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<blockquote data-quote="dante58701" data-source="post: 4529976" data-attributes="member: 40336"><p>Ok, here's my start on the Desert Portfolio. I used some elements of Standstorm to come up with this.</p><p></p><p>Unfortunately I've hit a mental block and can't finish it. So, if anyone is interested in adding on to it, feel free. I'd like to see what it turns into.</p><p></p><p></p><p>DESERT DOMAIN</p><p></p><p>Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet. You must make a special Wisdom check (d20 + your Wis modifier + 1/2 your cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below.</p><p></p><p>Item Complexity Modifier</p><p>Fine details +2</p><p>Functioning tool +2</p><p>Functioning armor/weapon +5</p><p>Multiple parts +5</p><p>Masterwork version +10</p><p>Moving parts +10</p><p></p><p>Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic.</p><p>All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10.</p><p></p><p>1 Waste Strider†: Move through waste without penalties.</p><p>2 Black Sand†: Creates a 20-ft.-radius area of black sand.</p><p>3 Haboob†: Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal damage.</p><p>4 Blast of Sand†: Cone deals 1d6 damage/level.</p><p>5 Flaywind Burst†: Blows away and knocks down smaller creatures and deals 1d6 damage/level.</p><p>6 Awaken Sand†,X: A region of sand forms into a Huge, sentient creature.</p><p>7 Vitrify†: Melts sand into glass.</p><p>8 Desert Binding†,M: Imprisons creature as sand in an hourglass or wind in the waste.</p><p>9 Summon Desert Ally IX†: Calls dustform creature to fight.</p><p></p><p>PORTFOLIO (SINGLE)</p><p>Divine Status Ability/Weakness Gained Benefit/Penalty Action</p><p>Disciple Secrets of the Desert You can use any desert domain spell as a spell-like ability. Standard</p><p> Hostile Environment (Sea) Competence penalty (equal to your divine rank) on all die rolls Always Active</p><p> while underwater.</p><p> Water Vulnerability Suffer 50% extra damage from water based attacks and spells Always Active </p><p>Prophet Desert Ward You gain cold and fire resistance equal to 1/4 your HD. Always Active</p><p>Hero-deity Desert Born Competence bonus (equal to your divine rank) on attack rolls, Always Active</p><p> damage rolls, and armor class. </p><p>Quasi-deity Desert Brethren Desert creatures summoned have 50% more HD Always Active</p><p>Demi-deity Instrument of the Desert Damage dealt by your sand-based attacks is 50% divine. Always Active</p><p>Lesser Deity Superior Flaywind [Effect] Assault your enemies with flaywind attacks. Variable</p><p> (3d6/2HD + 1/2 strength Superior Wind [Effect]) </p><p>Intermediate Deity Uncanny Flaywind Mastery Assault your enemies with flaywind attacks. Variable</p><p> (2d6/HD + 1/2 strength Uncanny Wind Mastery) </p><p>Greater Deity Heart of the Desert Gain regeneration equal to 1/2 your HD in a desert. Always Active</p><p>Elder One Desert Messiah Desert creatures of lower (or nonexistent) divine rank cannot harm Always Active</p><p> you (no save).</p><p> Cosmic Imperfection (Sea) One artifact in the universe can defeat your cosmic string ability. Always Active</p><p>Old One Symbol of the Desert Water based spells/effects cease to function in your divine realm. Always Active</p><p></p><p></p><p></p><p></p><p>I also made a feat for FFVIII fans.</p><p></p><p>Time Distortion [Epic] [Metamagic] </p><p>Your spell seems to take 10 full rounds to take effect. </p><p>Prerequisites: Cha 25, Extend Spell, Persistent Spell, Quicken Spell</p><p>Benefits: Your spell seems to take 10 full rounds to take effect. This gives you gain a +10 bonus to Intimidation checks. It also stuns your opponents and onlookers for 1 round if they fail a Will save (DC 10 + spell level + miscellaneous modifiers (relevant ability modifier, etc.)). </p><p></p><p>Imagine combining this with Spell Thematics.</p></blockquote><p></p>
[QUOTE="dante58701, post: 4529976, member: 40336"] Ok, here's my start on the Desert Portfolio. I used some elements of Standstorm to come up with this. Unfortunately I've hit a mental block and can't finish it. So, if anyone is interested in adding on to it, feel free. I'd like to see what it turns into. DESERT DOMAIN Granted Power: Once per day, you can shape a small amount of sand into any solid object you can imagine, up to 8 cubic feet in volume. You can shape one object or several, up to a number equal to your Wisdom bonus, as long as the total volume does not exceed 8 cubic feet. You must make a special Wisdom check (d20 + your Wis modifier + 1/2 your cleric level) against a DC determined by the size and complexity of the item. The item to be created has a base DC of 5, plus the modifiers on the table below. Item Complexity Modifier Fine details +2 Functioning tool +2 Functioning armor/weapon +5 Multiple parts +5 Masterwork version +10 Moving parts +10 Each attempt to create an item requires a number of minutes equal to its DC. You can take 10 or take 20 on this check. Created items persist for 1 minute per cleric level, and can only be solid objects. The objects created have no magical properties, though they radiate faint transmutation magic. All items created in this fashion have hardness 5 and hit points as follows: Fine 1, Diminutive 2, Tiny 3, Small 5, Medium 8, Large 10. 1 Waste Strider†: Move through waste without penalties. 2 Black Sand†: Creates a 20-ft.-radius area of black sand. 3 Haboob†: Swirling grit obscures vision, blows smaller creatures over, and deals nonlethal damage. 4 Blast of Sand†: Cone deals 1d6 damage/level. 5 Flaywind Burst†: Blows away and knocks down smaller creatures and deals 1d6 damage/level. 6 Awaken Sand†,X: A region of sand forms into a Huge, sentient creature. 7 Vitrify†: Melts sand into glass. 8 Desert Binding†,M: Imprisons creature as sand in an hourglass or wind in the waste. 9 Summon Desert Ally IX†: Calls dustform creature to fight. PORTFOLIO (SINGLE) Divine Status Ability/Weakness Gained Benefit/Penalty Action Disciple Secrets of the Desert You can use any desert domain spell as a spell-like ability. Standard Hostile Environment (Sea) Competence penalty (equal to your divine rank) on all die rolls Always Active while underwater. Water Vulnerability Suffer 50% extra damage from water based attacks and spells Always Active Prophet Desert Ward You gain cold and fire resistance equal to 1/4 your HD. Always Active Hero-deity Desert Born Competence bonus (equal to your divine rank) on attack rolls, Always Active damage rolls, and armor class. Quasi-deity Desert Brethren Desert creatures summoned have 50% more HD Always Active Demi-deity Instrument of the Desert Damage dealt by your sand-based attacks is 50% divine. Always Active Lesser Deity Superior Flaywind [Effect] Assault your enemies with flaywind attacks. Variable (3d6/2HD + 1/2 strength Superior Wind [Effect]) Intermediate Deity Uncanny Flaywind Mastery Assault your enemies with flaywind attacks. Variable (2d6/HD + 1/2 strength Uncanny Wind Mastery) Greater Deity Heart of the Desert Gain regeneration equal to 1/2 your HD in a desert. Always Active Elder One Desert Messiah Desert creatures of lower (or nonexistent) divine rank cannot harm Always Active you (no save). Cosmic Imperfection (Sea) One artifact in the universe can defeat your cosmic string ability. Always Active Old One Symbol of the Desert Water based spells/effects cease to function in your divine realm. Always Active I also made a feat for FFVIII fans. Time Distortion [Epic] [Metamagic] Your spell seems to take 10 full rounds to take effect. Prerequisites: Cha 25, Extend Spell, Persistent Spell, Quicken Spell Benefits: Your spell seems to take 10 full rounds to take effect. This gives you gain a +10 bonus to Intimidation checks. It also stuns your opponents and onlookers for 1 round if they fail a Will save (DC 10 + spell level + miscellaneous modifiers (relevant ability modifier, etc.)). Imagine combining this with Spell Thematics. [/QUOTE]
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