R2 Zealot Divine Powers


Ultimate Intrigue Playtest General Discussion

Scarab Sages

Got a chance to play with the Vigilante recently, and had some thoughts on the new Divine Powers:

Abyssal- the claws are ok, but don't last long enough to be a viable for a natural weapon build until several levels into the class. That said, the main main reason to go Abyssal is to get enlarge person as a level 1 spell.
Rating: ok, but a bit bland.

Celestial- Why does the side of the angels always have to be so boring? Heavenly fire isn't terrible (with the whole heal the good, hurt the evil schtick) but it very much feels like the same Ray ability that comes with so many sorcerer bloodlines and cleric domains. Color spray is, of course, fantastic, up until level 4 or so when it ceases to be effective.
Rating: not good.

Fey- after the Fey bloodline for bloodragers I did not have high expectations. I was so very wrong. Invisibility on move, plus the ranger/druid spell list? Mechanically this seems like the strongest of the available options, and has the added benefit of being very tight thematically.
Rating: So, so good.

Infernal- I guess it is only fair that the side of the devils get's an option no better than the side of the angels. Corrupting touch might be interesting as a way to setup a smite, but unfortunately just by choosing Infernal you can't smite evil, so that won't work. The less said about burning hands the better.
Rating: weakest of the four

In general I like the idea of Zealots having various different divine or semi-divine sources of their power. It feels very pulpy/comic-y without being outright derivative. I just think they need some stronger options.

My 2 denari
I love the potential here, so here I'm just spitballing stuff that would be cool to see.

Abyssal- just give them the claws, ala Aspect of the Beast, and have the fire damage come later with the 3 + Cha Mod per day mechanic. Enlarge person is fine.

Celestial- I'd love to see something like Wings/Metallic Wings for the granted power. Being able to fly and/or make 2 secondary natural attacks for 3 + half your vigilante level each day doesn't seem overpowered, and is very flavorful. As a bit of a trade off, perhaps sun metal for the 1st level spell. Not as good as color spray but very thematic.

Fey- honestly, maybe too good. But rather than take it down, why not elevate everything else? That said, instead of invisiblity why not go with a line of sight, 1/2 move speed teleport? Seems more in keeping with the Fey theme, and makes room for...

Psychic- this is Occult Adventures, so there should be a psychic magic option. This, in my opinion, is where the invisibility on move action power goes (clouding men's minds!) Bonus spells should probably be taken from the Medium's spell list.

Infernal- I've got one word for you: Hellfire. We already have Infernal Gaze, so let's go ahead and go all the way on that deal with Asmodeus. Hellfire adds +1d6 fire damage to weapon (ranged or melee) 3 + half your vigilante level each day. The rounds need not be consecutive. Scales up to +1d4 fire and +1d4 untyped at level 5.

Psychopomp- let us give Death her due. Drawing from the Morrigna, you gain 2 wrapping/death tendril secondary attacks that do 1d4 blunt damage and get a +2 shield bonus to AC for 3 + half your vigilante level each day. The rounds need not be consecutive. Bonus first level spell is vomit swarm

Other possible power sources: Shadow, Undeath, Inevitable, Ancestor, Dream...

Scarab Sages

Another idea

Nanite- the granted power could simply be the same as the Nanite Strike from the sorcerer bloodline. Bonus spells would be: 1st—dazzling blade; 2nd—alter self;
3rd—gaseous form; etc

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