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Class Spells and Abilities Edit

Favoured Soul - 8 Edit

Cantrips

Create Water :)

Detect Magic

Resistance

Bleed

Stabilize

Read Magic


First Level Spells

Cure Light Wounds

Bane

Shield of Faith

Comprehend Languages

Summon Monster I

Magic Aura


Second Level Spells

Silence

Summon Monster II

Cure Moderate Wounds

Darkness

Eagle's Splendour

Owl's Wisdom

Mirror Image (gained through Pride bloodline)


Third Level Spells

Cure Serious Wounds

Summon Monster III

Dispel Magic

Water Walking

Create Food and Water

Water Breathing

Major Image (gained through Pride bloodline)

Slashing Darkness (gained through Disciple of Darkness training)

Deeper Darkness (gained through Disciple of Darkness levels)


Fourth Level Spells

Panacea

Cure Critical Wounds

Moonbolt

Tongues

Restoration

Phantasmal Killer (gained through Pride bloodline)


Fifth Level Spells

Doomtide

Breath of Life

Crawling Darkness


Sixth Level Spells Harm

Heal

Visage of the Deity


Disciple of Darkness - 3 Edit

Vision of Darkness
The Disciple can see in darkness as if it were normal light for 30ft per level of Disciple of Darkness.


Shroud of Darkness Once per day, per level of Disciple of Darkness, the Disciple may cast, as a supernatural ability, Deeper Darkness


Vision of Sin At will the Disciple detect Sin/Virtue in the surrounding area. If the Disciple concentrates and performs no other streneous actions during the:

  • 1st Round the Disciple detects the presence, or absence, of Sin
  • 2nd Round the Disciple detects the level of Sin, if there is someone of high Virtue in the area the Disciple is stunned for one round
  • 3rd Round the Disciple can identify the specific Sin from each individual


Sites of Passion Some acts of Sin are so great that they envelop the area in which they were committed. Such an impact is left on the Disciple that they may sense or recognise the presence left by the person(s) at the scene.


Incite Sin - this has to be modified to fit classes other than clerics.

The Disciples of Darkness understand that some people can cling to the Light, but really are hiding their dark thoughts and all they need is a little push. By spending a channel a Disciple may, as per the spell Suggest, persuade a person to act in a way that befits their Sin, with the following DCs

Faint - DC 10 + the number of dice for channel

Moderate - DC 15 + the number of dice for channel

Strong - DC 20 + the number of dice for channel

Overwhelming - DC 25 + the number of dice for channel

Any number of channels may be blown to add to the DC. If the Disciple attempts to affect someone of a high Virtue, they will receive a backlash equal to the number of channels spent.

Racial Spells and Abilities Edit

Argoth Racials Edit

Argoth Flux Three times per day an Argoth may use this ability to gain a free 5 foot step, which is treated as such (can still fullround, not attacks of opportunity, etc). In addition, as it a free movement, you may still take your usual move and standard actions.

Unless otherwise noted, an Argoth can spend a use of Argoth Flux to activate any of the following Argoth racial feats.


Stream Line - the attacks of opprtunity part needs to be worked out as it is broken at the moment. Prerequisite: Argoth Flux Once per day you may use this ability.

When you use this ability you gain a free 5 foot step.

When you move in a straight line you cannot be threatened.

If somone could make an attack of opportunity against your character, they make it against the nearest adjacent character. If two or more charactres are equally close you may chose the target to be attacked.

When you select this feat you gain an additional use of Argoth Flux.


River Run Prerequisite: Streamline When using this ability you gain a free 5 foot step.

When using this ability you may move through opponents squares.

When moving through a square you may make a free bullrush attempt, on success have them land adjacent rather than in your line of movement.

When using this ability you must move in a straight line.

You may spend uses of Stream Line for this ability.

You gain an additional use of Argoth Flux.

You gain an additional use of Stream Line.


Sea Swirl Prerequisite: Argoth Flux

You may use this ability once per day.

When you use this ability you gain a free 5 foot step.

When you use this ability you cannot move in a straight line.

Anyone's threatened zone whom you walk through must make attacks of opportunity against you.

For each square you move, you gain a plus one bonus to your AC until your next turn.

You gain an additional use of Argoth Flux.


Ocean Current Prerequisite: Sea Swirl

You may use this ability once per day.

When you use this ability you gain a free 5 foot step.

When using this ability to move through an opponent's threatened zone, the opponent gains a free 5 foot step that they must use to follow you when you leave their threatened zone. When two opponents would converge on the same square they must make a trip attempt versus the other. The winner remains in the square, whilst the other is tripped and moved back to where they originall were. If they both fail, they fall adjacent to the intended square.

When you use this ability you cannot move in a straigt line.

When using this ability opponents may not convert their attacks of opportunity into CMB based attacks.

You may spend uses of Sea Swirl for this ability.

You gain an additional use of Argoth Flux.

You gain an additional use of Sea Swirl.


Delta Pulse All uses of previous Argoth feats now become uses of Argoth Flux.

When using two Argoth Feats in a round you may apply both abilities to your movement.

You are no longer under the previous feat restrictions of movements (ie straight line, not a straight line), however you only gain the benefits when moving in their manner.

You gain an additional use of Argoth Flux.


Riptide Prerequisities: Delta Pulse and Argoth Blood or Argoth Clanmate

You are no longer restricted by the types of movement needed to activate Argoth Feats (for example, you can move in a strigiht line while activation Sea Swirl).

You gain all benefits from feats regardless of how you move.

You may spend uses of Argoth Flux during your opponents turn.

You may spend 3 uses of Argoth Flux to gain an immediate free move action at your full movement speed.

You gain an additional use of Argoth Flux.


Whirlpool You may finish your turn in opponent's squares.

When in an opponent's square they are considered threatened.

When making an attack against you they must make a Sense Motive check versus your level plus the number of Argoth Feats you have. If they fail, the attack or spell now effects them instead.

When your enemy attempts to move they must make a grapple check against you, you gain a bonus equal to the number of Argoth Feats you have. If they fail, they lose their movement for the turn. Neither character is considered in a grapple whether they win or lose the grapple check.

You gain an additional use of Argoth Flux.


Bloodline Spells and Abilities Edit

PrideEdit

Sense of Self

Illusion of Command

Back off


Action Dice(?) Spells and Abilities Edit

Prophecy III Edit

Once per session you may roll 3d6 and ask the DM questions equal to the highest number rolled. 

The questions must be able to be answered by a yes or no.

The DM cannot lie, but in some instances, you may not receive an answer.

Subcategories

This category has only the following subcategory.

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