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[Pathfinder] [OOC] DarkSun game
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<blockquote data-quote="Walking Dad" data-source="post: 4906792" data-attributes="member: 59043"><p>Other Rules:</p><p></p><p>[sblock=Cleric Domains]</p><p> Elemental clerics take their corresponding domain and one other (with DM approval).</p><p> Para-elemental clerics take their corresponding domains.</p><p></p><p> No Glory, Sun, but Mind.</p><p> </p><p> MIND DOMAIN</p><p> <strong>Granted Powers</strong>: Your faith protects your mind, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on Will saving throws. This bonus increases by 2 for every 5 levels you possess.</p><p> <em>Mental Ward (Sp):</em> As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Mind domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p> <em>Evolving Mind (Ex):</em> At 8th level, you receive Hidden Talent as a bonus feat. In addition, you receive 4 more PP as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity).</p><p> </p><p>Mind Domain Spells</p><p>1 Comprehend Languages: You understand all spoken and written languages.</p><p>2 Detect Thoughts: Allows “listening” to surface thoughts.</p><p>3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level.</p><p>4 Discern Lies: Reveals deliberate falsehoods.</p><p>5 Rary’s Telepathic Bond: Link lets allies communicate.</p><p>6 Probe Thoughts†: Read subject’s memories, one question/ round.</p><p>7 Brain Spider†: Eavesdrop on thoughts of up to eight other creatures.</p><p>8 Mind Blank: Subject is immune to mental/emotional magic and scrying.</p><p>9 Weird: As phantasmal killer, but affects all within 30 ft.</p><p></p><p></p><p> Water Domain</p><p>Special: Swim is a class skill for you.</p><p> <strong>Granted Powers</strong>: You can manipulate water, dry dust and acid, conjure creatures of water, and resist acid.</p><p> <em>Acid Dart (Sp)</em>: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.</p><p> <em>Acid Resistance (Ex):</em> At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid.</p><p> <strong>Domain Spells</strong>: 1st—<em>obscuring mist (dust), </em>2nd—<em>fog (dust) cloud, </em>3rd—<em>water breathing, </em>4th—<em>control water (tide), </em>5th—<em>ice (mire) storm, </em>6th—<em>cone of cold (acid), </em>7th—<em>elemental body IV </em>(water only)<em>, </em>8th—<em>horrid wilting, </em>9th—<em>elemental swarm </em>(water spell only).</p><p> </p><p>[/sblock]</p><p></p><p>[sblock=Sorcerer Bloodlines]</p><p> Aberrant, Arcane, Destined, Elemental, Undead only (+Psionic)</p><p> </p><p> Psionic </p><p> Your family has always been skilled in the internal art of mind. While many of your relatives were accomplished psions, your powers developed without the need for meditation and practice.</p><p> <strong>Class Skill</strong>: Knowledge (psionic).</p><p> <strong>Bonus Spells</strong>: <em>charm person </em>(3rd), <em>detect thoughts </em>(5th), <em>telepathic bond, lesser </em>(7th), <em>dweomer of transference </em>(9th), <em>psychic turmoil </em>(11th), <em>mental pinnacle </em>(13th), <em>psychic turmoil, greater </em>(15th), <em>mind blank </em>(17th), <em>astral projection </em>(19th).</p><p> <strong>Bonus Feats</strong>: Latent Power, Psionic Body, Psionic Mimicry (athas.org), Quicken Spell, Silent Spell, Still Spell, Skill Focus (Knowledge [psionic]), Skill Focus (Knowledge [autohypnosis]).</p><p> <strong>Bloodline Arcana</strong>: Whenever you cast a spell of the mind-affecting subschool, increase the spell’s DC by +2.</p><p> <strong>Bloodline Powers</strong>: You have always had a tie to the astral world, and as your power increases, so does the influence of your psionic heritage.</p><p> <em>Psionic Bond (Su</em>): At 1st level, you gain psicrystal affinity feat, as a psion equal to your sorcerer level. Your sorcerer levels stack with any manifester levels you possess when determining the powers of your psi crystal.</p><p> <em>Psionic Resilience (Su)</em>: At 3rd level, when you take damage, you can spend power points to reduce its severity. As an immediate action, you can reduce the damage you are about to take by 2 hit points for every 1 power point you spends.</p><p> <em>Confuse (Sp)</em>: At 9th level, you can confuse an enemy for a number of rounds per day equal to your sorcerer level. This ability functions as <em>confusion. </em>These rounds need not be consecutive.</p><p> <em>Dual Magic (Su)</em>: At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.</p><p> <em>Evolved Self (Ex)</em>: At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects.</p><p> Additionally, you gain damage reduction 10/ (alignment different from yours), which allows you to ignore the first 10 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.</p><p> </p><p>[/sblock]</p><p></p><p>[sblock=Animal Companions]</p><p> baazrag (pony; no hooves, but bite with wounding)</p><p> kank (horse; no bite & hooves, but pincer with poison)</p><p> kes’trekel (bird)</p><p> snake</p><p> yallix (bird; claws as bite, no talons, but all-around vision)</p><p> erdlu (dinosaur)</p><p> jhakar (wolf)</p><p> monitor lizard (crocodile; no hold breath…)</p><p> seskarran (bear/boar)</p><p> crodlu (cat, big; no grab, but ram)</p><p> inix (camel; no spit, but tail slap)</p><p> [FONT=&quot]pterrax / razorwing (dire bat, preview)[/FONT]</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4906792, member: 59043"] Other Rules: [sblock=Cleric Domains] Elemental clerics take their corresponding domain and one other (with DM approval). Para-elemental clerics take their corresponding domains. No Glory, Sun, but Mind. MIND DOMAIN [B]Granted Powers[/B]: Your faith protects your mind, and you can use that faith to defend others. In addition, you receive a +2 resistance bonus on Will saving throws. This bonus increases by 2 for every 5 levels you possess. [I]Mental Ward (Sp):[/I] As a standard action, you can touch an ally to grant him your resistance bonus for 1 minute. When you use this ability, you lose your resistance bonus granted by the Mind domain for 1 minute. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. [I]Evolving Mind (Ex):[/I] At 8th level, you receive Hidden Talent as a bonus feat. In addition, you receive 4 more PP as long as you uphold the tenets of your deity (or divine concept if you do not venerate a deity). Mind Domain Spells 1 Comprehend Languages: You understand all spoken and written languages. 2 Detect Thoughts: Allows “listening” to surface thoughts. 3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 minutes/level. 4 Discern Lies: Reveals deliberate falsehoods. 5 Rary’s Telepathic Bond: Link lets allies communicate. 6 Probe Thoughts†: Read subject’s memories, one question/ round. 7 Brain Spider†: Eavesdrop on thoughts of up to eight other creatures. 8 Mind Blank: Subject is immune to mental/emotional magic and scrying. 9 Weird: As phantasmal killer, but affects all within 30 ft. Water Domain Special: Swim is a class skill for you. [B]Granted Powers[/B]: You can manipulate water, dry dust and acid, conjure creatures of water, and resist acid. [I]Acid Dart (Sp)[/I]: As a standard action, you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of acid damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier. [I]Acid Resistance (Ex):[/I] At 6th level, you gain resist acid 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to acid. [B]Domain Spells[/B]: 1st—[I]obscuring mist (dust), [/I]2nd—[I]fog (dust) cloud, [/I]3rd—[I]water breathing, [/I]4th—[I]control water (tide), [/I]5th—[I]ice (mire) storm, [/I]6th—[I]cone of cold (acid), [/I]7th—[I]elemental body IV [/I](water only)[I], [/I]8th—[I]horrid wilting, [/I]9th—[I]elemental swarm [/I](water spell only). [/sblock] [sblock=Sorcerer Bloodlines] Aberrant, Arcane, Destined, Elemental, Undead only (+Psionic) Psionic Your family has always been skilled in the internal art of mind. While many of your relatives were accomplished psions, your powers developed without the need for meditation and practice. [B]Class Skill[/B]: Knowledge (psionic). [B]Bonus Spells[/B]: [I]charm person [/I](3rd), [I]detect thoughts [/I](5th), [I]telepathic bond, lesser [/I](7th), [I]dweomer of transference [/I](9th), [I]psychic turmoil [/I](11th), [I]mental pinnacle [/I](13th), [I]psychic turmoil, greater [/I](15th), [I]mind blank [/I](17th), [I]astral projection [/I](19th). [B]Bonus Feats[/B]: Latent Power, Psionic Body, Psionic Mimicry (athas.org), Quicken Spell, Silent Spell, Still Spell, Skill Focus (Knowledge [psionic]), Skill Focus (Knowledge [autohypnosis]). [B]Bloodline Arcana[/B]: Whenever you cast a spell of the mind-affecting subschool, increase the spell’s DC by +2. [B]Bloodline Powers[/B]: You have always had a tie to the astral world, and as your power increases, so does the influence of your psionic heritage. [I]Psionic Bond (Su[/I]): At 1st level, you gain psicrystal affinity feat, as a psion equal to your sorcerer level. Your sorcerer levels stack with any manifester levels you possess when determining the powers of your psi crystal. [I]Psionic Resilience (Su)[/I]: At 3rd level, when you take damage, you can spend power points to reduce its severity. As an immediate action, you can reduce the damage you are about to take by 2 hit points for every 1 power point you spends. [I]Confuse (Sp)[/I]: At 9th level, you can confuse an enemy for a number of rounds per day equal to your sorcerer level. This ability functions as [I]confusion. [/I]These rounds need not be consecutive. [I]Dual Magic (Su)[/I]: At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will. [I]Evolved Self (Ex)[/I]: At 20th level, you become a magical creature. You are forevermore treated as an outsider rather than as a humanoid (or whatever your creature type was) for the purpose of spells and magical effects. Additionally, you gain damage reduction 10/ (alignment different from yours), which allows you to ignore the first 10 points of damage from any attack made by a nonaligned weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type. [/sblock] [sblock=Animal Companions] baazrag (pony; no hooves, but bite with wounding) kank (horse; no bite & hooves, but pincer with poison) kes’trekel (bird) snake yallix (bird; claws as bite, no talons, but all-around vision) erdlu (dinosaur) jhakar (wolf) monitor lizard (crocodile; no hold breath…) seskarran (bear/boar) crodlu (cat, big; no grab, but ram) inix (camel; no spit, but tail slap) [FONT="]pterrax / razorwing (dire bat, preview)[/FONT] [/sblock] [/QUOTE]
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