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scion test 2

Scion's Conviction


  After many trials and tribulations, the scion has become the master of their own destiny, culminating in a powerful ability based on the decisions they have made throughout their journey. Upon reaching 20th level, the scion selects one of the following to represent the efforts of their dedication.
  Universalist
Name Prerequisites Description
Mastery A minor feature One of your minor features gains all the benefits of the major form of that ability. For example, A scion who had Smite Evil (Minor) can now use smite evil 7/day as per Smite Evil (Major).
Inheritance Gain 100,000 gold.
Scion's Despair The scion enemies are under the effect of a constant crushing despair spell centered around the scion.
Scion's Hope The scion and his nearby allies are under the effect of a constant good hope spell centered around the scion.
Scion's Luck Any roll made by the scion is made with a +1 luck bonus. Rolls made against the scion are made with a -1 luck bonus.

 
Arcane
Requires 1 major or minor feature in Arcane.

Name Prerequisites Description
Adoring Fan Bardic Performance Gain the adoring fan ability as per the bard.
Final Bloodline Sorcerer Bloodline Gain the final bloodline power of your selected bloodline.
Grand Hex Hex Gain a grand hex as per the witch ability.
Well-Prepared Gain the well-prepared feature as per the wizard ability.


  Divine
Requires 1 major or minor feature in Divine.

Name Prerequisites Description
Companion Soul Natural Bond or Hunter Bond Gain companion soul as per the nature warden.
Final Revelation Mystery Gain the final revelation as per the oracle ability.
Home Ground Gain home ground as per the druid ability.
Proxy Gain proxy as per the cleric ability.


  Martial
Requires 1 major or minor feature in Martial.

Name Prerequisite Description
Mighty Rage Barbarian Rage Gain mighty rage as per the barbarian ability.
Supreme Charge Gain supreme charge as per the cavalier ability.
True Grit Grit Gain true grit as per the gunslinger ability.
Weapon Mastery Gain weapon mastery as per the fighter ability.


  Subtlety
Requires 1 major or minor feature in Subtlety.

Name Prerequsites Description
Master Strike Sneak Attack Gain master strike as per the rogue ability.
Masterful Talent Gain masterful talent as per the rogue ability.
Crippling Critical Gain crippling critical as per the duelist ability.


  Arcane / Divine
Requires 1 major or minor feature in Arcane and Divine.

Name Prerequisites Description
Expanded Spell Synthesis Spell Synthesis Gain the ability to use spell synthesis two more times per day.
Twin Eidolon Eidolon Gain twin eidolon as per the summoner ability.


  Arcane / Martial
Requires 1 major or minor feature in Arcane and Martial.

Name Prerequsites Description
Arrow of Death Enhance Arrow Gain arrow of death as per the arcane archer ability.
Mighty Bloodrage Barbarian Rage Cast up to two second-level spells upon entering Barbarian Rage as per Greater Bloodrage and Mighty Bloodrage bloodrager abilities.
True Magus Spell Combat Gain true magus as per the magus ability.


  Arcane / Subtlety
Requires 1 major or minor feature in Arcane and Subtlety.

Name Prerequisites Description
Grand Discovery Discovery Gain a grand discovery as per the alchemist ability.
Surprise Spells Gain surprise spells as per the arcane trickster ability.


  Divine / Martial
Requires 1 major or minor feature in Divine and Martial.

Name Prerequisites Description
Divine Retribution Gain divine retribution as per the holy vindicator.
Holy Champion Smite Evil or Lay on Hands or Channel Energy Gain holy champion as per the paladin ability.


  Divine / Subtlety
Requires 1 major or minor feature in Divine and Subtlety.

Name Prerequisites Description
Seen it Before Favored Enemy Gain seen it before as per the ranger ability.
Shadow Master Shadows Gain shadow master as per the shadowmaster.
True Judgment Gain true judgment as per the inquisitor ability.


  Martial / Subtlety
Requires 1 major or minor feature in Martial and Subtlety.

Name Prerequisites Description
Angel of Death Death Attack Gain angel of death as per the assassin ability.
Incredible Luck Charmed Life Gain incredible luck as per the swashbuckler ability.
Perfect Self Gain perfect self as per the monk ability.

 

Ex-Scions


  A scion who selected the modifier(s) to have a benefactor, belong to a code of conduct, or have a specific alignment who grossly violates their code of conduct or their benefactor's obediences loses all spells and class features (including the service of an animal companion, eidolon, familiar or mount, etc), except for armor and shield proficiencies and weapon proficiencies. They cannot thereafter gain levels as a scion until they atone for their deeds (see the atonement spell description).
 

Favored Class Bonuses


  Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. Scions may instead choose a single of the other core or base classes to gain favored class benefits from, if desired.
 

Archetypes and Alternate Class Features


  When a character selects a class, they must normally choose to use the standard class features found or those listed in one of the archetypes presented here. Each alternate class feature replaces a specific class feature from its parent class. For example, the elemental fist class feature of the monk of the four winds replaces the stunning fist class feature of the monk. When an archetype includes multiple class features, a character must take all of them—often blocking the character from ever gaining certain familiar class features, but replacing them with equally powerful options. All of the other class features found in the core class and not mentioned among the alternate class features remain unchanged and are acquired normally when the character reaches the appropriate level (unless noted otherwise). A character who takes an alternate class feature does not count as having the class feature that was replaced when meeting any requirements or prerequisites. In the scion's case, archetypes can be chosen only if they meet all class features prerequisites (including replaced features).
  A character can take more than one archetype and garner additional alternate class features, but none of the alternate class features can replace or alter the same class feature from the core class as another alternate class feature. For example, a paladin could not be both a hospitaler and an undead scourge since they both modify the smite evil class feature and both replace the aura of justice class feature. A paladin could, however, be both an undead scourge and a warrior of the holy light, since none of their new class features replace the same core class feature.
  Archetypes are a quick and easy way to specialize characters of a given class, adding fun and flavorful new abilities to already established adventurers. Characters may take more than one archetype if they meet the requirements. Players should speak with their GMs if they should instead wish to replace certain class features with others not included within the scion's options.
 

Scions and Multiclassing


  Much like other classes, class features gained by scions do not stack with class features gained from other classes. For example, a scion who selects the channel energy feature will not have the feature stack with a channel energy class feature gained from another class such as cleric or paladin. Each instance of these features are counted separately.

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