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,
|
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.
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.
Comments
Post a Comment