gods:quinn
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====== GM Section ====== | ====== GM Section ====== | ||
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+ | ===== Becoming an Oath of the Keeper ===== | ||
+ | |||
+ | A character becoming one of the Keepers is no small feat, and should not be taken as such. They often have access to the more sensitive records of the priesthood and large leeway within their abilities. To become a Oath of the Keeper, one must have a MINIMUM rank of Canogan and have demonstrated resilience against multiversal temptations. At which point, your character may be approached by one of the high priests or demigods to undergo a trial specifically made for the character (This should typically be a small adventure of 2-3 sessions). | ||
+ | |||
+ | Should this trial be passed, you may become an Oath of the Keeper via magical item write up under the GM who ran the trial. | ||
==== Secret Subclass: Oath of the Keepers ==== | ==== Secret Subclass: Oath of the Keepers ==== | ||
+ | |||
+ | The keepers are a subset of Sentinels who have taken steps above and beyond that which would be expected of any normal Sentinel. To have shown resilience and loyalty in the face of incredible odds and pushed through. Ones who can show the wisdom and experience expected of the highest levels of a militaristic order. Keepers are known to exist to the rest of the priesthood, but the extent to which they travel and move is a closely guarded secret, along with their internal organization and members. | ||
+ | |||
+ | Oath of the Keepers may learn the Mensa (Mind) (Tarus) spell group at base cost and may keep their previous oaths spell group. They also gain DU instead of PU for this group. Their oaths do change to this group moving forward. | ||
+ | |||
+ | Oath of the Keeper Sentinels are a hand selected group of priests who are tasked with keeping the rest of the priesthood true to the faith. It's well known that being around interplanar entities such as demons and devils quite often is tempting, and that some may give into the temptations offered. The job of the Keepers is to find those Sentinels who have fallen to the wayside and bring them back into the fold, or to eliminate them. | ||
+ | |||
+ | ==== Responding to DI's ==== | ||
+ | |||
+ | Quinn and her demigods respond to priests in a standard fashion across all DI’s, with the only differences being if the caller is in combat at the moment or not. | ||
+ | |||
+ | On a successful DI, while in combat: | ||
+ | * All party members gain 100 DP | ||
+ | * Recharge all of your charged combat skills by half their maximum value | ||
+ | * Quinn launches a hail of arrows in a 100’ radius of the problematic threat. The arrows deal a flat 50 piercing damage, but also grant allies 1.5 times their base movement speed while in the area. | ||
+ | * All negative status effects are removed. | ||
+ | * You (The DI’er) gain the following spell effects | ||
+ | * Max Speed (Zepherin) | ||
+ | * Weapon Aware (Vormaxia) | ||
+ | * Ghost Killer (Weapon/ | ||
+ | OR | ||
+ | Strategic Retreat: In the event of a situation that is truly beyond saving. The responder instead teleports all allied party members to safety, typically more than a mile away in a safe location. Use discretion on distance as needed for the situation. | ||
+ | |||
+ | On a successful DI, while out of combat | ||
+ | The party will see a golden arrow pointing them in the direction to the nearest threat or objective | ||
+ | OR | ||
+ | The responder succeeds any psychology, acting, lore, or arcana skill check, in the case of progressive they treat it as though they rolled 8 dice in the progressive | ||
+ | OR | ||
+ | Party gains a flash of inspiration or knowledge for a quest that they are undertaking. The party will gain clear insight into what the next step is to completing a quest of there' | ||
+ | OR | ||
+ | Strategic Retreat: In the event of a situation that is truly beyond saving. The responder instead teleports all allied party members to safety, typically more than a mile away in a safe location. Use discretion on distance as needed for the situation. | ||
+ | |||
+ | |||
+ | On a failed DI, OR a superfluous DI. | ||
+ | You get shot with an arrow. It has a roll of 74 to hit and is considered a critical hit. This arrow ignores all magical effects, spells, and reactions. The roll is 1d10 (core) + 14d10 (Skill) + 4d6 (Magical - explosive) and has the following critical effect. “x6 Eye pierced, INSTANT DEATH” | ||
gods/quinn.1730329664.txt.gz · Last modified: 2024/10/30 19:07 by scizor021