**Creating Characters** \\ [[:rules:homebrew:heartbreaker:start|Overview]] \\ [[:rules:homebrew:heartbreaker:Character_Concept|Concept]] \\ [[:rules:homebrew:heartbreaker:Character_Attributes|Attribute Scores]] \\ [[:rules:homebrew:heartbreaker:Character_Levels|Levels]] \\ **Races** \\ [[:rules:homebrew:heartbreaker:Races_Playable|Player Races]] \\ [[:rules:homebrew:heartbreaker:Races_Monsters|Creatures]] \\ [[:rules:homebrew:heartbreaker:Races_Templates|Templates]] \\ **Classes** \\ [[:rules:homebrew:heartbreaker:Classes_Base|Base classes]] \\ [[:rules:homebrew:heartbreaker:Classes_Prestige|Prestige classes]] \\ [[:rules:homebrew:heartbreaker:Classes_Multi|Multiclassing]] \\ **Skills & Feats** \\ [[:rules:homebrew:heartbreaker:Options_Skills|Skills]] \\ [[:rules:homebrew:heartbreaker:Options_Feats|Feats]] \\ [[:rules:homebrew:heartbreaker:Options_Perks|Perks]] \\ **Mundane Items** \\ [[:rules:homebrew:heartbreaker:Mundane_Armaments|Armaments]] \\ [[:rules:homebrew:heartbreaker:Mundane_Gear|Adventuring Gear]] \\ [[:rules:homebrew:heartbreaker:Mundane_G&S|Goods & Services]] \\ [[:rules:homebrew:heartbreaker:Mundane_Crafting|Crafting new gear]] \\ **Magical Items** \\ [[:rules:homebrew:heartbreaker:Magical_Armaments|Armaments]] \\ [[:rules:homebrew:heartbreaker:Magical_Wondrous|Wondrous items]] \\ [[:rules:homebrew:heartbreaker:Magical_Crafting|Creating magical items]] \\ **Magic** \\ [[:rules:homebrew:heartbreaker:Spell_Casting|Casting a Spell]] \\ [[:rules:homebrew:heartbreaker:Spell_Divine|Divine Domain & Spell list]] \\ [[:rules:homebrew:heartbreaker:Spell_Arcane|Arcane Spell list]] \\ **Mechanics** \\ [[:rules:homebrew:heartbreaker:Mechanics_Glossary|Glossary]] \\ [[:rules:homebrew:heartbreaker:Mechanics_Combat|Actions & Combat]] \\ [[:rules:homebrew:heartbreaker:Mechanics_Conditions|Conditions]] \\ ----- \\ ===== Cleric Spells ===== ===== Death Domain ===== Domain Power I: \\ \\ Domain Power II: When adjacent creature is healed, you heal 5 HP. \\ \\ Domain Power III: Undeads you control explode when killed and deal 5 cold damage to all adjacent creatures. \\ \\ Domain Power IV: \\ \\ |0th |**Vampiric Touch (Maj+Mov):** \\ For 24 hours (or until you rest) you may spend a Major action to deal 5 Cold damage to a touched target; then gain 5 Absorb All. | |1st |**Soul Harvest (Maj):** \\ For 5 rounds Touched subject is healed 5 hitpoints whenever a creature dies within Close of it. | |2nd |**Death Knell (Maj):** \\ For 5 rounds Touched Subject gets a +3 spell bonus to Atk and +10 spell bonus to Dmg for 1 round whenever they kill a creature | |3rd |**Hasten Demise (Maj):** \\ Touched Target takes 5 holy damage every round for 5 rounds. | |4th |**Summon Undead IV:** \\ | |5th |**Tether Soul (Maj):** \\ Recently Dead Touched Subject is resurrected for 10 minutes with 5 negative levels. | |6th |**Create Undead:** \\ | |7th |**Final judgement:** \\ After 3 rounds touched creature explodes in profane energy and deals 3d6+50 cold damage to self and every creature within 25' (Ref Halves) | |8th |**Summon Undead VIII:** \\ | |9th | | ===== Earth Domain ====== Domain Power I: You gain a +4 magical bonus to damage with natural stone weapons you wield or throw. \\ \\ Domain Power II: +4 Magical bonus to AC \\ \\ Domain Power III: Turn into Earth Elemental 10 rounds a day? \\ \\ Domain Power IV: \\ \\ |0th | | |1st |**Shillelagh (Maj):** \\ For 3 minutes you gain a +4 magical bonus to attacks with weapons made from wood or stone. | |2nd |**Hurl Boulder (Maj):** \\ The first creature to fail a reflex save in a 30 ft. Line takes 20 Bludgeoning damage. | |3rd |**Copper Skin (Maj):** \\ Negates the first physical damage taken within 5 rounds for a subject within Close | |4th |**Wall of Earth (Maj):** \\ 30 ft. shapeable line of impenetrable earth blocks line of sight and all movement. Cannot be created where creatures stand. | |5th |**Earthquake (Maj):** \\ Other creatures within Medium range treats all squares as difficult terrain and must succeed an acrobatics check against your save DC at the end of any move or fall prone. | |6th | | |7th | | |8th |**Adamant skin (Maj):** \\ Negates the first 5 times subject within Close would take physical damage within the 15 rounds | |9th | | ===== Fire Domain ===== Domain Power I: \\ \\ Domain Power II: Res Fire 10 \\ \\ Domain Power III: Teleport from any medium sized source of fire to another within medium range as part of move \\ \\ Domain Power IV: When you die you deal 100 fire damage to every creature within 10' \\ \\ |0th |**Flaming Projection (Maj):** \\ For 24 hours you may spend a Major Action to project a 15' long jet of flame from your hands that deals 1d6 fire damage to all creatures caught in it. | |1st |**Boiling blood (Imm):** \\ Deal 10 fire damage to target who just damaged you | |2nd |**Flaming Weapons (Mov):** \\ Attacks made by you or allies within 10' of you deal 3 additional fire damage. | |3rd |**Dancing Flames (Maj):** \\ Pillar of fire deals 5d6 fire damage for 2 rounds | |4th |**Fireball (Maj):** \\ 5d6 Fire damage in 15' burst within Long Ref/Half | |5th |**Cauterize (Maj):** \\ Touched subject may sacrifice 5 hp to gain Aborsb All 30 | |6th |**Cloak of flame (Maj):** \\ Nonreach attacks against touched subject suffers 3d6 fire damage for 5 rounds | |7th | | |8th | | |9th | | ===== Healing Domain ===== Domain Power I: \\ \\ Domain Power II: Healing domain spells also grants subject 10 temporary hitpoints \\ \\ Domain Power III: \\ \\ Domain Power IV: \\ \\ |0th |**Share Pain (Maj):** \\ For 24 hours you may spend a Major action to transfer up to 20 hitpoints from yourself to touched subject. This is neither damage nor healing. It cannot be reduced or improved. | |1st | | |2nd | | |3rd | | |4th | | |5th | | |6th | | |7th | | |8th | | |9th | | ===== Strength Domain ===== Domain Power I: \\ \\ Domain Power II: Gain 30 HP. \\ \\ Domain Power III: 3 times per day you may negate a critical hit or sneak attack and turn it into a regular attack. \\ \\ Domain Power IV: \\ \\ |0th |**Surge of Strength (Maj):** \\ For 24 hours you may spend a move action to gain a +8 Magical bonus to Strength. | |1st |**Powerhouse (Min):** \\ The next time you would deal damage this round you deal 4 additional damage of the same type. | |2nd | | |3rd |**Strength of Many (std):** \\ 5 subjects within Close gets +4 magical bonus to Strength for 5 rounds. | |4th |**Strength of One (min):** \\ Touched subject gets +10 magical bonus to strength for 1 round. | |5th | | |6th | | |7th | | |8th | | |9th | | ===== Sun Domain ===== Domain Power I: \\ \\ Domain Power II: Creatures who damage you with physical attacks takes a -1 stackable penalty to attack for 1 round. \\ \\ Domain Power III: Creatures ending their turns adjacent to you takes 10 fire damage. \\ \\ Domain Power IV: \\ \\ |0th |For 24 hours you may spend a Standard action to deal 3 fire damage to a target in sunlight within Medium. The target also takes -1 Magical penalty to attacks for 1 round. [Indirect] | |1st |**Flash (std):** \\ 5 Targets within Medium becomes Dazzled (-1 spell penalty to atk) for 1 round and must make a will save or be blinded for 1 round. | |2nd |**Bathe in Sunlight (std):** \\ Touched Subject gains Fasthealing 3 for 5 rounds. | |3rd |**Sunflare (std):** \\ For 3 rounds; Enemies within Close takes 5 fire damage at the start of your turns. Enemies within Close gets a -2 Magical Penalty to AC. Allies within Close gets +2 Magical bonus to AC. | |4th | | |5th | | |6th | | |7th | | |8th | | |9th | | ===== Travel Domain ===== Domain Power I: \\ \\ Domain Power II: 1/day upgrade minor to move \\ \\ Domain Power III: You may ignore difficult terrain. \\ \\ Domain Power IV: \\ \\ |0th |**Marching Step (Maj):** \\ For 24 hours you may spend a move action to move yourself or an allied subject within Close range 5ft. without provoking AoOs. | |1st |**Travellers Boon (std):** \\ touched subject heals 1hp for every 5' moved for 3 turns up to 10 hp/round. | |2nd |**Haste (std)** \\ Touched subject gets +1atk, +1AC, +1 Ref, Extra attack with full attack and Doubled move. | |3rd |**Quicksilver Step (imm):** \\ You may move 15' provoking AoOs as normal. | |4th |**Dimension Door (std):** \\ Teleport to any place within Long range. | |5th |**Lone Wanderer (mov):** \\ For 8 rounds, as long as no creature is within 10' of you, you gain +8 magical bonus to Attack, AC and saves. | |6th |**Torterous Ground (std):** \\ For 3 rounds target within Medium takes 1 damage for every 5' moved. | |7th | | |8th | | |9th | | ===== Trickery Domain ===== Domain Power I: \\ \\ Domain Power II: Once per turn when you take damage you may move 5' and leave a copy in vacated square, or place an illusory copy of you in an adjacent square. This copy lasts 1 round. \\ \\ Domain Power III: Acolyte level copies lasts 2 rounds. You may have spells originate, and trace cover from any illusory copy of you. Range and concealment is still calculated from your actual position. \\ \\ Domain Power IV: Any Domain Power III or below. \\ \\ |0th |**Head Games (Maj):** \\ For 24 hours you may create small grade illusions that fools only sight. They dissipate if they leave your touch. This gives +5 to disguise checks. | |1st | | |2nd | | |3rd | | |4th | | |5th | | |6th | | |7th | | |8th | | |9th | | ===== War Domain ===== Domain Power I: Weapon proficiency & +2 feat bonus to atk and dmg with Deity's favored weapon. \\ \\ Domain Power II: Res Physical 3 \\ \\ Domain Power III: +6 magical bonus to Con \\ \\ Domain Power IV: \\ \\ |0th | | |1st |**Bless (Maj):** \\ 5 Subjects within Close gets +2 magical bonus to attacks for 5 rounds | |2nd |**Victorious Rally (Maj):** \\ For 5 rounds subject within Close is healed 2 HP every time he hits an opponent with a melee attack. | |3rd | | |4th | | |5th | | |6th | | |7th | | |8th | | |9th | | ===== Water Domain ===== Domain Power I: \\ \\ Domain Power II: 1/day minor to get Res Physical 30 for 1 round \\ \\ Domain Power III: You gain a 30' swim speed and the ability to breathe water. \\ \\ Domain Power IV: As a move action you may cast Invisibility on yourself when you are touching a source of water of at least your own size. \\ \\ |0th |**Chill of the Depths (Maj):** \\ For 24 hours you may spend a standard action to deal 5 Cold damage to all Adjacent enemies. | |1st | | |2nd | | |3rd | | |4th | | |5th |**Healing Spring (Maj):** \\ Start of each round for 4 rounds you may heal 3 subjects in close for 8 hp | |6th | | |7th | | |8th | | |9th | | ^Notes^ |General writeup Focus - Type Initiate Blessing Acolyte Blessing Inquisitor Blessing Hierophant Blessing |3rd |Marchbreaker (mov): Enemies treat ground within 10' of you as difficult terrain for 10 rounds. |Affects touched subject instead. | When one target takes damage the other takes X damage. Trickery Spell - Divide remaining hitpoints between you and mirror, it moves when you move, it cannot attack. As minor action switch between mirror and you. Tinker Class, has totems/turrets | | Air Domain - Fog, mobility, lightning 3rd Lightning Bolt 6th Air Walk (Std): 5 Touched Subject gain a fly speed of 60' for 10 minutes Focus: Subjects gains fly speed for 24 hours. Animal Domain - Use or Become Animals 1st Animal Messenger 2nd Reassert (std) touched subject is cured of one condition Subject cured of two conditions 3rd Polymorph 7th Greater Polymorph Chaos Domain - Alignment Domain, remove? Death Domain - Death & undeath related effects Destruction Domain - Destruction of matter 1st Foehammer (mov): +3 damage on melee attacks for 3 rounds Focus: lasts 5 rounds Earth Domain - Beckon & control erff. Bludgeoning. Evil Domain - Alignment Domain, remove? Fire Domain - Fire fire fire. Good Domain - Alignment Domain, remove? Healing Domain - The source of all healing spells? 1st Cure Light Wounds (std): Heal touched subject for 8 hitpoints. Focus: Heal subject within close. 2nd Stitch (Min): Heal touched subject for 5 hitpoints. Focus: Cast time becomes Minor Action 3rd Cure Moderate Wounds (std): Heal touched subject for 24 hitpoints. Focus: Heal subject within close. 4th Balance (Std): Subjects within close may pay 1 hp to heal another subject within close 1 hp. Focus: Subjects are healed 2 hp for every hp spent. 5th Cure Serious Wounds (std): Heal touched subject for 40 hitpoints. Focus: Heal subject within close. 6th Fortify (Mov): Heal subject 10 hitpoints and remove any two conditions Focus: Remove all conditions from subject. 7th Cure Critical Wounds (std): Heal touched subject for 56 hitpoints. Focus: Heal subject within close. 8th Mend the soul (Std): Heal subject 20 hitpoints and reduce ability damage by 5 divided as you choose. Focus: Also reduce negative levels by 3 9th Resurrection (Std): Recently Dead Close Subject is resurrected at 20 HP with 5 negative levels. Focus: Subject is resurrected without negative levels. Knowledge Domain - Identification, divination, knowledge skill spells Law Domain - Alignment Domain, remove? Luck Domain - Random effects? Magic Domain - Mana/esoteric magic-based effects 3rd Dispel Magic 6th Greater Dispel Magic 9th DIsjunction Plant Domain - Plants, woodlands Protection Domain - Abjuration centric Strength Domain - Personal Buffs Sun Domain - Light and anti-undead Travel Domain - Mobility & overland spells Trickery Domain - Illusions War Domain - Party buffs Water Domain - Water control, ice control Luck: 1d2 to determine effect? |