactivate this aura as a move-equivalent action.

    Domain Spells:
    1. Nuclear Whisper (see below)
    2. Nuclear Claws (see below)
    3. Wasting Touch (see below)
    4. Globes of Destruction (see below)
    5. Step of Desolation (see below)
    6. Nuclear Torch (see below)
    7. Energized Magical Pulse (see below)
    8. Reduce to Salt (see below)
    9. Drop the Bomb (see below)



    Spoiler: New Spells
    Show
    Nuclear Whisper
    Evocation.
    Level: Nuke 1, Sorcerer/Wizard 1.
    Components: V, DF
    Casting Time: Standard action.
    Range: Close.
    Target: 1 living creature.
    Duration: Permanent (see below).
    Saving Throw: Fort partial.
    Spell Resistance: Yes.
    With a word you call a blast of radioactive energy down upon the target, inflicting a wasting upon them.
    The target takes 1d6 + Caster level radiation damage and suffers 1d4 Constitution damage. A successful Fortitude save halves the damage, prevents the Constitution damage. The target takes this damage every day until they successfully save against it, a single successful save ends this effect and prevents its repetition.

    Nuclear Claws
    Evocation
    Level: Nuke 2.
    Components: S
    Casting Time: Swift action.
    Range: Personal.
    Target: You.
    Duration: 1 round/caster level.
    You flex your hands, radioactive green flames bursting to writhe around them.
    Claws form around your hand, providing light as a torch (this is not treated as magical light). These claws can be used as either primary or secondary natural weapons dealing 1d4 + strength (if primary) or strength (if secondary) damage +1 radiation damage per 2 caster levels. The damage of these claws is modified by your size, dealing 1d3 if small or 1d6 if large. If you already have claws you do not gain a second pair of claws but add your radiation damage to your previous claws' damage if it is higher than that of these claws.

    Wasting Touch
    Evocation
    Level: Nuke 3, Sorcerer/Wizard 3
    Components: S, DF
    Casting Time: Standard action.
    Range: Touch.
    Target: Creature touched.
    Duration: Instantaneous.
    Saving Throw: Yes.
    Spell Resistance: Yes.
    Filling your hand with radiation you send it flowing into a touched creature, sickening them with a wasting sickness.
    The touched target must make a Fortitude save or contract radiation sickness immediately taking 1d6 Constitution damage, and continuing to take damage from the disease daily until it is cured (see above for definition of radiation sickness).

    Globes of Destruction
    Evocation
    Level: Nuke 4, Sorcerer/Wizard 5.
    Components: S, V, DF
    Casting Time: Standard action.
    Range: Medium (100 ft + 10 ft/caster level).
    Effect: 1 globe of radiation/caster level
    Duration: 10 minutes/caster level.
    Saving Throw: No.
    Spell Resistance: Yes.
    With an invocation to your dread god, you burst the atoms of the air, forming spheres of nuclear flame.
    When you cast this spell you create a number of spheres of semi-constrained tiny nuclear explosions which float about you providing light as a torch equal to your caster level. When you cast this spell, or as a standard action while it is in effect, you may send any number of these spheres streaking towards one or more targets within range. Each sphere is a ranged touch attack, using the same attack roll for multiple spheres directed at the same target, and deals 1d6 radiation damage on a hit. A sphere that hits a target, even if it is prevented by spell resistance, is destroyed, but any sphere that misses returns to you and may be shot out again as a standard action.


    Step of Desolation
    Conjuration (Teleportation).
    Level: Nuke 5.
    Components: S, V, DF
    Casting Time: Standard action.
    Range: Personal.
    Target: You.
    Duration: Instantaneous.
    You speak a word of the wastelands, stepping into the sand and dust only to reappear from another distant part of the waste; for in the unending wasteland all places are one.
    You may only activate this invocation in a wasteland, desert, or other place of desolation in which natural life is hard (as determined by the DM). This area must extend at least 300-ft from you in all directions. When you use this invocation you teleport up to 20 miles per caster level to another area of desolation of at least 300-ft in radius. If there is no place of desolation at your intended location you are instead transported to the nearest legal location to your intended location between your current one and the intended one within range. You may bring one willing medium sized (or smaller) creature with you per 3 caster levels, large creatures count as 2 medium creatures, huge as 2 large, and so forth.

    Nuclear Torch
    Evocation.
    Level: Nuke 6, Sorcerer/Wizard 6
    Components: S, V, DF
    Casting Time: Standard action.
    Range: Long (400 ft + 40 ft/caster level).
    Area: Line out to maximum range.
    Duration: Instantaneous.
    Saving Throw: Reflex half.
    Spell Resistance: Yes.
    Drawing the sign of the mystical giant unknown beast in the air you open your mouth wide and below forth a shout of magic, a nuclear flame searing forth to burn your foes
    When you cast this spell you create a line of nuclear fire out to maximum range. Any creature within the line takes 1d6 radiation damage per caster level (max 20d6), Reflex halves.

    Energized Magical Pulse
    Abjuration.
    Level: Nuke 7.
    Components: S, V.
    Casting Time: Standard action.
    Range: Long (400 ft + 40 ft/caster level).
    Area: 20-ft or 40-ft radius burst.
    Duration: Instantaneous.
    Saving Throw: No.
    Spell Resistance: No.
    You release a disruptive blast of pure magic overwhelming magical effects in the area, disrupting the most carefully constructed spells.
    This functions as an area use Greater Dispel Magic except it gains a bonus to dispel an effect equal to that effects spell level and it has no maximum caster level bonus to the dispel check.

    Reduce to Salt
    Transmutation
    Level: Nuke 8.
    Components: S, V, DF.
    Casting Time: Standard action.
    Range: Close (25 ft + 5 ft/2 caster levels).
    Target: 1 living creature.
    Duration: Instantaneous.
    Saving Throw: Fort partial
    Spell Resistance: Yes.
    You call upon the fury of your god, bursting the constituting matter of your foe, turning them piece by piece into radioactive salt
    The target must make a Fortitude save or be killed as they are reduced into nothing more than a small pile of radioactive salt. This salt may be used for a resurrection spell, and remains radioactive potentially inflicting radiation sickness on any who remain close to it for too long (DC 15 Fort after 1 hour, +2 per extra hour); this radiation eventually fades after weeks, months, or years. On a successful Fortitude save the target simply contracts radiation sickness taking 1d6 Constitution damage immediately, and having to be cured normally.

    Drop the Bomb
    Evocation/Necromancy
    Level: Nuke 9, Sorcerer/Wizard 9.
    Components: S, V, DF
    Casting Time: Standard action.
    Range: Long (400 ft + 40 ft/caster level).
    Area: 20-ft, 40-ft, or 60-ft radius burst.
    Duration: Instantaneous.
    Saving Throw: Reflex halves.
    Spell Resistance: Yes.
    You call upon your dire god and evoke a fragment of its true form in an apocalyptic force able to sear even the souls of targets, leaving nothing but black shadows upon the walls.
    When you cast this spell choose an area either 20-ft, 40-ft, or 60-ft in radius. All creatures within the area take 1d8 radiation damage/caster level (reflex halves). Any creature reduced to 0 or lower hit points by this effect is destroyed utterly, their body and soul both reduced to nothing but a black smear upon the wall or ground. Any creature destroyed by this effect cannot be resurrected without a Wish or Miracle spell to reconstitute its soul and then the normal means to resurrect a creature whose body is completely destroyed.


    Nuke Devotion:
    You serve the nuclear flame.
    Benefit: 1/day as a swift action you may cause yourself to become radioactive. Any creature beginning its turn within 10 ft of you or entering a square within 10 ft of you must make a Fortitude save (DC 10 + character level + Constitution modifier) or contract radiation sickness taking 1d6 Constitution damage; no matter how often a creature enters and exits your aura during a turn this ability never triggers more than once per round against a single creature. If a creature already has radiation sickness they still must save merely taking 1d4 Constitution damage on a failed save.
    Special: You can select this feat multiple times, gaining one additional daily use each time you take it.
    Special: If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each three daily turn or rebuke uses you expend.
    Last edited by Zaydos; 2016-01-26 at 04:29 PM.
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