Celestial Halo (3.5e Soulmeld)
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Descriptors: Good | |
Classes: Incarnate, Soulborn | |
Chakra: Arms, Brow, Crown, Feet, Heart | |
Saving Throw: Will |
A golden halo appears above your head.
You emit light as per the spell light, caster level is your meldshaper level.
Essentia: You gain a sacred bonus to AC equal to 1 per two points of essentia invested.
Chakra Bind (Crown)
The light from the halo shines brighter.
The light now works as the spell daylight.
Chakra Bind (Brow)
Your eyes glow of a golden light.
You have darkvision in 30 feet (9 meters) and you may see into magical darkness within 15 feet (4,5 meters) + 5 feet (1,5 meters) per essentia point invested.
As a move action you may pinpoint invisible creatures in the area of the light.
Chakra Bind (Heart)
Light surrounds you as a shield.
You emit an aura of protective light. You share your sacred bonus to AC with good allies within 10 feet, + 10 feet per two points of essentia invested, from you (3 meters + 3 meters).
Undead and evil outsiders inside the radius of this aura take 1d4 of holy damage + 1d4 per amount of essentia invested.
Chakra Bind (Arms)
Circles of light envelop your arms.
You may smite evil opponents whenever you hit them with an attack (you must declare this attempt before rolling to attack and you may do this even while using any other kind of smite attempt).
If the strike connects the target is subjected to 1d8 of extra damage per amount of essentia invested, or double that against evil outsiders.
The target must make a Will save (DC is 10 + essentia points invested + relevant modifier) to halve the damage and avoid being blinded one round.
You can use this ability one time per day per relevant attribute modifier. Non-evil creatures are immune to these effects but attempts on them are wasted anyway.
Chakra Bind (Feet)
You leave a trail of luminous footsteps.
As a standard action you may create a bridge of solid light. It is long up to 30 feet + 10 feet per essentia point invested (9 meters + 3 meters) and large 5 feet (1,5 meters) per essentia invested, up to 20 feet (6 meters).
This bridge is traversable by good and neutral characters. Evil characters onto it must make a Reflex save to avoid falling down, through the bridge. If they succeed they don't fall but are prone and remain sickened until they leave the bridge.
You must not make it horizontal, making it possible to put it oblique as a ramp. If it is too much inclined it may necessary use some skill check to traverse it (it is completely flat).
The bridge lasts as long as you stand on it or one round per essentia invested after you leave it.
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