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Askana

This mysterious divine power is followed, sometimes blindly, by the Gnome Kikleback Tocx . Kikel encountered Askana in Sanos Forest after he left his home at Wistledown with nothing but his clothes on and ventured into this strange forest - a secret kingdom of Gnomes and Faerie folks. He spent a number of years exploring and experiencing the dark forest and its denizens, his mantel state drifting from moments of pure clarity to days of wild insanity.
Having no one else to talk to most days in the forest, Kikel started talking to himself. One day himself answered, in a female voice, and from that day on they would talk to each other through thoughts, dreams and hallucinations.

He calls her Askana. It was the first word that came out of his mouth when he heard her for the first time. Kikelback believes she is a spirit of an Eldest, a blueprint or a prototype of a divine being created in the first world. How and why Askana came to be in Sanos Forest he doesn't know, though the forest is known to be a location where the veil between the First World and the Material World is thinnest and Fairies travel to and from these two realms rather freely there.
Her exact goals are unknown to him, but she sends him visions of pain, death and catastrophes, and then equips him with inner powers to battle evil, oppression and suffering. Kikel believes Askana prepares him towards a single great event where her powers of life and freedom will manifest through him in a great battle between good and evil.


NEW FEATS:

Minor Deific Obediences (Askana)

Your reverence for your deity is so great that daily prayer and minor acts of Faith, Duty and Sacrifice grant you special boons.   Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.   Description: Each deity may require different daily or periodic obediences, but all obediences take no more than 1 hour to perform. Every day you may perform one obedience of either Faith, Duty or Sacrifice. You do not have to perform an obedience every day, but the most faithful do. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the obedience entry. If you perform an Obedience, any effect remaining from your previous Obedience disappears.   Benefit: At 3ed level you may perform the following Obidiences:   Act of Duty: Heal a person you have never met before, using a divine spell, scroll or potion.
You gain a +2 sacred bonus on all saving throws against disease and poison effects, and a +2 sacred bonus on all rolls made to heal or remove their effects from others.   Act of Faith: Go to a dark place outside a settlement and pray for the souls of those who suffer. Leave a lighted lantern when you leave.
You gain a +4 sacred bonus on saving throws against spells and effects cast by undead.   Act of Sacrifice: Blindfold yourself and walk for 200 steps chanting on the lessons you have learned from Askana.
You gain a +4 sacred bonus to AC against attacks of opportunity provoked by casting spells or using spell-like abilities.     At 6th level you may perform the following Obidiences:   Act of Duty: Destroy a shrine or a sacred location of a Lawful Evil deity.
You gain the ability to cast Sanctuary spontaneously, without expanding any spell slots until the next time you renew your spells. In addition you gain the Liberty[Freedom] subdomain Liberty’s Blessing special ability for a number of times equal to 3 + your Charisma modifier.
Liberty’s Blessing (Sp): You touch a willing creature as a standard action, granting it a boon. A creature with this boon can, as a swift action, make a saving throw against a single spell or effect it is suffering from that grants a save. The DC of the saving throw is equal to the original DC of the spell or effect. If the saving throw is successful, the effect ends. This boon lasts for 1 minute or until successfully used to remove a spell or effect, whichever duration is shorter.   Act of Faith: Spare the life of an enemy that you or your allies just defeated. Make sure he or she knows it is by the hand of Askana that they were saved.
For the next 24 hours the light radius of any light source you hold or conjure increases by 5 feet. In addition you gain the Glory [Honor] subdomain special ability Honor Bound for a number of times equal to 3 + your Charisma modifier.
Honor Bound (Su): With a touch, you can remind a creature of its duties and responsibilities, granting it a new saving throw against each enchantment (charm) or enchantment (compulsion) effect that currently affects it. If the saving throw is successful, the enchantment effect is ended. This power only affects effects that allow a save. If you fail a save against such an effect, you can use this ability as an immediate action to grant yourself an additional save. Once the target (either you or a touched creature) has made one additional save per effect, this ability has no further effect on that particular enchantment effect.   Act of Sacrifice: Build a fire in a dark and lonely place. Watch the flames as you pray for the well being of someone you care about. When the flames have died down, roll naked in the cinders to extinguish the last bits of fire and grind the ashes into the ground taking 2d6 of fire damage as you do so.
If the person you were thinking about was wounded he will instantly gain the hit-points you have sacrificed. In addition you gain the Good Domain ability Touch of Good for a number of times equal to 3 + your Charisma modifier.
Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your level (minimum 1) for 1 round.  

Major Deific Obedience (Askana)

Your faith and reverence for your deity are an example for her other followers. You are a beacon of your faith, a saint and a deliverer of divine might!   Prerequisites: Knowledge (Religion) 9 ranks, Minor Deific Obedience, must worship a deity.   Description: At higher levels you gain access to divine boons granted from your deity when you perform a Major Obedience   Benefit: If you have at least 12 Hit Dice, you gain a boon granted by your deity upon undertaking one of your Major Obidiences. If you have at least 16 Hit Dice, you also gain the second boon. If you have 20 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a major boon’s effects are constant until you perform a different act of obedience.   Special: If you have levels in the evangelist, exalted, or sentinel prestige classes, you gain access to these major boons at lower levels as a benefit of your prestige class. If you have no levels in one of these prestige classes, you gain the major boons marked as boons for the exalted prestige class. If you later take levels in sentinel or evangelist, you lose access to the exalted boons and gain access to the new boons appropriate to your class. If you have taken levels in the evangelist, exalted, or sentinel prestige classes you must perform a Deific Obedience every day. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by any of the two Deific Obedience feats until you next perform an act of obedience.   Major Acts of Obedience:   Act of Duty:
Invite an ally to practice sparring with you or with another ally. As you or your allies practice, discuss the importance of being prepared for the coming events of the future and then convince him or them to pray or meditate with you (This is a role-play task, that has to be genuine for the act to be true. If you reveal the other players why you invite them for sparring and practice it will most likely not be enough)   Preparation (Sp): anticipate peril 3/day, anticipate thoughts 2/day, or magic circle against evil 1/day
Defending Shield (Su): Your dedication to protecting your community manifests as a way to shield yourself and others. Three times per day as a standard action, you can summon a mystical glowing shield that sheds light as a torch. This shield manifests in a square within 30 feet of you, and it can share your space or that of any of your allies. If the defending shield is in a creature’s square, it grants that creature a sacred bonus to its Armor Class equal to your Charisma modifier. You can move the shield to a different square within 30 feet of you as a swift action and can dismiss the shield as a free action. The defending shield lasts for 10 rounds each time it is summoned.
Invoke Uprising (Sp): Even shackles of the mind do not escape your notice, and you can use an inspiring word from the teachings of Sakana to help others find the strength to break those shackles. You are automatically aware of any creature within 10 feet of you that is currently under the effects of a charm, compulsion, or possession effect. Three times per day as a swift action, you can inspire such a creature to throw off the influence, granting that creature a new saving throw to immediately end the effect. If the effect does not normally allow a saving throw, calculate the save DC as normal if it is a spell; if it’s not a spell, the DC is equal to 10 + 1/2 the source’s Hit Dice + the source’s Charisma modifier. The creature gains a sacred bonus on this saving throw equal to your Charisma bonus (minimum +1). This bonus is doubled if you include a physical touch as part of your invocation to rise up against the effect. In either case, this is a language-dependent effect.   Act of Faith:
When your allies or community expresses despair, discuss it with them and show them that there is hope. (This is a role-play task, that has to be genuine for the act to be true. Wait for opportunities when other players express despair or when an NPC from the community are worried of things to come, and take advantage of the situation)   Voice of the Eldest (sp): command 3/day, enthrall 2/day, or suggestion 1/day
Inspiring Presence (Su): Your mere presence bolsters your companions to fight harder in the face of even the most overwhelming odds and bolsters their hearts against growing weary of battle. Once per day as a standard action, you can provide all allies within 30 feet of you with a +1 sacred bonus on attack rolls, saving throws, and weapon damage rolls for a number of rounds equal to your Hit Dice.
Fey Ally (Sp): Once per day as a standard action, you can summon a young Norn to aid you. You gain telepathy with the Norn to a range of 100 feet. The Norn follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The Norn doesn’t follow commands that would cause it to violate its alignment by committing evil acts, and it could even attack you if the command is particularly egregious.       Act of Sacrifice:
Invite the local community to a feast in a shrine or a temple of any good aligned deity. Mark the feast as in honor of either the community itself, your deity or the deity in whose temple it takes place. During the feast donate a magical item worth at least 1000gp to the shrine or temple of the good deity. Alternatively, convince an ally to donate a magical item worth 500gp or more.   Brightness (Sp): dancing lantern 3/day, continual flame 2/day, or daylight 1/day
Healing burst (Su): You can transmute the your own life energy into brilliant, healing radiance. You can add your exalted levels to any cleric levels you have to calculate the power of your channel energy ability. In addition, you can spend three of your daily uses of your channel energy ability to channel an especially powerful burst of healing that manifests as a bright radiance around you. Anyone healed by your channeled energy burst who is currently suffering from poison or a nonmagical disease can immediately attempt a new saving throw with a +2 sacred bonus to end the poison or disease effect.
Martyrdom (Su): Your deeds and faith have earned you the Eldest’s blessing to give your life for a worthy cause and still fight on, and she shelters you in battle. As an immediate action once per day, whenever a single creature within 300 feet of you is slain by an effect or hit point damage, you can redirect that effect or damage onto yourself. You gain no saving throw to reduce effects redirected in this manner. If the effect kills you, you are restored to life in 1d4 rounds, as per resurrection, but once this resurrection effect occurs, you lose the ability to use martyrdom for 1 year.
Alignment: Chaotic Good
Pantheon: First World Eldest?
Areas of concern: Devotion, hope, uprisings, Freedom, Healing, redemption
Domains: Good, Healing, Community, Liberation, Protection
Subdomains: insanity, medicine, freedom, revolution, riot, honor, heroism, revelation
Favored Weapon: Spear
Symbol: A hand holding a torch and spear
Sacred Animals: Swan, leech
Children

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