Occultist Spirit: Kuamesa, the Selachi Warmaiden


Homebrew and House Rules


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A revised version of my Selachi Exile spirit. Constructive criticism needed.

Kuamesa, The Selachi Warmaiden

Spoiler:
Spirit Level: 1
Constellation: Hero
Binding DC: 17

Totems

•You arrange five shark teeth in a star formation in the circle.

•You conduct the ceremony near a body of fresh water deep enough to submerge yourself in.

•Leave at least a pound of meat, preferably fish.

Ceremony: Pour a cup of water mixed with a drop of your own fresh blood into the center of the circle.

Manifestation: The water in the circle will rapidly form into Kuamesa. She will initially appear cocky and smug to you, but ready to make a pact.

Major Granted Abilities
Riptide
As a standard action, you can unleash either a wave of high pressure water as either a 15 ft. cone or 30 ft. line. The wave does 1d4 damage for every 2 binder levels and does slashing damage as a cone, and piercing damage as a line. A successful reflex save halves this damage. After using this ability, it becomes expended for 5 rounds.

Capstone Empowerment
Riptide has additional effects. You can either halve the damage to knock enemies over as if using hydraulic push (APG), or take a -4 penalty to the save's DC to cause +1 bleed damage per 4 binder levels.

Minor Granted Abilities
Aquavision: You can see perfectly clearly underwater.

Selachi Senses: You gain a pact bonus equal to half your binder level when making primarily scent based Perception checks.

Sharkbite: You gain a bite attack for the duration of the pact. This attack does 1d4 damage plus your Strength modifier. You can only use this ability if your physical sign is visible.

Waterbreath: You can breathe under fresh water a number of minutes equal to half your binder level (Min. 1). At level 15, you can breathe underwater for duration of the pact. You can only use this ability if your physical sign is visible.

Signs & Influence
Physical Sign: You grow sharp teeth and retractable webs between your hands, and your skin turns slightly bluish-gray. When you activate one of the Selachi Exiles' granted abilities, you have a predatory look in your eyes.

Personality: You become rash, impulsive, eager to fight, and develop a monstrous craving for meat.

Favored Ally: Women, Warriors (characters proficient with at least one martial weapon or has Improved Unarmed Strike)

Favored Enemy: Evil aligned sea creatures (Aboleths, etc.), Old Gods, cowards.

Vestigial Compaion
You receive a shark animal companion for the duration of the pact. Treat your binder level as your druid level to determine your companion's abilities. This granted ability replaces sharkbite.

Legend
It is said that long ago, a race of shark people lived among the merfolk known as the "selachi". Fierce enemies of the aboleths and Old Gods, they were a bloodthirsty and boisterous, but honorable people, and produced some of the sea's greatest warriors. The most well-known, and controversial of these is Kuamesa. According to legend, Kuamesa displayed a taste for blood and carnage more than any selachi of her time, male or female. It was said that she would devour her foes' entrails like pasta while they were still alive, could effectively wield a trident before she could walk, and was actually part of a set of triplets until her ravenous hunger drove her to devour her siblings while still in the womb. The only thing bigger than her penchant for cruelty, was her undying love for her people and unyielding sense of honor and duty (She was also rumored to be a lesbian, but that's another story.). It's said that when the Old God Dagon was summoned to the Material Plane, she single-handedly drove him back to the Outer Rifts. Though she died from her injuries shortly after the battle, she became a hero of the selachi people. It's said that her unyielding resolve and love of battle was so great, neither the demons or gods would take her in out of fear, leaving her to wander the void between the planes in search of worthy opponents.


I have no idea what this pertains to. Very cool though! :)


Oceanshieldwolf wrote:
I have no idea what this pertains to. Very cool though! :)

Radiance House released a book called "Pact Magic Unbound". It contains info on classic "Ars Goetia" style pact magic, chalk circles, strange rituals and all that jazz. It looked cool so I got it, and I don't regret buying it.

It introduced the "Occultist" class. Occultists form pacts with spirits to gain supernatural abilities. Think PF's version of 3.5's Binder class.


TheDisgaean wrote:
Oceanshieldwolf wrote:
I have no idea what this pertains to. Very cool though! :)

Radiance House released a book called "Pact Magic Unbound". It contains info on classic "Ars Goetia" style pact magic, chalk circles, strange rituals and all that jazz. It looked cool so I got it, and I don't regret buying it.

It introduced the "Occultist" class. Occultists form pacts with spirits to gain supernatural abilities. Think PF's version of 3.5's Binder class.

Thanks for the heads-up D! As I said, very cool. I see you have another one up as well...


Since I haven't seen this book I don't know anything about how this class works aside from this or how this balances against other options for the class. I like the concept, but I find myself unable to say anything constructive.

Contributor

1) Riptide is cool. The word choice is a little bit confusing, but overall its very much in line with what we've already published.

2) Aquavision should use the rules for Deepsight, from the Advanced Race Guide. Basically, its 120" foot darkvision underwater only. "See with perfect clarity" is a bit too vague for my tastes.

3) Is the damage listed for Sharkbite for Medium creatures?

4) I would power up the Perception skill bonus. Have the spirit grant Scent and grant a bonus on Perception checks made using scent.

4)Underwater Breathing (the spell) is 1 minute/level as a 3rd level spell. Because of this, the ability is too powerful. The problem is that you can't really weaken underwater breathing and have it be worth your time. If you take my advice and use the Scent ability, the spirit doesn't really have a "weak" power, so I would suggest something unique like, "the binder suffers no damage from water pressure" or something like that. I don't think I've ever used that in any of my spirits, actually. 0_0


I like it overall. I think the totems are a little bit too easy. There is usually one that is kind of hard to fulfill.

1) I think the bite damage is a bit low, or perhaps should get a little bonus after a few levels.
2) I agree that the perception bonus is a little too weak. I like Alex's suggestion for that one.
3) The first level druid spell Air Bubble basically gives you water breathing for 1 minute per level, so that's what I would say is fair. I'd suggestion giving the full time water breathing earlier, since it only effects yourself, maybe level 9 or 10.

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