Celestial 2.0

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NickG
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Celestial 2.0

Postby NickG » Wed Aug 09, 2017 10:48 pm

Celestial - 10 XP
While most Druids concern themselves with the protection of the Green world, the Celestial takes this one step farther, widening their scope of the universe. Looking to the stars for their power, Celestials give themselves over to the powers governing the cosmos, allowing themselves to be guided by its will. They hear the call of the most powerful spirits of the Cosmo across the Void itself.

Requirements:

-Druid class
-Two Tier 4 Druid Spells
-30 AP

Special:
Celestials may, but do not have to, use white-out contact lenses as part of their costuming.

Initial Benefit:
Celestial Body- You may treat yourself as a Native on any plane that you enter. You must make this choice as soon as you enter when being handed any extraplanar plot directives. Additionally:
During Firefall and Firerule you resist one Fire spell per period.
During Earthfall and Earthrule you resist one Acid spell per period.
During Stormrule and Stormfall you resist one Shock spell per period.
During Frostrule and Frostfall you resist one Frost spell per period.
During Descent and Sheltering you resist one Arcane spell per period.
During Ascension and Founding you resist one Holy spell per period.
In Spring and Summer you resist one Astral spell per period.
In Winter and Fall you resist one Shadow spell per period.

Class Skills:
*You continue purchasing pool resources as per your other classes.

(T5) Attune Constellation (15XP, 1 Tier 5 Cosmic Sphere Spell): You select a second spell from your Constellation spell slots that you have access to for the month in addition to the one you already gain based on time of year. For example, you could select a Frost spell in a Fire month.

*You gain access to the Cosmic Sphere. This Sphere begins with Tier 4 spells, and instead of purchasing individuals spells, you purchase a spell slot. The spell that fills that slot is then determined by the time of year.
[E] Spell Slots- In the 12th, 1st, and 2nd month of the year, become the Frost spell. In the 3rd, 4th, and 5th month of the year become the Acid spell. In the 6th, 7th, and 8th month of the year become the Fire spell. In the 9th, 10th, and 11th month of the year become the Shock spell.
When you gain a spell slot, you may choose any existing Arcane or Divine spell that has this energy type listed to create your group of spells. This group of spells is referred to as a “constellation”. You must submit your constellation for a spell slot upon purchasing the slot, and your choices of spell cannot change. Your cost for the spell slot is equal to the taught cost of the highest cost spell in the constellation. The AP cost of the spell is equal to what the MP or IP cost would normally be.
[AS] Spell Slots- In the 9th-2nd month of the year become the Shadow spell. In the 3rd through 8th month of the year become the Astral; spell.

T4 Spells-
Constellation 1: [E] Slot 1 (XP cost Varies):
Acid-
Fire-
Frost-
Shock-

Constellation 2: [E] Slot 2 (XP cost Varies, Constellation 1):
Acid-
Fire-
Frost-
Shock-

[AS] Slot 1 (10 XP):
Shadow- Shadowstrike (5 AP): 15 Shadow damage via a melee attack, or add 15 damage to a Surprise attack and make it Shadow.
Astral- Starstrike (4 AP): Pointed cast, 3 Astral damage.

[AS] Slot 2 (10 XP, AS Slot 1):
Shadow- Shadowstep (7 AP): Enter stealth and take no effect from physical attacks or area effects for up to 20 seconds, but cannot take offensive action. Gain a 20 second HoT 5. Only works during night hours or in dark areas.
Astral- Startstep (8 AP): Enter stealth and take no effect from physical attacks or area effects and move into position near enemies. After 20 seconds, you explode for 10 Astral damage for all within 5 feet of your position. Cannot take any other actions while in this stealth. Only works during daylight hours or in bright areas.

T5 Spells-
Constellation 3: [E] Slot 3 (XP Cost Varies, Constellation 2):
Acid-
Fire-
Frost-
Shock-

[AS] Slot 3 (14 XP, [AS] Slot 2):
Shadow- Darkmatter (12 AP)- 30 Shadow Damage to a target. If the target has been identified as a Void type, deals Retribution damage.
Astral- Daystar (12 AP)- 30 Astral Damage to a target. If the target has been identified as a Void type, deals Retribution damage.
#2
Image
PCs:
Mud, Grob Alchemist/Smith, Laborer/Life Druid
Brock Saturn, Ostlea Human, Berserker/Cleric of Bedros
Rain Glasswalker, Wild Elf Fighter/Shaman
NPCs:
Carde, Town Notary
Lord Sigurd Kragmoore, Governor of Banner Rest
Ventley the Grob
Roderigo the Box Man
Gurry the Hermit
and a few others

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