Evil Midnight Lurker |
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What's the Spawn Calling spell like? Apparently it has a mythic upgrade as well?
A week-long ritual involving fasting and mass sacrifice that summons an advanced entropic thunder behemoth that is not even slightly under the caster's control.
The mythic version? Actually summons one of the true Spawn.
John Kretzer |
Asked this earlier...but it got lost in the potion discussion.
Does the Evangelist look like a good way to represent a Wizard/Priest of a god of magic (Nethys/Lissala) ???
Yes. To me that is really the great thing about the PRC as it can be used to represent a Priest without it having to be a cleric.
Laschoni |
Asked this earlier...but it got lost in the potion discussion.
Does the Evangelist look like a good way to represent a Wizard/Priest of a god of magic (Nethys/Lissala) ???
Nethys was the first thing I thought of when I read it. I only looked over it once so I might be a little off, but you still gain Class Features as if you were still advancing in that class. Evangelist replaces saves, BAB, and adds some little divine bonuses.
John Kretzer |
What does the deific obedience for Pharasma do?
Base: +2 Sacred or Profane bonus to attack rolls with daggers.
Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.
Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.
Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.
Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.
Alleran |
Alleran wrote:What's the Spawn Calling spell like? Apparently it has a mythic upgrade as well?A week-long ritual involving fasting and mass sacrifice that summons an advanced entropic thunder behemoth that is not even slightly under the caster's control.
The mythic version? Actually summons one of the true Spawn.
It's 9th level, right?
It sounds 9th level and immediately sparks a desire in me to pit somebody using it against somebody in the process of calling the Oliphaunt of Jandelay, because why not?
John Kretzer |
Evil Midnight Lurker wrote:Alleran wrote:What's the Spawn Calling spell like? Apparently it has a mythic upgrade as well?A week-long ritual involving fasting and mass sacrifice that summons an advanced entropic thunder behemoth that is not even slightly under the caster's control.
The mythic version? Actually summons one of the true Spawn.
It's 9th level, right?
It sounds 9th level and immediately sparks a desire in me to pit somebody using it against somebody in the process of calling the Oliphaunt of Jandelay, because why not?
It is Wizard/sorcerer 9, Cleric 9, witch 9
Mechalibur |
137ben wrote:What does the deific obedience for Pharasma do?Base: +2 Sacred or Profane bonus to attack rolls with daggers.
Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.
Huh, +2 attack with daggers might be interesting. You could make an interesting dagger warpriest build with that feat.
John Kretzer |
I suppose while we're fishing for the obediences, mind saying what Calistria's are? Curious to know if there is a charisma-to-ac bonus for her similar to Arshea's Celestial Boon and I figure she'd be the most likely candidate. I am highly interested in the concept of a Swashbuckler/Sentinel.
Base: +4 to Cha based checks and skills when interacting with intelligent creatures that could be attracted to you.
Evangelist:
1: Saving Finale 3/day, Piercing Shriek 2/Day, or Sculpt Sound 1/Day.
2: Shimmering Sting: 1/Day cast Rainbow Pattern with a different special effect...it is instead a swarm of shimmering wasps.
3: Vengeful Song: Once per day make a perform check to reflect a spell back at the caster.
Exalted:
1: Charm Person 3/Day, Eagle's Splendor 2/Day, Suggestion 1/Day.
2: Stunning Touch: When using the Dazing touch ability from the Charm Domain you can instead stun the creature for one round. If you don't have the Charm Domain you gain the Dazing Touch power.
3: Protective Grace: You add your Cha bonus to AC when weaaring light or no armor.
Sentinel:
1: Divine Favor 1/Day(maybe a typo and it should be three times a day), Align Weapon(Chaotic only) 2/Day, or Keen Edge 1/Day.
2: Winsome Lash: Your weapon gain 5' of reach for a number of rounds a day equal to 1+ 1 / 4HD.
3: Sting Like a Wasp: For number of rounds per day equal to your Cha mod you may ignore attacks of opportunity due to movement.
John Kretzer |
Can anyone give some info about Caiden's obediences?
Base: +4 bonus to saves vs poisons effects.
Evangelist:
1: Liberating command 3/Day, Knock 2/Day, Dispel Magic 1/Day.
2: Drinking Buddy: One per day for 1 round per level you have a illusionary duplicate that can flank with you.
3: Intoxicating Strike: 1/Day if you hit and deal damage the target becomes intoxicated for 1 round per level you have.
Exalted:
1: Bless Water 3/Day, Delay Poison 2/Day, Create Food and Water 1/Day.
2: Freedom's Ally: Once per day summon a pair of Bralani Azatas to aid you.
3: Wine to Water: You can turn a single serving of a alcoholic beverage into either potent holy water or a potion of Cure Serious wounds. You can use this abilty a numbewr of time equal to your Cha Mod.
Sentinel:
1: Bless Weapon 3/Day, Brow Gasher 2/Day, Greater Magic Weapon 1/Day.
2: Light Weapon Master: When using light weapons and have the Weapon Training (light blade) class feature gain a =2 Deflection Bonus to AC. If you don't have the class feature gain +1 Sacred bonus to attack rolls with light weapon group.
3: Critical Luck: Keep track of all the time in the day you roll a natural one(up to a max. of your Cha mod.). You can use one of these to auto confirm a critical hit. It resets to 0 each day.
John Kretzer |
And Zon-Kuthon's?
Base:+2 Profane bonus to saves vs spells that deal HP damage.
Evangelist:
1: Protection From Chaos 3/Day, Arrow of Law 2/Day, Pain Strike 1/Day.
2: Strike of the Endless: 3/Day a unarmed strike may blind the target for 1d4 rounds. Fort save negates.
3: Agonizing Blow: 1/Day your Unarmed strike can cause so much pain your target takes 2d6 nonlethal damage and is nauseated for 10 round. If you make the fort save you only take 1d6 and are sickened for the 10 rounds.
Exalted:
1: Obscuring Mist 3/Day, Indivisibility 2/Day, Deeper Darkness 1/Day.
2: Path of Darkness: 1/Day Shadow Walk with added effect.
3: Flesh-rending Ally: 1/Day summon a pair of interlocutor kyton to aid you.
Sentinel:
1: Compel Hostility 3/Day, Touch of Bloodletting 2/Day, Vampiric Touch 1/Day.
2: Rending Trip: When you trip somebody with a spiked chain gain a attack of opportunity on the tripped target.
3: Sight of Perfect Night: Gain Blindsense 20'.
Benchak the Nightstalker Contributor, RPG Superstar 2010 Top 8 |
137ben wrote:What does the deific obedience for Pharasma do?Base: +2 Sacred or Profane bonus to attack rolls with daggers.
Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.
I kind of wonder if the sections are out of order, or if the section headings just got swapped?
Matthew Morris RPG Superstar 2009 Top 32, 2010 Top 8 |
John Kretzer |
I'd be interested to know what Norgorber's boons are, but I suppose that, since he is the god of secrets, such information will not be easily revealed... :P
Well here you go...of course I could be just making these up to spread misinformation...
Base: +3 Profane Bonus to Bluff checks and Diplomacy checks to Gather information.
Evangelist:
1: Comprehend Languages 3/Day, Detect Thoughts 2/Day, Clairvoyance/Clairaudience 1/Day.
2: Noxious Bomb: You can combine a Alchemist Bomb with a poison. If you are not a alchemist you get the Sentinel 2nd boon(see below).
3: Secret Self: 1/Day Greater Indivisibility with added effects and bonus.
Exalted:
1: Command 3/Day, Distressing Tone 2/Day, Suggestion 1/Day.
2: Masterful Poisoner: Any poison you use has the save DC increase by 2.
3: Virulent Ally: Once per Day summon a piscodaemon.
Sentinel:
1: Poisoned Egg 3/Day, Delay Poison 2/Day, Poison 1/Day.
2: Poison Expertise: Apply a poison to weapon as a move action and never risk poisoning yourself while applying it or if you roll a natural 1 with the weapon.
3: Death Strike: Once per Day you can declare a attack as a death strike. You get +4 to hit, +1d6 per 4 HD you have to damage(Max. 5d6).
Also if your attack reduces the target to negative HP it is reduced a negative HP total of your con mod -1 (being 1 away from death).
There you go...if you can trust it...:)
John Kretzer |
John Kretzer wrote:I kind of wonder if the sections are out of order, or if the section headings just got swapped?137ben wrote:What does the deific obedience for Pharasma do?Base: +2 Sacred or Profane bonus to attack rolls with daggers.
Exalted:
1: Sanctuary 3/Day, Gentle Repose 2/Day, or Speak with Dead 1/Day.
2: Decomposition: Allows you to reduce a corpse to black ash so it can not be made into a undead creature. It can still how ever be raised normally.
3: The Veil is Drawn Aside: Either gain the Extra Revelation Feat or a +4 bonus to saves vs necromancy or death spells.Evangelist:
1: Forced Quiet 3/Day, Silence 2/day, or Hold person 1/Day.
2: Strike the Unrestful: Gives a weapon you are holding Ghost touch for a number of round 1+ 1 /4 HD. If the weapon is non-magical it is considered magical.
3:Ally of the Tomb: Once per day summon a pair of vanth psychopomps.Sentinel:
1: Hide from Undead 3/Day, Defending Bane 2/day, Halt Undead 1/Day.
2: Disruptive Strike: 3/Day one attack vs a undead creature recieves +1d6 + 1d6 for every 4HD you have damage.
3: Tethered to the Material: 1/Day for 1 minute you enter a determined state that does two things. 1) You don't die till you reach negative your con plus ten. 2) You can act normally without bleeding while at negatives.Note: Every other deity I noticed had a different order to how the three boons arranged. This one is out of order.
Looking at the general pattern I have seen my guess would be the section are simply out of order.
Dylos |
I suppose while we're fishing for the obediences, mind saying what Calistria's are? Curious to know if there is a charisma-to-ac bonus for her similar to Arshea's Celestial Boon and I figure she'd be the most likely candidate. I am highly interested in the concept of a Swashbuckler/Sentinel.
As mentioned by John, above, she does grant Cha to AC, but only as exalted (which incidentally is the path of boons you get for not taking any levels in any of the three PRCs) you would get the cha to AC at level 20 without any levels in any of the PRCs. Additionally, I want to note this - "Any condition that would cause you to lose your Dexterity bonus to AC also causes you to lose your
Charisma bonus to AC." Calistra's bonus to AC applies any time the dexterity bonus would apply, and is lost any time that dexterity would be lost, whereas Arshea's was in place of the armor bonus. Also, I suspect that Calistra's bonus would not stack with the various oracle revelations that give CHA to AC (in place of dexterity) since it would apply on the same channel.Vakr |
It has been mentioned that the altars in the book are stationary? In the real world there are actually smaller and more packable version of altars. These are used for three reasons; the worshiper is constantly on move, the worshiper is keeping her faith in secret (an example is the shoebox altar, literately), or the worshiper is poor (in that case, it's more about the fact the altar she can set up to the best of her ability is fairly small but can often be stationary than being packable).
So do the altars have a compact version like above in the book?
I would appreciate being corrected if my assumption is wrong.
John Kretzer |
It has been mentioned that the altars in the book are stationary? In the real world there are actually smaller and more packable version of altars. These are used for three reasons; the worshiper is constantly on move, the worshiper is keeping her faith in secret (an example is the shoebox altar, literately), or the worshiper is poor (in that case, it's more about the fact the altar she can set up to the best of her ability is fairly small but can often be stationary than being packable).
So do the altars have a compact version like above in the book?I would appreciate being corrected if my assumption is wrong.
As written no. The magical version are only done in the large version.
Though there was portable alters someplace...so I don't see why you can't do up your own versions.
John Kretzer |
You know looking at the boon paths...I kinda think they missed a opportunity here. If you look at each boon path they pretty much align with one of the gods interest...there is some overlap fop sure. I am thinking I am going to just house rule that you get to pick which path you want to follow. It makes the core gods more flexible but they really should be than demon lords and empryphal lords who really have a tighter focus.
Just a thought.
Vakr |
As written no. The magical version are only done in the large version.
Though there was portable alters someplace...so I don't see why you can't do up your own versions.
Ah! Portable, the word that had eluded me during my last post. My thanks for posting it.
That's not a problem though I do figured that a portable version, being smaller, would have corresponding smaller benefits if any. If you only need to pray to the deity though, the size doesn't matter and for that matter the benefits coming from a magical altar (though some deities are egotistical about having offerings...and a few of them do want very lavish ones, heh).donato Contributor |
John Kretzer |
What are the Calistria spells?
Secret Speech: Pass along secret messages hidden in your normal speech.
Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.
Ross Byers RPG Superstar 2008 Top 32 |
xavier c |
xavier c wrote:What are the Calistria spells?Secret Speech: Pass along secret messages hidden in your normal speech.
Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.
the first two are kind of boring for a goddess of Lust and What are the Shelyn and Sarenrae spells?
John Kretzer |
John Kretzer wrote:the first two are kind of boring for a goddess of Lust and What are the Shelyn and Sarenrae spells?xavier c wrote:What are the Calistria spells?Secret Speech: Pass along secret messages hidden in your normal speech.
Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.
Those first two are pretty low leveled...so meh.
Shelyn:
Aspect of the Nightingale: +2 Competence Bonus to Perform(Sing) and Diplomacy Checks: Once per min roll twice when making a save vs Charm effects
Tap Inner Beauty: +2 Insight bonus on all Cha ability checks and Cha based skill checks
Sarenrae:
Greater Shield of the Dawn Flower: Creature that hit take 1d6+1/Caster Level damage. Undead take more.
Unwelcome Aura: You glow. Providing light up to 20'. temp negates magical darkness.
John Kretzer |
Ross Byers wrote:John Kretzer wrote:Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.I like the art for that one.That was totally one of those are pieces where I ordered it and was like "That's never going to read."
But somehow it did!
My only problem with that art it but a mental image in my head of Calistrian goblins. Now I am going have to inflict that on my players.
Thanks a lot Cosmo! Not!!
xavier c |
xavier c wrote:John Kretzer wrote:the first two are kind of boring for a goddess of Lust and What are the Shelyn and Sarenrae spells?xavier c wrote:What are the Calistria spells?Secret Speech: Pass along secret messages hidden in your normal speech.
Seducers Eyes: +1 +1 for every 4 caster levels (Max. +5) to Cha based skills. Only when interacting with those who might conceivably find you sexually attractive.
Vengeful Stinger: Grow a Wasp like tail with stinger that strikes at those who dare to attack you.
Those first two are pretty low leveled...so meh.
Shelyn:
Aspect of the Nightingale: +2 Competence Bonus to Perform(Sing) and Diplomacy Checks: Once per min roll twice when making a save vs Charm effectsTap Inner Beauty: +2 Insight bonus on all Cha ability checks and Cha based skill checks
Sarenrae:
Greater Shield of the Dawn Flower: Creature that hit take 1d6+1/Caster Level damage. Undead take more.Unwelcome Aura: You glow. Providing light up to 20'. temp negates magical darkness.
Okay so what are all the 9th/8th/7th level spells?
nighttree |
nighttree wrote:So what are the prerequisites on the PrC like ?All of them require Deific Obedience and must worship Deity.
nighttree wrote:What's the average entry level ?About 6th is the first level you can generally take it at.
Aah crap....so if they have not created a deific obedience for that god....you basically can't get into the PrC ?
BIG hole in my Evangalist of Lissala idea :(
John Kretzer |
What are the Exalted class abilities
Divine Brand: You get a mark on someplace easily visible that acts has your holy symbol.
Obedience: you must complete your obedince each day or loose all the abilities from the prc including the + level to existing spell casting class.
Scholar: Gain a knowledge skill as a class skill
Vitality: + bonus to Fort Saves and Con checks to stabilize.
Divine Boon: You gain them at levels 3, 6, and 9.
Religious Speaker: +2 Bonus to Bluff, Diplomacy, and Perform(Oratory) Checks while your Divine Brand Visible.
Expanded Portfolio: Gain access to a new domain Counting you Exalted Levels as your cleric levels. The domain spells become spell like ability with Caster Level equal to your exalted level. You have to be able to cast that level of spell normally.
Aspect of Divinity: Gain a trait that reflects your deity. Also gain a permanent protect vs evil/goo/law/chaos...depending on alignment of deity.
Ardent Vision: Gain Detect evil/good/law/chaos at will. Alignment dependent on your deity alignment.
Perform Miracle: 1/Day Lesser Miracle.
I'll get to the spell request when I get the chance.
John Kretzer |
John Kretzer wrote:nighttree wrote:So what are the prerequisites on the PrC like ?All of them require Deific Obedience and must worship Deity.
nighttree wrote:What's the average entry level ?About 6th is the first level you can generally take it at.Aah crap....so if they have not created a deific obedience for that god....you basically can't get into the PrC ?
BIG hole in my Evangalist of Lissala idea :(
Yes though I really don't think these classes are for Demon lords or Emphyral Lords as they have this kinda of support already. Or for Devils, Daemons, Eldest, as they get their own stuff eventually.
The big hole is the minor deities (like Besmara) which hopefully will be fixed by a blog.
Though I don't see them doing obediences for Dead or Lost Gods like Lissala.
Mechalibur |
John Kretzer wrote:nighttree wrote:So what are the prerequisites on the PrC like ?All of them require Deific Obedience and must worship Deity.
nighttree wrote:What's the average entry level ?About 6th is the first level you can generally take it at.Aah crap....so if they have not created a deific obedience for that god....you basically can't get into the PrC ?
BIG hole in my Evangalist of Lissala idea :(
You could take the boons from a deity with similar focuses like Nethys or maybe Asmodeus. Maybe talk to your GM about altering them a bit to match :)
Unless it's PFS, I guess, but are characters in that even allowed to worship Lissala?