Pathfinder Draenei Template
Pathfinder Draenei Template
Pathfinder Draenei Template
is an immobile spirit that forms out of their body (the body vanishes during
this time), huge sized and glowing with white-blue light. They may speak as
normal in this form, and cast any spell or spell like abilities with the healing
descriptor, but tasked only to heal (Not to harm). All of these spells or spell
like abilities are treated as Empowered (As empower spell), Reach (As Reach
Spell), and Quickened (As Quicken Spell, limit 2 spells per round). These heals
can be any known by the cleric, and nor does the cleric require to have any
spell slots left for the day to cast them. However, this is not without cost. The
effect lasts 3 rounds, and after the cleric is dead, and cannot be revived by
immediate means such as Breath of Life. (Resurrection works normally).
Replacement Domain Spells - 2nd - Soothing Word, 6th - Banishment, 7th Bestow Grace of the Champion
Draenei Feats:
Arcane Brilliance:
Prerequisite: Draenei, Arcanist at Heart, Caster Level 6th
Benefit: Choose one metamagic feat that increases spell level and
casting time by 2+, and reduce that number by one.
Draenic Glass Expertise:
Prerequisite: Draenei, Draenic Glass Proficiency
Benefit: As a swift action, before the attack is rolled the draenei can
lower the Critical threat range of their weapon by half rounded down(18-20
becomes 19-20, 19-20 becomes 20, 20 cannot be lowered), in order to
increase their critical multiplier by one.
Special: As an immediate action after a critical is confirmed, a draenei
with this feat can shatter their weapon, embedding the gems in their foe's
flesh. The foe is afflicted with a bleed equal to the critical multiplier of the
weapon + the enhancement bonus. Any relevant enchantments can modify
the type of damage or enhancement bonus, but otherwise cannot add
damage. (Flaming enchantments would let the damage benefit from fire
vulnerability, Bane would increase the damage by the enhanced
enhancement bonus, but the bonus dice from it or an effect such as
Wounding do not apply)
Undeniable Valor:
Prerequisite: Draenei, Inspiring Presence
Benefit: You may use your Inspiring Presence once more per day. This
feat stacks.
Inspiring Aura:
Prerequisite: Draenei, Inspiring Presence
Benefit: Increase your Inspiring Presence Range by 20 ft. This feat
stacks.
Special: Upon taking this feat, the Draenei also gains a special link with
those within it's
range, you can always succeed on a check to
convince an ally that you are
indeed their ally (if in fact you are,
bluffing is impossible). By the same means,
no foe would falsely find
you to be their ally (if in fact you are their foe). This is
a mind-
affecting effect.
As a free action, you can announce your position by this effect to
allies and
enemies, as a beacon of hope for allies, or a symbol of
dread to foes.
Powerful Presence:
Prerequisite: Draenei, Inspiring Presence, Character Level 8th
Benefit: Increase the bonuses of your inspiring presence by +1
Special: You may take this feat again at 16th Level
Call of the Naaru:
Prerequisite: Draenei, Inspiring Presence, Naaru Subdomain, Spirit of
Redemption
ability, Character Level 14th, Must be Good
Benefit: As an immediate action any time you would , you may
sacrifice your life for that of your allies in a burst of light. You may take your
remaining HP and divide it as you see fit between a warming light of healing
for allies or searing light to your evil enemies. This hp can be split in any way
between allies, or done as an attack to any undead or evil outsider (Will save
for half, DC 10 + Character Level + Charisma). You may immediately go into
Spirit of Redemption healing after this explosion as normal. Any targets
chosen by the heal or attack must be within range of the Inspiring Presence.
Special: Your Spirit of Redemption duration is increased by 3 rounds,
plus 1 for each Feat involving Inspiring Presence you have.. This applies any
time you would use the power.
Loved by the Light:
Prerequisite: Draenei, Gift of the Naaru racial trait.
Benefit: Once per day, on any spell or spell like ability of the healing
school, or that heals ability point damage, after the roll is made but before
results revealed, you may reroll the dice used in the heal. You must take the
results of the re-roll.
Hand of the Naaru:
Prerequisite: Draenei, Gift of the Naaru racial trait, Loved by the Light
Benefit: You can channel 1d6 of positive energy once per day as a
supernatural ability.
Fast On Their Hooves:
Prerequisite: Draenei
Benefit: Increase your base land speed by 10 feet.
Special: This stacks with fleet. However, the bonus increased by fleet is
affected by
load, the 10 feet by Fast Hooves is not.
Shackling Spell:
Prerequisite: Draenei, Able to cast Consecrate
Benefit: An evil outsider or evil undead affected by a shackling spell is
subject to
being entangled equal to the level of the spell. Any
creature already under the effect of one shackling spell and struck by
another, is given a will check (DC equal to Caster DC of spell that level), and
upon failure, is subject to a trap the soul spell, duration equal to twice the
spell level in rounds. The body will appear to be trapped in chains of light, but
in truth is inaccessible, and immobile while the spell is in effect.
Level Increase: +3 (A Shackling spell uses a spell slot three higher then
the spell's actual
level)
Soulbinding Spell:
Prerequisite: Draenei, Must be Evil, Able to cast Desecrate
Benefit: Functions as Shackling spell, but works on Good outsiders,
Humanoids, and Monstrous Humanoids. Targets appear to be in tendrils of
shadow.
Level Increase: +4
New Spell:
Totems (Not Draenei specific but can be made, summon creature, creature is
immobile and has crap ac and hp, but at will buffs a single spell)