Pathfinder class archetype: Eniripsa (Priestess)


This archetype is for the priestess, and it's inspired by the 'Eniripsa' class from Dofus/Wakfu (thus why I used the character art by Xavier Houssin aka xa-xa-xa on deviantart). They are a universalist - instead of taking a specific form of divinity to learn their words of power, they focus on language and the words themselves - learning a large variation in the types of power words, but losing their ability to gain vocation abilities. They are special in that they always cast as if they have the still spell feat, and they can even cast spells without material components - however, this is done spontaneously, and requires a special linguistics check. While this may seem potentially overpowered due to high material costs, casting resurrection, as an example, would have a linguistics DC of 55, and they can't take 10 or 20 on the attempt.

Anyways, I had fun making this one. Hope you like it!

If you're interested in seeing the bonus specializations for my patrons only, the post is here. Also, here's the main blog post for the priest/priestess.

Eniripsa (Priestess archetype)



Hit die: d6.

Skills: 2+int modifier.

Class skills: Appraise, bluff, craft, diplomacy, fly, heal, intimidate, knowledge (all), linguistics, perception, perform, profession, sense motive, spellcraft, use magic device.

Weapon and armor proficiency: Priests and priestesses are proficient with simple weapons, and their deity's favoured weapon. They are not proficient with armor, or shields.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1
2
3
4
5
6
7
8
9
1
0
0
0
2
Spells, cantrips, Vocation, power word, Scribe scroll
3
1+1


2
1
0
0
3
Power word
4
2+1


3
1
1
1
3
Vocation ability
4
2+1
1+1


4
2
1
1
4
Power word
4
3+1
2+1


5
2
1
1
4

4
3+1
2+1
1+1


6
3
2
2
5
Power word, empowered vocation
4
3+1
3+1
2+1


7
3
2
2
5
Vocation ability
4
4+1
3+1
2+1
1+1


8
4
2
2
6
Power word
4
4+1
3+1
3+1
2+1


9
4
3
3
6

4
4+1
4+1
3+1
2+1
1+1


10
5
3
3
7
Divine words, power word
4
4+1
4+1
3+1
3+1
2+1


11
5
3
3
7
Voice of mind, Vocation ability
4
4+1
4+1
4+1
3+1
2+1
1+1


12
6/1
4
4
8
Power word, empowered vocation
4
4+1
4+1
4+1
3+1
3+1
2+1


13
6/1
4
4
8

4
4+1
4+1
4+1
4+1
3+1
2+1
1+1


14
7/2
4
4
9
Power word
4
4+1
4+1
4+1
4+1
3+1
3+1
2+1


15
7/2
5
5
9
Vocation ability
4
4+1
4+1
4+1
4+1
4+1
3+1
2+1
1+1

16
8/3
5
5
10
Power word
4
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1

17
8/3
5
5
10

4
4+1
4+1
4+1
4+1
4+1
4+1
3+1
2+1
1+1
18
9/4
6
6
11
Deific words, power word, empowered vocation
4
4+1
4+1
4+1
4+1
4+1
4+1
3+1
3+1
2+1
19
9/4
6
6
11
Vocation ability
4
4+1
4+1
4+1
4+1
4+1
4+1
4+1
3+1
3+1
20
10/5
6
6
12
Voice of Deities, power word
4
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1
4+1


Spells: A priestess casts divine spells drawn from the cleric/oracle spell list presented in Spell Lists. A priestess must choose and prepare her spells ahead of time. Their power lies in the knowledge of healing powers and deities, and through their research they learn more spells and more secrets in which to use them, how their worship of the higher powers can be perfected. As they require concentration on their thought, somatic components, and knowledge, priestesses take a spell failure chance as arcane casters do.

To learn, prepare, or cast a spell, the priestess must have an intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a priestess’ spell is 10 + the spell level + the priestess’ Intelligence modifier.

A priestess can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Priest/priestess. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells on the prd website).

A Priestess maintains a spell book with their divine incantations in. They begin play at first level with all 0-level spells, and three first level spells plus a number of first level spells equal to their intelligence modifier. At each new level, the priestess learns two new spells (up to the new spell level/highest spell level she can cast) from their individual research. In addition, they may learn any spell from a scroll that contains a spell on the cleric/oracle spell list, as well as from the spellbook of another priest/priestess.

Cantrips: The priestess starts first level with all 0th-level spells available to them in their divine spell book. These spells, when prepared, can be used an unlimited number of times per day.

Scribe scroll: As divine scholars, priestesses learn to create scrolls from spells they know, or an ally that spends the time with them to create the scroll for the creation period. They gain the scribe scroll feat. They cannot create more than one scroll per 24-hour period.

Vocation: As they study the divine arts, Priestesses find a calling to a sect of the divine. This vocation comes with special abilities which they learn throughout their studies. In addition, each vocation gains its own special sign of vocation, bonus spells, and an arcane school in which they can also learn spells from.

Sign of vocation: At first level, the priestess gains their sign of vocation, which is a special aspect of casting spells, a change to their biology, or a special aspect to their mind that changes the way they fight, act, and live.

Bonus spells: As specified in the table above, priestesses have a set of bonus spells that they add to their spell list, as well as gain the ability to use them once per day per spell level. Each vocation has their own set of spells that match their focus. In addition, priestesses add mage armor, magic missile, and shield to their spell lists.

Knowledge specialties: While scholars, each vocation gains a specialty in two knowledges due to their studies. This bonus is equal to ½ their level to two knowledge checks noted in the vocation description.

Power word (Su): At 1st level, an eniripsa gains their first power word. This word is not fixed; instead of studying a form of divinity such as discipline, void, or time, they study the words themselves, granting them a greater form of variability in what they can accomplish. These must be spoken aloud, though can be whispered. These cannot be used while in a silence effect but can if they are deafened. If they are deafened, they must make a concentration check equal to 10 + the level at which the power word is learned in order to use the ability. As opposed to other priestesses, they gain a +4 bonus to concentration checks when using a power word due to their close study of the words themselves. They gain a new power word at second level, and every two levels thereafter.

Unless stated otherwise, power words have a range of 30 ft. and only work on one creature once per day, whether they pass or fail the saving throw.

Divine word (Su): At 10th level, the talent of the eniripsa’s study of words increases, granting her access to more powerful power words.

Voice of mind (Ex): At 11th level, the eniripsa no longer needs to speak her power words in order to use them, as the voice of her mind speaks to her deity to evoke their power.

Deific word (Su): The eniripsa’s studies grant her access to the most powerful power words known to exist, granted by her deity.

Voice of Deities (Ex): At 20th level, the eniripsa’s voice becomes a beacon of divine power. They are immune to all silence effects, deafen, stun, and paralysis. Their voice can be heard five times the distance away, and they gain a +4 bonus to diplomacy, bluff, and intimidate checks, and can roll twice and take the higher result a number of times per day equal to their intelligence modifier (minimum 1). In addition, the eniripsa no longer needs to breathe, eat, or sleep.

Vocation: Words

The eniripsa uses their knowledge of words and voice to fuel their powers, granting them access to a greater variety of power words than their other peers. Eniripsas adhere to no alignment. As a the most diverse and eclectic of the priestesses, the eniripsa choose the arcane school they may learn spells from on the sorcerer/wizard spell list.

Knowledge specialty: Religion and linguistics.

Sign of Vocation: True Voice

At first level, spells the eniripsa cast (using their spell slots) act as if they are affected by the still spell feat. When casting spells of the enchantment school or with the sonic descriptor, their DCs increase by 1. In addition, once per day, they can alter a spell’s energy type into sonic damage instead. They can do this one additional time per day per three levels they possess. An eniripsa’s voice is so connected to the divine, they can sometimes use spells with material components without the need for them. When casting the spell, the eniripsa can make a linguistics check, with a DC equal to 15 + the material component cost in gp/250. The eniripsa cannot take 10 or 20 on this check. If they fail the check, the spell is lost.

Eniripsas, due to their focus on the power of words, gain a +1 bonus to diplomacy, bluff, intimidate, perform (sing and oratory) and sense motive checks. This bonus increases by 1 for every five levels they possess.

Bonus spells: 1st: Ear-piercing scream; 2nd: Soothing word; 3rd: Good hope; 4th: Screech; 5th, Song of discord; 6th: banshee blast; 7th: Power word blind; 8th: Power word stun; 9th: Power word kill

Power words

Power word: ally: This word bonds an ally with the eniripsa. When within 10 ft. of each other for 1 round per level of the eniripsa, they both gain a +1 sacred bonus to their AC and attack rolls. This bonus increases by +1 for every 6 levels the eniripsa possesses.

Power word: bane: A chosen enemy takes a -1 penalty to attack rolls, saving throws, skill checks, caster level checks, and ability checks for 1 minute per level of the eniripsa. This penalty increases by 1 at 6th, 12th, and 18th level.

Power word: blast: A word of powerful energy is spoken, blasting an enemy for 1d6 + ½ the eniripsa’s intelligence modifier in energy damage of a chosen type (fire, cold, electricity, sonic, acid) as a ranged touch attack. This damage increases by 1d6 every 2 levels following first. They can use this power word on a creature multiple times per day, but may only use this power word a number of times per day equal to 3 + their intelligence modifier.

Power word: bleed: This word causes a creature to instantly bleed from random wounds that appear across their body. They bleed for 1 damage per level of the eniripsa until healed. The DC to heal this bleed is equal to 15 + ½ the eniripsa’s level (minimum 1). Magic heals this bleed as normal. A successful fortitude saving throw negates this effect.

Power word: blur: This word grants a target 20% concealment due to a blurred form for 1 minute per level of the eniripsa. At 12th level, this becomes 50% concealment. At 8th level, they can choose a number of targets up to their intelligence modifier.

Power word: bolster: This word empowers a creature, granting them a +2 enhancement bonus to strength, dexterity, and constitution for 1 minute per level of the eniripsa. This enhancement bonus increases by +2 at 8th and 16th level. At 8th level, they can choose a number of targets up to their intelligence modifier.

Power word: brave: This word invigorates an ally, granting them a +1 morale bonus on attack and damage rolls, fear saves, and skill checks for 1 minute per level of the eniripsa. This bonus increases by 1 for every five levels they possess. At 8th level, they can choose a number of targets up to their intelligence modifier.

Power word: chaos: This word causes the enemy to become confused for 1 round per level of the eniripsa. A successful will saving throw negates this effect.

Power word: charm: The eniripsa uses this word upon a creature as if they had just used the diplomacy skill, improving someone’s attitude by one step. At 8th level, this improves their attitude by two steps.

Power word: cure: When chosen, the eniripsa chooses two of the following conditions: confused, dazed, dazzled, diseased, fascinated, fatigued, frightened, nauseated, sickened, shaken, sickened, staggered. These two can be cured by this ability. This power word can be learned again, choosing two new conditions. This can be used on themselves as a move action.

Power word: fear: The eniripsa speaks a frightening word, causing the enemy to become shaken for a number of rounds equal to the eniripsa’s level. At 8th level, the enemy is frightened. At 16th level, they are panicked.  A successful will saving throw reduces the condition to shaken for 1 round.

Power word: float: The target floats 1 foot off the ground for 1 minute per level of the eniripsa but can not move higher and walk as normal. If they fall, they fall as the spell feather fall. At 6th level, they can cause the target to gain the fly spell for this duration. At 12th level, they can choose a number of targets up to their intelligence modifier. The eniripsa can use this power word on themselves to grant themselves the fly spell for 1 minute per level they possess, or overland flight at 12th level.

Power word: focus: This word forces a target into intense focus, granting them a +2 competence bonus on acrobatics, climb, disable device, escape artist, fly, heal, knowledge (all), perception, perform, ride, sense motive, sleight of hand, stealth, survival, and swim checks for 1 minute per level of the eniripsa, as well as +4 to concentration checks. This bonus increases to +4 and +8 at 10th level.

Power word: forbid: This word forbids the target from acting for 1 round per level of the eniripsa. If they fail the will save, they are cursed, and have a 50% chance of not acting each round.

Power word: force: This word shoves the target with a mighty force, knocking them prone if they fail a reflex save. They are also subject to a bull rush attempt, with a CMB equal to the eniripsa's level + their intelligence modifier. At 10th level, this can be used as a 20 ft. cone.

Power word: heal: Speak a word of healing upon a target within 30 ft., healing 1d6 + the eniripsa's intelligence modifier. This healing increases by 1d6 for every 4 levels the priestess possesses.

Power word: Injure: The eniripsa can strike at the target’s vitals, dealing 1d4 ability damage to a chosen physical score. A successful fortitude save negates this effect.

Power word: mercy: The target chosen for this word deals only nonlethal damage for 1 round per level of the eniripsa. If they are unwilling, the target must make a will save to resist the effect. At 8th level, they can choose a number of targets up to their intelligence modifier.

Power word: Regenerate: Speak a word of invigoration, granting a target fast healing 1 for a number of rounds equal to the eniripsa's intelligence modifier. The fast healing of this word increases by 1 for every 4 levels the eniripsa possesses.

Power word: resist: This word places a magical veil over an ally, granting them energy resistance 10 to a specific energy type. At 6th level, this energy resistance improves to 20. At 12th level, this improves to 30. At 18th level, it provides immunity. At 8th level, they can choose a number of targets up to their intelligence modifier.

Power word: restore: Soothe the target with restorative energies, healing 1 point of ability damage from a chosen ability score. At 4th level, and every 4 levels following, the eniripsa can restore 1 additional point of ability damage from the chosen ability score, or spread the points restored across multiple ability scores.

Power word: selection: As an immediate action, this word causes a spell to become selective at the will of the eniripsa. If the target (the caster of the spell) is unwilling, they must succeed at a will save or their spell gets affected by the selective spell feat, excluding targets named by the eniripsa.

Power word: shatter: Letting out an intense screech, the power of this word deals 1d6 points of sonic damage per level of the eniripsa to all targets within 30 ft. This also damages objects. A successful reflex save halves the damage. Creatures hit by power word: shatter are immune to the damage for 24 hours. This power word can be used once per day, plus one additional time at 6th, 12th, and 18th level.

Power word: shield: The word places a protective veil around the target, granting them a +1 bonus to their deflect AC for 1 round per level of the eniripsa. This deflect bonus increases by 1 for every four levels the eniripsa possesses. Alternatively, the eniripsa can grant themselves a +4 sacred bonus to their armor class for 1 hour per level. This does not stack with the other form of this ability, or the mage armor or divine shield spell.

Power word: sleep: This word soothes an enemy to sleep for 1 minute per level of the eniripsa + her intelligence modifier. They may be woken by being roused as a standard action, or by damage.

Power word: Vanish: This word makes the chosen target invisible, as the vanish spell. This lasts for 1 round per level. At 6th level, this lasts 1 minute per level. At 12th level, the eniripsa can form the word to act as greater invisibility, but it lasts for 1 round per level. At 16th level, it can act as invisibility for a number of targets up to the eniripsa’s intelligence modifier.

Power word: wound:  Speak a word of pain upon a target within 30 ft., dealing 1d6 + the eniripsa’s intelligence modifier as hit point damage. This damage increases by 1d6 for every 4 levels the eniripsa has. A successful will saving throw halves this damage.

Divine words

Divine word: Banish: The eniripsa announces a word of banishment, sending a summoned monster or outsider back to their home plane if they fail a will save.

Divine word: Deafen: The target chosen by the eniripsa is permanently deafened if they fail a fortitude saving throw.

Divine word: Injure: The eniripsa can strike at the target’s vitals, dealing 1d4 ability drain to a chosen score. A successful fortitude save negates this effect.

Divine word: Life: The eniripsa can heal a target within 30 ft. that was killed within 1 round for 4d8 + the eniripsa’s level in hit points. If they are brought above the death threshold, they are no longer dead.

Divine word: Quick: The eniripsa can grant an ally a standard or move action on her turn. This does not change the target’s place in initiative, or take from their normal turn in the round.

Divine word: Protect: The eniripsa grants a target DR 10/adamantine, up to a maximum amount of damage absorbed equal to 10 x the eniripsa’s level for a number of minutes equal to the eniripsa's level. In addition, they gain a +1 bonus to their base natural armor for the duration.

Divine word: rage: The eniripsa causes a target within range to enrage for 1 round per level, gaining a +4 bonus to their strength and constitution scores, -2 to their AC, and +2 to their will saves. They are unable to use mental-based checks for the duration.

Divine word: rejuvenate: The eniripsa can announce a word of healing to the area. This acts as channel positive energy, with the eniripsa’s level as cleric level. The DC is intelligence-based. This Divine word can be used 1 + their intelligence modifier per day.

Divine word: remedy: When chosen, the eniripsa chooses two of the following conditions: blind, cursed, deafened, exhausted, panicked, paralyzed, petrified, stunned. These are cured using this ability. This Divine word can be chosen again, choosing two new conditions.

Divine word: revitalize: The eniripsa restores the target, healing all ability damage, as well as 1d4 points of ability drain from a chosen score, or 1 negative level. This increases to all ability drain at 15th level or 1d4 negative levels.

Divine word: sacrifice: The eniripsa can choose a target and exchange 1 of her own hit points to grant 2 to them. The maximum hit points granted to an ally by this word is equal to twice the eniripsa’s level. The target may make a will save to stop the eniripsa from sacrificing their own hit points for them.

Divine word: save: The eniripsa can use a word of protection upon an ally within 60 ft. If the target is subject to a death effect (such as the phantasmal killer spell) and they fail a save, they instantly gain a new save with a bonus equal to the eniripsa’s intelligence modifier. If the effect does not grant a save (such as power word kill), then the caster must overcome a caster level check with a DC equal to 11 + the eniripsa’s effective caster level. If the check fails, the spell fails. The eniripsa can only have this effect on one individual at a time, and it lasts 1 hour per level. When a new word is cast, the previous one is removed. Once per day, this can be used as an immediate action when an ally is subjected to this effect.

Divine word: shell: This word grants a target spell resistance equal to the 11 + eniripsa’s level. For a number of minutes equal to their level.

Divine word: silence: The target is the target of a silencing effect that has a 20 ft. radius to all creatures except those discerned by the eniripsa.

Divine word: stop: The chosen is unable to act until the eniripsa’s next turn. The enemy does not get a save against the effect, but also does not give the enemy any conditions, such as stunned, paralyzed, or helpless. This lasts a number of rounds equal to the eniripsa’s level. A successful will save negates this effect. If the first save fails, the target must make a save as long as the word remains to act for each individual round.

Divine word: weaken: This word weakens the mind and body of an enemy, forcing them to deal minimum damage with attacks and spells for 1 round per level of the eniripsa, and decreasing the DCs of their spells, spell-like abilities, and supernatural abilities by 4.

Deific words

Deific word: devastate: The eniripsa calls down a mighty storm of divine devastation over a region of 100 ft. All targets and objects in the range take 3d6 + the eniripsa’s level in damage every round for 1 round per level of the eniripsa, as long as she channels the ability. This is a standard action to concentrate. The eniripsa chooses one energy type to start, but may choose a different type each round the storm persists. This can be used once per day.

Deific word: dominate: The target is subject to a dominate effect, as dominate monster. If they resist the effect, the enemy is aware of what was cast on them, and by whom. The eniripsa can only control one creature at a time using this ability. 

Deific word: fate: the eniripsa can choose a target, either dooming them to die, or granting them a boon of victory. If fating an enemy with doom, they take a -4 penalty on attack rolls, skills checks, saving throws, and ability checks, until the eniripsa chooses to complete the word and end the fate. When ended, the target takes a penalty on one d20 roll, which they must choose before the roll is made. If the eniripsa does not have a line of effect on the target, the GM chooses when this effect would be appropriate, such as the fated target being in peril of dying. If the eniripsa chooses to fate an enemy with victory, they gain a +1 luck bonus on all d20 rolls until the target fails a save that would kill them. They then consume the effect to grant them a bonus to the failed save equal to the eniripsa’s caster level. This effect can only be on one target at any one time.

Deific word: Invincible: The chosen creature gains 10 DR/-, a +4 sacred bonus to their armor class, saving throws, and constitution score for 1 round per level of the eniripsa.

Deific word: miracle: once per week, the eniripsa can create a miracle, as the miracle spell.

Deific word: Panacea: The eniripsa speaks a word of grand cleansing, removing all conditions from the target.

Deific word: petrify: The eniripsa speaks a word of stonebinding, petrifying the enemy if they fail a fortitude save.

Deific word: raise: Once per day, the eniripsa can spend 10 minutes chanting divine words of resurrection, and raise a target from the dead as true resurrection without the need for material components.

Deific word: redemption: Once per day, if a target within 60 ft. of the eniripsa is killed, she may instantly heal them for 10 hit points per caster level as if using breath of life as an immediate action.


Empowered vocations

6th level: The eniripsa can cast spells and power words in or out of a silence effect. The check to succeed is a caster level check or linguistics check with a DC equal to 11 + the caster level of the silence spells or effect. In addition, the eniripsa gains a +2 bonus on saves against sound-based or sonic spells and effects. They also gain resist sonic 10, and their power words have their range increased by 10 ft.

12th level: The eniripsa gains Sonic resistance 20, their power words have their range increased by 10 ft., and they gain a +2 bonus on saves against enchantment spells and effects.

18th level: Eniripsas become immune to sonic damage, enchantment and compulsion spells and effects, and their power words have their range increased by 10 ft.

Vocation abilities

Convincing domination: When other creatures attempt to sense a charm or domination effect on a target which you are dominating, the DC increases by the eniripsa's caster level.

Dominator: The eniripsa adds the following spells to her spell book, at the appropriate levels with her caster level as wizard level: charm monster, charm person, charm person (mass), dominate monster, dominate person, suggestion, and suggestion (mass).

Extra power word: The eniripsa can, instead of gaining a vocation ability, gain a power word instead.

Echoed voices: The eniripsa gains echoing spell as a bonus feat. This requires 11th level.

Forceful spells: When the eniripsa casts a spell that deals sonic damage to one or more targets, they must make a reflex save or be knocked prone. The reflex save DC is equal to 10 + 1/2 the eniripsa's level + their intelligence modifier.

Orator: The eniripsa may use perform (oratory) in place of bluff, intimidate, or diplomacy checks.

Piercing words: The eniripsa gains a +2 bonus to checks to overcome spell resistance, and they penetrate 10 points of sonic resistance. 

Seducer: The eniripsa specializes in enchantments magics that steal the hearts and minds of her enemies. Spells from the enchantment school have a +1 bonus to the DC. At 15th level, the new save granted by commands such as in dominate person do not gain a bonus.

Shattering screams: At the appropriate wizard-equivalent level, the eniripsa adds the following spells to her spell book: blast barrier, echolocation, ki shout, shatter, shout, shout (greater), sonic form, sonic scream, sonic thrust, sound burst, wail of the banshee, and wall of sound.

Sonic form (Su): The eniripsa may turn into a sonic form for 1 minute per level they possess, spent in minute increments. This acts as the spell sonic form. This ability requires 11th level.

Sonic weapon (Su): The eniripsa can form a weapon in their hand as a move action made of pure sonic energies. This can be any weapon the eniripsa so chooses. At 4th level, this weapon has a +1 enhancement bonus. This enhancement bonus increases by 1 every 4 levels following 4th. Attacks with this weapon are touch attacks, and do not use the eniripsa's strength modifier in damage rolls. This weapon forms for 1 minute, at which it vanishes when the time is up. This weapon instantly vanishes when it leaves the eniripsa's hand. If the sonic weapon is sundered (using the copied weapon's hit points and hardness), it explodes with sonic energy, dealing it's weapon damage to all adjacent targets and deafening them unless they make a fortitude save. The eniripsa is not subject to this damage or save. The eniripsa can form one weapon per day, plus one additional weapon for every 4 levels they possess.

True universalist: The Eniripsa ventures into the teachings of a vocation, gaining one vocation ability from a single chosen vocation. They must be at least four levels higher than the level required for a priestess of the appropriate level. If a vocation ability requires the use of power words or their sign of vocation, it cannot be taken. This ability can only be taken once, and requires 6th level.



Extra Feats

Persistent word: If a target passes its save against a power word, the priestess or chanter can cast the word on the target a second time. They cannot cast the power word a third time, even if the enemy passes both saves.

Split word: When using a single-target power word (not divine or deific word), the eniripsa can use the word on two creatures within range. This still does not affect a creature if they've already been affected by the specific word that day. Requirements: Eniripsa 10th level.

Split word, major: When using a single-target divine word (not deific word), the eniripsa can use the word on two creatures within range. This still does not affect a creature if they've already been affected by the specific word that day. Requirements: Eniripsa 18th level.

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