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| paths:devoted_path [2025/07/11 18:45] – [Channeling Specialist] vondor | paths:devoted_path [2026/03/09 05:41] (current) – hyperlinking CL page elfinlocks |
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| ===== Holy Dedication ===== | ===== Holy Dedication ===== |
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| | ==== Lesser Channel (Sp) ==== |
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| | * **Requirements:** Deific Allegiance, 5 EXP |
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| | 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. |
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| | For every increase in your CL, the Channel deals increased damage, to a maximum of 5d6 of damage at [[priority:magic#caster_level|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. |
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| | <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. |
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| ==== Channel Energy (Sp) ==== | ==== Channel Energy (Sp) ==== |
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| * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, 5 EXP | * **Requirements:** Lesser Channel, [[chargen:common_terms#core_stats|CST]] 5, 5 EXP |
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| 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. | Your Channel may now reach a maximum of 10d6 at CL 10. |
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| 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> |
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| * **Variant of Good:** Holy, Elemental | <WRAP round box> |
| * **Variant of Neutral:** Holy, Unholy, Elemental | ==== Sacred Channel (Sp) ==== |
| * **Variant of Evil:** Unholy, Elemental | |
| | * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 12, 10 EXP |
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| | Your Channel may now reach a maximum of 15d6 at CL 15. |
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| 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> |
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| | ==== Channel Divinity (Sp) ==== |
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| | * **Requirements:** Sacred Channel, [[chargen:common_terms#core_stats|CST]] 16, 15 EXP |
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| | Your Channel may now reach a maximum of 20d6 at CL 20. |
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| </WRAP> | </WRAP> |
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| | ==== Variant Channel (Sp) ==== |
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| | * **Requirements:** Channel Energy, [[chargen:common_terms#core_stats|CST]] 5, 10 EXP |
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| | 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. |
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| | </WRAP> |
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| ==== Divine Petitioner ==== | ==== Divine Petitioner ==== |
| * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, 5 EXP | * **Requirements:** Deific Allegiance, [[chargen:common_terms#core_stats|CST]] 2, 5 EXP |
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| 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. | 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 [[priority:magic#caster_level|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. |
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| 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 [[priority:magic#caster_level|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. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Channel Energy (Unholy), [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 15 EXP | * **Requirements:** Channel Energy (Unholy), [[chargen:common_terms#core_stats|CST]] 5, [[priority:skills:knowledge|Knowledge]] (Religion) 5, 15 EXP |
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| 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 [[priority:magic#caster_level|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 [[priority:magic#caster_level|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 [[priority:magic#caster_level|Caster Level]] check whenever your orders conflict. |
| </WRAP> | </WRAP> |
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| * **Requirements:** Channel Energy, [[priority:skills:knowledge|Knowledge]] (Religion) 5, CL 5, 20 EXP | * **Requirements:** Channel Energy, [[priority:skills:knowledge|Knowledge]] (Religion) 5, CL 5, 20 EXP |
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| 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 [[priority:magic#caster_level|Caster Level]] instead of half (DC 10 + CL + your Primary Casting Attribute modifier). |
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