Sarûnia: Updates

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Re: Sarûnia: Updates

Postby Angel Tarragon » Mon Mar 16, 2015 10:33 am

Right now I am working on getting the Paragon Paths up. I changed the mechanics of paragon paths. Originally they were modeled on class progression (with the mechanics of HD, BAB, saves tied to class level), but the change truly emphasizes how different paragon paths are from classes.

So far I have the Arcanum Avatar and Draconic Disciple paragon paths up. I have made changes to the Draconic Disciple; originally they had Draconic Presence and weird scaling of the wings aspect. I remodeled the wings aspect to be more in line with the Fly and Overland Flight spells.


Draconic Presence (Ex): Dragonblooded disciples are treated as dragons for the purpose of being immune to other dragons frightful presence. In addition you project an draconic aura (60 foot radius + 10 feet per dragonblooded disciple class level); people who are not aware that you are an enforcer of draconic law receive a Will save (DC 22 minus twice your dragonblooded disciple class level) when they are within the radius draconic presence. Success on the roll means that they become aware of your status and may react differently around you.
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Re: Sarûnia: Updates

Postby Michael Silverbane » Mon Mar 16, 2015 11:13 pm

The Angelic Dragon wrote:I plan on somehow making them master trackers; at some level picking up the ability to track a creatures spirit/essence instead of a physical trail or a scent left behind.


There is a spirit tracking feat in Talislanta d20 that may be helpful.

Talislanta d20 wrote:Spirit Tracking (General)
Of all Talislantans, only the Nagra possess the uncanny ability known as Spirit Tracking.
Prerequisites:Must be of Nagra race.
Benefit:This talent allows the Nagra to track any creature by following the minute traces left by the passing of its spirit through the astral or material planes. The ability applies also to spiritforms of all types, but apparently not demons, which have no soul.
Check:To utilize this talent, the spirit tracker must first locate the trail of the intended subject and isolate it from the traces left by other entities. To find a spirit trace requires a successful Knowledge (spirits) check. In wilderness locations this is performed with a DC of 12. In an urban or populated area the DC increases to 18.
Once the trail has been found, the spirit tracker will be able to follow it anywhere: over land, across water, or through the air. From such evidence a spirit tracker can determine the age of the tracks, the type of entity that made the traces, and whether or not the tracks belong to a specific individual; according to the Nagra, each entity’s track is completely unique, and exactly like no other.
Though spirit traces fade with time, under normal conditions they may remain visible for hundreds, or even thousands, of years. Certain forms of magic may be used to obliterate or conceal a spirit trail, either intentionally or by accident. However, there is no known way to alter or disguise the nature or appearance of spirit traces.
If you fail a Knowledge (spirits) check, you can retry after 1 hour.
Normal:Only Nagra may take this feat. No other race possesses the Spirit Tracking ability
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Re: Sarûnia: Updates

Postby Angel Tarragon » Tue Mar 17, 2015 1:20 am

Okay, overhauled the Draconic Disciple paragon path once again.

For those of you with an interest with how it originally looked, here is the unaltered base I worked from (which originally appeared on the Pathfinder Database);
Class Features

Weapon and Armor Proficiency: Dragon discipled do not gain prociency with any weapons or armor.

Aspect: At 1st level the dragonblooded disciple choose one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.

Draconic Presence (Ex): Dragonblooded disciples are treated as dragons for the purpose of being immune to other dragons frightful presence. In addition you project an draconic aura (60 foot radius + 10 feet per dragonblooded disciple class level); people who are not aware that you are an enforcer of draconic law receive a Will save (DC 22 minus twice your dragonblooded disciple class level) when they are within the radius draconic presence. Success on the roll means that they become aware of your status and may react differently around you.

Hearty (Ex): The dragonblooded disciple enjoys a +2 racial bonus to her Constitution score.

Revered Emissary (Ex): The dragon disciple commands and demands respect from mortals. Due to your stature you gain a +2 racial bonus on all Charisma and Charisma based checks. In addition you gain an immediate bonus equal to twice your character level on all Charisma based interaction checks when your authority is questioned.

Expert Dragonrider (Ex): When you ride a dragon that willingly allows you to do so, you never risk falling off.

Favored Disciple: Out of all the disciples your draconic sponsor has, you are among the limited few that he or she favors. Your rapport with your sponsor allows you to the privilege of being able to attend the debates of the draconic council. In addition your sponsor form a telepathic bond which only works when the two of you on the same plane. With your permission your sponsor can teleport you to their side (if you are unconscious they can do this automatically).
Draconic Aspects

Heart

This aspect toughens you up and allows you to make blasts of elemental might like that of your draconic sponsor.

1: You gain an elemental blast attack; this is a ranged touch attack that has a range of 60 feet. Your elemental blast deals 1d4 points of damage, plus an additional D4 of damage per 3 Hit Die you possess (up to a maximum of 10 dice). The type of damage your elemental blast deals is of the same elemental descriptor that your draconic sponsor has chosen for their breath weapon. You may use your elemental blast three times per day.

2: The damage die of your elemental blast increases to D6. In addition your elemental blast deals an extra amount of damage equal to half the total amount of hit dice you have (maximum +15).

3: You gain 15 additional hit points and you can use your elemental blast three additional times per day.

4: The damage die of your elemental blast increases to D8. In addition your elemental blast deals an extra amount of damage equal to the total amount of hit dice you have (maximum +30).

5: You gain 30 additional hit points and you can use your elemental blast three additional times per day.

6: The damage die of your elemental blast increases to D10. In addition your elemental blast deals an extra amount of damage equal to twice the total amount of hit dice you have (maximum +60) and you have no limit to the number of times per day you can use it.
Body

This aspect grants you some of the same resiliencies as your draconic sponsor.

1: The character gains a +2 natural armor bonus, a +4 racial hit point bonus and resistance 5 to the type of energy her draconic patron uses.

2: The characters natural armor bonus increases to +3, she gains an additional 8 hit points and her resistance increases to 10.

3: The characters natural armor bonus increases to +4, she gains an additional 12 hit points and her resistance increases to 15.

4: The characters natural armor bonus increases to +5, she gains an additional 16 hit points and her resistance increases to 20.

5: The characters natural armor bonus increases to +6 and she gains an additional 20 hit points.

6: The character gains immunity to the type of energy her draconic patron uses.
Mind

This aspect allows you to sharpen and hone your senses while also granting the mental abilities of your draconic sponsor.

1: You gain a +2 racial bonus on paralysis and magic sleep effects as well as gaining low-light vision and a +2 racial bonus on Perception checks.

2: Your racial bonus on paralysis and magic sleep effects increases to +3 and you gain darkvision out to 30 feet.

3: Your racial bonus on paralysis and magic sleep effects increases to +4 and the range of your gain darkvision increases to 60 feet.

4: Your racial bonus on paralysis and magic sleep effects increases to +5, the range of your gain darkvision increases to 90 feet and your low-light vision allows you to see three times as far as a human in shadowy illumination.

5: Your racial bonus on paralysis and magic sleep effects increases to +6 and the range of your gain darkvision increases to 120 feet.

6: You gain immunity to paralysis and magic sleep effects, blindsense out to 30 feet and your low-light vision allows you to see four times as far as a human in shadowy illumination.
Wings

You undergo an intense transformation for each step of this aspect that makes you more like your winged sponsor.

1: The character must spend at least one day in hibernation to take advantage of this aspects base ability plus each improvement upon it. When the character emerges from her base hibernation she does so with a pair of wings. These wings grant the character a +10 racial bonus on Jump checks.

2: The character gains the limited ability to glide using her wings. She is able to negate any damage from a fall of any height and glides 20 feet forward for every 5 feet of descent. When using her gliding as a mode of transportation, she must catch an updraft of she starts to descend; the character has a glide speed of 30 feet and has average maneuverability. A character cannot glide if she is carrying more than a light load.

If the character becomes unconscious or helpless whilst in the air her wings naturally unfurl and powerful ligaments stiffen them. While descending in this fashion, the character does so in a tight corkscrew and only takes 1D6 points of falling damage, no matter the actual distance descended.

3: The character begins to gain control over her wings; she gains a fly speed of 30 feet with average maneuverability. The character can only safely fly for a number of rounds per day equal to her Constitution score. The character can double this allotted time, but is fatigued is she spends longer than one hour per day flying. You can use your ability to glide before, after and in between rounds of actual flight and you can remain aloft for extended periods of time to temporarily relieve the stress of flight.

4: You are becoming quite adept at using your wings and can fly without tiring. Your fly speed and maneuverability do not change. You can dive (this is resolved like a charge), but you must move a minimum of 30 feet and descend at least 10 feet. You can only make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage. You can run while flying, assuming you fly in a straight line.

5: Your wings allow you to fly faster and can support a heavier load; your fly speed increases to 60 feet and you are able of carrying up to a medium load while flying (encumbrance applies).

6: You are a true master of your wings and you feel as comfortable in the clouds as you do on your feet; your fly speed increases to 120 feet and you are able to carry a heavy load while flying (encumbrance applies).
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Re: Sarûnia: Updates

Postby Angel Tarragon » Thu Mar 19, 2015 6:53 am

The Elven Exemplar is now live.

Here is the original, for those with an interest in comparing the two;

Elven Exemplar
Elves are guardians of knowledge and are masters of martial and mental exercises. Most elves are aware of their close ties to the natural world, but don't realize that with dedication they break the barrier of elven traits and actually become more fey-like. As you gain levels in this paragon path you gain abilities that are usually exclusive to certain types of fey and depending on how far you are willing to go with an appropriate aspect you can actually change your type from elf to fey.

Role: You are one of the few elves that realize your fey ancestry and pursue the goal of becoming more fey like. Elves that pursue this paragon path strengthen their ties to nature and the realm of fey things. Elves that go all the way with the body, heart or soul aspect find that they actually become a creature of nature and most often sever their ties to the civilized lands to get back to their natural roots and become guardians and protectors of nature.

Alignment: As fey come in all types of alignments, so too do elven exemplars.

Hit Die: d8
Requirements

To qualify for the elven exemplar paragon path, a character must fulfill all of the following criteria:
Race: Elf or Half-Elf
Skills: Knowledge (Arcana) 2 ranks, Knowledge (History) 2 ranks, Spellcraft 2 ranks.
Languages: Elven, Sylvan.
Class Skills

Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (all skills taken individually) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis) and Spellcraft (Int).

Skill Ranks Per Level: 2 + Int modifier.


Class Features

Weapon & Armor Proficiency: Elven Exemplars do not gain prociency with any weapons or armor.

Aspect: At 1st level the elven exemplar chooses one aspect. As the character gains levels, her base aspect increases in power as well as allowing her to explore an additional two aspects.

Mystic Communion (Su): You gain one additional point of spell energy for every hit die that you have. In addition when you use spell energy to cast a cantrip your caster level is equal to your character level.

Uncanny Expertise (Ex): The character gains a +1 attack bonus with one weapon in which she selected to be proficient with as part of her racial traits.

Torturous Torrent (Ex): The character gains a +2 damage bonus with the weapon she selected to use with her uncanny expertise class feature.

Improved Uncanny Expertise (Ex): The character gains a +1 attack bonus with the weapon she selected to use with her uncanny expertise class feature. This bonus stacks with the bonus from uncanny expertise.

Greater Torturous Torrent (Ex): The character gains a +2 damage bonus with the weapon she selected to use with her uncanny expertise class feature. This bonus stacks with the bonus from torturous torrent.
Elven Aspects

Body

This aspect improves your visual acuity and perception as well as enhancing your physical qualities.

1: You can see farther in conditions of dim light; the multiplier of your low-light vision increases by +1 (x2 becomes x3, x3 becomes x4, etc.). In addition you gain an insight bonus on Perception checks equal to your body aspect level x2 (+2 at 1, +4 at 2, etc.).

2: You gain a +2 untyped bonus to any one of the following ability scores; Strength, Dexterity or Constitution.

3: You gain a racial bonus to your base speed equal to your body aspect level x5.

4: You gain a +2 untyped bonus to any one of the following ability scores; Strength, Dexterity or Constitution.

5: As a standard action you can stun a creature within 30 feet of you with a look. If the target creature fails a Fort save (DC 15 + your Charisma modifier), they are stunned for a 2D4 rounds.

6: Your type changes to fey; if you gain a class feature that would further change your type that effect is nullified, you do however gain any additional benefits associated with the type change, but you still remain a fey.

In addition you gain Damage Reduction 5/Cold Iron.
Heart

This aspect improves your beauty and enhances your resistances.
1: You gain +4 untyped bonus to your Charisma.

2: Your racial bonus on saves against enchantment spells and effects increases by an amount equal to heart aspect level (+4 upon gaining this ability, +5 at 3, etc.).

3: You gain +4 untyped bonus to your Charisma.

4: You add your Charisma modifier as a racial bonus on all your saving throws and as a deflection bonus to your Amor Class.

5: You gain +4 untyped bonus to your Charisma.

6: Your type changes to fey; if you gain a class feature that would further change your type that effect is nullified, you do however gain any additional benefits associated with the type change, but you still remain a fey.

In addition all creatures within 30 feet of you that look directly at you must succeed on a Fort save (DC 15 + your Charisma modifier) or be blinded permanently. You can suppress or resume this ability as a free action.
Mind

This aspect hones and improves your mental prowess.
1: You gain the empathic ability to pick up the attitudes and emotions of all creatures within 30 foot radius of you. For every increase in this aspect gained, you add 30 feet to the radius of this ability (+30 at 2 to +150 at 6). You can focus and maintain focus on this ability by using a full round action to double your empathic radius.

2: Within your empathic radius you are able to hear what non-undead creatures are thinking and you are able to mentally converse with one creature at a time.

3. You gain a Telekinetic Rating (TKR); your TKR is equal to your Intelligence modifier + your mind aspect level (+1 to +6) +2. Your TKR is your Strength score for your mind.

At will you can manipulate or move multiple creatures or objects weighing no more than your TKR light load or one single creature or object equal to your TKR maximum heavy load that is within your empathic radius. Manipulated creatures or objects can be moved vertically, horizontally, or in both directions. The distance between a creature or object telekinetically manipulated by you cannot exceed your empathic radius (though you can focus to increase it).

Creatures receive a Will saving throw (DC 15 + your Intelligence modifier) to avoid being telekinetically manipulated against their will.

Creatures or objects moved by you have are treated as having a base speed or fly speed equal to your TKR x10.

4: A number of times per day equal to your Intelligence modifier +3 you can release a blast of telekinetic force that fills an area equal to your empathic radius. Unattended objects caught within this radius take 1D6 points of force damage; objects with a hardness that is greater than your TKR are exempt from this.

Creatures within this radius must make a Fort save (10 + twice the characters mind aspect level + the characters Intelligence modifier). Those that fail this save are uprooted from their position and are flung 10 feet in any direction, those that succeed on their save are pushed 5 feet back from their current position. Those that are unlucky enough to be flung and impact with a solid object (like a wall) take damage as if they suffered from a fall.

5: Objects affected by your telekinetic blast take 2D6 points of force damage. Creatures affected by your telekinetic blast that make their save are pushed 10 feet back from their current position and those that fail their save are flung 20 feet in any direction.

6: Objects affected by your telekinetic blast take 3D6 points of force damage. Creatures affected by your telekinetic blast that make their save are pushed 15 feet back from their current position and those that fail their save are flung 30 feet in any direction.
Soul

This aspect infuses you with positive energy that changes you and allows you to use it to your own ends.
1: You gain Divine Channeling as a bonus feat. If you already have it you add +1 to the highest level spell you can cast. If you are an arcane spellcaster you use your highest level spell +1 as the highest level spell you can cast for the purpose of Divine Channeling. If you are unable to cast spells you treat your highest level spell you can effectively cast as a 1st level spell.

When you become eligible to select new feats, you can select any that has divine channeling as a prerequisite.

2: Positive energy has flooded your body and soul to the point that you shed light as torch. This ability can be suppressed for a number of rounds equal to your Constitution score if you succeed on a Fort save (DC 20). In addition you gain the benefit of Timeless Body, which works exactly the same as the druid class feature of the same name.

3: For the purposes of Divine Channeling add +2 to the highest level spell you can cast if you are already capable of casting spells. If you are a non-spellcaster you treat your highest level spell you can effectively cast as a 2nd level spell.

4: You are immune to all diseases, including supernatural and magical diseases.

5: For the purposes of Divine Channeling add +3 to the highest level spell you can cast if you are already capable of casting spells. If you are a non-spellcaster you treat your highest level spell you can effectively cast as a 1st level spell.

6: Your type changes to fey; if you gain a class feature that would further change your type that effect is nullified, you do however gain any additional benefits associated with the type change, but you still remain a fey.

In addition can no longer be harmed by negative energy and no longer suffer the effects of ability or level drain.
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Re: Sarûnia: Updates

Postby Angel Tarragon » Tue Jul 07, 2015 3:52 am

July 6th, 2015

I have been hard at work getting the archetype thread up with the following archetypes ready for consumption; Chronognosticator (Cleric), 6Divine Prophet (Cleric), Theosophist (Cleric), Sorcerer (Wizard) and Penitite (Zealot).

In addition the Rogue base class is live as well! I loved the idea of the Wilderness Rogue from the 3E Unearthed Arcana book, so I added talents to the class to reflect the talents available to players that may wish to pursue that path with the Pathfinder Rules in Sarûnia.
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Re: Sarûnia: Updates

Postby Angel Tarragon » Thu Jul 09, 2015 1:11 am

July 8th, 2015

The Ranger class is now live!
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Re: Sarûnia: Updates

Postby Angel Tarragon » Thu Jul 09, 2015 7:28 pm

July 9th, 2015

I have a new thread live; [Player's Compendium] Prestige Classes!

And the first prestige class posted up for it is the Barbarian! I may make a few changes to it though, if I do I will keep everyone apprised of what the changes are and when the modifications are made.
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Re: Sarûnia: Updates

Postby Angel Tarragon » Sat Jul 11, 2015 7:37 am

July 9th, 2015

Prestige classes that are now live; Adamantine Sentinel & Courtesan.
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Re: Sarûnia: Updates

Postby Angel Tarragon » Wed Jul 15, 2015 4:17 am

July 14th, 2015

The Paladin class is now live!
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Re: Sarûnia: Updates

Postby Angel Tarragon » Mon Aug 03, 2015 3:26 am

I've made a revision to Ability Score Increases based on character level.
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