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| paths:devoted_path [2024/10/23 04:50] – [Channeling Specialist] elfinlocks | paths:devoted_path [2025/09/10 01:11] (current) – [Holy Dedication] elfinlocks | ||
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| ===== Deific Allegiance ===== | ===== Deific Allegiance ===== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You swear fealty and service to a single specific deity relevant to the campaign setting. Their church may be small and unknown or large and powerful. Your alignment must be within one step of your deity’s, and upon taking this Talent, you begin to radiate an aura corresponding to your deity’s alignment, based upon the number of HD you possess. | + | You swear fealty and service to a single specific deity relevant to the campaign setting. Their church may be small and unknown or large and powerful. Your alignment must be within one step of your deity’s, and upon taking this Talent, you begin to radiate an aura corresponding to your deity’s alignment, based upon your CST. |
| Failing to follow the tenants of your deity means that you lose all abilities which list Deific Allegiance as a requirement, | Failing to follow the tenants of your deity means that you lose all abilities which list Deific Allegiance as a requirement, | ||
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| ==== Primus ==== | ==== Primus ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You gain one [[~: | + | You gain one [[~: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Revelation ==== | ==== Revelation ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You gain a second [[~: | + | You gain a second [[~: |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Enlightenment ==== | ==== Enlightenment ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain the Enlightenment ability from your first [[~: | You gain the Enlightenment ability from your first [[~: | ||
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| ==== Reformation ==== | ==== Reformation ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You gain the Enlightenment ability from your second [[~: | You gain the Enlightenment ability from your second [[~: | ||
| </ | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Zenith ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You gain the Zenith ability from your first [[~: | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Nirvana ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You gain the Zenith ability from your second [[~: | ||
| + | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| ==== Proxy (Su) ==== | ==== Proxy (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You forge a direct, personal relationship with your deity. You instinctively know whether or not your deity would approve or disapprove of a given course of action. In addition, you gain a full tertiary [[~: | + | You forge a direct, personal relationship with your deity: you instinctively know whether or not your deity would approve or disapprove of a given course of action, and receive one direct " |
| </ | </ | ||
| + | |||
| + | ---- | ||
| + | |||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| ==== Miracle (Sp) ==== | ==== Miracle (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Once per week, you may petition for your deity’s interference in mortal affairs as a Full Action. At GM discretion, this may require additional time or special sacrifices and preparation. Usually, your deity will only reply to this request if it furthers their own interests, or if they are gaining something that they consider to be of equivalent value for their services. As you must possess Proxy to unlock this Talent, you are fully and inherently aware of what sort of actions would constitute your deity requiring a form of payment for their services or not, and the GM may tell you this accordingly. In any event, a request that is out of line with the deity’s nature is refused. | Once per week, you may petition for your deity’s interference in mortal affairs as a Full Action. At GM discretion, this may require additional time or special sacrifices and preparation. Usually, your deity will only reply to this request if it furthers their own interests, or if they are gaining something that they consider to be of equivalent value for their services. As you must possess Proxy to unlock this Talent, you are fully and inherently aware of what sort of actions would constitute your deity requiring a form of payment for their services or not, and the GM may tell you this accordingly. In any event, a request that is out of line with the deity’s nature is refused. | ||
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| ==== Sacred Relic (Ex) ==== | ==== Sacred Relic (Ex) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| Your deity manifests their powers via a sacred relic that can be worn. The relic acts as a holy or unholy symbol for similar purposes, depending upon your deity. The relic usually occupies the neck or bracelet slot. However, this may be adjusted to a different appropriate slot with GM approval. The Sacred Relic may never be a magically or mundanely enhanced piece of equipment. | Your deity manifests their powers via a sacred relic that can be worn. The relic acts as a holy or unholy symbol for similar purposes, depending upon your deity. The relic usually occupies the neck or bracelet slot. However, this may be adjusted to a different appropriate slot with GM approval. The Sacred Relic may never be a magically or mundanely enhanced piece of equipment. | ||
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| </ | </ | ||
| ===== Holy Dedication ===== | ===== Holy Dedication ===== | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Lesser Channel (Sp) ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You gain the ability to channel energy as a Half Action by spending 4 [[priority: | ||
| + | |||
| + | For every increase in your CL, the Channel deals increased damage, to a maximum of 5d6 of damage at Caster Level 5. Your Channel Energy can inflict any type of [[game_systems: | ||
| + | |||
| + | <WRAP center round info 60%> | ||
| + | The damage inflicted by your chosen type of Channel is pure energy, and harms all creatures equally, unless they possess an immunity or resistance of some kind. The "base dice", a d6, is affected by your chosen Energy Type. | ||
| + | </ | ||
| + | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Channel Energy (Sp) ==== | ==== Channel Energy (Sp) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You gain the ability to channel energy as a Half Action by spending 4 [[priority: | + | Your Channel |
| - | For every increase in your CL, the Channel deals increased damage, to a maximum of 10d6 of damage at Caster Level 10. Your Channel Energy can inflict the following damage types, based upon your alignment and/or selected deity (for example, a deity of fire cannot grant you an acid elemental channel). Once you have chosen the type of energy you channel, it can only be changed via retraining. | + | </WRAP> |
| - | * **Variant of Good:** Holy, Elemental | + | <WRAP round box> |
| - | * **Variant of Neutral:** Holy, Unholy, Elemental | + | ==== Sacred Channel (Sp) ==== |
| - | * **Variant | + | |
| + | * **Requirements:** Channel Energy, [[chargen: | ||
| + | |||
| + | Your Channel may now reach a maximum | ||
| - | <WRAP center round info 60%> | ||
| - | The damage inflicted by your chosen type of Channel is pure energy, and harms all creatures equally, unless they possess an immunity or resistance of some kind. | ||
| </ | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Channel Divinity (Sp) ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | Your Channel may now reach a maximum of 20d6 at CL 20. | ||
| </ | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Variant Channel (Sp) ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You gain one additional type of [[game_systems: | ||
| + | |||
| + | </ | ||
| + | |||
| <WRAP round box> | <WRAP round box> | ||
| ==== Divine Petitioner ==== | ==== Divine Petitioner ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may gain [[priority: | + | You may gain [[priority: |
| Upon using this ability, the spells remain known for up to 24 hours. You may only overwrite spells gained in this manner once per day. However, you may leave " | Upon using this ability, the spells remain known for up to 24 hours. You may only overwrite spells gained in this manner once per day. However, you may leave " | ||
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| ==== Command Undead ==== | ==== Command Undead ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| As a Half Action, you can use one of your uses of Channel Unholy Energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + ½ your caster level + your Secondary Casting Attribute modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead, though the duration is unlimited. However, intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your Caster Level (this is a separate pool from the limits imposed by Animate Dead and similar spells). If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed caster level check whenever your orders conflict. | As a Half Action, you can use one of your uses of Channel Unholy Energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + ½ your caster level + your Secondary Casting Attribute modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead, though the duration is unlimited. However, intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your Caster Level (this is a separate pool from the limits imposed by Animate Dead and similar spells). If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed caster level check whenever your orders conflict. | ||
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| ==== Corpse Companion (Su) ==== | ==== Corpse Companion (Su) ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| With a ritual requiring 8 hours, you can animate a single skeleton or zombie whose Hit Dice do not exceed yours. This corpse companion automatically follows your commands and does not need to be controlled. You cannot have more than one corpse companion at a time, and it does not count against the number of Hit Dice of undead controlled by other methods. You can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half of yours. You can dismiss your companion as a Half Action, which destroys it. | With a ritual requiring 8 hours, you can animate a single skeleton or zombie whose Hit Dice do not exceed yours. This corpse companion automatically follows your commands and does not need to be controlled. You cannot have more than one corpse companion at a time, and it does not count against the number of Hit Dice of undead controlled by other methods. You can use this ability to create a variant skeleton such as a bloody or burning skeleton, but its Hit Dice cannot exceed half of yours. You can dismiss your companion as a Half Action, which destroys it. | ||
| - | </ | ||
| - | <WRAP round box> | ||
| - | ==== Charnel Soldiers ==== | ||
| - | |||
| - | * **Requirements: | ||
| - | |||
| - | When you create undead, they gain one teamwork feat you know as a bonus feat, though they gain its benefits only when cooperating with you or with other undead that you have created. If you control undead with the Command Undead feat or a spell like command undead, they likewise gain one teamwork feat you know as a bonus feat as long as they remain under your control. Intelligent undead gain no benefit from this Talent. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Adept Necromancer ==== | ==== Adept Necromancer ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| The HD limit of undead you may control with Command Undead is doubled. | The HD limit of undead you may control with Command Undead is doubled. | ||
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| ==== Master Necromancer ==== | ==== Master Necromancer ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| The HD limit of undead you may control with Command Undead is tripled. | The HD limit of undead you may control with Command Undead is tripled. | ||
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| ==== Selective Channel ==== | ==== Selective Channel ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may choose a number of creatures equal to your Secondary Attribute modifier to be unaffected by your channel. | You may choose a number of creatures equal to your Secondary Attribute modifier to be unaffected by your channel. | ||
| + | </ | ||
| + | |||
| + | <WRAP round box> | ||
| + | ==== Improved Selective Channel ==== | ||
| + | |||
| + | * **Requirements: | ||
| + | |||
| + | You may choose a number of creatures equal to double Secondary Attribute modifier to be unaffected by your channel. | ||
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Empowered Channel ==== | ==== Empowered Channel ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| By spending four additional Mana, the DC for saves against your channel energy now use your full caster level instead of half (DC 10 + CL + your Primary Casting Attribute modifier). | By spending four additional Mana, the DC for saves against your channel energy now use your full caster level instead of half (DC 10 + CL + your Primary Casting Attribute modifier). | ||
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| ==== Swift Channel ==== | ==== Swift Channel ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | By spending four additional Mana, you may channel as a Swift Action. You may channel up to 3 times in one turn by using this Talent, provided that you expend the necessary Mana. You may only use Swift Channel as a burst effect. | + | By spending four additional Mana, you may channel as a Swift Action. You may channel up to 3 times in one turn by using this Talent, provided that you expend the necessary Mana. You may only use Swift Channel as a burst effect. Swift Channeling allows you to bypass the one spell per turn limit. |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Line Channel ==== | ==== Line Channel ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may now channel in a 60 ft. line instead of a 30 ft. burst at will. | You may now channel in a 60 ft. line instead of a 30 ft. burst at will. | ||
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| ==== Improved Line Channel ==== | ==== Improved Line Channel ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may now channel in a 120 ft line instead of a 60 ft line when using Line Channel. | You may now channel in a 120 ft line instead of a 60 ft line when using Line Channel. | ||
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| ==== Ray Channel ==== | ==== Ray Channel ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| - | You may now channel energy as a ranged touch attack. You gain one additional ray for every 3 caster levels you possess, to a maximum of 4 rays at caster level 12. Creatures affected by a Ray Channel receive | + | You may now channel energy as a ranged touch attack |
| </ | </ | ||
| <WRAP round box> | <WRAP round box> | ||
| ==== Burst Channel ==== | ==== Burst Channel ==== | ||
| - | * **Requirements: | + | * **Requirements: |
| You may now channel energy as a 20 ft. radius burst in a location you can see within 100 ft. | You may now channel energy as a 20 ft. radius burst in a location you can see within 100 ft. | ||
| </ | </ | ||
