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Thread: Princess Celestia's Homebrew Corner

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    Ogre in the Playground
     
    Celestia's Avatar

    Join Date
    Dec 2016
    Location
    Canterlot, Equestria
    Gender
    Female

    Default Talosborn

    The Talosborn

    Race: Any non-dragon
    Alignment: Any
    Hit Die: d8

    Level BAB Saves Special
    1 +0 +2/+0/+2 Dragonblood, Soul Siphon, Dragon Shout (Unrelenting Force)
    2 +1 +3/+0/+3 Dragon Shout (Fire Breath), Dragon Shout (Frost Breath)
    3 +2 +3/+1/+3 Born of the North, Dragon Shout (Kyne's Peace)
    4 +3 +4/+1/+4 Dragon Shout (Animal Allegiance), Dragon Shout (Disarm)
    5 +3 +4/+1/+4 Way of the Voice, Dragon Shout (Marked for Death)
    6 +4 +5/+2/+5 Mettle, Dragon Shout (Whirlwind Sprint)
    7 +5 +5/+2/+5 Dragon Shout (Aura Whisper), Dragon Shout (Throw Voice)
    8 +6 +6/+2/+6 Dragon Shout (Elemental Fury), Dragon Shout (Battle Fury)
    9 +6 +6/+3/+6 Dragon Shout (Call of Valor), Dragon Shout (Dismay)
    10 +7 +7/+3/+7 Voice of the Sky, Dragon Shout (Drain Vitality)
    11 +8 +7/+3/+7 Dragon Shout (Become Ethereal), Dragon Shout (Ice Form)
    12 +9 +8/+4/+8 Akaviri Dragonslayer, Dragon Shout (Dragonrend)
    13 +9 +8/+4/+8 Dragon Shout (Clear Skies), Dragon Shout (Storm Call)
    14 +10 +9/+4/+9 Dragon Shout (Cyclone)
    15 +11 +9/+5/+9 Dragon Shout (Bend Will)
    16 +12 +10/+5/+10 Dragon Shout (Soul Tear)
    17 +12 +10/+5/+10 Dragon Shout (Call Dragon)
    18 +13 +11/+6/+11 Dragon Shout (Slow Time)
    19 +14 +11/+6/+11 Dragon Shout (Dragon Aspect)
    20 +15 +12/+6/+12 Child of Prophecy
    Class Skills (4 + Int)
    Appraise, Bluff, Climb, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (Arcana), Knowledge (CHIM), Knowledge (Dungeoneering), Knowledge (History), Knowledge (Religion), Listen, Move Silently, Profession, Ride, Search, Sense Motive, Speak Language, Spot, Survival, Swim

    Weapon and Armor Proficiency: All simple and martial weapons, light and heavy armor (but not medium armor), and shields (except tower shields).

    Dragonblood (Ex): Born with the soul of a dragon, a Talosborn shares some qualities with his dragon bretheren. He has the Dragonblood subtype, immunity to paralysis and magic sleep effects, and automatically speaks Draconic.

    Soul Siphon (Su): A Talosborn increases his own power by stealing it from dragons. Whenever a Talosborn is present at a dragon's death (within 600 feet), he absorbs its soul to acquire its power. This process completely destroys the dragon's soul and prevents all forms of resurrection. Every two souls the Dragonborn acquires applies a cumulative +1 bonus on the save DCs of his Shouts. These souls can also be spent to increase the power of his Shouts in a manner similar to metamagic. By spending one soul, he can Enlarge or Extend any of his Shouts. For two souls, he can Empower any Shout with a variable numeric effect. For three, he can Maximize or Repeat his Shouts. Finally, for four souls, he can Quicken his Shouts. Once spent, a soul must be recharged. It takes one day to recharge a soul, and only one recharges at a time. Thus, if he spends two souls to Empower a Shout, it will take two days to recover them, one day for the first soul then another day for the second. While souls are spent, they do not count for the DC bonus. A Talosborn can possess a total number of souls equal to his Will save bonus.

    Dragon Shouts (Su): The main weapon of a Talosborn is the power of his Voice. He can shape the raw power of his soul into a Thu'um, or Shout. Each Shout has its own effects and recharge time, but they all take a standard action to use. Any Shout that offers a saving throw has a DC of 10 + 1/2 level + Charisma modifier. Shouts make a lot of noise and are easily heard by any creature within a quarter mile. Shouts that affect other creatures in a cone are considered breath weapons.

    Born of the North (Ex): Talosborn share an ephemeral link to the frozen tundra of the North and can better survive its harsh beauty. At level three, a Talosborn constantly acts as if under the effects of an Endure Elements spell, but only in cold climates. In addition, he possesses 5 points of Cold Resistance. As he gains levels, the Cold Resistance improves. At level five, it becomes 10 points; at level nine, it becomes 20 points; and at level thirteen, it becomes 30 points. At level seventeen, he gains Cold Immunity. Finally, at level nine, he also gains 5 points of Electricity Resistance which improves to 10 at level thirteen and to 20 at level seventeen.

    Way of the Voice: Though many Talosborn give in to the domineering nature of their dragon soul, some find a way to rise above and seek to use their gifts in wisdom and restraint. At level five, any Talosborn with at least one neutral aspect to his alignment may spend ten minutes meditating under the open sky to give himself over to the Way of the Voice. If he does so, then, for the rest of the day, he may use his Wisdom modifier instead of his Charisma modifier on all effects of his Shouts. However, this does not apply to the Shouts Marked for Death, Dismay, Drain Vitality, Dragonrend, Bend Will, or Soul Tear as these Shouts violate the teachings of the Way of the Voice.

    A Talosborn with a true neutral alignment may gain even further enlightenment. By meditating under the open sky for an hour, he gains the following three abilities for the rest of the day. However, he must be fully committed to the Way of the Voice to maintain these abilities. If he uses any of the six forbidden Shouts, he immediately loses these abilities and cannot meditate to regain them until a full week has passed.

    Force Without Effort (Su): The weight limit and knock back distance of Unrelenting Force are doubled, and the save DC is increased by 2. You also gain a bonus to resist Bull Rush, Trip, and Overrun attempts equal to your Wisdom modifier. At level ten, Unrelenting Force deals 1d6/2 levels force damage, and the save DC is increased by 4 instead of 2. At level 15, you become immune to Bull Rush, Trip, and Overrun, and the save DC of Unrelenting Force increases by 6 instead of 4.

    The Fire Within (Su): Your Fire Breath Shout deals 1d8/2 levels fire damage, and the save DC is increased by 2. At level 10, Fire Breath deals 1d10/2 levels fire damage, and the DC is increased by 4 instead of 2. At level 15, Fire Breath deals 1d12/2 levels fire damage, and the save DC is increased by 6 instead of 4.

    Eternal Spirit (Su): While ethereal, you gain Fast Healing equal to your Wisdom modifier. At level 15, you also gain DR X/- while ethereal where X is equal to twice your Wisdom modifier.

    Mettle (Ex): At 6th level, a Talosborn can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping Talosborn does not gain the benefit of mettle.

    Voice of the Sky (Su): Upon reaching level 10, a Talosborn with at least one neutral aspect to his alignment has spent so much time in peaceful meditation that wild animals intrinsically trust him. All uncontrolled animals are at least Friendly towards the Talosborn, and anyone directing an animal to take hostile action against him must make a Charisma check opposed by the Talosborn's Wisdom check. If the Charisma check fails, the animal refuses to perform that action.

    Uncontrolled magical beasts are at least Indifferent towards the Talosborn, and anyone directing a magical beast to take hostile action against him must make a Charisma check with a +4 bonus opposed by the Talosborn's Wisdom check. If the Charisma check fails, the magical beast refuses to perform that action.

    Akaviri Dragonslayer (Ex): After much training and experience, a Talosborn becomes exceptionally skilled at killing dragons. At level twelve, he receives a bonus equal to his class level on all attack and damage rolls against creatures of the Dragon type, and he receives a bonus equal to 1/2 his level on saving throws made against effects produced by dragons. In addition, he is treated as having Improved Evasion against all breath weapons which functions in any armor type.

    Child of Prophecy (Su): All Talosborn are special and guided by the hands of fate, but only one who has reached level 20 has enough insight and power to manipulate destiny. The Talosborn acquires an Elder Scroll, a mystical artifact from before the world was made. It is indestructible and cannot be removed from his possession by any effect, not even by godly powers. If any other than him attempt to read the Scroll, they are struck irrevocably blind and must make a DC30 Will save or become permanently insane. Once per week, the Talosborn can read this Elder Scroll and receive visions of the future as if using a Commune spell.

    A Talosborn can also, at any time, spend a soul to immediately reroll any failed roll with a +10 divine bonus. A roll can only be rerolled once, however, even if the reroll still fails. Sometimes, even destiny is unavoidable.

    Shouts:
    Unrelenting Force (Fus Ro Dah):
    Your Voice propels a burst of pure kinetic energy towards your foes. Every creature and object within a 30 foot cone takes 1d4/2 levels force damage. Creatures and objects weighing up to 50 lbs/level must make a strength check against the Talosborn's save DC or be flung backwards 10 feet per point of Charisma modifier (minimum 10 feet) and fall prone. Targets that hit a wall or other obstacle stop and take falling damage for each 10 foot segment they failed to move. Creatures that weigh too much instead make a Fortitude save or become dazed for one round. Unrelenting Force can be used once every 1d4 rounds. At level eight, its range increases to 60 feet, and at level twelve, it increases to 90 feet.

    Fire Breath (Yol Toor Shul): Your Voice reaches a fire deep within you and expels the flames of a dragon. Creatures and flammable objects within a 30 foot cone take 1d6/2 levels fire damage, Reflex half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

    Frost Breath (Fo Krah Diin): Your Voice chills the air like the howling of the North Wind. Creatures within a 30 foot cone take 1d6/2 levels cold damage, Fortitude half. This Shout can be used once every 1d6 rounds. At level ten, the range increases to 60 feet, and at level fifteen, it increases to 90 feet.

    Kyne's Peace (Kaan Drem Ov): Your Voice comforts and calms wild beasts. Animals within a 40 foot cone must make a Will save or be affected as by a Calm Animals spell for 1 min/level with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save. At level twelve, the range increases to 80 feet, and at level sixteen, it increases to 120 feet.

    Animal Allegiance (Raan Mir Tah): Your Voice pleads to the beasts of the wild who come to your aid. A target Animal must make a Will save or be affected as by a Dominate Animal spell for 1 round/level with a caster level equal to your Talosborn level. This Shout is a ray with a range of 25 ft + 5 ft/2 levels and can be used once ever 1d8 rounds. This Shout can also affect magical beasts, though they gain a +4 bonus on the save.

    Disarm (Zun Haal Viik): Your Voice defies steel and tears the weapons from your opponents' hands. Creatures within a 20 foot cone must make a Fortitude save or drop their weapon in their square. Any bonuses the creature has to avoid being disarmed (except for size bonuses) apply to the saving throw. Disarm can be used once every 1d6 rounds. At level twelve, the range increases to 40 feet, and at level sixteen, it increases to 60 feet.

    Marked for Death (Krii Lun Aus): Your Voice heralds doom upon your foes. Creatures within a 20 foot cone must make a Will save or suffer a penalty to AC and saves equal to your Charisma modifier (minimum 1) for 1 round/level. Marked for Death can be used once every 1d10 rounds. At level thirteen, the range increases to 40 feet, and at level seventeen, it increases to 60 feet.

    Whirlwind Sprint (Wuld Nah Kest): Your Voice pulls you forward with the speed of a tempest. You instantly move either three, five, or seven times your speed (chosen when the Shout is used) in a straight, horizontal line, ignoring gravity until after you stop moving. If you hit a wall or other obstacle, you stop moving and take 1d6 damage. Whirlwind Sprint can be used once every 1d4 rounds.

    Aura Whisper (Las Yah Nir): Your Voice reveals the life forces of those around you. After using this Shout, you can see the auras of all creatures within 20 feet per point of Charisma modifier (minimum 20 feet) of you for 10 min/level. You know their number and location, but you cannot detect any other information about the creatures. This Shout is blocked by one foot of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt. It can also be blocked by any effect that protects against divinations. Unlike most Shouts, Aura Whisper is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. Aura Whisper can be used once every 1d10 rounds.

    Throw Voice (Zul Mey Gut): Your Voice originates from a distant source. You can choose any square within 20 feet per point of Charisma modifier (minimum 20 feet) to be the origin point for your voice, and you can say anything up to 25 words in length. Unlike most Shouts, Throw Voice is not loud. It is not silent, however, and using it grants all creatures within 30 feet of you a +4 circumstance bonus on their Listen check to hear you opposed by your Move Silently check. This Shout can be used at will.

    Elemental Fury (Su Grah Dun): Your Voice imbues you with the speed of the wind. After using this Shout you act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). Elemental Fury can be used once every 1d10 rounds.

    Battle Fury (Mid Vur Shaan): Your Voice empowers your allies with the speed of the wind. Up to one creature/level, excluding yourself, can act as Hasted for 1 round per point of Charisma modifier (minimum 1 round). This Shout has a range of 25 ft + 5 ft/2 levels and can be used once every 1d10 rounds.

    Call of Valor (Hun Kaal Zoor): Your Voice transcends space and time to summon an ancient hero of the past. You can call one of three to aid you in battle for 1 min/level, all of whom are two levels below you and have the elite array of stats. The Fighter comes equipped with a longsword, a heavy shield, and full plate armor. The Ranger has a longbow with 30 arrows, two shortswords, and a chain shirt. Finally, the Barbarian has a great axe and a breastplate. They are all humans and have access to the Shouts Unrelenting Force and either Fire Breath or Frost Breath. Once you reach level fifteen, they also have access to Dragonrend. They all speak Common and Draconic and can be directed like a cohort. Call of Valor can be used three times per day, once for each of the heroes.

    Dismay (Faas Ru Maar): Your Voice is terrifying to behold. Every creature within 20 feet per point of Charisma modifier (minimum 20 feet) that can hear you must make a Will save or become panicked for 1 round/level. Creatures who succeed are still frightened for one round. This is a mind-affecting effect. Dismay can be used once every 1d6 rounds.

    Drain Vitality (Gaan Lah Haas): Your Voice drains the life out of your foes. Creatures within a 20 foot cone must make a Will save or suffer one negative level per two points of Charisma modifier (minimum 1 level). This Shout can be used once every 1d8 rounds. At level fifteen, the range increases to 40 feet, and at level twenty, it increases to 60 feet.

    Become Ethereal (Feim Zii Gron): Your Voice reaches beyond the physical world and brings you into the Ethereal Plane. You are affected as by an Ethereal Jaunt spell with a caster level equal to your caster level. This Shout can be used once every 1d4 minutes.

    Ice Form (Iiz Slen Nus): Your Voice freezes an opponent solid. A creature within 10 feet per point of Charisma modifier (minimum 10 feet) must make a Fortitude save or become paralyzed for 1 round/level. While paralyzed, the target takes 1d4 cold damage every round. Each round, the target may make a new saving throw as a full-round action to attempt to break free. Ice Form can be used once every 1d6 rounds.

    Dragonrend (Joor Zah Frul): Your Voice lashes out at the very soul of a dragon, forcing it to land. A dragon within 600 feet that is targeted by this Shout cannot fly for 1 round/level. If it is in the air while affected, it safely glides to the ground but is stunned for one round due to the hard landing. A dragon has no defense against this and is not entitled to a saving throw. This Shout can be used once every 1d4 rounds.

    Clear Skies (Lok Vah Koor): Your Voice commands the sky, itself, which yields to your will. This Shout removes all inclement weather, natural or otherwise, from within a two mile radius. The change takes 1d4 rounds to occur. When attempting to clear weather caused by a spell or other magical source, you must succeed at an opposed caster level check with a caster level equal to your Talosborn level. This Shout can be used once every 1d4 minutes.

    Storm Call (Strun Bah Qo): Your Voice awakens the destructive forces of the storm. This Shout conjures a powerful storm that gradually appears after 1d12 minutes. The Storm lasts for 10 min/level and covers an area with a two mile radius. For the duration of the Shout, 1d4+1 lightning bolts will strike random creatures every round, dealing 5d10 electricity damage each (Reflex save negates). The bolts will never strike you or your allies. Storm Call can be used once every 1d3 hours.

    Cyclone (Ven Gaar Nos): Your Voice twists the air into a swirling vortex. You create a powerful Cyclone at a designated point within 200 feet. This Shout acts as the spell Whirlwind with a caster level equal to your Talosborn level except that the Cyclone does not move and cannot be controlled. This Shout can be used once every 1d12 rounds.

    Bend Will (Gol Hah Dou): Your Voice bends the minds of others. A creature within 20 feet per point of Charisma modifier (minimum 20 feet) must make a Will save or be affected as by a Dominate Monster spell with a caster level equal to your Talosborn level for 1 hour/level. This Shout can be used once every 1d3 hours.

    Soul Tear (Rii Vaaz Zol): Your Voice cuts through flesh and tears the soul. Creatures within a 15 foot cone take 1d8/2 levels negative energy damage, Fortitude half. If a target takes damage this way and dies within 1 round per point of Charisma modifier (minimum 1 round), its soul is bound into a gem as by a Soul Bind spell with a caster level equal to your Talosborn level, Will negates. In addition, if the target was successfully soul bound, its body (if it has one) is animated as either a skeleton or zombie under your control. Soul Tear can be used once every 1d6 minutes. At level eighteen, the range increases to 30 feet, and at level twenty, it increases to 45 feet.

    Call Dragon (Od Ah Viing): Your Voice calls out to a nearby dragon that comes to your aid. An adult dragon appears within 1d4 rounds and fights your foes to the best of its abilities. It is not under your direct control, however, and you cannot give it orders. The type of dragon called is a random type of either metallic (if you are good), chromatic (if you are evil), or either (if you are neutral). The dragon will fight for at least 1 round per point of Charisma modifier (minimum 1 round) before it is freed of service. Once the duration of the Shout ends, the dragon returns to it's normal behavior. Call Dragon can be used once per day.

    Slow Time (Tiid Klo Ul): Your Voice shatters time, itself, as the world around you slows to a standstill. This Shout functions like the spell Time Stop with a caster level equal to your Talosborn level. Slow Time can be used once every 1d8 minutes.

    Dragon Aspect (Mul Qah Diiv): Your Voice fills you with the might and power of a dragon. This Shout lasts for 1 round per point of Charisma modifier (minimum 1 round) and contains several effects. You gain a +22 enhancement bonus to Strength, a +12 enhancement bonus to Constitution, and a +24 deflection bonus to AC. You become immune to fire and gain DR10/magic. All your Shouts are automatically Enlarged and Empowered for free, and it only takes one soul to Maximize or Quicken them. Your Fire Breath can be used at will, and all other Shouts have their recharge time reduced by 1 round (minimum 1 round). Lastly, if you are dropped to or below half health, an Ancient Talosborn instantly appears and attacks your foes. It has the stats as if it were a Simulacrum of you. However, it does not have the shouts Call of Valor, Bend Will, Call Dragon, or Dragon Aspect. It is immune to all physical, but not magical damage and exists until it is killed or until it can no longer perceive any enemies. Dragon Aspect can be used once per day.
    Last edited by Celestia; 2018-11-16 at 01:29 AM.
    Princess Celestia's Homebrew Corner
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