HD-
d8
Max AC- 16
Most
7th
Sons of a 7th
Son are born with strange omens of their birth. Falling stars,
murders of crows outside the home when they are born, an icy cold
placenta, and so on. For humans, a 7th
Son of a 7th
Son is considered lucky and specially destined for greatness. Other
races may have different numbers or even genders depending on the
warriors; Elves find the 3rd
Son of a 3rd
Son special, where as the Goblins may find the 21st
Son of a 21st
Son. Matriarchal societies like the Gnolls will instead favor the 4th
Daughter of a 4th
Daughter and so on. This power may be even more strict in some
culture, requiring an unbroken lineage with no daughters/sons of the opposite gender.
7th
Sons are said to be special. Guided by destiny and empowered against
magical creatures and spirits alike. While not necessarily always
good or honorable, Seventh Sons are said to have special powers
against the undead and demons, and are said to have skills with
magic, at least in regards to the healing arts. You are a little bit
like a paladin.
One of the main
powers of a Seventh Son is their special eyes- to see through
glamours. You are immune to the mind effecting abilities of creatures
and spells cast by creatures equal to your level as HD or less. You
get advantage on saving throws versus illusions if the source of the
illusion had HD equal to your level or less. For spells or abilities
with multiple effects, you are only immune to the mind affecting
portion and are normally harmed or hexed by the rest.
You gain +1 to hit
at level 3, 6, 9, and 10.
You gain +1 damage
to attacks at levels 5 and 9. You also deal +1 damage with magic rods
or wands at level 7. You can use wands and scrolls at this level if
you couldn't already.
You have healing
hands. You can attempt to heal someone without using any first aid
supplies once per day per level- equivalent to a magic spell, just takes an exploration turn. You also heal +1 more health when
you do heal someone this way every even level.
Your
presence inspires others to holdfast against darkness. Hirelings
under your command get +1 to their saves and morale checks versus
supernatural fear and panic if your level matches or exceeds the HD
of the offending force. Treat your level as one higher for Turning Undead. At level 4th
level, you may draw a poison into yourself by sucking on the wound;
the character harmed by the poison transfers it to you, and all the
remaining damage or negative effects of the poison harm you instead.
At
10th
level, you become a Son-Of-Omen
and fully unlock your mystical abilities. Your powers include the
sight-beyond-sight, granting you a once per adventure view into the
future or past, as long as you have time to meditate on the event in
question. The timeline you can see is expansive, but the mythic past
and far future are beyond your sight. Secondly, your ability to heal
also improves; you never need healing supplies to heal someone, and
you can also draw level drain from another character into yourself,
and the same goes with curses and other mystic maladies.
As a secondary effect; you become totally invisible and silent to
demons and the undead. You could walk through hell unmolested. These beings refuse to notice your presence, even if told by other beings that can sense you. This effect lasts until the next time you
attack a creature of darkness, in which case this power ends permanently.
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