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ScionCreated by Haruchai*Disclaimer: This Prestige Class especially is not meant for tabletop play. Any DM thinking of allowing this into his game must think long and hard about balance issues. This class offers great power and reward, with very little given up in return. As such, few restrictions are named, as a Scion picked by a deity will have different requirements according to that deity. - HaruchaiThe requirements listed below are built on the premise that a Tyr's Hand and Grand Paladin classes have been completed. Each Scion's abilities may also differ, and the Scion abilities below are campaign/story specific. For this particular Scion, each ability must be accompanied by a voice-activated command word. This means that a simple Silence spell can foil most of these hard-hitting abilities. Also, this particular Scion must have their Holy Weapon (chosen by their deity) to channel and harness the powers. If this weapon is lost or misplaced, then the powers may be used but only at ½ of their normal strength. Prerequisites: Tyr's Hand Class completed Grand Paladin Class completed All requirements from those classes still remain Base Attack Bonus (BAB) +15 Must have succumbed to Temptation and been redeemed Must have met a Celestial face to face and been judged worthy Must have left behind his most beloved friends and loved ones for his deity Class features: Archiah Beam, The Judgment Blow: Of all the powers of the Scion, this one is the most basic and one of the most effective. Upon attaining 1st level as the Scion, a Positive Energy Burst is able to be summoned with the simplest of words. However, this is no ordinary burst, as the energy can be made and shaped into whatever dimension desired, most often a blast or beam so that it can be better directed. This effect has different effects on different creatures. This is also one effect that is a combination of power from the Scion and his weapon. In other words, the two act cooperatively, making the burst much stronger than would be achieved by a single person alone. This can also not be done one without the other. Human/living creatures: Heal 1d6 points of damage/level to a maximum of 20d6. However, if healed beyond their normal hit point capacity, they are killed as Positive Energy destroys their physical body. Undead: Take 1d8 points of damage/level to a maximum of 20d8. This damage is considered holy damage, and cannot be regenerated, though the burst itself allows a saving throw (Reflex DC 15+Wisdom modifier+1/2 character level) for half damage. Evil creatures/outsiders: Take 3d4 points of damage/level to a maximum of 60d4. This damage is considered holy damage, and cannot be regenerated or healed naturally, though magical healing still works normally. The burst itself allows a saving throw (Reflex save DC 15+Wisdom modifier+1/2 character level) for half damage. Michael Sword, Tone of Truth: The power of song is one that tugs at the very base of the human spirit. It reveals the true, inner workings of all beings, and can be appreciated by every living, or once living, thing. The glorious power of song can also be used to heal, to give joy, to mourn, and also to destroy. The Tone of Truth is all of these things. This power, also known as the Twisting Heavens Sonic Wave, is gained by the Scion once he has reached the precipice of his 2nd level. This power also has different effects upon different creatures, and is a very unpredictable, but also potentially deadly, attack. The Tone of Truth affects those who have betrayed, lied, or somehow cheated their own beliefs. In this, this power must strictly be adjudicated by the DM. This is a sonic attack, dealing 2d4 damage per character level (maximum 40d4). It allows a Fortitude save (DC 15+Charisma modifier+1/2 character level), for half damage. It also has the following effects upon the truly wicked: Deafened for 2d4 rounds. If this attack is unleashed upon an innocent, say a small child, it has no effect. Base of the Mountain, Wall of the Land: Upon reaching his 3rd level as Scion this power is gained. Whereas the first two powers of the Scion deal with inflicting damage and justice upon those deserving, this power brings about a strong defense. It has two effects: Immovability: The Scion makes himself immovable. He automatically wins any opposed strength check when an opponent bull rushes him. A creature with improved grab must move into the Scion's space to grab him, since it cannot pull the Scion into its space. No spell or other effect can force the Scion to move. The Scion cannot move, not even for a 5' step, but he can end this effect at any time as a free action. Reflex saves are at negative 6 with this power activated. Angel Shield: This power can only be used when the Scion has activated his Immovability power. During that time, the Angel Shield gives the Scion a bright Holy Star effect, granting him a +10 cover bonus to Armor Class. This helps to offset his loss of Dexterity to his Armor Class. Only the cover bonus effect of the Holy Star spell is gained. Exalted Call of the Blood: Upon reaching 4th level, once per month, the Scion may open a gate to the plane of his deity. This functions just as the gate spell, with the Scion being able to choose between two different effects. The first is to call allies through the gate for assistance. The second is to suck enemies into the plane to be destroyed. If the second option is chosen the foe gets a save (Will DC 15+Charisma bonus+1/2 character level). Sacrificial Lamb, Splendor's Gate: Upon reaching the pinnacle of mortal accomplishments, the Scion gains the last and most potent ability. This can only be done once, for in evoking this awesome power, the Scion is consumed. This power is always only used in whatever special purpose the Scion was chosen, and its effects can be felt on nearly every Prime, as every Prime is bordered by the Positive Material. This power can also only be invoked with the help of a Scion's Key. The gods, realizing that every mortal has the basest will for self-preservation, knew that even the most devoted and pious mortal picked by their hand may not have the conviction to end their own life. In such a case, always considered the most dire of circumstances, each Scion is assigned a Key. This Key is always someone that the Scion holds dear, or that is needed by the Scion's sworn enemy. Normally, the life of the Key, or at least their blood, or both, are needed for the Scion to manifest this power. Upon seeing their Key harmed in some way, the Scion is then forced to give up their life, bringing their full power to manifest. Such are the machinations of gods. When Splendor's Gate is opened, a portal to the Positive Material Plane is brought into being upon the Scion's Prime. This portal floods the immediate area with Positive energy. This effect is the same as that of the Archiah Beam, but on a much larger scale. Human/living creatures: Heal 2d8 points of damage/level, to a maximum of 40d8. If this total exceeds the creatures hit point total it explodes in a burst of Positive energy as its cells break down. Undead: Take 2d12 points of damage/level to a maximum of 40d12. There is no save to avoid this effect. Evil creatures/outsiders: Take 6d6 points of damage/level to a maximum of 120d6. There is no save to avoid this effect. The Splendor's Gate attack is used as a last resort, as it leaves the surrounding area a ruined and charred wasteland. It covers an area in the shape of a cone, starting from the Scion and radiating outwards. It covers 10' per character level, to a maximum of 200'. As all cones, it is as wide as it is long. In all the history of the Primes, this attack has only been used once. Scion (of Tyr)
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