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Author Topic: Doomed Hero's New Paths  (Read 36873 times)
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Doomed Hero
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« on: April 02, 2010, 03:21:15 PM »

As I was going through the original paths I began realizing that there seemed to be some that were missing, stylistically speaking, and a few paths that seemed to cram a number of different themes together and deserved to be split and fleshed out a bit more.

So, as a sort of sister to my Reworking Heroic Paths thread, I offer you all some new ideas to chew on.
« Last Edit: April 02, 2010, 08:00:47 PM by Doomed Hero » Logged

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Doomed Hero
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« Reply #1 on: April 02, 2010, 03:36:59 PM »

Here's the first in a series of elemental-themed paths, along the same theme as the Earthbonded. Stylistically speaking, these guys are different from classic pyromancer-types. They have only one ability that can really create fire from nothing (they get it at first level though) nearly all of their other abilities require an existing source of flame to manipulate. They are highly inspired by real world legends of pyrokinesis (I had recently re-read Firestarter by Stephen King). The picture on page 60 of the Midnight 2nd ed Core book is actually the inspiration that started me on this whole path revamping kick. That guy is my quintessential version of what this new path is supposed to be.


Fireborn

1 Firestarter
2 Flamethrower (Melee or Ranged)
3 Fire Resistance 5
4 Burn It All
5 Flame Thrower (Radius or Ray)
6 Firewalker
7 Fire Resistance 10
8 Smoker
9 Flame Thrower (Cone or Burst)
10 Backdraft
11 Fire Resistance 15
12 Corona
13 Flame Thrower (Line or Wave)
14 Firestarter
15 Immunity to Fire
16 Flare Up
17 Flamethrower (Wall or Hemisphere)
18 White Hot
19 Heat Death
20 Phoenix Heart

Note: All the Fireborn's abilities are Supernatural

Firestarter: You can cause combustible materials to light with a touch or a thought. You may cause any combustible material to catch fire. Unattended objects make a save to negate the effect. (DC 10+1/2 your character level+ your charisma modifier). Attended objects use the reflex save of the creature attending it, providing that creature can make a DC 10 spot check. Combustible objects which are resistant to catching fire, such as damp wood or leather get a +5 bonus. Objects which are very difficult, or nearly impossible to catch fire, such as stone, gain a +20 bonus to their save. This ability can be used as a concentration based effect. If you choose to do so, the DC to resist it goes up by one for each round you concentrate. This means that given enough time to concentrate on an object, you can light nearly anything on fire. Once lit, the object obeys the normal rules for burning objects as outlined in the Core Rules. At This ability is usable At Will and has a range of Short or Touch. At 14th level the range on this ability increases to Long. The maximum DC for this ability is 10+ twice your character level+your Charisma modifier.

Flamethrower: You may cause nearby fires to erupt in burning showers and gouts of flame. Every day you gain a pool of energy that you can draw from to cause fire based attacks from any nearby source of fire. Each day you gain a number of points, called Blaze Points, equal to your character level plus your Charisma Modifier. You may spend a number of Blaze Points per round equal to 1/2 your character level. Each time this ability is gained you may choose one of the effects listed, or any of the ones listed previously. From that point on you may spend Blaze Points to create fire-effects in that shape and type. Consult the table below for more detailed effect descriptions.

Melee Attack: In order to use this ability you must have a source of fire within reach of your weapon. Each Blaze Point spent as part of an attack adds 1d6 fire damage to that attack. You can still only spend a number of Blaze Points each round equal to 1/2 your character level. If you use this ability while unarmed, you take 1d6 points of fire damage, but count as armed for the purposes of provoking attacks of opportunity.

Ranged Attack: You may cause a bolt of fire to shoot from any source of open flame within 25'+5' per level of you. Only one Blaze Point per round may be spent on this ability, but it deals 2d6 points of fire damage. This bolt of fire is treated as a ranged touch attack with a range increment of 10 feet and a 20, x2 Crit.

Radius: Fire erupts from an open flame within Short range of you in a radius of 15 feet. This deals 1d6 points of damage to all creatures in the area, Reflex save for 1/2 damage.

Ray: A small, white hot ray of fire shoots from an open flame within Short range of you. This ray requires a ranged touch attack, has a range of Long and deals 1d6 points of damage per Blaze Point spent. There is no save against this damage.

Cone: A cone of fire explodes from a source of open flame near you. This cone begins in any square the source of fire is in and effects a cone shaped area 5 feet long for every two levels you posses. The end of the cone is 5 feet wide for every 10 feet of length. every creature caught in the radius takes 1d6 points of damage for every Blaze Point spent, Reflex Save for 1/2 damage.

Burst: A tiny ball of fire leaps from a nearby open flame and explodes into a ball of fire. The range on this effect is Short (measured from the source of the fire, which must be within Short range of you), and effects a 20 diameter sphere. Creatures in teh area take 1d6 points of Fire damage per Blaze Point spent, reflex save for 1/2 damage.

Line: A line of fire erupts form a nearby source, burning everything in it's path. A line of fire originating from any open flame within Short range of you and traveling in a straight line for a distance of 10 feet per level deals 1d6 points of damage per Blaze Point spent to each creature in it's path, Reflex save for 1/2 damage.

Wave: You create a wave of fire beginning centered on a nearby source of flame, traveling along the ground in any direction and ending up to 10 feet per level away from it's point of origin. This wave is 1 foot per two character levels high and 5 feet per character level wide.

Wall: You create a wall of fire centered on a nearby source of flame. This wall is up to 10 feet per level wide and half as tall. This effect functions exactly as a Wall of Fire, except that it only deals 1D6 points of damage per Blaze Point spent on it's creation and effects creatures on both sides.

Hemisphere: A hemisphere of fire erupts from a nearby open source and hangs in the air like a barrier. The hemisphere has a radius of up to 5 feet per level, centered on any open source of flame within Short range of you. This effect functions exactly as a Wall of Fire, except that it only deals 1D6 points of damage per Blaze Point spent on it's creation and effects creatures on both sides. Creatures caught in the effect as it forms are allowed a Reflex save to negate the damage.

Burn It All: Any object or creature within Short range of you that is attempting to avoid catching fire must make saves against a DC of 10+1/2 your character level+your Charisma modifier, instead of the usual DC 15 save (as described in the environmental effects section of the Pathfinder Core Rules). In addition, creatures or objects on fire add 1/4 your character level (rounded up) to any damage they take as a result of being on fire. All your fire effects gain a chance to catch creatures and objects on fire. Any creature or object that is damaged by one of your fire-based abilities must make an additional Reflex save, at the heightened save DC, to avoid catching.

Firewalker: As a standard action while standing in, or after moving into, an open flame of your size or larger you may spend spend a Blaze Point if you do you are instantly transported to any other open flame of your size or larger within Long range.

Smoker: Your fire effects cause lingering smoke in their area for a number of rounds equal to the amount of Blaze points spent to cast them, or equal to the level of spell causing the effect. This smoke grants concealment to any creature inside it's area, but also imposes a -1 penalty to attacks and reflex saves on any creature that has to breathe or see that does not possess Fire Resistance. This duration is halved out doors and doubled in small enclosed spaces.

Backdraft: You can cause fire effects to repeat in reverse. As a standard action the round after a fire effect occurs within Short range of you, you may spent a number of Blaze points equal to 1/2 the number used to cause the original effect, or 1/2 the level of the spell or ability used to cause the original effect. If you do, you cause the effect to repeat, effecting the exact same area again. The only difference is that the fire rushes the opposite direction as it originally did. (Fireballs implode, cones suck back in on themselves, ect.) This can very effectively cause flames that had been extinguished to re-light. Any creature or object that had been on fire the round before must make a Reflex save (or object save if unattended) with a -2 penalty or catch fire again.

Corona: You may spend a Blaze Point as a free action to pull flame from any source within Short range and wreathe yourself in it. This fire does not actually touch you or your equipment. It rests a few inches away from your body and remains for 1 round per point of Charisma modifier you possess. Creatures coming in contact with this fire, take 1d6 points of damage and risk catching fire.

Flare Up: You may spend additional Blaze Points on any given effect by taking 1d6 points of damage per point beyond your maximum allowed.

White Hot: Your Fire damage treats Fire Resistance as if it were halved and even deals 1/2 damage to creatures with Fire Immunity.

Heat Death: You may slay creatures by causing them to spontaneously combust from within. This ability costs a number of Blaze Points equal to the targeted creature's Hit Points divided by 20. (if you cannot spend, or do not have the required number of Blaze Points, this ability does not function.) The creature must then make a Fortitude save (DC 10+1/2 your character level+your Charisma modifier) or die. Creatures with Fire Resistance get a bonus to the save equal to +1 per 5 points of Fire Resistance. Creatures immune to fire gain a +5 bonus, but are still effected.

Phoenix Heart: You gain the Fire subtype. in addition, if you die, you return to life within 1d6 days from the largest source of fire within 50 miles of the place where you died. The fire you are reborn from must be at least the same size you are. If there is not a large enough fire within 50 miles at the time you would be reborn, you remain dead for another 1d6 days. This process repeats a number of times equal to your Charisma modifier. If no fire of substantial size is provided during that time, you are dead forever.
« Last Edit: February 11, 2011, 07:31:46 PM by Doomed Hero » Logged
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« Reply #2 on: April 02, 2010, 03:41:50 PM »

Next is really the other half of the Charismatic path. I realized that the original Charismatic path encompased two very different ideas. My rework concentrated on one of them, that of intense personal beauty and style.

This is the second half. The natural leader.


Commander

1 Aura of Command x1
2 Inspire Courage
3 Recruit
4 Order 1x per battle
5 +1 Charisma
6 Natural Leader
7 Aura of Command x2
8 Flagbearer
9 Rouse the Troops
10 Coordination
11 Order 2x per battle
12 Extra Cohort
13 Aura of Command x3
14 Great Leader
15 +1 Charisma
16 Standard of Battle
17 Order 3x per battle
18 Extra Cohort
19 To Hell and Back
20 Legendary Leader

Aura of Command: (su) You lead as naturally as most people breathe. Your command inspires and aids those who fight with you. All allies within a radius equal to 5' per two character levels gain a Morale bonus equal to 1/4 your character level (rounded down) to one of the following: Armor Class, Initiative, Attacks, Damage, Reflex Saves, Will Saves, Fortitude Saves, Spot and Listen checks, Hide and Move Silently checks, Craft checks related to building fortifications, siege weapons or equipment. You may choose which of these things to boost when you activate this ability. Every time you gain this ability, you may add one additional effect to those within the radius. This ability is a Swift action to maintain and represents you giving constant support and direction to your allies. It's effects cease if you are Flat-Footed, Paralyzed, Silenced, Blinded or if your allies lose sight of you.

Inspire Courage: (su) You are a symbol to those who fight or travel with you.  Allies within a radius equal to 5' per character level gain a Morale bonus to saves vs. Fear equal to your Charisma modifier. This ability is not dependant on your orders or directions, but is dependant on you being able to take part in the fight. It is continuous, but ceases if you are ever incapacitated, defeated or rendered helpless.

Recruit: (su) Wherever you go idealistic, able young people seem to flock to you. You gain a Cohort as if you had the Leadership feat. If your Cohort becomes too injured to fight or travel another will join you soon. You aren't sure why it happens this way, but it always seems to. Once you gain the leadership feat recruits will join and reinforce fallen soldiers at a rate of one soldier per point of your charisma modifier, per week.

Order: (ex) As a free action a number of times per battle as listed you may either grant an ally a move-equivilant action, or a single attack, as an Immediate action. This abilities can only target allies within your Aura of Command. Allies that are flat footed cannot be targeted by this ability.

Natural Leader: You gain the Leadership feat.

Flagbearer: (ex) You may craft a banner that your allies recognize as a symbol of your leadership. The Flagbearer and all allies within a radius of them equal to 5' per 4 character levels (rounded down) are treated as if they were within range of your Aura of Command.

Rouse the Troops: (ex) By taking the time to give a speech before a battle you are able to ensure that your army fights with more prowess and zeal. This ability takes at least one minute and grants all allies who hear it the benefits of an Aid spell. For the purposes of Duration, this spell is treated as if it were cast on the first round of combat and uses your character level as the caster level.

Coordination: (ex) Once per battle as a standard action you may issue a command to all allies within the range of your Aura of Command. This grants all of them an immediate attack action, or grants all of them an immediate move-equivilant action. Allies that are flat-footed cannot gain the benefit of this ability.

Extra Cohort: Each time this ability is gained you gain the services of an additional cohort, as per the Leadership feat.

Great Leader: Your number of followers of each level, as per the leadership feat, is doubled.

Standard of Battle: (ex) You may carry a standard that your troops recognize as a symbol of your command. This is normally a flag, but does not have to be. When you are carrying this standard all allies that can see it are treated as if they were within your Aura of Command.

To Hell and Back: (su) All allies within the range of your Aura of command become immune to Fear effects and Compulsions.

Legendary Leader: Your number of followers per level, as per the leadership feat, is multiplied by 10.
« Last Edit: April 02, 2010, 03:45:07 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #3 on: April 02, 2010, 03:53:58 PM »

Next is one of the many paths that I am splitting up the Sunderborn into.

Given the state of Aryth's many trapped spirits, raw ambiant natural energy, and the ability  for most outsiders to travel (or become stuck in) the Near-Ethereal plane (the only one that seems to have any conection with the world of Midnight) it didn't seem like too much of a strech to have a path who's schtick was to basically shape spirits into objects. That's basically how the summoning spells work already, so I figured, if they can give temporary complex bodies to friendly spirits, why not other forms too?

With that design standpoint in mind, I give you the


Summoner

1 Guardian Spirits, Grant Shape
2 Call mount
3 Summon Weapon
4 Strengthened Summoning
5 Summon Object
6 Summon Protector
7 Alter Summoned Form
8  Summon Improved Weapon
9 Durable Summoning
10 Quick Summon
11 Far Summon
12 Summon Greater Weapon
13 Summon Protector
14 Immediate Summons
15 Summon Legion
16 Summon Legendary Weapon
17 Summon Fortress
18 Summon Nemisis
19 Summon Protector
20 Permanent Summons

Guardian Spirits: You are a focal point for disembodied spirits. They are invisible, intangible and can only communicate with you in faint whispers and incoherent murmurs, but they are able to warn you of danger and give you faint nudges to help you navigate the world. As long as you have at least one guardian spirit that is incorporeal you gain the Uncanny Dodge class feature. You gain one Guardian Spirit per point of Charisma modifier, and one additional Guardian Spirit per 5 levels. These spirits have their own names, personalities and reasons for following you.

Grant Shape: You are able to temporarily build a body for your Guardian Spirits out of Aryth's natural energies. You Gain a number of Summoning points equal to your character level plus your Charisma and Constitution modifiers. You may cast Summon Naure's Ally as a spell like ability. Each casting costs a number of Summoning points equal to the level of the spell. You may not cast a version of Summon Nature's Ally that  is higher level than 1/2 your character level rounded up. Higher level versions of these spells may not be used to summon groups of lower level creatures unless you have enough incorporeal Guardian Spirits to give form to.

Call Mount: You gain the ability to create a body for one of your Guardian Spirits in the form of a loyal mount. This mount acts exactly as the one gained by the Paladin class with the ability Divine Bond, described in the Pathfinder Core Rules book, except that there is no penalty for allowing the mount to die.

Summon Weapon: Once per round, you may create a weapon in your hand. This is treated in all ways as drawing a weapon. This weapon is actually one of your guardian spirits, and will take on an appearance and form appropriate to it's personality and desires. While you do not have exact control over the type of weapon your guardian spirit becomes, it will always become a weapon you are proficient with, and that is suited for the type of combat you are needing it for. For example, a guardian spirit will never become a halberd  while you are in a cramped tunnel, or a bow while you are in melee. Ranged weapons generate their own ammunition. The weapon (or spent ammunition) fades from existence, dissipating in the same manor that your summoned creatures do, one round after they leave your hand. As soon as they are free from their temporary body, your Guardian Spirit quickly moves back to your side.

Strengthen Summoning: You may expend a summoning point while using a summoning spell or ability. If you do, the creatures summoned by that spell or ability gain the benefit of the Augmented Summoning feat.

Summon Object: You may give one of your Guardian Spirits the form of any simple, non-magical object weighing up to 5 pounds per level. This object must be solid and without significant moving parts (such as a clock) or overly-specific form (such as a key). It is made of no discernible material, and thus has no special properties of any kind, but functions as wood in terms of hardness and hit points. It functions exactly as an object of it's kind should, no less or more. The only thing distinctive about it is that visually, it will take on the characteristics of whatever Guardian Spirit it is formed from. This is a Spell-Like ability costing one Summoning Point with a duration of one minute per level. You may extend the duration by expending additional summoning points at a rate of a number of minutes equal to your level per additional point spent when the ability is used.

Summon Protector: Each time this ability is gained you learn to grant one of your Guardian Spirits a more permanent form. This ability is treated as if you had gained a Cohort via the Leadership feat, except that the Cohort's abilities are largely determined by the personality and desires of the Guardian Spirit. The form taken by the Guardian Spirit is not up to you, and does not have to be humanoid. Summoning a Guardian Spirit with this ability is treated in all ways like the Summon Mount ability.

Alter Summoned Allies: Any creature summoned with your Grant Shape ability can become any other creature on the same Summon nature's Ally list as a free action. Using this ability reduces the duration of that summon by 1 round.

Summon Improved Weapon: Any weapon summoned with Summon Weapon acts as a +1 weapon.

Durable Summoning: You may expend a summoning point while using a summoning spell or ability. If you do, the creatures summoned by that spell or ability have max hit points per hit dice.

Quick Summon: By spending a number of Summoning Points equal to the level of a Summoning spell or ability you cast you can cause it to become Quickened, as per the Quickened Spell feat.

Far Summon: By spending an Summoning Point when you cast a Summon spell you may apply the Extend Spell feat to the spell.

Summon Greater Weapon: Any weapon summoned with Summon Weapon gains an enchantment equal to a +1 or +2 enhancement bonus. Choose one enchantment for each Guardian Spirit you have. When they are summoned as a weapon, apply that enchantment to that weapon. Enchantments should be appropriate to the Guardian Spirit's desires and personality.

Immediate Summons: By spending a Summoning Point when you cast a Summoning spell or ability you can cast it as an Immediate action, allowing you to interrupt the actions of others. This counts as your Swift action for the following round. Creatures summoned using this ability disappear on your turn as if their duration had ended, unless you pay summoning points equal to 1/2 the level of the spell that summoned them.

Summon Legion: By calling on friendly spirits in the area, you are able to create a temporary army. Using this ability is usable once per week, takes one minute of uninterrupted concentration and functions exactly as if you had suddenly gained Followers (as described in the Leadership feat). The followers will all be Warriors of the appropriate level and equipped with non-magical armor and weapons appropriate to their station and task. They will follow your commands to the best of their ability, do not requite food or drink and last a number of hours equal to your Charisma modifier.

Summon Fortress: You may shape one of your Guardian Spirits into a temporary fortress. It's appearance and make-up will depend on the local terrain, but will take advantage of any and all natural defenses as if built by a master siege engineer with access to high quality building materials. It is made of no discernible material, and so has no special traits, but does not count as either wood or stone for the purposes of spells or abilities. In terms of hardness and hit points it is treated as granite. It will be made to house a number of people up to 100x your charisma modifier. Using this ability takes 10 minutes of uninterrupted concentration and lasts a number of days equal to your charisma modifier. Additional days may be added to the duration at the cost of your own health. You may choose to take 2 points of Constitution damage in order to extend the duration of this ability by a number of days equal to your Charisma modifier. The specific architecture of the fortress is not up to you, though it will try to accommodate any specific requests as it forms. It's exact appearance will reflect the personality of the Guardian Spirit that it is formed of.

Summon Nemesis: You may give one of your guardian spirits a shape that is engineered to kill a specific creature or person. After casting a normal Summoning spell, you may spend a number of Summoning Points equal to the creature you wish to slay's level (or hit dice). If you do, your summoned creature becomes extremely dangerous to that creature. It's duration becomes measured in days instead of rounds, it deals additional damage on every attack against that creature equal to 1d6 per level of the spell used to originally summon it, it gains the Track and Scent feats with regard to that creature and gains a +10 competence bonus on Survival checks made to track it. Using this ability requires that you are familiar enough with the creature you wish to slay to discern it's weaknesses.

Summon Legendary Weapon: When you summon a weapon, apply the benefits of Summon Greater Weapon twice. This means that the Enhancement bonus becomes +2 and each guardian spirit gains an additional enchantment worth up to +2. As an alternative, when this ability is gained, the guardian spirit may replace their old enchantment and the new one or a single enchantment worth up to a +4 bonus. Once chosen these effects cannot be changed, and as usual, the enchantments must somehow reflect the personality of the Guardian Spirit.

Permanent Summons: Summon spells you cast now have their duration measured in days instead of rounds.
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Doomed Hero
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« Reply #4 on: April 02, 2010, 03:55:24 PM »

More to come.
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Gabboge
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« Reply #5 on: April 04, 2010, 01:13:42 AM »

Haha, can't help but feel like Darrel was the test ground for a  lot of the fireborn stuff. But I like it a lot. Frankly you greatest strength in making these paths is that most of them add so much to the roll playing aspect of the game not just stat bonuses and spell likes.

With that in mind I do think that being able to summon a mount is maybe a bit over the top for 2nd lvl. Im just thinking back to crown of shaddows and when we were level 2 none of us had anything that flashy.
« Last Edit: April 04, 2010, 01:22:52 AM by Gabboge » Logged

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« Reply #6 on: April 04, 2010, 06:03:29 PM »

I do think that being able to summon a mount is maybe a bit over the top for 2nd lvl. Im just thinking back to crown of shaddows and when we were level 2 none of us had anything that flashy.

Summon Mount is a first level spell. Any of you could have had it with the right investment of feats. Of course, for most characters, Summon Mount is not one of the spells they are going to be picking up. It is level appropriate, but kind of out of the ordinary, which is why I broke my "avoid abilities that can be duplicated by a feat or class feature" rule.
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Luiniel Blades
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« Reply #7 on: April 05, 2010, 03:06:30 PM »

Summon Mount is a first level spell. Any of you could have had it with the right investment of feats. Of course, for most characters, Summon Mount is not one of the spells they are going to be picking up. It is level appropriate, but kind of out of the ordinary, which is why I broke my "avoid abilities that can be duplicated by a feat or class feature" rule.

Not quite Doomed Hero.  Being that Mount is a (summoning) spell, it fall into the Greater Conjuration school.  Which has the annoying prerequisite of being a 5th level character.  If your DM is willing to forgo that ruling then you're fine, but otherwise you have to wait.
« Last Edit: April 05, 2010, 03:14:16 PM by Luiniel Blades » Logged

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Doomed Hero
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« Reply #8 on: April 06, 2010, 01:30:58 AM »

Not quite Doomed Hero.  Being that Mount is a (summoning) spell, it fall into the Greater Conjuration school.  Which has the annoying prerequisite of being a 5th level character.  If your DM is willing to forgo that ruling then you're fine, but otherwise you have to wait.

Ah, right. Forgot about that. Still, as a path ability, it essentially is a fast-movement buff (or the lynchpin of a cavalier character) in any case, I don't think it's game breaking at all.
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nightflier
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« Reply #9 on: April 06, 2010, 08:53:13 AM »

Perhaps Summoner should be tied with Wisdom and not Charisma?
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Doomed Hero
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« Reply #10 on: May 10, 2010, 03:22:28 PM »

I've always been a little annoyed by the overlap between the Blessed the Guardian and the Faithful. Their themes were too similar, and the Guardian was simply a better choice (mechanically speaking) than the other too. I didn't like the fact that if you wanted to play a less militant "blessed of the old gods" character that you sort of had to choose to purposefully weaken yourself.

I started thinking about what those paths had at their core. The Faithful was basically a cleric. Someone who believed and used that belief for the benefit of others. The guardian was a paladin, the avenging arm, not necessarily of the old gods themselves, but at least what they stood for. The Blessed was the wild card. They didn't necessarily require any real conscious choices. (none of them really do, but the descriptions implied pretty heavily that part of what gave the other two their powers was their convictions. Not so with the Blessed.)

That led me to the conclusion that for the Blessed, it wasn't necessarily about their choices. it was about their natures. When we're talking about goodness, as a concept, and a creature that's nature is defined by that goodness, we're talking about Angels.

So why not go whole hog? Why not give the PC's the ability to play an earthbound angel?


Heavensent

1 Heavenly Aura
2 Detect Evil
3 Smite Evil x1 per day
4 +1 Charisma
5 Lantern Archon Companion
6 Divine Grace (one save)
7 Divine Wrath
8 +1 Charisma
9 Smite Evil x2 per day
10 Halo
11 Holy Word once per day.
12 +1 Charisma
13 Divine Grace (two saves)
14 Divine Wings
15 Smite Evil x3 per day
16 +1 Charisma
17 Hand of Apostasy
18 Aura of Grace
19 Divine Grace (three saves)
20 Celestial Ascension

Heavenly Aura: Your physical self is infused with benevolent energy; your very presence inspires relief and hope. A Heavensent character has the good subtype, as though he were an outsider. The character's alignment must be lawful good, neutral good, or chaotic good. NPC's are naturally influenced to trust and like a blessed character. When the blessed is first encountered, the attitude of a non-evil NPC improves by one step (e.g., from friendly to helpful).

Lantern Archon Companion: One of the many bodiless celestials takes an interest in you. It uses your divine energy to craft a body for itself and becomes your companion. Should it be destroyed, it will once again become bodiless, but can reform a body for itself after one week so long as it remains close to you in it's spirit form. Should it be killed in its spirit form another Lantern Archon will be drawn to you after one year.

Divine Wrath: Weapons and damage dealing spells cast or wielded by you deal an extra 1d6 Holy damage. This damage only effects evil creatures. At 14th level this damage increases to 2d6.

Divine Grace: Each time this ability is gained, choose one saving throw. You gain a bonus equal to your charisma modifier to that saving throw. Once chosen, this choice cannot be changed. You may not chose any saving throw more than once.

Halo: You gain the effects of a permanent light spell that takes the shape of a floating ring above or behind your head. This light cannot be quenched in any darkness. Magical darkness effects are suppressed in the area of the Halo's light, unless they cast by a caster at least twice your level. You may suppress the Halo should you wish, though this requires a slight amount of concentration, taking a swift action every round.

Divine Wings: You gain a pair of wings of one of two types. Chose either a large permanent pair of feathered wings which grants you a base fly speed of double your movement rate. or a summonable pair of wings made of light which grant you the Fly spell for a number of rounds per day equal to your level. Summoning these wings is a Swift action that can be maintained as a free action. Once the choice is made it cannot be changed.

Hand of Apostasy: Once per day you may touch a creature and cause them to make a Will or lose all faith in Izrador. Should they fail this save, they have a crisis of faith wherein all the little questions, whatever they might be from person to person, become inescapably clear and unignorable. They permanently abandon worship of the dark god, lose any and all benefits gained from his worship including, but not limited to, spellcasting, dark blessings and astirax companions. When faced with the guilt of any actions their previous beliefs had justified, victims of this ability may become depressed, suicidal, catatonic, or simply heartbroken. This ability does not cause an alignment change, but can be a catalyst for one. This ability does not work on outsiders. This ability is Charisma based.

Aura of Grace: Allies within 10 feet of you gain a bonus to their saving throws equal to the bonuses you gain from Divine Grace. This ability only grants bonuses to the saves that you gain bonuses to.

Celestial Ascension: You become a Celestial. Your type changes to Outsider, you gain immunity to Acid, Cold and Petrification, Fire Resistance 10, Electricity Resistance 10, Spell Resistance equal to your Hit Dice plus your Charisma modifier and Damage Resistance 15/ Evil. Should you reach 0 HP, you gain the Bodiless template, but do not die. You may regain a body under the usual conditions. All normal rules regarding Celestials in Midnight apply.
« Last Edit: May 11, 2010, 09:31:23 AM by Doomed Hero » Logged
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« Reply #11 on: May 10, 2010, 03:42:31 PM »

Only issue I can see with this is how quickly the path becomes externally visible.  Most others (exception of Giantblooded and Warg) waited until 20th level to manifest external changes.  Getting a permanent halo at level 10 might be an invitation for being hunted down by any Shadow that see you.

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« Reply #12 on: May 10, 2010, 04:03:56 PM »

Only issue I can see with this is how quickly the path becomes externally visible.  Most others (exception of Giantblooded and Warg) waited until 20th level to manifest external changes.  Getting a permanent halo at level 10 might be an invitation for being hunted down by any Shadow that see you.

It sure is  twisted

Of course this one (like the Blessed it was inspired by) start with a friggin' aura of good that shows up even if you're not good-aligned. This path just isn't as subtle as most of the others.
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« Reply #13 on: May 10, 2010, 06:06:28 PM »

Since I'd made an angel path, it only made sense to offer a demon path. The Fiendhearted is similar to the Heavensent, but differs in that I wanted the Fiendhearted to be more than just a mirror.

I drew from traditional demonic ideas (notice the Mark and the Touch of Damnation) and tried to stay away from the tropes of demons being creatures that are out to destroy goodness. I've always felt that angels are probably out there to destroy evil creatures like demons, but demons aren't really concerned as much with destroying good as they are with propagating evil.

(we get into a bit of a philosophical debate here that kind of boils down to my personal belief that Goodness is advanced by punishing evil, but Evil is not at all advanced by punishing good. Good punishes evil for justice and duty. Evil destroys good for personal gain, or for fun.)

I threw in Detect Good mostly because it's not an ability that is granted by any other path, and because it gives the Fiendhearted an idea of the kinds of people they are dealing with, and when they should probably be more subtle and play nice.

I didn't want this to be a Villainous path like the Demon Blooded. I wanted this to be an option for someone who wants to play one of those demonic-style heroes, like Spawn or Hellboy. Someone who is pretty much evil by design, but is maybe trying to use that to create something better. That being said, a Fiendhearted Legate would be a pretty terrible villain.


Fiendhearted

1 Fiendish Aura, Fiendish Gift
2 Detect Good
3 Fiendish Gift
4 +1 Str, Con or Chr
5 Call Hellfire
6 Fiendish Gift
7 Imp Companion
8 +1 Str, Con or Chr
9 Fiendish Gift
10 Infernal Mark
11 Flame Strike x1 per day
12 +1 Str, Con or Chr
13 Fiendish Gift
14 Infernal Wings
15 Touch of Damnation
16 Fiendish Gift
17 Flame Strike x2 per day
18 +1 Str, Con or Chr
19 Fiendish Gift
20 Devil Made Flesh

Fiendish Aura: Your physical self is infused with malevolent energy; your very presence inspires woe and fear. A Fiendhearted character has the evil subtype, as though he were an outsider. The character's alignment cannot be good. NPC's are naturally influenced to fear a Fiendhearted character. They gain a bonus to Intimidate checks equal to 1/2 their character level. Evil outsiders that first encounter a Fiendhearted character have their starting disposition shifted one step towards being beneficial.

Fiendish Gift: Each time this ability is gained, choose one of the following abilities-

Claws: You grow claws that deal 1d4 damage. Each time this ability is chosen, the damage the claws deal increases by one die step. (1d6, 1d8, 1d10, 2d6, 2d8, 2d10)

Fangs: You gain a bite attack that deals 1d4 damage. Each time this ability is chosen, the damage the fangs deal increases by one die step. (1d6, 1d8, 1d10, 2d6, 2d8, 2d10)

Energy Resistance: Choose one energy type (fire, acid, cold, sonic, electricity). You gain resistance 5 of that type. This increases by 5 each time this gift is chosen. When this gift it taken, your skin takes on a very slight coloration (DC 20 to notice). The color is usually dependent on the resistance gained. Common colors are red, green and black, though others are not impossible. Each time this ability is taken the DC to notice decreases by 2.

Demon Flesh: Your natural armor increases by 1. This ability can be chosen more than once. When this ability is gained, the character's skin becomes slightly scaly. Each time this ability is chosen, the scales become more pronounced. In addition, the skin can begin to feel noticeably different to the touch, Examples include cold resistant characters becoming noticeably warm or cold to the touch, or the skin of electrically resistant characters becoming charged with slight static.

Forked Tongue: You gain a +1 Divine bonus to Bluff and Diplomacy. This ability may be chosen more than once.

Devil's Eyes: You gain 30' dark vision. If you already have darkvision, this ability increases it's range by 30'. When this ability is gained, the characters eyes become silted, or red tinted. The more times this ability is taken, the more pronounced the inhuman eyes become.

Imp Companion: You attract the services of a loyal, yet not necessarily nice, Imp. If this creature is reduced to 0 HP, it becomes Bodiless. The Imp can create a body from a piece of your body and soul, but doing this requires your permission, and the expenditure of a number of HP equal to the Imp's max HP. This HP damage is starvation damage and cannot be healed magically. This damage can be taken in increments, as much or as little at a time as you would like, but the week long regeneration process does not begin until all the necessary hit points have been expended. If the Imp dies while bodiless, you will attract the services of another within one year.

Call Hellfire: A number of times per day equal to 1/2 your character level you may cause a spell or weapon that deals damage to deal 1d6 extra fire damage and 1d6 extra Divine damage during an attack. This ability is a swift action to activate.

Infernal Mark: Somewhere on your body a mark appears that names you as a demon. No matter what form you are in, should you be polymorphed or disguised, this mark remains in the same general location and is quite obvious. It can be covered, but never gotten rid of. It can take many forms, a glowing rune, a strange and precise birthmark, small horns, a tail, ect. Anyone that sees it will immediately recognize it for what it is, and react appropriately, usually with fear or anger. While it is exposed you gain a +5 Divine bonus on any Charisma based skill check against evil creatures. You also gain the ability to see clearly in magical darkness.

Infernal Wings: You gain a pair of wings of one of two types. Chose either a large permanent pair of bat-like wings which grants you a base fly speed of double your movement rate. or a summonable pair of wings made of shadow and smoke which grant you the Fly spell for a number of rounds per day equal to your level. Summoning these wings is a Swift action that can be maintained as a free action. Once the choice is made it cannot be changed.

Touch of Damnation: Once per day you may touch a creature and cause them to make a Will save. If they fail, they find their innermost desires bubbling to the surface of their thoughts and becoming easier and easier to justify. This ability causes most creatures to act overtly or subtly against any creature they feel has wronged them, become paranoid and obsessed with personal power, and to immediately shirk any responsibilities that are inconvenient. This generally causes a rapid breakdown of any family, organization or group this creature is a part of, and depending on the creature, can cause wide repercussions. This ability does not necessarily cause an alignment change, but often does. A shift of alignment is not necessarily towards evil, so much as it is toward extreme selfishness and vindictiveness.

Devil Made Flesh: You become a Demon. Your type changes to Outsider, you gain immunity to Fire and Poison; Cold Resistance 10, Acid Resistance 10, Spell Resistance equal to your Hit Dice plus your Charisma modifier and Damage Resistance 15/ Good or Iron. Should you reach 0 HP, you gain the Bodiless template, but do not die. You may regain a body under the usual conditions. All normal rules regarding Demons in Midnight apply.
« Last Edit: May 11, 2010, 09:29:53 AM by Doomed Hero » Logged
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« Reply #14 on: May 10, 2010, 07:53:47 PM »

here's my retake of the Warg. I wanted to get away from the Animal Companion thing and flesh out the shape-shiftery stuff. I wanted an animalistic path that didn't step on the beast's toes. It ended up being very much based on traditional werewolf legends, but without the psychosis usually associated (there's a touch of that, but nothing that makes the player really lose control of the character unless things go horribly wrong)

These guys are physical powerhouses, which is nice becuase the only other choices for bight a physical powerhouse are the Giantblooded, the Ironborn and the Juggernaut. This gives another option.


Wereling

Characters with this path must chose a single predatory Animal of size Small, Medium or Large. This is the character's Bonded Animal.

1 Predator, Silver Allergy
2 Hunter's Senses, Lunacy
3 Shapeshift (Medium, 1x per day)
4 Shift Sinew (2 points)
5 Ferocity
6 Fast Heal 1 (Silver, Fire or Acid)
7 Shapeshift (medium, 2x per day)
8 Hunter's Senses
9 Shift Sinew (4 points)
10 Ravenous Recovery
11 Shapeshift (Large, 2x per day)
12 Fast Heal 3 (Silver, Fire or Acid)
13 Quicksilver
14 Shift Sinew (6 points)
15 Shapeshift (Large, 3x per day)
16 Hunter's Senses
17 Regenerate
18 Fast Heal 5 (Silver, Fire or Acid)
19 Shapeshift (huge, 3x per day)
20 One With The Beast

Predator: All animals have a sense of you as the animal you share a bond with, and will react accordingly. You gain a penalty to Handle Animal and Wild Empathy checks equal to your level when interacting with any creature that naturally fears or competes with your Bonded Animal. You gain a bonus to those checks of the same amount when interacting with your bonded animal. In addition, you may choose either the Claws version of the Aspect of the Beast feat, or the Razortusk feat. In addition, you qualify for the one not chosen when this ability is gained should you ever wish to take it as a feat.

Silver Allergy: The touch of silver is uncomfortable. Touching anything made of silver for more than a round causes an immediate painful rash. Prolonged exposure causes damage at a rate of one point per minute.

Hunter's Senses: You gain either Low Light vision, or Scent. If you already have that ability, and you choose it again, it doubles the distance of that sense.

Lunacy: During the three days of the full moon, as soon as it rises at night, the Shapeshift power takes hold, immediately forcing the Wereling to shift into the form of their bonded animal. During this time, the Wereling can still use their Shapeshift power, but instead of turning them into their bonded animal, it instead changes them into their true form for a short time. During these three days the Shapeshift power's duration is measured in Minutes instead of Hours. Also during those three days, the Wereling takes double damage from silver and must consume one half their body weight in meat each day. If they do not, they lose control of their conscious selves and become a mad and ravenous beast until they manage to eat their fill, or the full moon is over, whichever comes first. (Note: body weight is based on the weight of the animal form the wereling is currently in, not the character's original weight) This power always takes on the largest and most powerful form of the Bonded Animal that it can, as defined by the Shapeshift power according to the Wereling's level. Because this ability is actually gained before the Shapeshift ability, that means the Wereling has no ability to shift back into their human form during the full moon. Until the Shapeshift ability is gained the Wereling is at the mercy of their bestial nature.

Shapeshift: You gain the ability to shapeshift into your Bonded Animal, gaining all the abilities of an average member of that species. This functions exactly like Beast Shape, except that you may only shift into your Bonded Animal, and you are restricted to the sizes listed on the chart above, and the duration is measured in hours instead of minutes. As you raise in level, the Shapeshift ability functions like the Beast Shape spell of the appropriate level. For example, when a 7th level Wereling uses Shapeshift, it functions as Beast Shape II, because 7th level characters are capable of casting 4th level spells.

Shift Sinew: You gain the ability to shift around your body mass and muscle structure. As a swift action a number of rounds per day equal to 1/2 your character level you may move attribute points from one physical attribute to another. The amount that can be shifted is listed on the chart above. The attribute points must always be moved in groups of two, but do not have to come from, or go to, the same other attribute. For example, a 14th level Wereling could choose to lower their dexterity by 6 points ad raise their strength by four and their con by 2 for one round. Or they could lower their dex by 4 and their con by 2 and raise their strength by six. This effect lasts until your next round, and shifts back automatically unless you choose to maintain the effect (also a free action).

Ferocity: A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point per round of strenuous activity unless they stop and become stable. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Ravenous Recovery: Your metabolism has sped up and changed so much that now meat quickly aids your body's recuperation. You may heal one point of attribute damage per pound of meat consumed. You may eat a number of pounds of meat per day equal to your Con score. (minimum 1, Lunacy supersedes this. During the full moon, a Wereling can, and usually must, eat a great deal more.) You may recover energy drain or negative levels at a rate of one negative level per five pounds of meat consumed. The meat must be raw and fresh to gain the benefit of this ability.

Quicksilver: You may now shapeshift as a Swift action.

Regenerate: You become nearly impossible to permanently kill. You no longer have a threshold at which you die from taking damage. The only way you die from damage is if you take an amount of damage dealt by fire, acid or silver equal to your Hit Points plus you Consitution modifier. So long as the total damage does not equal that much you will continue to regenerate and will eventually wake up. You may now even reattach severed limbs. Essentially, so long as your heart is still able to get blood to your brain, you will survive. This ability does not prevent death from non-damage sources such as starvation, hypothermia, or drowning.

One With The Beast: Your Fast healing increases to 10 and is no longer halted by fire or acid. You may now shapeshift at will.
« Last Edit: November 19, 2011, 12:03:51 PM by Doomed Hero » Logged
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« Reply #15 on: May 11, 2010, 12:27:36 AM »

fiendhearted...

DR 20 / Good - playing as a neutral character on "good" based adventure, getting DR 20 / Good, seems a bit broken... You'll most likely be fighting against other evil aligned creatures, so there is effectively no way to bypass the damage reduction (unless they use an Align Weapon spell)

perhaps changing the bypass to a type of material (cold iron or mithrall, maybe?) or to Epic, or perhaps both...

Likewise with with the Heavensent path... DR 20 / Evil...? any half decent creature will have weapons or natural weapons that count as evil aligned (for the purpose of overcoming DR)

And DR 20 is higher than the stats for a Balor or Solar... a bit much, maybe?

Wereling: Fast Healing 20 seems a bit much (considering fire and acid no longer effect them)

I know that by lvl 20 most characters are going to obliterate those foolish enough to get in their way but for the purposes of accurate challenge ratings and decent combat encounters the level 20 bonuses for the Fiendhearted, Heavensent and Wereling seem too powerful...

But otherwise, with all things considered... Awesome!

« Last Edit: May 11, 2010, 05:58:42 AM by Caesar » Logged
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« Reply #16 on: May 11, 2010, 01:00:54 AM »

Iron I can see for overcoming the Fiendheared's DR, but what for the Heavensent? The celestials pretty much have DR/Evil and that's it. The Solar has Evil and Epic. (I.E. Night Kings)

As for the Wereling, maybe ten would be better. Thoughts?

As for 2oth level abilities in general-

I think of 20th level abilities as "capstones". No one will likely ever get to use them. In the one in a hundred games that make it to 20, the players will get that level right before the final encounters and then the game will end. If you're rolling around with 20th level dudes in Midnight, you're doing it wrong.
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« Reply #17 on: May 11, 2010, 01:32:52 AM »

Wereling:

I have problems with Silver Allergy. I can't think of any other path that gives any sort of penalty to the player.

Also, I don't like Lunar Surge from the DM's perspective. That would mean another thing for the DM to have to think of - number of days between phases of the moon.
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« Reply #18 on: May 11, 2010, 06:20:50 AM »

You could always invent something that could bypass the Heavensent DR- cold iron that has been bathed in the blood of innocents, or good aligned fey creatures, in some sort of evil ritual?

it would allow the stronger enemies access to the materials needed but still make it hard enough for other enemies to find...

PS- smite evil is a pretty standard ability- perhaps double the Char mod to hit, and 1.5 x level (rounded down, as always) for damage? if they are supposed to be the embodiment of a celestial, I reckon their Smite should be that little bit more powerful.

the silver allergy isn't that bigger deal- you cant use a silver weapon, so what? and unless the character is tied up with a silver chain, any exposure to the silver will get healed quick enough anyway...

i concur with the lunar surge being more of a hindrance than a boon- yes all your abilities double but it is only for 3 days a month... perhaps just give them Greater Rage (as per the Barbarian) 2 /day? tho the fast healing and regeneration would make them almost impossible to kill, with the extra hp they get from the bonus con... which isn't a bad thing... could offset it by increasing the AC penalty while raging to -4...? tho if they cant use armour perhaps you wont need to increase it after all...
« Last Edit: May 11, 2010, 06:29:36 AM by Caesar » Logged
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« Reply #19 on: May 11, 2010, 09:13:01 AM »

Wereling:

I have problems with Silver Allergy. I can't think of any other path that gives any sort of penalty to the player.

The Haunted Path gives a penalty to move silently and listen checks equal to the character's level+4.

The Blessed has an Aura of Good at first level. (i.e., they're legate-bait)

The Giantborn and the Beast tend to stick out like sore thumbs. Definitely a hindrance in Midnight.

Having the penalty is concept-appropriate, and very mild. Someone would have to force them to carry silver for a really long time to actually be detrimental to them.
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« Reply #20 on: May 11, 2010, 09:19:18 AM »

You could always invent something that could bypass the Heavensent DR- cold iron that has been bathed in the blood of innocents, or good aligned fey creatures, in some sort of evil ritual?

I think I'm going to stick with the canon here. Knowing that most of the stuff you're going to be facing will have the tools to bypass your DR is the price you pay for being and Angel in Midnight. I see no need to invent something as a kindness to them.


PS- smite evil is a pretty standard ability- perhaps double the Char mod to hit, and 1.5 x level (rounded down, as always) for damage? if they are supposed to be the embodiment of a celestial, I reckon their Smite should be that little bit more powerful.

I develop these Paths to work with the Pathfinder rules. Pathfinder is backwards compatible, so those of you using 3.5 should have no problem, but will occasionally run into places where the rules on certain abilities have changed slightly. This is one of those instances. In Pathfinder, Smite Evil is way, way more awesome than in 3.5. I'd recommend just house-ruling something if you're using this path in a 3.5 game.

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« Reply #21 on: May 11, 2010, 09:27:03 AM »

Regarding Lunar Surge-

I feel that it is important to the theme to have something happen at the time of the full moon that is both empowering and potentially dangerous.

Yes, it's a little extra work for the GM, but in most cases he's going to hand-wave it anyway. The full moon happens when it's dramatically appropriate.

The only time the GM really needs to worry about it is the first time it happens in-game, and then it becomes a character driven story-scene that helps establish how the players interact with each other. I.e.- "What do we do with slobber-man when he goes on the rag every month?"

As for the exact mechanics of how it happens, I'm very open to suggestions.

If you as GM really don't want to deal with it, just make it a player-activated ability. Once a month, the abilities double, but on that day you must eat your weight in meat. Done. It loses a bit of the flavor and makes the ability more powerful, but it takes the pressure off the GM.
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« Reply #22 on: May 11, 2010, 01:30:35 PM »

This is a rework of the Dreamer path originally created by Dirigible. When I first read it I really liked the ideas behind it. (I'm a huge Sandman fan  Smiley) I thought that it worked extremely well, but was a bit underpowered when compared with some of the other top-tier paths. I basically just cranked it up a few notches.

I broke one of my cardinal rules about not handing out Spells for this one, but I'm not really disappointed. It's all thematically appropriate, and rather than just make them all "x times per day" spell-likes, I made them a pool of Mix-and-Match abilities drawing from a small central power point pool (sort of like the Psionics system), which makes the powers a lot more versatile than the "x per day" way of doing things.

Their primary ability is a 5th level spell (Dream), which is restricted in the early levels for balance purposes, and I wanted it to be thier signature, so no matter how powerful it gets, I never made it cost more than one point. A Dreamer can pretty much always do this trick. The rest of them get pretty expensive pretty fast. Generally, you're only going to be able to use your latest powers once, maybe twice per day.

I also moved the spells to more level-appropriate slots than they were in Dirigible's original version, because the game is balanced in such a way that gaining spells that require saves any later makes them less useful. The DC's just stop being high enough to compete. (It's the same reason that playing a multi-class spellcaster in regular DnD is such a bad idea in terms of effectiveness.)

The other showcase power I gave them is the ability to draw a group of people (probably the other PCs) into a shared dream. This opens up all kinds of opportunities for role-play, and means that with a Dreamer around, you probably won't have to worry about being the poor sap who didn't wake up when the assassins sneak into camp while the party is resting. I put this power in because the Dreamer is a bit of a "selfish" path. In much the same way that the Fighters get to sit on their butts while the rogue goes and has a scene skulking around (who hasn't been that guy?), the Dreamer is potentially a spotlight-hog as well. While the Gm is describing some awesome dream sequence, the other party members are probably just snoring or keeping watch. This power lets everyone in on the action.


Dreamer

1 Oneiromancer, Control Sleep, Master of Sleep
2 Dream (1 minute / 50 miles), Sleep
3 Hand of Dreams
4 Phantasmal Foes
5 Dream (10 minutes / 1000 miles)
6 Deep Slumber
7 Collective Unconscious
8 Dream Gift, Minor, Phantasmal Killer
9 Dream (1 hour / 5000 miles)
10 Nightmare
11 Sleepwalker
12 Dream Gift, Major
13 Dream (no restrictions)
14 Project image
15 Dream Master
16 Dream Gift, Permanant
17 Dream (conversation)
18 Weird
19 Dream Shaper
20 Dreamwalker

Oneiromancer: (Ex) A Dreamer gains a pool of Dream Points equal to their level which they may use to fuel their abilities. The spells listed on the chart above are spell like abilities which cost a number of Dream points equal to the level of the spell. Dreamers regain these points at a rate of one point per hour that they sleep. Due to the familiarity the Dreamer has with their own natural sleep patterns, the dreamer can control her own wakefulness, falling asleep with a Concentration DC 10 skill check (retry every minute), and awakening exactly when she chooses.

Control Sleep: (Su) A Dreamer may spend one Dream point to allow an unconscious creature to gain double the usual benefits of sleep. While in a state of enhanced sleep, the subject is extremely difficult to wake, doubling the normal penalties to perception checks incurred while sleeping. This ability also allows a Dreamer to spend one dream point to wake an unconscious person instantly. If the creature is at negative hit points, or under some kind of persistent magical effect, such as a curse, they fall back into unconsciousness the following round. Otherwise, this ability simply wakes any creature it is used upon. Both uses of this ability are Touch effects.

Master of Sleep (Ex): The dreamer can control her own wakefulness, falling asleep with a Concentration DC 10 skill check (retry every minute), and awakening exactly when she chooses. In addition, Their subconscious is incredibly adept at keeping the Dreamer safe while they sleep. The Dreamer never takes penalties to perception checks for being asleep.  The dreamer may even make spot checks, which represents the dreamer having a strange, unexplainable sixth sense that allows the to actually dream in detail of their surroundings. For example, if a dreamer is asleep and a robber sneaks into her camp, she is allowed a perception check against the robber without the usual penalties for sleeping. If the Dreamer succeeds, she has an image of the robber enter her dreams, skulking about just as in real life, and may decide wether or not to wake up. In addition, the Dreamer may add their character level to the number of Hit Dice effected by any spell or effect that causes sleep or nightmares, and as a bonus to resisting such effects.

Dream (Sp): The most recognised ability of the dreamer is to speak to others while they sleep. This ability functions as the spell; however, until she reaches 13th level the maximum length of the message and distance to its recipient are limited. At 17th level, the dreamer may enter a two-way conversation with the recipient of her message. This ability costs 1 Dream point.

Hand of Dreams (Sp): You may make a touch attack that causes an opponent to make a Will save (DC 10+1/2 your character level+ your Wisdom modifier) or fall asleep. This functions exactly like the Sleep spell, except that it only effects a single target up to double the Dreamer's hit dice. This costs 1 Dream point

Phantasmal Foes (Sp): The realm of nightmares is full of the worst demons and terrors imaginable and the Dreamer can marshal them against their foes. The Dreamer can attempt to draw forth the nightmares of any target within line of sight. If the target fails the Will save to disbelieve the illusion, he is overcome by the assailants and must make a Fort save or suffer 1d6 Wis damage. A successful save halves the damage. Either way, the target is shaken for 1 round per character level of the Dreamer. Creatures that are already asleep receive a -4 penalty on this saving throw. If this ability is successful, it never wakes a sleeping target. If either save is made, a sleeping target awakens in a cold sweat, as if from a nightmare. This ability costs 2 Dream points.

Dream Gift (Sp): From within her own mind, the dreamer can summon forth objects she has seen in her nocturnal wanderings. This works as minor or major creation, as listed, but the objects so created always look strange and fantastical, and cannot be mistaken for genuine materials. This ability costs 4 Dream points for the Minor version and 5 for the Major. At  16th level the Dreamer learns to make objects created with this ability permanent by doubling the number of Dream points spent during their creation.

Collective Unconscious (Su): Those sleeping within 20 feet of the Dreamer when the Dreamer sleeps are pulled into the Dreamer's dreams. They may not be consciously aware of what is happening, but they all share the same dream. The Dreamer gains control over what is happening within the dream, (but never controls the actions of the sleepers). The dreamer can cause them to fly, shape the landscape, or do any number of things that do not harm the sleepers, and can allow the sleepers to shape the collective dreamscape as well. This is in all other respects a normal dream, and anything that would cause a sleeper to wake, such as terrifying events within the dream, or something bumping them outside it, still causes them to wake up. While sleepers are within a Dreamer's collective unconscious, the Dreamer can choose to wake them up whenever they like, the same way the Dreamer can awaken themselves. Upon waking all those that shared the dream will likely realize it.

Sleepwalker (Ex): The dreamer is so adept at controlling his dreams that they may now perform most actions while asleep. By making a DC 15 concentration check each hour, the Dreamer may maintain a sleep state while performing any non-complex task. While in this state they may not cast spells, make active skill checks, or exert themselves, but they can carry on conversations, move normally, and are aware of their surroundings. This ability allows them to regain Dream points while still active, and allows them to perform basic actions even while in the trance-like states caused by using their Dream ability. If the Dreamer is ever subject to a Sleep spell or effect, they instead enter this state automatically instead of the spell's normal effects.

Dream Master (Ex): The dreamer may now use any of the abilities granted by this path while they are asleep, including the use of spell-like abilities.

Dream Shaper: While sleeping the Dreamer may reshape the world around them. This functions exactly as a Lyre of building, except that instead of relying on Perform checks, it relies on the Dreamer's imagination. Using this ability is difficult. The Dreamer may not use any other abilities while it is active. This means they must sleep normally. Further, the Dreamer does not regain Dream points as they sleep, like normal. This ability costs 2 Dream point per hour to use.

Dreamwalker: The Dreamer now exists in a permanent state of simultaneous dreaming and wakefulness. Their conscious mind may act normally performing complex tasks including things such as spellcasting and combat. Their subconscious mind may use any ability the are able to perform while sleeping, including any of the abilities granted by this path. In some cases this will essentially give them two sets of actions a round, or allow them to maintain concentration on a persistent effect while still performing other complex tasks. They no longer require normal sleep, and simply again the benefits of rest no matter what they are doing.
« Last Edit: May 17, 2010, 07:19:55 PM by Doomed Hero » Logged
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« Reply #23 on: May 11, 2010, 05:20:20 PM »

This one amuses me. At a certain point I realized I was getting a little thick with the Heavy Metal imagery, so I just ran with it. The last ability i came up with, Thunderstruck, is a direct result of that.

As for the design notes, this one is pretty self explanatory. It's a storm-themed path concentrating on electricity. I stayed away from the clichéd "lightning bolt x times per day", and instead tried to go with stuff that is more interesting and reactionary (you know, kind of like electricity).  As a path it can be subtle if it wants, but most of the time, especially after 10th level, the Stormborn is going to paint itself as a giant target.



Stormbringer

1 Living Barometer
2 Shocking
3 Weather x1 per week
4 Electrical Resistance 5
5 Charged
6 Storm Caller
7 Lightning Rod
8 Electrical Resistance 10
9 Feel the Rain
10 Ride the Storm
11 Greater Storm Caller
12 Electrical Resistance 15
13 Arc
14 Alternating Current
15 Control Weather 1x per week.
16 Electrical Resistance 20
17 Direct Current
18 Thunderstruck
19 Storm of Vengance 1x per week.
20 Stormlord

Living Barometer: The Stormbringer has an innate connection with the weather. As such, they can predict it with uncanny accuracy. Their internal sense is so finely tuned that the Stormborn is warned in advance whenever a spell with the electricity or sonic energy type is cast, as well as any spell that is effecting the weather. They gain a bonus to 1/2 their character level (rounded up) against those spells. In addition, the Stormborn can sense the source of weather disturbances, and can act as though they had the Track feat to find them. This functions exactly as if the caster had left a trail. The more powerful the spell and the greater the change in the weather conditions, the easier they are to track.

Shocking: A number of times per day equal to 1/2 the Stormbringer's character level, they can release a shock as a free action after an attack. This ability can be used with a natural attack, as a touch attack, or conducted through any metal weapon. This functions exactly like the Shocking Grasp spell, except the DC is 10+1/2 character level+Charisma modifier. The stormborn uses their character level as their caster level.

Charged: By expending 2 uses of their Shocking ability, the Stormbringer may deliver a shock as a defensive measure. As an immediate action, the Stormbringer may cause someone who strikes them in melee with a natural weapon, a touch attack or a metal weapon to be hit by their Shocking ability.

Storm Caller: The Stormbringer can call down lightning. This ability functions exactly like Call Lightning, except that it only functions out doors, and is only usable once per day for every 4 levels of the Stormbringer. At 11th level, the effects of the ability increase to those of Call Lightning Storm.

Lightning Rod: The Stormbringer can cause themselves to become the target of any spell or ability that deals electrical damage that passes within 50 feet of them. Lightning Bolts will arc along the shortest path (sometimes hitting unintended targets), Shocking Grasps will jump like ball lightning, even damage from Shocking Burst weapons will travel to the Stormborn instead of their original targets. If the redirected effect requires a save, you must make it (and probably will), but you cannot gain the benefits of Evasion or Improved Evasion. Each time you do this you regain one use of your Shocking ability, up to your normal maximum.

Feel the Rain: During a storm the Stormbringer gains Blindsense regarding anything hit by the storm. Creatures or objects under eves or inside buildings would be undetectable to this ability, but invisible creatures hit by the rain or wind would be clearly seen. Depending on the size of the storm, this ability can effectively give the Stormborn the ability to "see" for miles around.

Ride the Storm: During any storm or wind greater than 40 miles per hour, the Stormbringer gains the benefits of the Fly spell. Should the wind end they drift down as though they had cast Featherfall.

Arc: You may now use your Shocking ability at a range of Medium, exactly as if you had cast Shocking Grasp through a Spectral Hand.

Alternating Current: Any time you use your Lightning Rod ability, you may choose not to regain a use of your Shocking ability. If you do, you may instead choose a new target for the effect. The effect still targets you as well, but passes through you and continues traveling to it's new target. The new target must be within 50 feet. For Line effects, they also effect other targets in the way. For other effects, the energy arcs, balls or hops, avoiding everything except the intended target.

Direct Current: The Stormbringer's body becomes infused with electricity. Any weapon held by them gains the Shocking Burst enchantment. They may also throw electricity as a ranged touch attack with a range of Long, dealing 2d6 electrical damage (x2 crit) at will.

Thunderstruck: The Stormbringer learns to harness the last of the powers of the storm. Sound. They may chose to make any electrical spell or effect they cast (or redirect with the Lightning Rod ability) 1/2 sonic damage. In addition, the Stormborn becomes immune to being deafened.

Stormlord: The Stormbringer gains the ability to control the weather with mere thoughts. They are now affected by a continuous Control Weather spell.
« Last Edit: May 12, 2010, 10:32:17 AM by Doomed Hero » Logged
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« Reply #24 on: May 11, 2010, 06:07:12 PM »

Nice...similar and yet complementary to Bleak's version: Stormborn

I'd say yours is quite a bit more powerful, though.
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