team plus editions
Destiny is strange; you can never quite tell where it will take your adventures. From planespanning journeys, to mysteries in hamlet towns, to quiet moments at the end of the world. You can, however, rely on the fact a dragon will be involved somehow.
Exemplars are the tools of fate and the perfect vessel for a draconic mark on any journey they take. The following are various Ikons filled with the desires and power of the Great Dragons of Golarian.
Usage a suit of armour in the composite or plate group
Armour who’s plating shifts to the scales of an adamantine dragon.
The armour darkens and grows heavy. You gain a +1 status bonus to your AC; additionally, you gain resistance to critical hits equal 1 + half your level. Lastly, the weight slows you down. You and any creature you mount gain a - 5-foot status penalty to their speeds.
The scales of your armour fall to the ground and you charge ahead. Stride and then Leap. Make a melee Strike against a creature within your reach when you land; if this Strike is a critical success, the target falls prone. Ignore the movement penalties from skymetal bulwark’s immanence and your armour during this activity. You can use Crash Down when Burrowing instead of Striding if you have a burrow speed.
Usage a cloak, hood or mask
This accessory was once part of a conspirator dragon’s disguise. On reflex it wraps around your body, warping your skin.
The veil changes how you look. You gain a +1 status bonus to Deception checks to Impersonate and Lie and to your Deception DC to Impersonate and Lie. If the mastermind's veil houses your divine spark for 10 uninterrupted minutes, you set up a disguise (or change your current disguise) as if you used a disguise kit during that time. Any disguise created by mastermind’s veil is destroyed when your divine spark leaves it.
The veil tears, its shreds spraying into the faces of those you fool. You Feint. On a success, as well as Feint’s standard effects, the target is dazzled for 1 round.
Alternatively, if you use this action while in a disguise (either conjured by the mastermind’s veil or otherwise), the disguise detonates outward and is destroyed. The result of your check to Feint is compared to the perception DCs of all creatures in a 5-foot emanation instead of just the target, applying the effects of Not Who You Were Expecting? as normal to each creature in the emanation.
Usage imbued into the soul
You are marked by a diabolic dragon, you are now an extension of hell.
You gain the unholy trait. If you have the holy trait, when you gain this effect, you lose the holy trait, become frightened 1 and your frightened value cannot be reduced below 1. This lasts until your divine spark moves from extension of hell. As you walk, hell makes its claim. All squares adjacent to you are hazardous terrain to all creatures other than you. A creature that moves through this area take 1 spirit damage for every square of that area it moves into. This damage increases by 1 at level 5 and every 4 levels thereafter.
Your wounds are an insult to hell’s borders, an insult that will not go unpunished. Target a creature within 30 feet that has damaged you since your last turn. The target must make a basic Will save against your class DC or take 2d6 mental damage. Creatures with the holy trait take a -2 circumstance penalty to this save. The damage dealt is increased by 2d6 at level 3 and every 2 levels thereafter.
Usage a crown, helmet or headdress
You hold your head high as a blessed hero, respected among the empyreal dragons.
You gain the holy trait. If you have the unholy trait, when you gain this effect, you lose the unholy trait, become frightened 1 and your frightened value cannot be reduced below 1. This lasts untill your divine spark moves from heroic crest. All allies in a 15-foot emanation gain a +1 status bonus to saving throws.
You throw out your crest. It hovers over an ally you can see within 30 feet and pulses with divine energy. All enemies in a 15-foot emanation of the target must succeed a Fortitude save against your class DC or be pushed 5 feet away from the target (or 10 feet on a critical failure). Additionally the target regains 1d8 hit points. The target is then immune to healing granted by Expel Evil for 10 minutes. This healing is increased by 1d8 at level 3 and every 2 levels thereafter.
Usage any shield
This shield holds a link to the magical treasure of a fortune dragon’s horde and can borrow it in hopes the dragon does not notice.
The surface of the shield of fortune shimmers as riches begin spilling forth. your shield block reaction with shield of fortune is triggered against spells and magical effects even if they do not deal physical damage. If triggered this way shield of fortune gains temporary hit points equal to 2 + your level that last for 1 minute. If shield of fortune houses your divine spark for 10 uninterrupted minutes it regains all of its hit points.
Requirement. The shield of fortune is Raised. Effect. The treasure atop your shield is flung out as charitable violence. All creatures in a 10ft emanation from you must make a basic Reflex save against your class DC or take 1d10 bludgeoning damage. a creature that critically fails this save becomes clumsy 1 for 1 round. This damage increases by 1d10 at level 4 and every 3 levels thereafter.
Usage shield spikes or a weapon in the spear group
This weapon is carved from the horn of a horned dragon, momentous power resounding through its tang.
Strikes with fierce impaler deal an additional 1 spirit damage per weapon damage die. Additionally you ignore the effects of difficult terrain.
With a bounding rush you thrust the dragon’s horn, snagging at a creature’s innards. You Stride, at the end of this Stride make a melee Strike using fierce impaler against a creature. On a successful Strike the creature is grabbed by you until the start of your next turn, until either of you move, you stop wielding fierce impaler or they successfully Escape against your Class DC.
Usage necklace, bracelet or sash
This band is covered in the same patterns as a mirage dragon’s scales, confusing the eyes of onlookers.
Illusory mist surrounds you. You are considered concealed to ranged attacks made by enemies. A creature can attempt to disbelieve this mist by successfuly Seeking against your class DC while this effect is active. On a success they ignore concealment caused by fractal band for 10 minutes.
You Hide or Sneak even if you are not behind cover or concealed. Until the end of your turn you are not automatically revealed from not being behind cover or concealed when using the Hide and Sneak actions (though other actions may still reveal you.)
Usage an agile or finesse melee weapon
Like the wings of an omen dragon this weapon offers glimpses of the future in an astral glitter it leaves in the air. Once per day while wielding fate's trail you can cast augury as a 2nd rank occult innate spell. Your divine spark must remain within fate’s trail for the spell’s whole casting or the spell is interrupted (the use of the spell is not expended).
Strikes with fate’s trail deal an additional 2 spirit damage per weapon damage die.
Your echo from an alternate timeline rushes forth and strikes. Choose an unoccupied space you could occupy within a distance equal to your speed. This alternate runs from you to that space to attack. Make a melee Strike using fate’s trail as if you were in the chosen space (possibly flanking with yourself). Any physical damage dealt by this Strike is spirit damage instead of its normal type. After the attack the alternate shifts back to its timeline and vanishes.
Like super hot iruxi guy and he looks crazy epic. He can have like fierce impaler as like a green scaled spear with a bone spear head or something. or maybe like he's all mysterious holding fate's trail as this wooden dagger with an astral blade. so long as he's smokin hot it is up to artistic interpretation.
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