Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 6 of 6
  1. - Top - End - #1
    Ogre in the Playground
     
    Winged One's Avatar

    Join Date
    May 2005

    Default [vestige]We're not gonna take it...

    Kud'seya, the Heretic's Vengence
    Vestige level 4th, Binding DC 25
    Made of a thousand hateful souls, Kud'seya grants binders the power to weather divine power and strike with great skill, as well as howl blasphemies.
    Legend: It is said(sometimes even by the vestige itself) that Kud'seya formed itself out of the souls of those who have died with their blood on the hands of the Order of Seropaenes, a curse on their lips, and hate for all gods in their heart. What is undeniably true is that it's name, sign, seal, and powers are a recent discovery that has brought out a few of the more retributive elements in some pact magic practicing organizations.
    Special Requirements: Kud'seya, paradoxically, requires that a binder have studied the gods and understand what it means to fight them. It's seal can only be drawn by somebody with 5 ranks or more in Knowledge(religion).
    Manifestation: a thousand white wisps with faces come out of the seal, moaning. They settle into one large red-eyed humanoid figure, which is rather eloquent in it's speach.
    Sign: Your irises become a deep crimson. If suppressed, this sign can be unsuppressed as an immediate action.
    Influence: Kud'seya's binders become cynical and paranoid about all religious matters and quite a few non-religious matters. They must also attempt a saving throw against divine spells when possible.
    Granted Powers: Kud'seya grants defenses and attacks against the gods' servants.
    Hostile Soul: You gain spell resistance equal to 10+your effective binder level. This resistance is only effective against divine spells. Lowering this resistance is considered going against Kud'seya's influence. If a spell fails to penetrate your spell resistance, you may for the caster to make a will save or take 1d6 per effective binder level damage. You may also make an opposed Charisma check against the caster; if you win you destroy their divine focus and gain a +2 circumstance bonus to Intimidate checks against them until they get a new divine focus. This ability is only functional while you are showing Kud'seya's sign.
    Frightening Gaze: You gain a +4 enhancement bonus to Intimidate checks. This bonus improves to +8 if you show Kud'seya's sign.
    Sacreligious Power: Your base attack bonus may be equal to your effective binder level for one round. After using this ability, you must wait 5 rounds before using it again.
    Right and Wrong, Not Good and Evil: You become immune to effects that ignore a particular alignment(such as unholy blight or dictum), as well as to Vile damage and divine damage(such as the nonfire damage from flame strike).
    True Blasphemy: As a standard action, you may deal 1d6 sonic damage per 2 effective binder levels to all divine casters within 5 feet per effective binder level who do not have a divine focus with them. This is a language-dependant effect.
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  2. - Top - End - #2
    Dwarf in the Playground
    Join Date
    Jul 2006

    Default Re: [vestige]We're not gonna take it...

    Right and Wrong, Not Good and Evil: You become immune to damage that does not affect a particular alignment, as well as to Vile damage and divine damage(such as the nonfire damage from flame strike).
    I could be wrong, but I think you meant immunity to damage that does affect a particular alignment. Other wise, this would make you immune to nearly every form of damage....

    Edit: Oops... Looks like I messed up on that one. Sorry 'bout that.

  3. - Top - End - #3
    Titan in the Playground
     
    Jack_Simth's Avatar

    Join Date
    May 2006

    Default Re: [vestige]We're not gonna take it...

    Quote Originally Posted by Lucid_Archon
    I could be wrong, but I think you meant immunity to damage that does affect a particular alignment. Other wise, this would make you immune to nearly every form of damage....
    Methinks you have that backwards. Things that don't affect particular alignments (e.g., Blasphemy and Evil, or Dictum and Lawful) are negated by this ability (you're effectively pretending to be the alignment specified in the spell as safe as far as the spell is concerned). A Fireball affects every alignment, and so isn't negated by the ability. That's as curently written.
    Of course, by the time I finish this post, it will already be obsolete. C'est la vie.

  4. - Top - End - #4
    Ogre in the Playground
     
    Winged One's Avatar

    Join Date
    May 2005

    Default Re: [vestige]We're not gonna take it...

    Mr. Smith has it right. Edited it to clear that up. Is this balanced as a 4th-level vestige?
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

  5. - Top - End - #5
    Orc in the Playground
     
    LordOfNarf's Avatar

    Join Date
    Feb 2006
    Location
    dancing inside the song

    Default Re: [vestige]We're not gonna take it...

    Ummm, looks balanced to me, but on the Right and wrong thingamadealie, it might be better to say on damage that ignores a certain alignment, rather than damage that does not affect, its less abmiguaous that way.
    Eadem mutata resurgo
    (Though changed, I shall arise the same)
    -Jakob Bernoulli

    Cekiatar

  6. - Top - End - #6
    Ogre in the Playground
     
    Winged One's Avatar

    Join Date
    May 2005

    Default Re: [vestige]We're not gonna take it...

    Fixed.
    Quote Originally Posted by Asmodeus View Post
    However, the general consensus about the best way to stop a monster from attacking is to kill it. In the case of undead, we recommend killing it again.
    2 useful principles for keeping roleplaying games fun.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •