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Scion

The Scions, Hydaelyn’s chosen champions of Light and Life. they wander the world, solving problems and enriching the world. They are not required to spread Her light, simply to preserve the life and livelihoods of all creatures. The Scions rise up in opposition to the Ascians, their maddening drive to sacrifice life for their hungry god. The Scions hope to keep the balance of dark and light, standing up to the challenges that the world faces. The struggle between Hydaelyn’s chosen and Zodiark’s faithful continues.

The scion is a deific order of the cleric class.

Limit Breaks (Su)

At 1st level, the scion receives the Limit Breaks (Blessing of the Crystal and Her Radiance).

Blessing of the Crystal (Su): This Limit Break allows the scion and her allies within 30 feet to receive the crystal’s blessing. All attack rolls, skill checks, and saving throws receive a +5 sacred bonus for a duration of 1 round +1 round per four cleric levels after 1st. All attack rolls, skill checks, and saving throws cannot be forced to critically fail by abilities that manipulate fate or die rolls. They can be forced to regularly fail, however. This limit break requires only a swift action.

Her Radiance (Su): This Limit Break mends wounds and provide protection to the scion and her allies. The scion and her allies within 50 feet are immediately healed up to half their maximum hit points and gain a +2 deflection bonus to AC that increases by 2 per four cleric levels after 1st. This lasts for a duration for 1 round + 1 round per four cleric levels after 1st. In addition, any lethal damage taken by all creatures benefiting from this limit break are converted into nonlethal damage for the duration.

Spells

A scion can cast spells from either the red mage spell list or the white mage spell list. Once this choice is made, it cannot be changed. A scion begins play with 3 1st level spells of her choice from the selected spell list. The scion also selects a number of additional 1st-level spells equal to her Wisdom modifier to add to her list of spells. Each time a character attains a new cleric level, she gains two spells of her choice to add to her list of spells. The two free spells must be of spell levels she can cast. Like most mages, a scion can find or purchase scrolls with spells to add to her repertoire.

To learn or cast her selected spells, the scion must have a Wisdom score equal to at least 10 + the spell level (Wis 11 for 1st-level spells, Wis 12 for 2nd-level spells, and so forth). The Difficulty Class for a saving throw against a scion spell is 10 + the spell level + her Wisdom modifier. In addition, a scion gains additional MP for having a high attribute (Wisdom). All spells learned by the scion uses her Wisdom modifier instead of the casting modifier used for all spells’ effects.

Class Skills

The scion adds Perception to her list of class skills. In addition, the scion is gifted with an amiable nature. A scion gains a bonus on all Diplomacy skill checks by an amount equal to half her cleric level (minimum of one).

Favored Weapon

A scion is proficient with Power Rods.

Domains

A scion gains access to two of the following domains: Magic, Good, Healing, Repose, Sun.

Deity Abilities

A scion gains the following abilities from her deity as she increases in level.

Blessed Echo (Ex)

When a scion channels energy, no matter her alignment, she always channels positive energy and cannot benefit from profane bonuses. Sacred bonuses she receives from other sources outside of her own class abilities and spells are increased by 1. In addition, the scion gains a +2 bonus on saving throws against death effects and on checks to stabilize from dying.

The Loving Light (Su)

At 1st level, the scion spreads light to make the dark squirm. When in an area of dim light or darkness, the scion can use a swift action to improve the lighting conditions by one step in a 20-ft.-circle around herself that follows her. If she uses a standard action, she improves it by two steps. If she uses a standard action and spends 2 MP as part of the action, the area of light she creates is treated as the Brighten spell with the DC for concentration checks to equal to (DC 10 + half of the cleric’s level + her Charisma modifier). This ability can be performed twice per day. The number of times per day increases by 1 for every four cleric levels thereafter.

Weapon of Light (Su)

At 3rd level, a scion can channel the Light and distill it into a weapon to beat back the dark. The scion gains the Martial Weapon Proficiency feat as a bonus feat. As a standard action, she can expend a use of Channel Energy to morph the current weapon she is holding into a single simple or martial weapon that she is proficient with. Attacks with that weapon gain a sacred bonus to damage rolls equal to the scion’s Charisma modifier and the weapon is treated as her favored weapon for the purposes of feats and abilities. This sacred bonus can stack with other sacred bonuses that are given from another source outside of her own spells and class features. This lasts for 1 minute and can be used once per day. The number of times per day increases by 1 for every four cleric levels thereafter.

Echoing Light (Ex)

At 6th level, the soul of the scion leans further toward the light. The scion gains Holy Resistance 4 and Shadow Resistance 2. At 9th level and every three cleric levels thereafter, these resistances increase by 2. At 10th level, a scion becomes immune to sleep effects, paralyzation, dazzled and stun effects. In addition, the scion cannot be caught flat-footed in an area of normal or bright light.

Astral Blessing (Su)

At 9th level, the scion’s very touch seeps power into her armaments. The scion and all weapons she wields are under a permanent Enlight II spell. In addition, the benefit from The Loving Light ability increases to represent the Brighten II spell and any light the scion creates, through mundane or magical means, counts as magical light.

Safe Travels (Su)

At 12th level, the scion can commune with the Mother for a blessing. At the beginning of the day, the scion can spend one hour communing with Hydaelyn. Doing so grants the scion a +4 insight bonus to the dangers ahead. This insight bonus can be applied to Attacks rolls, saving throws, or to AC at the beginning of combat that lasts for a number of rounds equal to the scion’s Charisma modifier. The bonus can be expended to as an immediate action to act in a surprise round. Alternatively, the scion can apply this insight bonus to a single skill check outside of combat. Once applied, it is expended.

Hope and Resolve (Su)

At 15th level, pain and despair are opponents to be overcome. Whenever the scion is subjected to a coup de grace or a death effect from spells and abilities, she lowers the DC for the coup de grace by 10 and the Death effect by 5 as long as she is benefiting from a sacred bonus. Should the scion pass the DC for the effect, she immediately heals a number of hit points equal to her Charisma modifier.

To Preserve The Future (Su)

At 18th level, the scion’s connection to the light has nearly been bridged. The scion’s Channel Energy ability is treated as if it was 3 levels higher for the purposes of output (total of 7d6 at 18th level and 8d6 at 20th level) and change from d6s to d8s. In addition, any morale or sacred bonuses the scion instills on others (but not herself) increase by 4.

Scion of the 7th Dawn (Su)

At 20th level, the scion has joined the ranks of Hydaelyn’s most blessed chosen. As a full-round action, the scion can instill a sliver of the Mother’s power. She gains the following benefits:

  • A +4 circumstance bonus to all Ability scores, saves and a +4 deflection bonus to AC.

  • A fly speed of 40 feet with perfect maneuverability.

  • The scion absorbs Holy damage, gains Shadow Resistance 25, and Elemental Resistance 10 to all other elements.

  • The scion cannot be grappled, bull rushed, overrun, and repositioned or be subject to effects that would cause those maneuvers.

  • The scion gains immunity to polymorph effects, death effects, poison and disease effects, Slow, Stop and Curse.

  • The scion gains SR 30 and all spells and attacks that target her while she is within an area of normal or bright light have a 50% chance to miss and fail. This miss chance does not stack with other miss chances.

This ability lasts for 1 minute and can be performed once per day.