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paths:pactmaker_path:patrons:archon [2024/03/09 19:11] – [Patron Weapon] elfinlockspaths:pactmaker_path:patrons:archon [2024/09/29 05:06] (current) – [Archon Patron] elfinlocks
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 ====== Archon Patron ====== ====== Archon Patron ======
  
-There are few archons who would accept being the patron of a Pactmaker. They would much rather a creature come to them seeking advice in order to emulate the selflessness and righteousness they exemplify, rather than callously seeking a quick means to power. A pact is often self-serving, and inconsiderate of the moral or ethical doctrines of the patron; merely a means to an end for the Pactmaker. Therefore, many angels will only accept a pact with the understanding that this should serve as a turning point for the Pactmaker's life into one of goodness and selflessness, with the archon acting as their tutor and guide. While the character may start as any alignment, the archon will hope that in time and with their guidance, the Pactmaker will gravitate towards their ideals of order, peace and justice, ending up as Lawful Good+<WRAP center 50%> 
 +{{:paths:pactmaker_path:patrons:pasted:20240929-024355.jpeg}} 
 +</WRAP>
  
-===== Patron Weapon ===== +//There are few archons who would accept being the patron of a Pactmaker. They would much rather a creature come to them seeking advice in order to emulate the selflessness and righteousness they exemplifyrather than callously seeking a quick means to power. A pact is often self-servingand inconsiderate of the moral or ethical doctrines of the patron; merely a means to an end for the Pactmaker. Therefore, many angels will only accept a pact with the understanding that this should serve as a turning point for the Pactmaker's life into one of goodness and selflessness, with the archon acting as their tutor and guide. While the character may start as any alignment, the archon will hope that in time and with their guidance, the Pactmaker will gravitate towards their ideals of order, peace, and justice, ending up as Lawful Good.// 
-  * **Requirements:** CL 1Knowledge (Religion) 15 EXP+
  
-If your patron is an Empyreal Lord, you gain proficiency in their favored weapon. Otherwise, you gain proficiency with Longswords. You may spend 1 [[priority:magic#mana|MP]] per attack to treat your Caster Level as your Base Attack bonus with such weaponry. 
  
 +----
  
-===== Reservoir ===== +===== Armaments of Heaven (Ex) ===== 
-  * **Requirements:** CL 3, Knowledge (Religion) 5Patron Weapon, 10 EXP+<WRAP round box> 
 +  * **Requirements:** Patron's Allegiance, CL 1, Knowledge (Religion) 1EXP
  
-Your Patron bestows power upon you for aiding othersWhenever you successfully treat the wounds of another creature through using the [[priority:skills:heal|Heal]] skill or any [[priority:magic:spells:tier1:cure_light_wounds|Cure]] spell, you gain 1 MP. You may only benefit from this Talent once per hour.+You gain proficiency with Longswords, if you are not proficient with them alreadyYou may spend 1 [[priority:magic#mana|MP]] per attack as a Free Action, to treat your [[priority:magic|Caster Level]] as your [[priority:prowess|Base Attack Bonus]] when using a Longsword. If desired, you may inflict your Eldritch Blast damage through the Longsword - this replaces the weapon's normal damage. 
 +</WRAP>
  
-===== Eldritch Flesh ===== +===== Aura of Menace (Su) ===== 
-  * **Requirements:** CL 7, Knowledge (Religion) 10Reservoir, 20 EXP+<WRAP round box> 
 +  * **Requirements:** Patron Weapon, CL 3, Knowledge (Religion) 510 EXP
  
-You gain resist acid, cold and electricity 10In addition, you are constantly under the effects of [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]] [Evil], and you gain a bonus on saves against Petrification effects equal to your Secondary Casting Attribute modifier.+You strike fear into evildoers through the divine wrath of your PatronAs a Swift Action, you may spend 1 MP to channel an Aura of Menace in a 20 ft. radius around yourself. Evil-aligned creatures within this aura sense their divine judgement, and are [[game_systems:combat:status_conditions#shaken|Shaken]] by it. This aura affects enemies and allies alike, provided that they are evil-aligned. 
 +</WRAP>
  
-===== Empowered Blast ===== +===== Archon's Might (Ex) ===== 
-  * **Requirements:** CL 10, Knowledge (Religion) 15, Eldritch Flesh30 EXP+<WRAP round box> 
 +  * **Requirements:** Aura of Menace, CL 7, Knowledge (Religion) 1020 EXP
  
-You may give your Eldritch Blasts the Holy weapon property by spending 1 additional MP per attack.+You begin to nearly glow with the holy energy surrounding your body. You gain resist acid, cold and electricity 10. In addition, you are constantly under the effects of [[priority:magic:spells:tier1:detect_alignment|Detect Alignment]] [Evil]. Lastly, you become immune to petrification effects (though you may suppress this as a Free Action, if desired). 
 +</WRAP>
  
-===== Ascension ===== +===== Divine Leader (Ex) ===== 
-  * **Requirements:** CL 15, Knowledge (Religion) 20, Empowered Blast50 EXP+<WRAP round box> 
 +  * **Requirements:** Archon's Might, CL 10, Knowledge (Religion) 1530 EXP
  
-You change fundamentally to represent your holy patron - your type changes to outsider, with the archon, good, and native subtypes. You may still be affected by any spell that would affect your original form, if you wish (you may choose for each such spell that targets you). You gain SR 11 + your CL against spells and spell-like abilities from evil creatures (or which possess the evil descriptor), and you gain DR 15/evil.+Your divine influence stirs hope in good people, and fear amongst evildoers. You gain a bonus to Intimidate evil creatures equal to your Caster Level, and you receive a constant True Speech effect, allowing you to communicate with any creature which possesses a language. Additionally, your Aura of Menace increases to a 30 ft. radius, and now [[game_systems:combat:status_conditions#terrified|Terrifies]] evildoers. 
 + 
 +Lastly, you may call upon your Patron to aid in the good fight: you may cast [[priority:magic:spells:tier6:heal|Heal]] as a spell-like ability by spending 5 MP. 
 +</WRAP> 
 + 
 +===== Ascension (Ex) ===== 
 +<WRAP round box> 
 +  * **Requirements:** Divine Leader, CL 15, Knowledge (Religion) 20, 40 EXP 
 + 
 +You change fundamentally to represent your holy patron - your type changes to outsider, with the archon, good, and native subtypes. You may still be affected by any spell that would affect your original form, if you wish (you may choose for each such spell that targets you). You gain Spell Resistance 10 + your CLand you gain DR 15/evil
 +</WRAP> 
 + 
 +===== Star of Heaven (Ex===== 
 +<WRAP round box> 
 +  * **Requirements:** Ascension, CL 20, 50 EXP 
 + 
 +You have become the right hand of your Patron, and approach their true strength for your loyalty. You become immune to acid, cold, and electricity damage. Your Spell Resistance increases to 15 + your CL, and your DR/evil increases to 20Your Aura of Menace increases to a 60 ft. radius, and instills [[game_systems:combat:status_conditions#panicked|Panic]] in evil-aligned creatures, and you may [[paths:crusader_path#smite_evil|Smite]] evil-aligned creatures by spending 5 MP. 
 +</WRAP>