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<blockquote data-quote="Obly99" data-source="post: 9444366" data-attributes="member: 7035194"><p style="text-align: center"><strong><span style="font-size: 26px">Divine Herald</span></strong><span style="font-size: 26px"><strong> (Unchained Summoner Archetype</strong></span><strong><span style="font-size: 26px">)</span></strong></p><p></p><p><strong>Alters</strong> spellcasting, eidolon; <strong>Replaces</strong> summon monster I-IX, gate, shield ally, aspect, greater shield ally, merge form, greater aspect, twin eidolon.</p><p></p><p>Sometimes a person comes into contact with the divine in a much more direct way than a normal cleric or paladin. Sometimes a deity wants to have a direct eye and hand in intervening in the mortal realms and bind one of its avatar to a mortal, other times a dying deity, in order not to disappear, accepts becoming an eidolon of a mortal. In the end the result is always the same, a mortal walking alongside a deity, even if that deity is but a shadow of a shadow of what it once was.</p><p></p><p><strong>Divine Spells:</strong> A divine herald uses divine spells from the cleric spell list. Cleric spells of 7th level and above are not on the divine herald’s class spell list, and a divine herald cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. A divine herald uses orisons rather than cantrips (level zero divine spells rather than level zero arcane spells).</p><p></p><p>A divine herald cannot cast spells or use spell-like abilities of an alignment opposed to his eidolon. Otherwise, a divine herald learns and casts spells just like a summoner, including using Charisma as the casting ability, spontaneous casting, and spells known. A divine herald adds all the spells that go on his eidolon such as <em>summon eidolon</em> to the cleric spell list at the appropriate level. For the purpose of his spellcasting, the eidolon is the one that give access to the spell to the divine herald.</p><p>This alters the summoner’s spellcasting.</p><p></p><p><strong>Divine Seals:</strong> A number of times per day equal to 1 + 1 per four summoner levels, the divine herald can use the following abilities.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Divine Mastery (Su):</em> This divine seal allows the summoner to summon his eidolon or heal his eidolon to full health. This divine seal requires a standard action.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Divine Protection (Su):</em> This divine seal allows the summoner’s eidolon to take any attacks aimed at the summoner. For a duration of 1 round + 1 round per 4 summoner levels after 1st, as long as the divine herald is adjacent to his eidolon, the eidolon intercepts any attacks, using its AC instead. For the duration of this divine seal, the eidolon gains a damage reduction of 2/– and additional 2/– per four summoner levels after 1st. This divine seal requires a swift action.</p> </li> <li data-xf-list-type="ul"><em>Divine Advancement (Su):</em> This divine seal allows the summoner to immediately end any one of the following conditions currently affecting his eidolon: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. This divine seal requires a standard action.</li> </ul><p>This replaces all instances of summon monster and gate.</p><p></p><p><strong><strong>Divine</strong> Eidolon (Su): A divine herald gains a special type of Eidolon, a fragment of a deity called Divine eidolon (see below). The divine eidolon has the alignment determined by its subtype, but unlike a normal eidolon its alignment can be more than one step away from the divine herald. The divine eidolon never refuses the divine herald call as a result of the differences between their respective alignments, though it still can refuse to follow commands that are against its ethos or alignment. T</strong>he <strong>Divine eidolon</strong> is not automatically banished if the summoner is unconscious or asleep and it recovers 1 hit point per Hit Dice when it receives at least 8 hours of rest. The <strong>Divine eidolon</strong> must be summoned in order for this ability to have any effect. A divine herald can summon his eidolon in a ritual that takes 1 full round to perform and provoke an attack of opportunity. The Eidolon's Hit Dice are equal to the divine herald's class level. The total armor and natural armor bonus possessed by the <strong>Divine eidolon</strong> is equal to ½ its Hit Dice instead of the bonus registered in its table, but it gains a deflection bonus to AC equal to its Charisma modifier (if any). The ability score bonuses are equal to one-half its hit dice and instead of apply to its Strength and Dexterity scores apply to two scores of the divine herald choice (he must chose at 1st level, and once chosen, they cannot be changed). The <strong>Divine eidolon</strong> gains one feat at each odd-numbered HD (just like a normal creature). It gains one ability score increase for every four HD. Other abilities, such as share spells and evasion, are gained at the same levels as a normal Summoner's Eidolon would gain them. If the divine eidolon is slay, banished, or dismissed, instead of returning to its home plane, it resides inside the divine herald soul.</p><p>The eidolon’s own abilities are modified as follows:</p><p><em>Divine Presence (Su):</em> At 9th level, a divine herald eidolon gains the divine grace, aura of courage, and aura of resolve class features of a paladin, except that the range is 30 ft. instead of 10 ft.</p><p>This replaces multiattack.</p><p></p><p>This alters Eidolon.</p><p></p><p><strong>Divine Shield (Su):</strong> At 4th level, whenever a herald is within his eidolon’s reach, he gains a deflection bonus equal to his eidolon Charisma bonus (if any) to the AC. This bonus is sacred if the eidolon is good, or profane if evil. If the eidolon is neutral on the Evil-Good axis, the divine herald must chose the type of bonus when this feature is obtained.</p><p>At 12th level, all allies of the divine herald within 10 ft. his eidolon gain this bonus.</p><p>This replaces shield ally and greater shield ally.</p><p></p><p><strong>Resistant Eidolon (Su): </strong>Beginning at 10th level, the divine herald’s eidolon cannot be banished back to the divine herald soul by effect with less than four more caster levels than summoner levels of the divine herald (ex: for banish the eidolon of a divine herald of 10th the effect must be at lest at caster level 14).</p><p></p><p><strong>Protection of the Divine (Su):</strong> At 10th level, whenever a herald is within his eidolon’s reach, he gains a bonus equal to his eidolon Charisma bonus (if any) on all Saving Throws. This bonus is sacred if the eidolon is good, or profane if evil. If the eidolon is neutral on the Evil-Good axis, the divine herald must chose the type of bonus when this feature is obtained.</p><p>At 18th level, all allies of the divine herald within 10 ft. his eidolon gain this bonus.</p><p>This replaces aspect and greater aspect.</p><p></p><p><strong>Greater Resistant Eidolon (Ex): </strong>Beginning at 14th level, the divine herald’s eidolon ignore the effect of <em>antimagic field </em>but only for the part that makes summoned creatures disappear (the Su of the eidolon still do not function within it). At 20t level, the divine herald’s eidolon become immune to <em>antimagic field</em>.</p><p></p><p><strong>Enhanced Eidolon (Su):</strong> Beginning at 16th level, the divine herald’s eidolon gains a +6 enhancement bonus to each of its ability scores, +4 armor bonus, and +5 resistance bonus to saving throws. Summoning the eidolon is now a move action that not provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 minute is passed with 1 hit point.</p><p>This replaces merge form.</p><p></p><p><strong>Divine Energy (Sp):</strong> At 20th level, 3 times per day, a divine herald can cast any cleric spell of a level equal or less than ½ his summoner level as a spell-like ability with caster level equal to his summoner level. Unlike a normal spell-like ability, the divine herald must pay any required material components.</p><p>This replaces twin eidolon.</p><p></p><p></p><p></p><p><strong>Divine eidolon</strong></p><p><strong></strong></p><p><strong>Alignment:</strong> Any.</p><p></p><p><strong>Base Form:</strong> Aberrant (bite, grab [tentacle mass], tentacle mass), biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, grab [bite], reach [bite], tail, tail slap).</p><p></p><p><strong>Base Evolutions:</strong> Starting at 1st level, a Divine eidolon gains the divine traits and mythic. It also gains one subtype as for a normal unchained eidolon but it does not gain any of the base evolutions of the subtype. It only use it for determine its base form, alignment, and meet prerequisites for evolutions. A Divine eidolon always use the following starting array instead of the one of a normal eidolon: <strong>Ability Scores</strong> <strong>Str</strong> 13, <strong>Dex</strong> 13, <strong>Con</strong> 14, <strong>Int</strong> 12, <strong>Wis</strong> 13, <strong>Cha</strong> 15.</p><p></p><p><em>Divine Traits (Divine Eidolon) (Ex)</em></p><p>Divine eidolons add a divine bonus equal to 1/5 their summoner level (minimum +0) to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A divine eidlon’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A divine eidolon does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep.</p><p></p><p><em>Mythic (Ex)</em></p><p>Divine eidolons have Mythic Power (x/day, Surge +y) and counts as a xth-rank Mythic creature. X is equal to the divine rank of the divine eidolon (minimum 1, even if before the 5th level) and y is the corresponding surge. For their surge, a divine eidolon can use it for its summoner: when manifested a divine eidonon can expend one use of mythic power as an immediate action to increase any d20 roll it or its divine summoner just made by rolling 1d6 and adding it to the result. The eidolon must use the surge before the result of the original roll is revealed, unlike a normal mythic character that can use it after.</p><p></p><ul> <li data-xf-list-type="ul">At 4th level, the eidolon gains the divine ray special attack.</li> </ul><p><em>Divine Ray (Su)</em></p><p>As a standard action, a divine eidolon, can make a ranged touch attack against a creature or object within 20 ft.+10 ft./2 summoner levers. On a hit, the target suffer 1d4 force damage per 2 summoner levels (minimum 1d4) plus the divine eidolon Charisma bonus. The source of this damage takes on a thematic appearance (a war god’s divine ray might appear as a weapon of energy striking the target, while a fire god’s is spontaneous combustion), but while this may change the cosmetics of the ability it does not affect the type of damage dealt. Once a divine eidolon uses this ability, it must wait 1d6+2 rounds before using it again. At 9th level, the dice increase to d6 and the recharge to 1d4+1 rounds. At 16th level, the damage change from force to divine. Divine damage penetrates any type of magical defense (including a <em>force field</em>, <em>prismatic sphere</em>, <em>wall of force</em>, etc.) destroying the barrier in the process, is not subject to damage reduction or energy resistance, and deals full damage to objects although hardness still applies (full damage to incorporeal creatures). Beginning at 19th level, divine ray is sublimely divine and is now not stopped by an <em>antimagic field</em>.</p><p></p><ul> <li data-xf-list-type="ul">At 8th level, the eidolon gains the divine aura ability.</li> </ul><p><em>Divine Aura (Su)</em></p><p>Divine aura is a direct extension of the immortal’s will. As if the god’s subconscious desires exist beyond mere physical limitations and can reach out and interact with the reality around it. This presence manifests as an intangible emanation of power. Immortals can automatically sense when their own aura is in contact with that of another such being and both will be able to sense the others divine status. All creatures within 25 ft.+5 ft./2 summoner levers are affected. The divine eidolon can choose from the following effects each round at the start of its turn. The saving throw to resist effects has a DC of 10 + ½ the eidolon HD + the eidolon’s Charisma modifier + the eidolon’s divine rank.</p><ul> <li data-xf-list-type="ul"><p style="text-align: left"><em>Daze:</em> Opponents within the immortal’s aura must make a Will save or become dazed for 1 round, duration 1 round. Once a creature is exposed to this version, he become immune to the daze version of the aura of that specific divine eidolon for 24 hours. This is a mind-affecting effect.</p> </li> <li data-xf-list-type="ul"><p style="text-align: left"><em>Fear:</em> Opponents within the immortal’s aura must make a Will save or become frightened by the divine eidolon for 1 round/summoner level. Each round at the end of his turn, the creature may attempt a new saving throw to end the effect in advanced. Once a creature is exposed to this version, he become immune to the fear version of the aura of that specific divine eidolon for 24 hours. This is a fear, mind-affecting effect.</p> </li> <li data-xf-list-type="ul"><em>Heroism:</em> Allies within the immortal’s aura gain a +2 morale bonus on all checks, attack rolls, saves, and weapon damage rolls. Allies adjacent to the divine eidolon gain a +4 morale bonus on saves against fear effects.</li> </ul><p></p><ul> <li data-xf-list-type="ul">At 12th level, the eidolon gains the divine casting ability.</li> </ul><p><em>Divine Casting (Sp)</em></p><p>A divine eidolon can cast a number of times per day equal to its Charisma bonus any cleric spell of a level equal or less than ½ the summoner level as a spell-like ability with caster level equal to the summoner level. Unlike a normal spell-like ability, the divine eidolon must pay any required material components. The divine eidolon cannot cast spell-like abilities with an alignment descriptor opposed to its own.</p><p></p><ul> <li data-xf-list-type="ul">At 16th level, the eidolon gains DR/epic equal to ½ the summoner level, SR 11 + summoner level, resistance 30 to acid, cold, electricity, fire, and sonic, immunity to disease, mind-affecting effects, poison, and unwilling polymorph effects, and <em>true seeing</em> as a constant spell-like ability with caster level equal to the summoner level. The divine herald ignore the spell resistance of its own eidolon. Also, as a full-round action the Divine eidolon can make a divine ray attack against a number of creatures or objects within reach equal to its Charisma modifier (it must make a separate attack roll against each opponent). In this case, the recharge is 1d6+2 rounds.</li> </ul><p></p><ul> <li data-xf-list-type="ul">At 20th level, the eidolon can cast <em>miracle</em> 1/week as a spell-like ability with caster level equal to its HD and once per day can cast any spell-like of Divine Casting without paying the material components. Also, the eidolon can use any of its spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell-like abilities</li> </ul><p></p><p><a href="https://danbooru.donmai.us/posts/7877521?q=kuroi-tsuki+" target="_blank">Image</a></p></blockquote><p></p>
[QUOTE="Obly99, post: 9444366, member: 7035194"] [CENTER][B][SIZE=7]Divine Herald[/SIZE][/B][SIZE=7][B] (Unchained Summoner Archetype[/B][/SIZE][B][SIZE=7])[/SIZE][/B][/CENTER] [B]Alters[/B] spellcasting, eidolon; [B]Replaces[/B] summon monster I-IX, gate, shield ally, aspect, greater shield ally, merge form, greater aspect, twin eidolon. Sometimes a person comes into contact with the divine in a much more direct way than a normal cleric or paladin. Sometimes a deity wants to have a direct eye and hand in intervening in the mortal realms and bind one of its avatar to a mortal, other times a dying deity, in order not to disappear, accepts becoming an eidolon of a mortal. In the end the result is always the same, a mortal walking alongside a deity, even if that deity is but a shadow of a shadow of what it once was. [B]Divine Spells:[/B] A divine herald uses divine spells from the cleric spell list. Cleric spells of 7th level and above are not on the divine herald’s class spell list, and a divine herald cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of cleric spells of 7th level or higher. A divine herald uses orisons rather than cantrips (level zero divine spells rather than level zero arcane spells). A divine herald cannot cast spells or use spell-like abilities of an alignment opposed to his eidolon. Otherwise, a divine herald learns and casts spells just like a summoner, including using Charisma as the casting ability, spontaneous casting, and spells known. A divine herald adds all the spells that go on his eidolon such as [I]summon eidolon[/I] to the cleric spell list at the appropriate level. For the purpose of his spellcasting, the eidolon is the one that give access to the spell to the divine herald. This alters the summoner’s spellcasting. [B]Divine Seals:[/B] A number of times per day equal to 1 + 1 per four summoner levels, the divine herald can use the following abilities. [LIST] [*][LEFT][I]Divine Mastery (Su):[/I] This divine seal allows the summoner to summon his eidolon or heal his eidolon to full health. This divine seal requires a standard action.[/LEFT] [*][LEFT][I]Divine Protection (Su):[/I] This divine seal allows the summoner’s eidolon to take any attacks aimed at the summoner. For a duration of 1 round + 1 round per 4 summoner levels after 1st, as long as the divine herald is adjacent to his eidolon, the eidolon intercepts any attacks, using its AC instead. For the duration of this divine seal, the eidolon gains a damage reduction of 2/– and additional 2/– per four summoner levels after 1st. This divine seal requires a swift action.[/LEFT] [*][I]Divine Advancement (Su):[/I] This divine seal allows the summoner to immediately end any one of the following conditions currently affecting his eidolon: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. This divine seal requires a standard action. [/LIST] This replaces all instances of summon monster and gate. [B][B]Divine[/B] Eidolon (Su): A divine herald gains a special type of Eidolon, a fragment of a deity called Divine eidolon (see below). The divine eidolon has the alignment determined by its subtype, but unlike a normal eidolon its alignment can be more than one step away from the divine herald. The divine eidolon never refuses the divine herald call as a result of the differences between their respective alignments, though it still can refuse to follow commands that are against its ethos or alignment. T[/B]he [B]Divine eidolon[/B] is not automatically banished if the summoner is unconscious or asleep and it recovers 1 hit point per Hit Dice when it receives at least 8 hours of rest. The [B]Divine eidolon[/B] must be summoned in order for this ability to have any effect. A divine herald can summon his eidolon in a ritual that takes 1 full round to perform and provoke an attack of opportunity. The Eidolon's Hit Dice are equal to the divine herald's class level. The total armor and natural armor bonus possessed by the [B]Divine eidolon[/B] is equal to ½ its Hit Dice instead of the bonus registered in its table, but it gains a deflection bonus to AC equal to its Charisma modifier (if any). The ability score bonuses are equal to one-half its hit dice and instead of apply to its Strength and Dexterity scores apply to two scores of the divine herald choice (he must chose at 1st level, and once chosen, they cannot be changed). The [B]Divine eidolon[/B] gains one feat at each odd-numbered HD (just like a normal creature). It gains one ability score increase for every four HD. Other abilities, such as share spells and evasion, are gained at the same levels as a normal Summoner's Eidolon would gain them. If the divine eidolon is slay, banished, or dismissed, instead of returning to its home plane, it resides inside the divine herald soul. The eidolon’s own abilities are modified as follows: [I]Divine Presence (Su):[/I] At 9th level, a divine herald eidolon gains the divine grace, aura of courage, and aura of resolve class features of a paladin, except that the range is 30 ft. instead of 10 ft. This replaces multiattack. This alters Eidolon. [B]Divine Shield (Su):[/B] At 4th level, whenever a herald is within his eidolon’s reach, he gains a deflection bonus equal to his eidolon Charisma bonus (if any) to the AC. This bonus is sacred if the eidolon is good, or profane if evil. If the eidolon is neutral on the Evil-Good axis, the divine herald must chose the type of bonus when this feature is obtained. At 12th level, all allies of the divine herald within 10 ft. his eidolon gain this bonus. This replaces shield ally and greater shield ally. [B]Resistant Eidolon (Su): [/B]Beginning at 10th level, the divine herald’s eidolon cannot be banished back to the divine herald soul by effect with less than four more caster levels than summoner levels of the divine herald (ex: for banish the eidolon of a divine herald of 10th the effect must be at lest at caster level 14). [B]Protection of the Divine (Su):[/B] At 10th level, whenever a herald is within his eidolon’s reach, he gains a bonus equal to his eidolon Charisma bonus (if any) on all Saving Throws. This bonus is sacred if the eidolon is good, or profane if evil. If the eidolon is neutral on the Evil-Good axis, the divine herald must chose the type of bonus when this feature is obtained. At 18th level, all allies of the divine herald within 10 ft. his eidolon gain this bonus. This replaces aspect and greater aspect. [B]Greater Resistant Eidolon (Ex): [/B]Beginning at 14th level, the divine herald’s eidolon ignore the effect of [I]antimagic field [/I]but only for the part that makes summoned creatures disappear (the Su of the eidolon still do not function within it). At 20t level, the divine herald’s eidolon become immune to [I]antimagic field[/I]. [B]Enhanced Eidolon (Su):[/B] Beginning at 16th level, the divine herald’s eidolon gains a +6 enhancement bonus to each of its ability scores, +4 armor bonus, and +5 resistance bonus to saving throws. Summoning the eidolon is now a move action that not provoke an attack of opportunity and if the eidolon is sent back to its home plane due to death, it can be summoned again after 1 minute is passed with 1 hit point. This replaces merge form. [B]Divine Energy (Sp):[/B] At 20th level, 3 times per day, a divine herald can cast any cleric spell of a level equal or less than ½ his summoner level as a spell-like ability with caster level equal to his summoner level. Unlike a normal spell-like ability, the divine herald must pay any required material components. This replaces twin eidolon. [B]Divine eidolon Alignment:[/B] Any. [B]Base Form:[/B] Aberrant (bite, grab [tentacle mass], tentacle mass), biped (limbs [arms], limbs [legs], slam), quadruped (bite, limbs [legs, 2]), or serpentine (bite, grab [bite], reach [bite], tail, tail slap). [B]Base Evolutions:[/B] Starting at 1st level, a Divine eidolon gains the divine traits and mythic. It also gains one subtype as for a normal unchained eidolon but it does not gain any of the base evolutions of the subtype. It only use it for determine its base form, alignment, and meet prerequisites for evolutions. A Divine eidolon always use the following starting array instead of the one of a normal eidolon: [B]Ability Scores[/B] [B]Str[/B] 13, [B]Dex[/B] 13, [B]Con[/B] 14, [B]Int[/B] 12, [B]Wis[/B] 13, [B]Cha[/B] 15. [I]Divine Traits (Divine Eidolon) (Ex)[/I] Divine eidolons add a divine bonus equal to 1/5 their summoner level (minimum +0) to: armor class; attack rolls; checks (ability checks, caster level checks, skill checks); difficulty class (for any special abilities, spell-like abilities, spells); initiative; saving throws and spell resistance. A divine eidlon’s natural attacks or any weapons it wields, are treated as epic for the purpose of overcoming damage reduction. A divine eidolon does not age, requires no air to breathe, no food or drink to sustain itself, nor sleep. [I]Mythic (Ex)[/I] Divine eidolons have Mythic Power (x/day, Surge +y) and counts as a xth-rank Mythic creature. X is equal to the divine rank of the divine eidolon (minimum 1, even if before the 5th level) and y is the corresponding surge. For their surge, a divine eidolon can use it for its summoner: when manifested a divine eidonon can expend one use of mythic power as an immediate action to increase any d20 roll it or its divine summoner just made by rolling 1d6 and adding it to the result. The eidolon must use the surge before the result of the original roll is revealed, unlike a normal mythic character that can use it after. [LIST] [*]At 4th level, the eidolon gains the divine ray special attack. [/LIST] [I]Divine Ray (Su)[/I] As a standard action, a divine eidolon, can make a ranged touch attack against a creature or object within 20 ft.+10 ft./2 summoner levers. On a hit, the target suffer 1d4 force damage per 2 summoner levels (minimum 1d4) plus the divine eidolon Charisma bonus. The source of this damage takes on a thematic appearance (a war god’s divine ray might appear as a weapon of energy striking the target, while a fire god’s is spontaneous combustion), but while this may change the cosmetics of the ability it does not affect the type of damage dealt. Once a divine eidolon uses this ability, it must wait 1d6+2 rounds before using it again. At 9th level, the dice increase to d6 and the recharge to 1d4+1 rounds. At 16th level, the damage change from force to divine. Divine damage penetrates any type of magical defense (including a [I]force field[/I], [I]prismatic sphere[/I], [I]wall of force[/I], etc.) destroying the barrier in the process, is not subject to damage reduction or energy resistance, and deals full damage to objects although hardness still applies (full damage to incorporeal creatures). Beginning at 19th level, divine ray is sublimely divine and is now not stopped by an [I]antimagic field[/I]. [LIST] [*]At 8th level, the eidolon gains the divine aura ability. [/LIST] [I]Divine Aura (Su)[/I] Divine aura is a direct extension of the immortal’s will. As if the god’s subconscious desires exist beyond mere physical limitations and can reach out and interact with the reality around it. This presence manifests as an intangible emanation of power. Immortals can automatically sense when their own aura is in contact with that of another such being and both will be able to sense the others divine status. All creatures within 25 ft.+5 ft./2 summoner levers are affected. The divine eidolon can choose from the following effects each round at the start of its turn. The saving throw to resist effects has a DC of 10 + ½ the eidolon HD + the eidolon’s Charisma modifier + the eidolon’s divine rank. [LIST] [*][LEFT][I]Daze:[/I] Opponents within the immortal’s aura must make a Will save or become dazed for 1 round, duration 1 round. Once a creature is exposed to this version, he become immune to the daze version of the aura of that specific divine eidolon for 24 hours. This is a mind-affecting effect.[/LEFT] [*][LEFT][I]Fear:[/I] Opponents within the immortal’s aura must make a Will save or become frightened by the divine eidolon for 1 round/summoner level. Each round at the end of his turn, the creature may attempt a new saving throw to end the effect in advanced. Once a creature is exposed to this version, he become immune to the fear version of the aura of that specific divine eidolon for 24 hours. This is a fear, mind-affecting effect.[/LEFT] [*][I]Heroism:[/I] Allies within the immortal’s aura gain a +2 morale bonus on all checks, attack rolls, saves, and weapon damage rolls. Allies adjacent to the divine eidolon gain a +4 morale bonus on saves against fear effects. [/LIST] [LIST] [*]At 12th level, the eidolon gains the divine casting ability. [/LIST] [I]Divine Casting (Sp)[/I] A divine eidolon can cast a number of times per day equal to its Charisma bonus any cleric spell of a level equal or less than ½ the summoner level as a spell-like ability with caster level equal to the summoner level. Unlike a normal spell-like ability, the divine eidolon must pay any required material components. The divine eidolon cannot cast spell-like abilities with an alignment descriptor opposed to its own. [LIST] [*]At 16th level, the eidolon gains DR/epic equal to ½ the summoner level, SR 11 + summoner level, resistance 30 to acid, cold, electricity, fire, and sonic, immunity to disease, mind-affecting effects, poison, and unwilling polymorph effects, and [I]true seeing[/I] as a constant spell-like ability with caster level equal to the summoner level. The divine herald ignore the spell resistance of its own eidolon. Also, as a full-round action the Divine eidolon can make a divine ray attack against a number of creatures or objects within reach equal to its Charisma modifier (it must make a separate attack roll against each opponent). In this case, the recharge is 1d6+2 rounds. [/LIST] [LIST] [*]At 20th level, the eidolon can cast [I]miracle[/I] 1/week as a spell-like ability with caster level equal to its HD and once per day can cast any spell-like of Divine Casting without paying the material components. Also, the eidolon can use any of its spell-like abilities as the Mythic versions of those spells (if a Mythic version of that spell exists), expending Mythic Power as normal. It can also expend Mythic Power to use the augmented versions of these spell-like abilities [/LIST] [URL='https://danbooru.donmai.us/posts/7877521?q=kuroi-tsuki+']Image[/URL] [/QUOTE]
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