Difference between revisions of "Talk:Zyindra"

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(Created page with '===Spheres of Magic Choices=== ''High Caster'', gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, ...')
 
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===Spheres of Magic Choices===
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==Spheres of Magic Choices===
 
''High Caster'', gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.
 
''High Caster'', gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.
  
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* Second bonus talent at 1st level used to purchase ''Ranged Healing talent'' in ''Life Sphere''
 
* Second bonus talent at 1st level used to purchase ''Ranged Healing talent'' in ''Life Sphere''
 
* Custom drawbacks for casting (5, +1 spell point per level)
 
* Custom drawbacks for casting (5, +1 spell point per level)
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==Class Skills==
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* Craft (Int)
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* Fly (Dex)
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* Heal (Wis)
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* Intimidate (Cha)
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* Knowledge (arcana) (Int)
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* Knowledge (history) (Int)
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* Knowledge (nature) (Int)
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* Knowledge (planes) (Int) --> Knowledge (Religion)
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* Profession (Wis)
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* Spellcraft (Int)
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* Use Magic Device (Cha)
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==Hexes==
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* '''Aura of Purity''' has a very limited use but is great for that use. Negating airborn ickies in a 10 foot area.
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* '''Charm''' is essentially a charm person spell that works on any creature.
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* '''Feral Speech''' lets you talk to animals.
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* '''Flight''' gives you feather fall at your level. At 3rd it turns into levitate and at 5th into fly.
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* '''Fortune''' grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
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* '''Mudwitch''' lets you turn into ooze.
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* '''Peacebond''' prevent someone from drawing a weapon (including ammunition like arrows) for a number of rounds equal to your level. Will save negates.
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* '''Prehensile Hair''' give you... well... prehensile hair. It grows up to 10 feet long, acts as a limb with your INT score in place of STR and if used to attack does 1d3 damage. It can manipulate items but not weapons with full dexterity. You can do it level minutes per day, spent in 1 minute increments.
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* '''Slumber''' is basically the sleep spell on a single creature within 30 feet for level rounds. Will negates. It isn't bound to the HD level of the creature but the sleep can end with the use of a standard action on the part of another party. You can use it once per creature per day.
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* '''Swamp's Grasp''' turns a 10 foot square per level within 90 feet into difficult terrain for 3+INT modifier rounds.
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* '''Tongues''' lets you understand any spoken language for a number of minutes per day equal to your level (spent in 1 minute increments). Once you reach 5th you can also speak any language.
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* '''Wards''' gives whomever you ward +2 AC, +2 to saves which lasts until the target is hit or fails a saving throw. You can't use it on yourself, the ward gets better at higher levels and there's no limit on how often you can use it, though you can only have one ward up at a time. There's nothing about range here.
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* '''Water Lung''' lets you or a target breathe water for 1 minute. Or a water breathing target can breathe air for 1 minute.
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* '''Catseye''' give you cat eyes (and dark vision) for 24 hours. Or an ally. Only one active at a time. Zyindra's would be fox eyes, naturally.
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* '''Familiar Growth''' gives Sabbath a battle form. If you really want him in combat.
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* '''Medusa Locks''' turns your hair into a weapon using your INT modifier instead of STR that does 1d6+INT damage.
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* '''Scuttle''' lets you climb like a spider.
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* '''Whispers''' lets you summon guidance for you or an ally that gives a bonus of half your level on a skill that lasts for 1 turn, 1 minute or 1 day depending on the skill chosen.
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* '''Will-O-Wisp''' lets you summon a pale light that lasts for 1 hour and gives you and your allies +4 to Perception checks made to notice things.
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Revision as of 17:07, 14 January 2015

Spheres of Magic Choices=

High Caster, gaining talents 1 per level (+2 bonus @ 1st level), but they would also get one bonus every even level derived from their Patron, and applicable ONLY within the sphere or spheres deemed appropriate for their patron. Gain one Sphere of choice, and one Sphere for Patron at first level.

Spell Points: 6 (1 per level, +1 per level for drawbacks, + INT bonus)

  • Healing Patron (Positive Material Plane), using Life sphere, gained as bonus at 1st level.
  • Fate Sphere taken at 1st level.
  • Base talent at 1st level used to purchase access to Protection Sphere
  • First bonus talent at 1st level used to purchase Armored Magic (aegis) talent in Protection Sphere
  • Second bonus talent at 1st level used to purchase Ranged Healing talent in Life Sphere
  • Custom drawbacks for casting (5, +1 spell point per level)

Class Skills

  • Craft (Int)
  • Fly (Dex)
  • Heal (Wis)
  • Intimidate (Cha)
  • Knowledge (arcana) (Int)
  • Knowledge (history) (Int)
  • Knowledge (nature) (Int)
  • Knowledge (planes) (Int) --> Knowledge (Religion)
  • Profession (Wis)
  • Spellcraft (Int)
  • Use Magic Device (Cha)

Hexes

  • Aura of Purity has a very limited use but is great for that use. Negating airborn ickies in a 10 foot area.
  • Charm is essentially a charm person spell that works on any creature.
  • Feral Speech lets you talk to animals.
  • Flight gives you feather fall at your level. At 3rd it turns into levitate and at 5th into fly.
  • Fortune grants good luck to a creature within 30 feet. Allowing them to reroll one d20 roll and take the better result. Lasts 1 round. Like Healing, you can only use it once per day per person.
  • Mudwitch lets you turn into ooze.
  • Peacebond prevent someone from drawing a weapon (including ammunition like arrows) for a number of rounds equal to your level. Will save negates.
  • Prehensile Hair give you... well... prehensile hair. It grows up to 10 feet long, acts as a limb with your INT score in place of STR and if used to attack does 1d3 damage. It can manipulate items but not weapons with full dexterity. You can do it level minutes per day, spent in 1 minute increments.
  • Slumber is basically the sleep spell on a single creature within 30 feet for level rounds. Will negates. It isn't bound to the HD level of the creature but the sleep can end with the use of a standard action on the part of another party. You can use it once per creature per day.
  • Swamp's Grasp turns a 10 foot square per level within 90 feet into difficult terrain for 3+INT modifier rounds.
  • Tongues lets you understand any spoken language for a number of minutes per day equal to your level (spent in 1 minute increments). Once you reach 5th you can also speak any language.
  • Wards gives whomever you ward +2 AC, +2 to saves which lasts until the target is hit or fails a saving throw. You can't use it on yourself, the ward gets better at higher levels and there's no limit on how often you can use it, though you can only have one ward up at a time. There's nothing about range here.
  • Water Lung lets you or a target breathe water for 1 minute. Or a water breathing target can breathe air for 1 minute.
  • Catseye give you cat eyes (and dark vision) for 24 hours. Or an ally. Only one active at a time. Zyindra's would be fox eyes, naturally.
  • Familiar Growth gives Sabbath a battle form. If you really want him in combat.
  • Medusa Locks turns your hair into a weapon using your INT modifier instead of STR that does 1d6+INT damage.
  • Scuttle lets you climb like a spider.
  • Whispers lets you summon guidance for you or an ally that gives a bonus of half your level on a skill that lasts for 1 turn, 1 minute or 1 day depending on the skill chosen.
  • Will-O-Wisp lets you summon a pale light that lasts for 1 hour and gives you and your allies +4 to Perception checks made to notice things.


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