Let's begin with the standard datamining reminders:
- All datamined info of unreleased content counts as spoilers, so please do not discuss anything from this thread or any other datamining thread outside of clearly marked datamining threads. If it is necessary to bring something up outside of one of those threads, make to clearly mark the spoilers (and preferably indicate that it is a datamined spoiler). Not everyone is interested in datamined spoilers, and you should respect that.
- All datamined content is unfinished (otherwise I'd probably be putting it in a guide), as such there is no guarantee that any content discussed in these threads will release in its current form or that it will even release at all. There is still content that I have datamined from 1.1, which may have been in the launch build, that is not available to players (e.g., Spirit Totem series
and Sosiel Romance Follow Up Card Game), and anything I find now could potentially follow the same route.
So I hope you liked the new archetypes from the last datamine because Owlcat is not slowing down on them. Also have some new stuff for DLC5.
DLC5
So first thing to mention is that there is a lot of new entries related to "shards." Based on context, I think these are going to be a new mechanic where you collect shards and they give you more power. Based on limited context, they appear to be shards of Sithhud's power like the one in Sendrei's eye in DLC2. Here is an example of one of the things that mentions shards:
- Cold Look - You pierce an enemy with such icy stare that the blood runs cold in their veins.
- Benefit: All enemies within 30 feet of you suffer a -5 ft. speed penalty * number of Shards, as well as penalty to Reflex saves and attack rolls -1 * number of Shards.
- This ability does not affect undead or constructs.
Actually looking at the abilities, I wonder if the shards might be the DLC's counterpart to Mythic Levels because some of them look like they might be passives. Well I guess we'll find out eventually. Note that the abilities are not all positive, so you might have to choose a penalty to gain a benefit.
- Distrust of brethren - Fighting side by side with allies, you subconsciously fear a backstab. You take a –1 penalty to your armor class while within 5 feet of an ally. This penalty is doubled if you you are close to an ally who has a Shard.
- In addition, the constant tension of the battle causes the chaotic power of the Shard that seeths within you to burst out if you loosen your grip.When you attack or cast a spell, there is a 10% chance that A blast of energy erupts from your body and hits a random creature within 50 feet of you, dealing 4d6 unholy damage to it.
I'm not going to list all of them out (have enough text with archetypes), but be aware that there are like 20-30 of these abilities.
Now here is a fun one. Those of you who read the last datamining thread might remember me mentioning "android companion." Well guess what? I have confirmation that that is not just a mistranslation!
[draft] Android - [draft] Androids are superficially identical to humans in many ways, and to the uninformed it can be difficult to differentiate the two. In the right light, though, androids' alien nature is revealed by the metallic sheen in their eyes and the biological, tattoo-like circuitry that riddles their skin. Their bodies are completely artificial, though made of materials that mimic the flexibility, shape, and density of human flesh and bone. Their organs mirror those of humans so well that only by examining the materials and makeup of these systems—which use sheeny oils and polymer alloys rather than blood and marrow—could one guess that their physiology is alien. Androids are roughly the same size as humans; on average, they are 6 feet tall and weigh 200 pounds.
Shamans speak of great forges where androids are "born" from metal wombs and are cut from electrified umbilical cords. Even androids can't refute or verify such stories, since most who emerge from ruins do so naked and without any memories beyond their initial egress into the wide, unfamiliar world. Their complex design is unlike that of any race known, leading many to suspect that they originated from a distant star system or even another galaxy.
What separates androids from golems and other mindless constructs is that androids are living beings and as such possess souls. Similarly, androids don't live forever, though barring violence or tragedy their bodies never deteriorate. Rather, an android's cybernetic mind eventually shuts down and self-restarts after about a century, leaving its body vacant for several weeks as the old soul departs for its final reward in the Great Beyond and a fresh, new soul finds its way into the shell.
[draft] Alert - [draft] Androids gain a +2 racial bonus on Perception checks.
And I think I have a name for this new companion, Penta. Or at least I assume that is her name because she seems to have a unique ability...
[draft] Numerian Companion - [draft] Penta's long integration in human society granted her unusual ability: Her key modifier for bard spells is INT instead of CHA. In addition she recieves 1 additional Int as Racial Bonus
Based off of that, I am also assuming she is a spoony bard.
Archetypes
Some people speculated last datamine that the new archetypes are meant to be Halloween themed... I can't say this new batch disproves this theory as most of them fit with the theme. Only one that doesn't really fit is Geomancer (so 12 Halloweenish archetypes versus 1 non-spooky/dark archetype).
There are two minor buffs to the Weretouched archetype. The DC of Bestial Roar was upped by 2 and all the transformations gained 2 natural AC. These probably do nothing to change anyone's opinions of it, but thought I'd mention it.
A flesheater eats flesh to create a spiritual bond between herself and the consumed creature, allowing her to take on aspects of the creature that served as the meal.
- Devour Essense - As swift action the flesheater can use the essence of consumed creatures to keep himself from dying. She heal herself for 1d8 points of damage + her Constitution modifier. For every 5 levels the barbarian has attained above 3rd, this amount of damage healed increases by 1d8, to a maximum of 4d8 at 18th level.
- This ability replaces trap sense and 6th-level rage power.
- Crush and Tear - At 1st level flesheater gains a bite attack. This is secondary attack and deal 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. At 5th level, the damage is increased to 1d6 and its bite are considered as cold iron and silver weapon for the purpose of overcoming damage reduction. At level 11, the damage is increased to 1d8 and their bite attack deals 1d6 points of bleed damage in addition to its other effects. At level 17, the damage is increased to 1d10 and your bite attack counts as a good, evil, chaotic or lawful weapon depending on the creatures consumed (see below).
- If the flesh eater has animal fury rage power, its bite attack damage in rage is increased by one step (2d6 to 17th level) and gains the full bonus from Strength.
- This ability replaces uncanny dodge and improved uncanny dodge
- Consume Flesh - At the 2nd level fleshheater feels a constant hunger, which can only be satisfied by the essence of a magical creature — flesh, blood, or related organs. This is a full-round action that can be used on any undead, dragon, magical beast, fey, or outsider that have a body. Until the hunger is sated, the flesh eater gains a +2 bonus to hit and damage against creatures whose flesh can feed it, but also –2 penalty to Intelligence while raging and 20% chance to get confused every round. Once his hunger is sated, the fleshheater gains the Satiety state for the next 24 hours, granting him in rage a minor aspect based on the creature devoured, and one point of essence. At 9th and every 18th levels the flesh eater's hunger becomes harder to satisfy and the bonus against creatures it can devour is increased by 1. She cannot have more than 1 essence. DC of all abilitys gained from this feature are equel to 10 + half of flesheater level + constitution bonus Minor aspects:
- Dragon — Resist energy from dragon equal to the flesheater's level
- Fey — As quickling, a flesheater moves with incredible speed. Once per round, when she move at least 10 feet or charge, the flesheater's shape blurs and shimmers with this speed, granting it concealment (20% miss chance). At 8th level, she also gains evasion and uncanny dodge (as the rogue abilities of the same names).
- Magical Beast — Anyone striking the flesheater with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage. This damage increases by 1 step every 6 levels, up to 4d6 at 18th level.
- Outsider — permanent protection from evil/good/law/chaos. Bonuses increase by 1 every 6 levels.
- Undead — Resist negative energy equal to the flesheater's level
- Changeable Form - At 7th level, the flesheater becomes related to the creatures it consumes. The aspects gained from consume flesh of the creature now works even when not enraged, and it gains an major feature. In addition, the maximum amount of essence points is increased to 2. This ability replaces the damage reduction at levels 7 and 10, and 8th-level rage power. Major aspects:
- Dragon — Dragon wings (+3 dodge bonus to AC against melee attacks and immunity to ground-based effects, such as difficult terrain.)
- Fey — Beguiling Aura: Any enemy sexually attracted to flesheater (usually not constructs or undead) runs the risk of being beguiled by a flesheater if it looks upon her beauty from a distance of 30 feet or less. If the creature fails a Will save, it is immediately fascinated (The creature stands quietly and observes the target of it's attraction. Any damage to the target automatically breaks the effect. When this effect ends this way creature gains immunity to fascinate for 24 hour) . This is a mind-affecting compulsion effect.
- Magical Beast — Poison from natural attacks Save: Fortitude (10 + half of flesheater level + constitution bonus)
- Frequency: 1/round for 6 rounds
- Effect: 1d4 Constitution damage
- Cure: 2 consecutive saves.
- Outsider — SR=11+flesheater level
- Undead — Living enemies adjacent to the flesheater at the start of her turn take 1d8 points + half of flesheater's Constitution damage from their flesh withering and crumbling to dust. In addition, any living enemy within 10 feet of the flesheater must make a Fortitude saving throw or become sickened for 1d6 rounds.
- Unbound Rage - At 11th level, a flesheater can draw in mass from the Ethereal Plane to enlarge herself when she enters a rage, as long as the creature whose flesh she last consumed was at least one size category larger than her base size. Unbound rage affects her as enlarge person, except she receives a +4 size bonus to Strength and an additional –2 penalty to Intelligence. This ability replaces greater rage.
- You Are What You Eat - At 14th level, a flesheater learns to consume flesh to awaken the abilities of creatures whose bodies he has devoured. When she consumes a creature, she gains special ablity, based on the type of creature it consumed, at a cost of two essence points. This abilitys are not affected by spell resistance. The amount of maximum essence a flesheater can store increases to 3. This ability replaces the damage reduction at levels 13 and 16 and 14th-level rage power.
- Dragon: Breath Weapon. You breathe out a blast of energy. Creatures in the affected area take 1d6 points of energy damage per caster level. A successful Reflex save results in half damage. The spell's effect and energy
- Fey: Wild Gaze: All creatures within 30 feet that fail a Will save against the gaze of a flesheater instinctively recognize their power. Humanoids and monstrous humanoids stand frozen in awe, becoming paralyzed. Magical beasts and animals become frightened, and all other creatures become confused. These effects last for 1 round, and multiple failed saving throws against multiple Wild Gaze in a single round do not cause this duration to stack. A creature that succeeds on a saving throw against this special attack is immune to the wild gaze for 24 hours. This is a mind-affecting effect.
- Magical Beast: Ruinous Blood: As a move action, a flesheater can spray a 60-foot line of blood from the stump of its tail. Creatures caught in this area must succeed at a Fortitude save or be affected by baleful polymorph for number of rounds equel flesheater level
- Outsider:Chaos Hammer\\HolySmite\\ Order's Wrath\\Unholy Blight, but with caster level = flesheater level and limited to 10d8 and 20d6 respectively)
- Undead: Channel Negative Energy with cleric level equal to flesheater level. For all effects, the flesheater is considered undead.
- Unbound Form - At 20th level, the flesheater gain Unbound Rage benefits it's size increases by one more category and she recives extra +8 size strenght bonus (to total +12 size bonus). Finally, amount of maximum essence a flesheater can store increases to 4.
- This ability replaces the damage reduction at level 19 and mighty rage.
All changelings have the potential to transform into hags, but the process is a slow one, requiring several nights to complete. When left incomplete—by virtue of a wily changeling's escape or her mother's death—the creature is scarred and saturated in arcane power. Though she remains in possession of her own faculties, the seeds of hag hatred sprout within her. These hag-riven wield powerful magic interlaced with more powerful emotions.
The painful rituals that create a hag-riven can work for any creatures tenacious enough to endure them, and the art has sprung up as a defense against the devastating power of hags in various remote communities.
- Claws of the Hag - A hag-riven grows a pair of vicious claws that are treated as natural weapons. These claws are primary attacks and deal 1d4 points of damage each (1d3 for a Small creature) plus the hag-riven's Strength modifier. At 2nd level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 5th level, the damage increases to 1d6 points (1d4 for a Small creature). At 9th level, using claws gives a bloodrager a rend ability. At 13th level, the hag-riven's claws threaten a critical hit on a natural roll of 19–20. At 17th level, the damage increases again to 1d8 points (1d6 for a Small creature) and it's attacks cause Weakness to enemys.
- Weakness: A hag-riven claws sap strength from those she strikes. Each time a hag-riven hits a foe with her claw attack, the victim takes 1d4 points of Strength damage unless he resists the weakness with a Fortitude save (DC 10 + half of bloodrager level + constitution bonus).
- This replaces fast movement and uncanny dodge.
- Sorcerous Claws - At 5th level, a hag-riven can expend one of her daily spell slots as a swift action to grant her claws an enhancement bonus equal to the level of the spell slot sacrificed. This bonus lasts for 1 minute and stacks with existing enhancement bonuses (such as those provided by magic fang or magic items) to a maximum of +5. Multiple uses of this ability do not stack with themselves.
- Beginning at 7th level, the hag-riven can also expend some or all of the bonus provided by her sorcerous claws to add any of the following weapon properties to her claws for 1 minute: anarchic, flaming, flaming burst, frost, icy burst, keen, nullifying,sacrificial, shock, shocking burst, speed, vicious, unholy or wounding.
- Her claws must have a minimum enhancement bonus of +1 before any special abilities can be added.
- This replaces improved uncanny dodge.
- Scarred Hide - At 7th level, a hag-riven's scarred flesh becomes thick and leathery. She gains a +1 natural armor bonus to AC. At 10th, 13th, 16th, and 19th levels, this bonus increases by 1.
- Hexing Claws - At 10th level, a hag-riven gains Critical Focus as a bonus feat, but she can apply its benefits only to her claw attacks. One per day, she can select a single feat with Critical Focus as a prerequisite and apply its benefits to her claw attacks. This critical focus don't couns as prerquisite for gaining feats in normal way. This replaces damage reduction.
A radical cleric, unsatisfied with the orthodoxy of her deity's teachings, forges her own path of defiant divine expression. Though most members of her faith would call her a separatist or heretic, she continues to receive spells from her deity. Charismatic separatists may develop a large following of like-minded believers and eventually found a splinter church of their deity—and they are just as likely to be the cause of a holy civil war as the branches of the religion fight to determine which is the true faith.
- Forbidden Rites - A separatist selects one domain from her deity's domain list, and a second domain that is not on her deity's domain list. This second domain cannot be an alignment domain that doesn't match the cleric's or her deity's alignment. For example, a lawful good separatist cleric of a neutral good deity cannot choose the Chaos or Evil domain with this ability, but can select the Lawful domain even though her deity isn't lawful.
- Granted powers from the cleric's second domain function as if the cleric's level, Wisdom, and Charisma were 2 lower than normal (minimum level 1) in terms of effect, DC, and uses per day. This also means the separatist doesn't gain the domain's higher-level ability until 2 levels later than normal. If the second domain grants additional class skills, the separatist gains these as normal.
- In all other respects, this ability works like and replaces the standard cleric's domain ability.
All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery. A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle's choice) never changes its abilities as the oracle gains levels.
- Dual Cursed Oracle Bonus Spells - Dual Cursed Oracle gains this spells as bonus spell in adiitional to other mistery spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th).
- Misfortune - At 1st level, if eny any enemy creature 30 feet around you roll natural 20 on attack roll, saving throw, combat maneur or skill check it rerolls it, it rerolls it. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
- Fortune - At 5th level, if eny ally 30 feet around you rolls natural 1 on attack roll, saving throw, combat maneur or skill check it rerolls it. Once a creature has benefited from your fortune, it cannot be the target of this revelation again for 1 day.
Prophet of Pestilence (Owlcat Original?)
(No description)
- Plague's Caress - At 1st level, you can make a melee touch attack as a standard action that causes a living creature's flesh to break out into rancid-smelling pustules and sores for a number of rounds equal to 1/2 your shaman level (minimum 1 round). These sores cause the victim to become sickened for the duration of the effect; this is a disease effect. A shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
- Disease Spreader - At 2nd level, the prophet of pestilence gains a Abaddon's plague hex and also chooses one of its mutations. At 6nd level and every 4 levels after, the plague inside the shaman mutates, allowing him to choose an additional mutation from his plague hex. This replaces the shaman's choice of hex at levels 2, 10, 14, and 18, as well as the wandering hex feature.
- Abaddon's Plague - The prophet of pestilence releases a particle of the plague incubating within it, infecting its opponent. The target must make a Fortitude save or be infected with Abaddon's plague. It lasts for a number of rounds equal to the shaman's level or until the target rolls a Fortitude save. Because the disease has a supernatural connection to the Plaguerider, the target only gains immunity from Abaddon's plague after successfully recovering from it. This immunity lasts for 24 hours, after which the disease mutates and again becomes dangerous for the victim. It's disease effect.
- Mutations:
- Mutation: Contagiousness - All creatures within 10 feet of an infected target must pass a Fortitude saving throw or immediately receive effect of hex.
- Mutation: Charisma Damage - Abaddon's plague mutates, dealing 1d4 Charisma damage to the affected person.
- Mutation: Constitution Damage - Abaddon's plague mutates, dealing 1d4 Constitution damage to the affected person.
- Mutation: Dexterity Damage - Abaddon's plague mutates, dealing 1d4 Dexterity damage to the affected person.
- Plague: Terminal Stage - Abaddon's plague reaches its terminal stage. Any stat damage dealt by Abaddon's plague increases by 1 dice.
- Mutation: A New Strain Abaddon's plague mutates and intensifies, increases stat damage by 1 step. This mutation can be taken multiple times.
- Mutation: Inteliigence Damage - Abaddon's plague mutates, dealing 1d4 Inteliigence damage to the affected person.
- Mutation: Withering - Abaddon's plague mutates, consuming the life force of its victim. In addition to the main effects, the sick person gains 1 negative level.
- Mutation: Strength Damage - Abaddon's plague mutates, dealing 1d4 Strength damage to the affected person.
- Mutation: Wisdom Damage - Abaddon's plague mutates, dealing 1d4 Wisdom damage to the affected person.
- Mutation: Befuddled - A character befuddled by a hex is losing her grasp on thought, reality, and self. She has a 50% chance each round to take no relevant action, instead babbling randomly, wandering off, or talking to unseen things.
- Mutation: Mental Impaired - The DC spells and spell-like abilities of character weakened by a hex decrease by 2.
- Mutation: Mental Weakened - A character weakened by a hex suffers all the effects of the shaken condition.
- Mutation: Physical Weakened - A character weakened by a hex suffers all the effects of the sickened and fatigued conditions
- Mutation: Physical Impaired - A character by a hex also suffers the effects of the exhausted condition. Whenever he makes an attack or casts a spell, he must succeed at a Fortitude save at the same DC as the hex DC or lose the action and gain the nauseated condition for 1 round.
- Mutation: Physical Staggered - A character by hex is so weakened that she suffers the effects of the staggered condition
- Mutation: Immunodeficiency - A character by hex takes an additional –2 penalty on the Fortitude checks.Every time she attempts a Fortitude save against the poison of disease, whether she succeeds or fails, she takes damage as on initial exposure.
- Mutation: Weakened Immune System - A character whose health is weakened by hex takes a –2 penalty on all Fortitude saves.
- Mutation: Stiffened - A character stiffened by hex feels numb and stiff. He is considered flat-footed and is denied his Dexterity bonus to AC, even if he has uncanny dodge. He can't make attacks of opportunity.
- Mutation: Dulled Reactions - A character rendered sluggish by hex has dulled reactions. He takes a –2 penalty on Reflex saves and all Dexterity-based attack rolls, ability checks, and skill checks, as well as to AC.
- Mutation: Muscle Atrophy - A character weakened by hex suffers additional additional 2 points of damage in Strength. She is also taking a -10 feet penalty to her speed.
- Mutation: Infirmity - A character impaired by hex experiences rapid muscle atrophy. She takes an additional 2 points of damage in Strength, and penalty to her speed increase to 15 feet.
- Mutating Strain Pestilence consumes every cell of the you, strengthening its grip. At 4rd level, shaman become immune to the sickened condition and gain a +4 bonus on all saving throws against effects that cause nausea or disease. At 12th level, he become immune to the nauseated condition and all diseases and poisons, including natural and supernatural diseases, but except his own. In addition, DC of any disease effect shaman create increase by +2. This ability replaces wandering spirit and wandering spirit (greater).
- Rapid Spread - At level 8, whenever a shaman is attacked in melee with a non-reach weapon, the creature must pass a Fortitude saving throw (DC= 10 + 1/2 the shaman's level + the shaman's Wisdom modifier), or immediately fall under its Abaddon's plague hex effect. In addition, Abaddon's plague shaman's hex range is increased to 30 feet.
- Fatal Disease - At the 16th level, saving trows all spells and abilities of a shaman with the descriptor "disease" must roll twice and take the worse result. In addition, Abaddon's plague shaman's hex now used for swift action.
- A Thousand Diseases - At the 20th level, all enemies infected with disease that come within 30 ft. of prophet of pestilence gain the effects of Abaddon's Plague shaman's hex. If they do not have any disease, they must immediately make a Fortitude save or be affected by Abaddon's Plague shaman's hex. This ability replaces the wandering spirit (true).
Geomancer (Owlcat original? Note that there are two geomancers listed on the Pathfinder SRD, but one is for wizard and is by a 3PP and the other is for Occultist while this one is for Sorcerer.)
You know how to draw power from the land around you, no matter the terrain, by attuning your magic to match its mystical properties. Geomancer sorcerers can spill blood on terrain that surrounds him to gain special benefits
- Geomancy: The next spell Geomancer casts deal 1d8 direct damage to geomancer, but he and listed creatures in 30 feet radius gain special benefits or affected by special dubuffs, listed below. If this ability causes to make enemy saving throw, the DC of this saving throw is equal to DC of the spell causes it:
- Abyss: Dark energy of the abyss corrupts your enemy, each enemy takes 1d4 damage per spell level and they make a fortitude saving throw or become corrupted
- Corrupted creatures take penalty -2 to attacks, damage and DC of their spells, this is curse effect
- Desert: Your enemys a targeted of furious sandstorm, each enemy takes 1d4 slashing damage per spell level and they make reflex save or become blinded for 1d4 rounds
- Forest: The growing fields and pulsing vitality of the plains provide you vigor you and all allys regain 1d6 х spell level hitpoints
- Highlands: The rugged endurance of the mountain protects you from harm. You and all allys gain DR\\- equal to spell level х2 for 1 round
- Underground: Stalagmites and stalactites attack your enemies pinning them to ground, each enemy takes 1d4 piercing damage per spell level and they make reflex save or become immobilized for 1 round.
- Urban: All enemys attacked with urban debris like bricks or roof tiles each enemy takes 1d4 blungening damage per spell level and they make fortitude save or become stunned for 1 round
- This ability replaces bloodline bonus spells
- Abyss: Dark energy of the abyss corrupts your enemy, each enemy takes 1d4 damage per spell level and they make a fortitude saving throw or become corrupted
- At 7th level, a Geomancer may select a type of terrain. The Geomancer gains a +2 bonus on initiative checks and Lore (nature), Perception, and Stealth skill checks when he is in this terrain.
- At 13th level and 19th level, the Geomancer may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired) increases by +2.
- This replaces bloodline bonus feats.
Spells/Abilities
A couple of new domains and some spells to support the new classes.
- Undead Domain - You have the power to endow the living with the property of unlife,, and find comfort in the presence of the dead.
- Death's Kiss: You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Death's Embrace: At 8th level, you heal damage instead of taking damage from channeled negative energy. If the channeled negative energy targets undead, you heal hit points just like undead in the area.
- If you are undead, then you instead do not take damage from positive energy.
- Domain Spells: cause fear, ghoul touch, bestow curse, enervation, slay living, circle of death, destruction, horrid wilting, energy drain.
- Ice Subdomain - You focus on managing the snow and ice as a separate element, allowing the frost to flow in your veins.
- Icicle: As a standard action, you can fire an icicle from your finger, targeting any foe within 30 feet as a ranged touch attack. The icicle deals 1d6 points of cold damage + 1 point for every two levels you possess in the class that gave you access to this domain. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
- Body of Ice: At 8th level, you can transmute your body and equipment to ice for a period of time. It takes a standard action to take on the form of ice, and you can end the transmutation with a free action on your turn. When you take on the form of ice, you are immune to cold and have DR 5/—, but you take twice the normal amount of damage from fire. You can take on the form of ice for a number of rounds per day equal to your cleric level. The rounds need not be consecutive. At 16th level, DR increased to 10\-.
- Domain Spells: snowball, acid arrow, stinking cloud, freedom of movement, ice storm, cone of cold, elemental body IV (water), polar ray, icy prison,mass.
- Ill Omen - You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).
- Implosion - This spell causes a destructive resonance in a corporeal creature's body. Each round (including the first), you can cause one creature to collapse in on itself, inflicting 10 points of damage per caster level (Fortittude saving throw negates) choosing another target for implosion is move action. You can target a particular creature only once with each casting of the spell. Implosion has no effect on creatures with no material body or on incorporeal creatures.
- Oracle's Burden - You entreat the forces of fate to bestow your oracle's curse upon another creature. The target creature suffers all the hindrances and none of the benefits of your oracle's curse class feature. You still suffer all effects of your oracle's curse. If you do not have the oracle's curse class feature, this spell has no effect.
- Breath Of Flies - You exhale a cloud of flies in a 60-foot cone. Creatures in the affected area take 1d6 points of piercing damage from the bites (maximum of 18d6) and are nauseated for 1d4 rounds. A creature that succeeds at Reflex save takes half the normal damage and negates the nausea effect. Any creature that takes any damage at all from the flies is automatically sickened for 1 minute.
- Fungal Infestation - You coat the target in necrotic fungus that makes its flesh soft and fragile. Toadstools, ringworm, and other disgusting fungal growths sprout from its skin. The target takes 1d3 points of Charisma damage. Any physical attack against the target automatically adds 1d6 points of bleed damage. If the target dies while under the effects of the disease, all creatures within 15 feet of the target immediately take 1d8 negative energy damage per 2 caster levels (maximum 10d8) and must make a Fortitude saving throw to avoid being infected by the fungal infestation.. It's disease effect.
- Ghoul Touch - Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
- A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. This is a poison effect.
- Living Plague - The shaman calls upon the nightmarish embodiment of hunger from Abaddon, tearing the fabric of reality and letting in a particle of the otherworldly creature in exchange for the bodies of his enemies and allies. The entire area of the spell begins to swarm with worms, flies, and other parasites, continuously devouring all life and each other. This spell has several properties.
- First, any creature that steps into or enters the swarm at the time of being summoned becomes the swarm's prey and must immediately make a Fortitude save or take 4d6+ half your caster level points of damage, 1d4 damage to all stats and become parasitic infested (successful save reduces attribute damage to 1 and saves from vermin, but does not reduce normal damage). The swarm will only stop tormenting its prey when it returns to Abaddon, so a creature once prey to the swarm must make a Fortitude save each round until the spell expires.
- Second, the entire area occupied by the swarm is considered difficult terrain and each creature moving through the area takes 1d8+ half your caster level points of damage and 1 damage to a random stat for each 5 feet of movement through the area.
- Finally, if a creature dies infected with Parasite Infestation, or in the area where the swarm is located, the part of the swarm that consumed its innards immediately erupts from its body, seeking to satiate its hunger and attacking all but other parts of the swarm. These parts have the same abilities as the swarm summoned by the spell and disappear 1 minute after hatching.
Note: There appear to be alternate versions of the elemental domains that lack immunity at level 20. Not sure where those will be used.
Items
These are all probably tied to DLC5 in one way or another. Note that these items seems like they might have duplicate entries. Not sure if they are actually (inconsistent) duplicate entries, different items with the same name, or different versions of the same item that gets upgraded.
- [Draft] Sword of Sithhud - [Draft] This sword can be used once per day to cast as a standart action Sithhud's Ice Armor.
- Ice armor of Sithhud: The creature is covered by a crust of thick ice, which gives it DR 20 physical/ — bludgeoning and +6 natural armor bonus. When DR absorbs 60 damage, the crust will be broken and all its benefits lost.
- [Draft] Sword of Sithhud - [Draft] This +5 Frost sword has following features:
- Bleed Constitution 1d4 — on sucsessful hit target makes DC35 Fort save or takes d4 Const bleed
- Ice Crust — bearer of the sword can use swift action to gain DR20/bludgeoning with 60 hp pool once per day
- Grave wounds — if it confirms critical hit on bleeding target it deal additional 3d10 unholy damage and 3d10 frost damage
- [Draft] Upgraded Rod of Mortiferous Blizzard - [Draft] This rod grants its wielder the ability to change the elemental damage of up to five spells they cast per day to cold damage. If an enemy is damaged by an instant damage spell cast with this rod, they must pass a Reflex saving throw (DC equal to the spell's DC) or become knocked prone and can't move for one round. The affected enemy emanates a 15-foot aura of frost for the same duration. Any enemy that enters this aura must pass a Reflex saving throw (DC equal to the spell's DC) or become knocked prone and unable to move for one round.
- [Draft] Rod of Mortiferous Blizzard Upgraded - [Draft] This rod grants its wielder the ability to change the elemental damage of up to five spells they cast per day to cold damage. If an enemy is damaged by an instant damage spell cast with this rod, they must pass a Reflex saving throw (DC equal to the spell's DC) or become slowed for 1d6 rounds, as per slow spell. The affected enemy emanates a 15-foot aura of frost for the same duration. Any enemy that enters this aura must pass a Reflex saving throw (DC equal to the spell's DC) or become slowed for 1d6 rounds. This aura also deals 6d6 frost damage. Save halves (DC equal to the spell's DC)
Silly Stuff
- [draft] friend of woman that was sacrificed to dragon
- [draft] woman that is going to be sacrificed to dragon
- [Draft] Hi, I'm a hermit, this dialogue is voiced
- [Grab Ice] "Church, mine!"
- "...She's evil, like, like... Like ice cream, but instead of milk - evil!"