Difference between revisions of "Body of the Spirit (3.5e Maneuver)"

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You gain the essence of a plane, becoming something similar to a half-celestial, half-fiend, or other creature.  When you use the maneuver, it is a Chaotic, Evil, Good, or Lawful act as appropriate.
 
You gain the essence of a plane, becoming something similar to a half-celestial, half-fiend, or other creature.  When you use the maneuver, it is a Chaotic, Evil, Good, or Lawful act as appropriate.
  
'''Chaos:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (average maneuverability), a +1 luck armor bonus, darkvision out to 60 feet, immunity to petrification and polymorphing, resistance 10 acid/cold/electricity/fire/sonic, DR 5/lawful, spell resistance 10 + your HD, and a +4 bonus on saves against mind-affecting effects.  Your attacks count as chaotic aligned, and you deal double damage against lawful outsiders.
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'''Chaos:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (average maneuverability), a +1 luck armor bonus, darkvision out to 60 feet, immunity to petrification and polymorphing, resistance 10 against every energy damage, DR 5/lawful, spell resistance 10 + your HD, and a +4 bonus on saves against mind-affecting effects.  Your attacks count as chaotic aligned, and you deal double damage against lawful outsiders.
  
 
'''Evil:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (good maneuverability), a +1 profane armor bonus, darkvision out to 60 feet, immunity to poison, resistance 10 acid/electricity/fire, DR 5/good, spell resistance 10 + your HD, and the ability to see in any darkness.  Your attacks count as evil aligned, and you deal double damage against good outsiders.
 
'''Evil:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (good maneuverability), a +1 profane armor bonus, darkvision out to 60 feet, immunity to poison, resistance 10 acid/electricity/fire, DR 5/good, spell resistance 10 + your HD, and the ability to see in any darkness.  Your attacks count as evil aligned, and you deal double damage against good outsiders.
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'''Good:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (good maneuverability), a +1 sacred armor bonus, darkvision out to 60 feet, immunity to disease and petrification, resistance 10 acid/cold/electricity, DR 5/evil, spell resistance 10 + your HD, and a +4 bonus on saves against poison.  Your attacks count as good aligned, and you deal double damage against evil outsiders.
 
'''Good:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (good maneuverability), a +1 sacred armor bonus, darkvision out to 60 feet, immunity to disease and petrification, resistance 10 acid/cold/electricity, DR 5/evil, spell resistance 10 + your HD, and a +4 bonus on saves against poison.  Your attacks count as good aligned, and you deal double damage against evil outsiders.
  
'''Law:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (perfect maneuverability), a +1 insight armor bonus, darkvision out to 60 feet, immunity to disease and polymorphing, resistance 10 acid/cold/electricity, DR 5/chaotic, spell resistance 10 + your HD, and a +4 bonus on saves against mind-affecting effects.  Your attacks count as lawful aligned, and you deal double damage against chaotic outsiders.
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'''Law:''' Your type changes to outsider (do not recalculate HD, BAB, or saves).  You gain a fly speed equal to twice your land speed (perfect maneuverability), a +1 insight armor bonus, darkvision out to 60 feet, immunity to disease and polymorphing, resistance 10 acid/cold/electricity, DR 5/chaotic, spell resistance 12 + your HD, and a +4 bonus on saves against mind-affecting effects.  Your attacks count as lawful aligned, and you deal double damage against chaotic outsiders.
  
 
This maneuver is a supernatural ability.
 
This maneuver is a supernatural ability.

Revision as of 07:21, 5 July 2011

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Author: Eiji-kun (talk)
Date Created: 2-25-11
Status: Complete
Editing: Clarity edits only please
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Body of the Spirits
Devoted Spirit (Boost) [Chaotic, Evil, Good, Law]
Level: 6
Prerequisite: Two Devoted Spirit maneuvers
Initiation Action: Standard Action
Range: Personal
Target: Self
Duration: 1 minute

You connect your soul to the essence of the celestial plane, and your body trasforms into a perfected shining version of yourself.

You gain the essence of a plane, becoming something similar to a half-celestial, half-fiend, or other creature. When you use the maneuver, it is a Chaotic, Evil, Good, or Lawful act as appropriate.

Chaos: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (average maneuverability), a +1 luck armor bonus, darkvision out to 60 feet, immunity to petrification and polymorphing, resistance 10 against every energy damage, DR 5/lawful, spell resistance 10 + your HD, and a +4 bonus on saves against mind-affecting effects. Your attacks count as chaotic aligned, and you deal double damage against lawful outsiders.

Evil: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (good maneuverability), a +1 profane armor bonus, darkvision out to 60 feet, immunity to poison, resistance 10 acid/electricity/fire, DR 5/good, spell resistance 10 + your HD, and the ability to see in any darkness. Your attacks count as evil aligned, and you deal double damage against good outsiders.

Good: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (good maneuverability), a +1 sacred armor bonus, darkvision out to 60 feet, immunity to disease and petrification, resistance 10 acid/cold/electricity, DR 5/evil, spell resistance 10 + your HD, and a +4 bonus on saves against poison. Your attacks count as good aligned, and you deal double damage against evil outsiders.

Law: Your type changes to outsider (do not recalculate HD, BAB, or saves). You gain a fly speed equal to twice your land speed (perfect maneuverability), a +1 insight armor bonus, darkvision out to 60 feet, immunity to disease and polymorphing, resistance 10 acid/cold/electricity, DR 5/chaotic, spell resistance 12 + your HD, and a +4 bonus on saves against mind-affecting effects. Your attacks count as lawful aligned, and you deal double damage against chaotic outsiders.

This maneuver is a supernatural ability.



Back to Main Page3.5e HomebrewClass Ability ComponentsMartial DisciplinesDevoted Spirit

AuthorEiji-kun +
DescriptorChaotic +, Evil +, Good + and Law +
DisciplineDevoted Spirit +
Identifier3.5e Maneuver +
Level6 +
RatingUndiscussed +
SummaryGain celestial, fiendish, axiomatic, or anarchic traits for 1 minute. +
TitleBody of the Spirit +
TypeBoost +