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Saint-Herald

Warqueen Archetype

A saint-herald is not proficient in any armor, nor does she gain Netherblade techniques. Instead, she gains access to Angelic Light techniques.

Revelations

Replaces Queen's Pride

Saves, Criticals, and Omnicompetence are unchanged.
  • Name (replaces Lore at 1st) – The Relevation of Names reveals information of one creature within 60ft of the saint-herald that she is aware of. This information is as if she had rolled a trained knowledge check, the result of the d20 roll being 11 plus her charisma modifier plus her character level plus her high scaling bonus. The saint-herald, and all allies within 30 feet of her, gain an insight bonus equal to her low scaling bonus on all saves made against any of the targeted creature's abilities. A saint-herald may use this ability 3 times per day.
  • Protection (replaces Armor and Defenses at 2nd) – The Relevation of Protection grants the saint-herald resistance against harm so long as she is unarmored and does not use a shield. She gains damage reduction /– equal to her high scaling bonus, as well as energy resistance 5. This energy resistance may be changed with 5 minutes of meditation, and may be against the following damage types. Acid, Cold, Electricity, Fire, Force, Positive, Negative, Sonic. A saint-herald may have a number of resistances active equal to her average scaling bonus. The energy resistance increases by +5 at 6th, 10th, 14th, and 18th levels.
  • Flight (replaces Movement at 8th) – The Revelation of Flight grants the saint-herald the gift of winged flight, granting her a flight speed of 60 feet with good maneuverability. If she already possesses a flight speed, then it is increased by +20 feet, or to 60 feet, whichever is higher.
  • Shielding (replaces Power at 11th) – While unarmored and not using a shield, the Revelation of Shielding grants the saint-herald a deflection bonus to AC equal to her charisma modifier. She also grants this deflection bonus to all allies within 15 feet of her.
  • Binding (replaces Tactics at 11th and 17th) – As a swift action, a saint-herald may command a creature to perform or avoid a specific act (as the suggestion spell); a creature compelled to act gains a sacred bonus to perform that act equal to the saint-herald's average scaling bonus. A creature compelled to avoid an act must make a will save (DC 10 + CHA + 1/2 level) to even attempt it, and even on a success takes a penalty to perform that act equal to the saint-herald's average scaling bonus. This effect lasts for 10 minutes (if compelled to avoid) or until the act is completed (if compelled to perform).
    • A saint-herald may use this ability 3 times per day. She may expend 3 uses of this ability to enact it as an immediate action, even if she has already taken one that round.
    • At 17th level, the bonus or penalty is equal to the saint-herald's high scaling bonus, and she may use this ability 7 times per day.

Saint's Gift

Alters Dominion A saint-herald retains the Breath of Life, Grant Healing, Power of the Faithful dominions as gifts, though she loses any functions of these abilities related to vassals, as well as the ability to gain vassals. She also retains the Smite Foe dominion as a gift, but must use it on a creature she has also used Revelation of Name upon.
A saint-herald does not gain the Arena dominion, but instead gains Light of Protection gift, as noted below.

  • Light of Protection – The saint-herald and her allies gain tremendous durability by redirecting damage to a materialized banner of light above the saint-herald. Affected creatures are treated as if affected by the shield other spell, with the light being recipient of this damage; the light cannot otherwise be targeted or affected by abilities.
    • The banner of light's hit points are based on the saint-herald's level, and has fast healing equal to her low scaling bonus. Her high scaling bonus and charisma modifier are added together and multiplied by her level to determine its hit points. (e.g. a 4th level saint-herald with a 16 charisma would have a banner of light with 28 hit points and fast healing 1).
    • While the banner of light cannot normally be targeted, any healing the saint-herald receives while it is activated can be redirected to heal it instead.
    • Light of protection lasts for 10 minutes, or until the banner of light is destroyed, whichever comes first. If the banner of light is destroyed, it will still take any damage in excess of its own hit points from the triggering effect. If multiple affected allies take damage from the same effect (such as a fireball), the banner will shield all of them from damage equally even if the damage is enough to destroy it from only one creature.

Angelic Light

A roaring flame within, radiant and burning, or merely a smoldering ember underneath ashes of sin. It cannot be denied or smothered completely, and it will eventually claim your life and soul. Those that dare to feed it and risk the fire of their own heart despite knowing this... Are they brave or are they foolish?

Angelic Light's primary ability score is wisdom, it's skill is perform, and its favored weapons are one-handed swords, hammers, picks, and spears.
1st
  • Admonishing Glare – Boost – Enemies take a -4 penalty to attack you until the end of your next turn. If inspiration points are spent, the duration increases by 1 round per point spent.
  • Gleam of Denial – Counter – When attacked in melee, you may activate this counter to gain an effect similar to sanctuary, forcing attacking creatures to make a will save in order to attack you until the start of your next turn. The creature that provoked this counter takes a -4 penalty to all damage rolls until the end of its next turn.
  • Retributive Spear – Stance – Enemies that attack allies other than you provoke attacks of opportunity from you; while in this stance, you may make attacks of opportunity with a spear of light that deals 1d8 points of damage, plus your wisdom modifier. The damage of this spear increases by +1d8 whenever your low scaling bonus increases. You gain a bonus to attack rolls when making attacks of opportunity in this stance equal to your average scaling bonus.
  • Twin Wing Guard – Strike – You gain a shield bonus to AC (equal to your high scaling bonus) until the start of your next turn and initiate a melee attack against a foe within reach. If your attack is successful, the shield bonus increases by +1, and you deal +1d6 damage, or +1d8 damage if using an Angelic Light favored weapon. The bonus damage increases by +1d6 (+1d8 for favored weapons) for each inspiration point spent.
    2nd
  • Burning Embers Defense – Counter – When taking damage, you may instead take hit point burn to instead negate some of that damage. You may take hit point burn up to your technician level, negating 4 points of incoming damage per point of burn you take, and dealing 2 points of fire damage to the source of the triggering damage. For every 2 points of inspiration you spend on this technique, the damage negated increases by +2 per point of hit point burn, and the total fire damage increases by +1d8.
  • Glistening Wall of Embers – Boost – Allies within close range gain a +1 deflection bonus to AC and temporary hit points that regenerate each round for 3 rounds. Temporary hit points stack with other sources, and are equal to your high scaling bonus.
    3rd
  • Three Wing Step – Stance – While in this stance, you gain a flight speed equal to your land speed at good maneuverability, and once per 3 rounds you may take an extra move action on your turn. Whenever you move at least 15 feet, you gain a +3 dodge bonus to armor class.
  • Unyielding Gates of the Heavens – Counter – In response to an attack, spell, or effect, you shield an area by transposing it slightly into another plane of existence to avoid it. This area is a column that extends out to the end of close range from you, and up to 20 feet above and 10 feet below you. This transposition only lasts for the duration of the triggering effect, up to the start of your next turn should it be longer than instantaneous. The stress of using this technique is severe, and you take hit point burn equal to your level whenever it is activated. If you spend at least 3 inspiration points on this technique, it persists until the end of your next turn. If the duration of this technique becomes longer than instantaneous, it protects against all effects that originate from beyond the area of effect, and creatures within the effect may choose to leave the area and lose the benefits and drawbacks of this technique's effects, but they may not be forced out except by you.
    4th
  • Four Wing Guard – Strike – You gain the effects of mirror image until the end of your next turn, producing 4 illusory copies. As part of making this strike, you may also make a single melee attack against a foe within range, dealing +2d6 damage or +2d8 if using an Angelic Light favored weapon. At any point before the mirror image effect of this strike ends, you may expend an illusory copy to make a melee attack that also deals this bonus damage.
  • Rousing Flurry of Embers – Boost – You and allies within close range gain a 25% concealment bonus for 3 turns. In addition, allies - but not yourself - gain a sacred bonus to attack and damage equal to your high scaling bonus until the end of your next turn.
    5th
  • Flames of Admonishment – Strike – You make a spell attack against all foes within close range, dealing 5d8 points of divine fire damage (ignoring the fire resistance of evil creatures) to each. All affected foes take a -4 penalty to attack and damage rolls for 5 rounds, taking 2d8 points of divine fire damage each round afterward. Good and neutral creatures may attempt a reflex save to put out the flames, but evil creatures cannot put out these flames no matter what they try.
    6th
  • Angelic Light – Boost – Until the start of your next turn, you are immune to all types of damage and negative conditions. You may use this technique regardless of any circumstances that could otherwise prevent you, and suspend any active negative effects upon you for the duration. After using this technique, you must make a charisma save or take a negative level.
  • Six Wing Guard – Strike – You may make up to six attacks as part of this technique, each dealing +3d6 damage (or +3d8 if using an Angelic Light favored weapon) and granting you 5 temporary hit points for each successful attack from this technique. These temporary hit points stack with all others, including from multiple uses of this technique, and last for 6 rounds. For each additional inspiration point spent on this technique, the bonus damage increases by +2d6 (or +2d8 if using an Angelic Light favored weapon), and the temporary hit points increase by +1 per successful attack.
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Page last modified on November 22, 2018, at 05:54 AM