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Purifier

 

Purifiers are obsidimen who are dedicated to healing the scars left on the world by continuing activity of the Horrors, the Scourge and most recently, the War. Willing to go to extremes to express the obsidiman’s race’s love of nature and the Earth, the world view of Purifiers has changed at large from being that of kindly monks seeking to preserve nature to that of zealot extremists content to let Name-givers suffer under oppressive rulership rather than endanger their fragile ecosystems.  

Allowable Classes monk, psion. A purifier may multiclass monk with psion as long as all psion levels count towards the Purifier Discipline.  

Discipline Main Statistic Wisdom

Racial Restrictions Obsidiman only

Saves  

Talents  

Memory of Innocence-1 Karma the Purifier may transfer hit point damage from the land to him self. All damage taken by the Purifier must be healed naturally or by magic. Each extra karma spent reduces the damage taken (but not shifted by 1). This talent will also work on elemental or plant creatures. The Purifier may not heal an area that has had it’s pattern completely destroyed or where astral space is corrupted.

Purify-1 Karma a day for one week will restore tainted astral space to the next lower level of corruption in a 10 foot radius permanently. Each extra Karma increases the radius by 10’. One full hour must be spent in the area each day for one week (5 days is a Barsaivian week).

Body Control- 1 Karma adds 1d4 points to the Purifiers damage in Unarmed Combat. Each additional Karma adds an additional point of damage.

Clay Skin-1 Karma gives 1/+1 damage reduction for one combat. Additional Karma adds 1/+1 damage reduction. Or 2 karma adds 1/+2, 3 adds 1/+3 and so on up to +5 reduction. Types may not be mixed on a single use. This feat stacks with other damage reductions but not with itself.

Earth Skin-1 Karma will ignore critical hit effects from normal weapons of one weapon type (Piercing, Slashing, Bludgeoning) for one combat. Each additional Karma ignores critical hit effects from magical weapons of a + equal to the extra Karma spent or an additional type.

Life check-1 Karma allows the Purifier to stay conscious and able to act when below 0 HP for 1 minute. Each extra Karma adds 1 to the damage a Purifier can take before he dies (i.e. 1 point –11 2 points –12) or adds one minute to the duration. This talent can be used as a free action as soon as the Purifier drops below 1 HP. If the Purifier is below –10 when the duration ends he dies

Fireblood 1 Karma restores 2d4 worth of HP. Each additional Karma adds another 2d4