Sin-Eater: A Talent Tree for Dedicated Heroes (By Steve Miller)
This dedicated hero has the mystical ability to absorb the power of evil spirits and turn it to his advantage.
Spirit Sense: When the character enters a structure or other defined area, where an evil spirit or restless ghost is present, he receives a Will save (rolled secretly by the GM).. If successful, he knows "something is wrong" and cannot be surprised or caught flat-footed by spirits or mortal enemies
Transfer Condition: By sharing a brief meal with a character who is poisoned or suffering from a condition, the dedicated hero transfers the condition onto himself; this takes 3 rounds and the ritual meal must not be interrupted by attacks or the participants performing other actions. The character from whom the condition was transferred is restored to normal status and fully healed if applicable.
The dedicated hero suffers from the effect of the condition for one round, but can then make a Fortitude save (DC12) to neutralize it. If the saving throw fails, the Sin Eater is now subject to the condition unless cured through normal means.
This talent can only be used on poisons and the following conditions: Ability Damaged, Blinded, Confused, Deafened, and Sickened.
Transfer Curse: The dedicated hero can transfer magical curses from their target characters by sharing a meal with them. This ritual meal takes 30 minutes and cannot be interrupted by combat or other skill use. At the end of the 30 minutes, the cursed characters are immediately liberated from the ill effects of the curses, and the dedicated hero is now subject to them.
The dedicated hero suffers from the effects of transferred curses for one round. He may then roll a Will save (DC15) to neutralize them. If all the characters from whom curses were transferred were under the same effect, only one roll is needed, but if there was more than one kind of curse, the dedicated hero must roll once for each kind.
If the dedicated hero is absorbing a curse from a structure, the Will save is made against a DC18.
If the Will save fails, the dedicated hero is subject to the curses transferred until they are removed through magical means.
Prerequisite: Transfer Condition
and from a building or other defined area, by
Bonus Feat: The hero gains one of the following as a bonus feat: Alertness, Focused, Ghost Spotter, Ghost Whisperer, or Spirit Armor. All prerequisites must still be met to gain the feat.
Consume Sin: By eating a meal in a place haunted by an evil spirit or ghost, the dedocated hero absorbs some of the creature's power, weakening it while empowering himself. The effectiveness of this ritual depends on how long the hero spends performing it. The effects are cumulative.
Time Spent on Meal Penalty to Ghost/Spirit Bonus for Hero
3 rounds -1 to attack rolls +1 to Defense vs. ghosts
15 minutes -1 to attack rolls and +1 to Defense and saving
saving throws throws
30 minutes -2 to attack rolls, +2 to saving throws and skill
saving throws, and checks
skill checks
1 hour -2 to attack rolls, +4 to attack rolls
-10 hit points and skill checks, +10 hit points
While consuming the ritual meal, the hero cannot engage in combat or perform actions other than engaging other characters or creatures in conversation. If the hero suffers damage or other disruptions, he can make a Concentration check to maintain the inner calm necessary to successfully absorb the ghost's evil. If the hero is interrupted or chooses to stop the ritual, the benefits gained at the last achieved benchmark are gained. (If a hero decides to attack a ghost after 50 minutes, the creature has all the penalties up to the 30-minute mark while the hero has all the benefits).
The penalties and benefits remain until the ghost targeted with the ritual is destroyed or otherwise laid to rest, or the next sunrise. If the dedicated hero should be killed before either event, his soul rises as a restless, destructive and hate-filled ghost.
New Feat
GMs who incorporate this feat into their games should add it to the list of bonus feats for the dedicated hero.
Spirit Armor [General]
Your spirit fortifies your body against assaults by incorporeal creatures and spirits.
Prerequisite: Wisdom 17, Focused.
Benefit: The hero gains +4 to Defense and +2 to Fort saves against physical attacks made by incorporeal beings.
Prerequisite: Focused
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