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Serpent's Chosen (3.5e Soulmeld)

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'''Essentia:''' For every point of Essentia invested in this Soulmeld, the weapon gain a +1 bonus to attack and damage rolls.
|crown='''Mending Spirits:''' As a standard action, you may fire a beam from the eyes of your ghostly serpent at an ally with a ranged touch attack (60ft range). This grants the target Fast Healing 1 per point of Essentia invested in this soulmeld, lasting 5 rounds, and instantly cures any poison the target is under the effects of, as long as the DC for the poison is equal to or lower than the Soulmeld's save DC at the time. This ability can only be used once every 1d4 rounds, and using it on a target already affected by it merely resets the duration. This healing is not positive energy, but doesn't affect constructs or undead.
|brow='''Dread Serpent:''' Once per encounter, 2d4+4 rounds after the encounter has begun, you can call upon the spirits to instill fear in enemies. As a standard action that expends your serpent weapon, you can hurl a dark orb at any solid or liquid point in space within Medium range. Upon striking a creature, a barrier or the point it was aimed at, the orb explodes outward, creating a 30' sphere of effect. Within this effect, light is dimmed (Illumination becomes dim illumination but dim illumination doesn't become darkness) and all foes within the sphere must make a Will save or become Panicked; If the save is successful, they are only Frightened (Both effects lasting for 1 round, plus 1 round per point of Essentia invested). Either way, the targets run away from the center of the orb and can't re-enter the orb without triggering another saving throw. The orb lasts three rounds, plus one round per point of Essentia invested. As this is a [Mind-Affecting] [Fear] effect, some creatures will be immune to it, but Undead are not immune to this ability like they are other fear/Mind-Affecting effects. You cannot reform your serpent until one round after the Dread Serpent's duration has ended.
|hands='''Venom Gourd:''' As a standard action, you can form your serpentine spirit-weapon into a gourd of venom, then throwing the gourd as part of the action (15ft range increment, but you only have to hit the square you're aiming at, which is usually AC 5). When the gourd strikes creature, barrier or ground, it shatters, coating a 20-foot radius with venom. Enemies within the area take 1d6 acid damage every round while they are within the gourd's area, with a Fortitude save for half, and of course, this acid effect is treated as poison and thus creatures with immunity or resistance to poison react as such. Allies within the gourd's venom are instead healed for 2d4 each round. The gourd's effect lasts one round for every glob of venom that was remaining in the spirit-serpent at the time of making the gourd, plus one round per point of Essentia invested. After the gourd has been thrown, you may re-form your serpent-weapon normally.
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