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paths:devoted_path [2024/11/08 06:20] elfinlockspaths:devoted_path [2025/09/10 01:11] (current) – [Holy Dedication] elfinlocks
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   * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, 0 EXP   * **Requirements:** [[chargen:common_terms#core_stats|CST]] 2, 0 EXP
  
-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, at GM discretion. You may have to pursue [[priority:magic:spells:tier5:atonement|]] accordingly. Failing to follow the tenants of your deity means that you lose all abilities which list Deific Allegiance as a requirement, at GM discretion. You may have to pursue [[priority:magic:spells:tier5:atonement|]] accordingly.
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 ==== Enlightenment ==== ==== Enlightenment ====
  
-  * **Requirements:** Primus, CST 10, [[priority:skills:knowledge|Knowledge]] (Religion) 8, 20 EXP+  * **Requirements:** Primus, [[chargen:common_terms#core_stats|CST]] 10, [[priority:skills:knowledge|Knowledge]] (Religion) 8, 20 EXP
  
 You gain the Enlightenment ability from your first [[~:domain|Domain]]. You gain the Enlightenment ability from your first [[~:domain|Domain]].
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 </WRAP> </WRAP>
 ===== Holy Dedication ===== ===== Holy Dedication =====
 +
 +<WRAP round box>
 +==== Lesser Channel (Sp) ====
 +
 +  * **Requirements:** Deific Allegiance, 5 EXP
 +
 +You gain the ability to channel energy as a Half Action by spending 4 [[priority:magic#mana|MP]]. Channeling deals damage according to your channel type (see below) within a 30 ft. radius burst centered upon you. Creatures affected by the channel may make a Will saving throw (DC 10 + 1/2 your [[priority:magic|Caster Level]] + your [[priority:magic:casting_traditions|Primary Casting Attribute]] modifier) for half damage. You never take damage from your own Channel. Channel Energy does not provoke Attacks of Opportunity.
 +
 +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:combat:energy_damage|Energy Damage]] (elemental or aligned), based upon your alignment and selected deity (for example, a deity of fire cannot grant you an acid elemental channel). The GM has final say on what types of Energy are appropriate for your deity, though all deities typically have at least 2 that are suitable. You must select only one energy type for your Channel to create.
 +
 +<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>
 +</WRAP>
  
 <WRAP round box> <WRAP round box>
 ==== Channel Energy (Sp) ==== ==== Channel Energy (Sp) ====
  
-  * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, 5 EXP+  * **Requirements:** Lesser Channel, [[chargen:common_terms#core_stats|CST]] 5, 5 EXP
  
-You gain the ability to channel energy as a Half Action by spending 4 [[priority:magic#mana|MP]]. Channeling deals damage according to your channel type (see below) within a 30 ft. radius burst centered upon you. Creatures affected by the channel may make Will saving throw (DC 10 + 1/2 your [[priority:magic|Caster Level]] + your [[priority:magic:casting_traditions|Primary Casting Attribute]] modifier) for half damage. You never take damage from your own Channel.+Your Channel may now reach maximum of 10d6 at CL 10.
  
-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:** HolyUnholyElemental +==== Sacred Channel (Sp) ==== 
-  * **Variant of Evil:** Unholy, Elemental+ 
 +  * **Requirements:** Channel Energy[[chargen:common_terms#core_stats|CST]] 1210 EXP 
 + 
 +Your Channel may now reach a maximum of 15d6 at CL 15.
  
-<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> </WRAP>
 +
 +<WRAP round box>
 +==== Channel Divinity (Sp) ====
 +
 +  * **Requirements:** Sacred Channel, [[chargen:common_terms#core_stats|CST]] 16, 15 EXP
 +
 +Your Channel may now reach a maximum of 20d6 at CL 20.
  
 </WRAP> </WRAP>
 +
 +<WRAP round box>
 +==== Variant Channel (Sp) ====
 +
 +  * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 5, 10 EXP
 +
 +You gain one additional type of [[game_systems:combat:energy_damage|Energy]] for use with your Channel. You may use it as desired and interchangeably with your original energy choice.
 +
 +</WRAP>
 +
 <WRAP round box> <WRAP round box>
 ==== Divine Petitioner ==== ==== Divine Petitioner ====
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   * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, 5 EXP   * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, 5 EXP
  
-You may gain [[priority:magic:spells|Spells]] known from your Deity without expending [[game_systems:experience|Experience]], depending upon your strength as a spellcaster. By spending one hour in prayer, you may gain a number of temporary known spells of a Tier equal to your Caster Level. You may not learn spells which exceed your casting abilities. For example, if you possess a Caster Level of 5, you may learn two Tier 2 spells, and one Tier 1 spell, to make a total of five. You would not be able to utilize a Tier 3 spell for this purpose, as your Caster Level is not high enough to do so.+You may gain [[priority:magic:spells|Spells]] known from your Deity without expending [[game_systems:experience|Experience]], depending upon your strength as a spellcaster. By spending one hour in prayer, you may gain a number of temporary known spells of a Tier equal to your Caster Level. You may not learn spells which exceed your casting abilities. For example, if you possess a Caster Level of 5, you may learn two Tier 2 spells, and one Tier 1 spell, to make a total of five. You must possess the necessary Initiation Grade to cast the spells.
  
 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 "slots" open, to allow for only partial preparation (such as only gaining one Tier 2 spell at Caster Level 5, leaving 3 "tier slots" open for the day). You must spend a full hour in prayer each time to fill out any number of available slots. 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 "slots" open, to allow for only partial preparation (such as only gaining one Tier 2 spell at Caster Level 5, leaving 3 "tier slots" open for the day). You must spend a full hour in prayer each time to fill out any number of available slots.
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 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>
 +
 +<WRAP round box>
 +==== Improved Selective Channel ====
 +
 +  * **Requirements:** Selective Channel, [[priority:skills:knowledge|Knowledge]] (Religion) 8, 15 EXP
 +
 +You may choose a number of creatures equal to double Secondary Attribute modifier to be unaffected by your channel.
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>
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 ==== Line Channel ==== ==== Line Channel ====
  
-  * **Requirements:** Channel Energy, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 15 EXP+  * **Requirements:** Channel Energy, [[priority:skills:knowledge|Knowledge]] (Religion) 5, EXP
  
 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:** Line Channel, [[priority:skills:knowledge|Knowledge]] (Religion) 10, 30 EXP+  * **Requirements:** Line Channel, [[priority:skills:knowledge|Knowledge]] (Religion) 10, 10 EXP
  
 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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   * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 15 EXP   * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 6, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 15 EXP
  
-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 12Creatures affected by a Ray Channel receive no saving throw against the damage.+You may now channel energy as a ranged touch attack with a range of 100ft +10ft per CLthis reduces the cost of channeling to 2 MPThere is no save against damage. 
 </WRAP> </WRAP>
 <WRAP round box> <WRAP round box>