Difference between revisions of "Talk:Zyindra"

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(Spheres of Power)
(Spheres of Power)
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**Unseeing Teleport - choose direction and distance rather than LoS
 
**Unseeing Teleport - choose direction and distance rather than LoS
 
**Distant Teleport - increase to Long range when spending spell point
 
**Distant Teleport - increase to Long range when spending spell point
**Teleport Beacon - choose location, object, person, can teleport to that without LoS
 
 
*Light Sphere
 
*Light Sphere
 
**Blinding Light
 
**Blinding Light
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*Healing Sphere
 
*Healing Sphere
 
**Resuscitate - heal back from the dead within 1 round
 
**Resuscitate - heal back from the dead within 1 round
**Restore Health - adds 1d8 to ''heal''; also allows Magic skill check against DC of poison or disease to remove them.
 
 
**Restorative Cure - spend spell point when healing to also remove conditions or restore ability damage at the same time
 
**Restorative Cure - spend spell point when healing to also remove conditions or restore ability damage at the same time
 
**Restore Soul - adds 1d8 to ''heal''; also cured of ability drain and temporary negative levels
 
**Restore Soul - adds 1d8 to ''heal''; also cured of ability drain and temporary negative levels

Revision as of 00:41, 30 September 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 Greater 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. Making him an animal companion (qv. Druid of equal level) for 1 minute per level.
  • 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.
  • Eldritch Ally increases effective caster level by 1 while in physical contact with familiar.

Feats

  • Cooperative Crafting: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.
  • Craft Wondrous Item:
  • Extra Hex:
  • Craft Rituals: You may research rituals.
  • Extra Magic Talent: Gain an additional sphere or a talent from a sphere you possess. You may take this feat multiple times. The effects stack.
  • Extra Spell Points: Increase spell point pool by 2.
  • Cunning: +3 skill points, +1 per Hit Die beyound 3
  • Curious: Add 3 skills to your list of class skills
  • Improved Cunning: Gain a skill rank per Hit Die.

Spheres of Power

Talents I want:

  • Warp Sphere
    • Unseeing Teleport - choose direction and distance rather than LoS
    • Distant Teleport - increase to Long range when spending spell point
  • Light Sphere
    • Blinding Light
    • Bound Light
    • Searing Light
    • Lasting Light
    • Illuminate
  • Healing Sphere
    • Resuscitate - heal back from the dead within 1 round
    • Restorative Cure - spend spell point when healing to also remove conditions or restore ability damage at the same time
    • Restore Soul - adds 1d8 to heal; also cured of ability drain and temporary negative levels
    • Greater Healing (two more times)
    • Ranged Healing - Close range instead of touch
    • Mass Healing - +1 person per 2 levels at once
  • Fate Sphere
    • Greater Consecration - increase radius
  • Diviniation Sphere
    • Base
  • Protection Sphere
    • Distant Protection - Ward or Aegis within Close range rather than touch
    • Greater Barrier - barrier as flat plane
    • Resistance - aegis grants bonus to saving throws
    • Obstruction (aegis) - absorbs damage, granting low DR


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