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  1. >>>Medium Updates
  2.  
  3. >>Seifter's Updates
  4. Extra Spirits
  5. Prerequisites: medium level 1st
  6. Benefit: You know how to contact 2 more spirits.
  7.  
  8. Spirit Specialization
  9. Prerequisites: medium level 1st
  10. Benefit: Choose an ability score. Your spirit bonus from spirits of that ability is increased by 1.
  11. Special: You can take this feat multiple times. Each time, you must choose a different ability score.
  12.  
  13. >New Ability
  14. Beseech Spirit (Su): As a standard action, you call upon one of the spirits you know how to contact, whether you have that spirit active or not. You can beseech each spirit you know how to contact once per day, and the spirit does not gain any influence over you. There is a varying effect depending on the type of spirit.
  15. Strength--All foes in a radius of 5 feet per spirit bonus take 1d6 damage per spirit bonus (Will save for half DC 10 + 1/2 medium level + Cha modifier).
  16. Deterity--You move your movement speed + 5 additional feet per spirit bonus. This movement does not provoke attacks of opportunity.
  17. Constitution--All living allies in a radius of 5 feet per spirit bonus heal 1d6 damage per spirit bonus.
  18. Intelligence--After using this ability, when you roll a skill check, after seeing the result, you can add 1d6. This ability lasts until you use it once per spirit bonus or until a number of mintues pass equal to spirit bonus, whichever comes first.
  19. Wisdom--You gain blindsight 10 ft per spirit bonus for a number of rounds equal to spirit bonus.
  20. Charisma--Choose any of the above five powers.
  21.  
  22. >>New Spirits
  23. >The Cyclone
  24. Spells: 1st—alter winds (increase strength only); 2nd—cloak of winds; 3rd—elemental body I (air only);
  25. 4th—control winds (increase strength only)
  26. Compulsion: Destructive
  27. Séance Boon: +2 to CMB for bull rush and trip
  28. Spirit Powers:
  29. Lesser: Whirling Cleave—Whenever you hit with a melee attack, all foes within your reach with AC equal to or lower than your attack roll take an amount of damage equal to the Cyclone’s spirit bonus of the same type as the weapon you used for the attack. In the case of whirlwind attack or any other abilities that allow extra attacks due to outside factors like how many creatures are in your reach, whirling cleave only triggers once for the entire whirlwind attack or similar ability.
  30. Intermediate: Disaster—When using whirling cleave, you can deal twice your whirling cleave damage to any number of unattended objects in reach. In place of damaging a creature with whirling cleave, you can instead deal twice your whirling cleave damage to that creature’s weapon, armor, or shield.
  31. Greater: Whirlwind—You gain whirlwind attack as a bonus feat, and your whirlwind attack counts as an area effect for the purpose of damaging swarms. Whenever you perform a whirlwind attack, the Cyclone counts as a Dexterity spirit in addition to a Strength spirit. This may cause other spirits to grant you their spirit powers instead of their spirit bonus.
  32. Supreme: Cyclone Attack—When performing a whirlwind attack, you can also move up to your speed, even through enemies’ squares without rolling an Acrobatics check (this movement still provokes attacks of opportunity as normal). You can make an attack against every creature you threaten at any point of your movement.
  33.  
  34. >The Fiend
  35. The Fiend (Lawful Evil Strength)
  36. Spirit Bonus (Strength): Spirit bonus to attack and damage
  37. Spells: 1st—death knell; 2nd—lock jaw (bite only); 3rd—deadly juggernaut; 4th—strong jaw (bite only)
  38. Séance Boon: +2 to CMB checks to initiate and maintain a grapple
  39. Compulsion: Ravenous
  40. Spirit Powers:
  41. 1st: Fiend’s Maw—You grow a huge oversized maw, allowing you to make a bite attack for 1d8 damage (for Medium mediums) as a primary natural attack.
  42. 7th: Taste for Innocents—Your bite attack deals 2d6 additional damage to good targets and counts as evil.
  43. 13th: Hunger for Innocents—You gain the grab ability with your bite and the swallow whole special ability. Since your maw is oversized, you can devour creatures of your size. If you choose to do so, you become visibly gorged and count as if being under heavy encumbrance as long as the swallowed creature is alive.
  44. 19th: Calamitous Massacre—Whenever you kill a creature with a number of HD equal to at least half your character level with your swallow whole ability, you gain the effects of death knell and the Fiend’s spirit bonus increases by 1 for a number of rounds equal to the creature’s HD. The bonus increases stack up to a maximum of double the Fiend’s normal spirit bonus, but the durations do not stack.
  45.  
  46. >The Wanderer
  47. The Wanderer (Neutral Good Intelligence)
  48. Spirit Bonus (Intelligence): Spirit bonus to all skill checks.
  49. Spells: 1st—borrow skill, crafter’s fortune, identify; 2nd— locate object, ?, ?; 3rd—?, pilfering hand, ?; 4th— analyze dweomer, ?, ?
  50. Séance Boon: +2 bonus to Appraise
  51. Compulsion: Hoarder
  52. Spirit Powers:
  53. 1st: Seen It All—You can use all skills untrained.
  54. 7th: Dabbler—Add double the Wanderer’s spirit bonus to all skills in which you have no ranks
  55. 13th: One Man’s Trash—When using non-masterwork nonmagical weapons, armor, or shields that are not made of a special material, they gain an enhancement bonus equal to the Wanderer’s spirit bonus –1 (maximum +5). They lose that bonus whenever they are enhanced by any spell, spell-like ability, or supernatural ability other than this one, or if they otherwise gain other special abilities in any way.
  56. 19th: True Worth—As a standard action, you may roll an Appraise check on any simple object you can see. You unlock that object’s true potential and learn the perfect way to use that object. By describing how you use the object to assist you, you may gain an insight bonus as if you had cast moment of prescience with a caster level equal to your Appraise result – 10. This ability lasts until you use the bonus, until you no longer have the Wanderer active, or until you unlock the true worth of another object, whichever comes first.
  57.  
  58. >The Uprising
  59. The Uprising (Chaotic Neutral Strength)
  60. Spirit Bonus (Strength): Spirit bonus to attack and damage
  61. Spells: 1st—wrath; 2nd—enthrall; 3rd—rage; 4th—?
  62. Séance Boon: +2 to CMB to overrun
  63. Compulsion: Revolutionary
  64. Spirit Powers:
  65. 1st: By Whatever Means Necessary—You gain Catch Off-Guard as a bonus feat. The Uprising doubles its spirit bonus when using an improvised weapon that has not been enhanced by any spell or ability.
  66. 7th: Rising Tide—When you take a full attack action, each time you hit a target of a CR at least half your character level, you receive a cumulative +1 bonus to hit that target until you miss the target, switch targets, or complete your full attack.
  67. 13th: Strength in Numbers—At the end of your full attack, if you still had a bonus from rising tide, you can summon a number of pig farmers (NPC Codex 256) equal to your rising tide’s final bonus. This does not require an action. The pig farmers must appear in squares adjacent to you or another of the summoned pig farmers. The pig farmers last for a number of rounds equal to the Uprising’s spirit bonus, until reduced to 0 hp, or until you use strength in numbers again.
  68. 19th: Overwhelming—You can use strength in numbers multiple times without dismissing your previously summoned pig farmers. As a standard action, you can organize 25 pig farmers into an angry mob. The angry mob gains the troop subtype with 2d6 troop damage and 45 hp, but it otherwise has the same stats as a pig farmer.
  69.  
  70. >The Brass Dwarf
  71. The Brass Dwarf (Lawful Neutral Constitution)
  72. Spirit Bonus (Constitution): Spirit bonus to Fortitude saves and 3 times spirit bonus to hit points.
  73. Spells: 1st—paladin’s sacrifice, ?; 2nd—shield other, ?; 3rd—?; 4th—stoneskin, ?
  74. Séance Boon: +2 to saving throws against pain and concentration checks caused by damage
  75. Compulsion: Martyr
  76. Spirit Powers:
  77. 1st: Delay Harm—Gain DR/— equal to twice the Brass Dwarf’s spirit bonus. Keep track of how much damage this prevents. As a standard action, you can choose to take that damage all at once, resetting the pool to 0. When you lose contact with the Brass Dwarf, or after 24 hours if you remain in contact, you take the remaining damage all at once.
  78. 7th:Adaptive Resistance—Whenever you take energy damage, you gain resistance equal to 5 times the Brass Dwarf’s to that energy type until you take a different type of energy damage
  79. 13th:Delay the Inevitable—You may choose to delay the results to you of any attack against you for 1 round. You may not delay the results of an attack if you already have one pending. Once 1 round passes, you suffer the full effects as normal.
  80. 19th: The Needs of the Many—As an immediate action, you die and all remnants of your body vanish (this is a death effect). All allies within 30 ft. of you receive a resurrection if they died within the last round per level and a mass heal.
  81.  
  82. >The Empty Throne
  83. The Empty Throne (Lawful Good Charisma)
  84. The Empty Throne is a spirit that promises that those who are gone will always be with us. The Empty Throne embodies the lessons they taught us, and the ancient knowledge they held. The Empty Throne might represent a creature that is capable of acting in the role of a psychopomp and bridging the gap between the living and the dead, a medium or spiritualist, or a particular member of the medium’s honored dead.
  85. Spirit Bonus (Charisma): None
  86. Séance Boon: Choose a séance boon from any of the spirits the medium knows
  87. Spells: 1st—?,?; 2nd—?,?; 3rd—?,?; 4th—?,?
  88. Compulsion: Respectful—You show unusual respect to elders and extreme respect to the dead, stopping to bury bodies you find and eschewing grave robbing.
  89. Enhanced Séance (Lesser, Sp): You can use <redacted> at will as a spell-like ability. You are able to enhance you séance technique with the Empty Throne’s help. While this ability is active, all numerical bonuses and penalties from séance boons increase by half for all participants (rounded down).
  90. Many Séances (Intermediate, Su): You can perform additional séances during the day. The new séances allow you to select your spirits and allow the spirits you choose to gain influence over you as normal. Each new séance grants new séance boons but ends the effects of your previous séance boons. You must choose to contact the Empty Throne in each new séance, and if the Empty Throne is not your primary spirit, you must still arrange your spirits such that you have this ability active at the end of the new séance. For each séance, your numerical bonuses and penalties from the Empty Throne’s séance boon increase by the Empty Throne’s spirit bonus instead of by half.
  91. Personal Séance (Greater, Sp): You can perform personal séances throughout the day on behalf of another who is present for the séance. These personal séances take the same amount of time as a normal séance. Instead of a séance’s normal effects, the effects are similar to the spell call spirit except that the duration is 1 round per medium level instead of concentration, the modifier to the saving throw based on knowledge is based on the other person’s knowledge, and the spirit possesses your body instead of appearing in a wispy form. The other participants of the séance must ask the questions, and if you wish to end the séance early, you must succeed at a Will save (DC 20 + 1/2 medium level). If you begin a personal séance, you can continue the séance and receive the full duration of the effect even if you lose this ability partway through. This is an exception to the rule that all effects of a spirit power end when you lose that spirit power.
  92. Ancestral Blessing (Supreme, Su): You do not incur influence with the Empty Throne for trances or séances while you have this ability. If you tranced or performed a séance and gained this ability as a result, that trance or séance does not incur influence with the Empty Throne.
  93.  
  94.  
  95.  
  96. >>Seifter on Channelling the Eldest
  97. The class says it can be whoever you want it to be. So don't wait! Channel these Eldest today! (some of them not today because the right spirit isn't in the playtest doc)
  98.  
  99. Green Mother—Liar
  100. Imbrex—Peacock (or for one that's in the playtest doc, maybe the Twin, if you don't want Shyka)
  101. Lantern King—Demon's Lantern
  102. Magdh—Hidden Truth (or Inquisitor later
  103. Ng—The Wanderer
  104. Ragadahn—The Cyclone
  105. Shyka—The Twin (I know Imbrex is actually a twin, but the powers seem too perfect for Shyka)
  106.  
  107. >>Seifter's other updates
  108.  
  109. Though one of the unreleased Strength spirits can give you not only all martials but eventually all exotics as well.
  110.  
  111. You won't have 54 to trance into. You pick starting Cha modifierand add 1 for every 2 levels.
  112. ^he's talking about number spirits you can trance into as there are 54
  113.  
  114. Sounds like a good passive ability I could potentially add for free!
  115. Perhaps something like adding all the influence you currently have from your active spirits together as a bonus to saves against possession...hmm...
  116.  
  117. It's as-intended, and I specifically looked through all the boons with an eye towards whether this would be a problem (the biggest one is the Carnival's current +1 to illusion DCs boon, for the medium only of course, since it's +1 and not +2). With Beating, your allies get +3, and when you have the intermediate power, you can get 2+spirit bonus. If you also channel the Beating, it doesn't stack though.
  118.  
  119. >>Post Mortem
  120. *Beseech, if you haven't seen it yet, is likely going in. I'm tinkering around with it to be as awesome and fitting as possible.
  121.  
  122. *A fair amount of small changes in current spirits. For instance, Demon's Lantern's light brings a bane-ful outlook to the foes within, and it's easier to bring your shieldy wisp buddy along with you.
  123.  
  124. *Much simplified wording for the later spirits by assuming a small choice. Look how much simpler quaternary's section on what you get is now, for instance:
  125.  
  126. The quaternary spirit grants the medium its spirit bonus and not its spirit powers. If the medium already possesses a spirit bonus of the same ability score from his primary spirit, the quaternary spirit grants the medium its lesser spirit power. Either way, the medium gains all the quaternary spirit’s spells.
  127. *Trance's duration scales slowly
  128.  
  129. *Some of the new spirits are mega-cool for some concepts you couldn't do with the 18 in the playtest. The Carnival, for instance is a veritable playground for illusion fans, or use the Tangled Briar to haunt your enemy with those they have lost or murdered!
  130.  
  131. *If you already have some or all of the spirits' granted feats, it will likely give you a small benefit in exchange. Not as powerful as a feat or anything, so you don't feel obligated to take the feats to get at the "real power," but something extra for the medium who loves the spirit so much he's going to take the feat permanently.
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