The Seal
The Seal, the revered relic possessed by the members of The Sons of the 7th Seal , is a remarkable artifact of great mystery and power. Intricately crafted, its origins remain shrouded in enigma, unknown even to the most senior members of the organization. However, rumors persist that the Seal was forged by Moradin, the Dwarven deity of craftsmanship, enchanted by Boccob, the god of magic, and infused with the divine power of the seven gods of the realm.
The Seal itself is a multi-layered symbol, consisting of seven interlocking rings, each representing one of the gods of the realm. It is a tangible representation of the bond between the members of the 7th Seal and the divine forces they serve. The rings of the Seal radiate with a divine glow, imbued with an ethereal energy that resonates with the members' devotion and connection to the gods.
Within the Bastion of Ascension, the Seal holds even greater significance. As members ascend through the ranks, progressing from one level to the next, their Seal evolves and unlocks additional power. The Bastion features seven distinct levels, each corresponding to one of the gods and representing a stage of personal and spiritual growth. The First, Second, and Third Sons, who hold the highest leadership positions, are always at the pinnacle of the hierarchy, bearing level 7 Seals that embody immense divine potency.
The exact capabilities and functions of the Seal remain a closely guarded secret, known only to those who have attained the highest levels of the 7th Seal. However, it is whispered that the Seal grants its bearers extraordinary abilities, including enhanced protection, divine guidance, and the ability to channel the immense power of the gods in their quests and battles against darkness.
Thus, the Seal stands as both a symbol of devotion and a source of immense power for the members of the 7th Seal. It embodies the divine essence of the gods, represents the highest levels of achievement within the organization, and serves as a conduit for channeling the forces of light and righteousness in their ongoing mission to protect the realm.
Arcane Aegis Defense. Gain a number of temporary hitpoints equal to 3+ intelligence modifier when you memorize your spells for the day. These hitpoints last until you memorize spells again.
Visions of Magic Support. 2 charge cast Arcane Sight as a CL equal to your character level. Taking this multiple times increases the number of charges by one.
Arcane Herald Ultimate. As a swift action, your form becomes one with the astral plane taking on a dark cosmic form. You cannot cast spells during this time, but gain the following
Elven Deftness. Defense. You gain the benefits of Dodge feat.
Prayers of the Moon. Support. You can cast Commune once per night under the moonlit skies.
Corellon's Gift. Ultimate. You glow with an otherworldly ethereal aura and shine as if under moonlight. For 7 rounds, you gain the following
Natural Armor. Defense. 2 charge of cast barkskin at a CL of your character level
Animal Friend. Support. 3 charges of animal trance with a CL equal to character level. Taking this multiple times increases the number of times per day by 3.
Ehlonna's Guardian. Ultimate As a standard action, you manifest as the avatar of Ehlonna granting you a primal form. You and your equipment take on the appearance of a Large treant dire land animal of your choice. You lose any weapon attack but and gain the following.
○ +4 Strength, -2 Dex, +2 Con
○ Natural armor improves by +6
○ Base Attack becomes equal to your character level
○ Space and Reach 10ft/10ft
○ Gain the benefits of the MultiAttack Feat (factored in the following attack)
○ Gain a Bite attack that deals 2d8 plus, Strength and a half.
○ Your natural attacks deal an additional 1d4 acid damage.
○ gain 2 claw attacks that deal 1d6 plus half strength damage, and a tail attack that deals 1d8 plus strength
○ Natures Touch: As a standard action you may breathe life into an ally within 5 feet, restoring 5d8+7 hit points to them.
Reinforce Armor. Defense. Gain 2 charges of Magic Vestment cast at your character level. Each time you take this power you gain 2 additional charges.
Zone of Truth. Support. 2 charges of Zone of Truth with a CL equal to character level. Taking this multiple times increases the number of charges by 2.
Thundering Charger Ultimate As a swift action, you summon a powerful charger under you and gain the following
Titan Wrestler. Defense. You are treated as one size larger when it comes to defending against grapples, trips, disarms, bull rush attemps, and overurns.
Inner Strength. Support. You are treated as a creature one size larger when it comes to carrying, lifting, and encumberance. You may take this power twice, increasing your consideration by 2 steps. ie. Medium to huge.
Kord's Might. Ultimate As an swift action your height quadruples and your weight increases by x16. You and your equipment become a huge creature and inherit the following
○ +16 Strength,-4 Dex, +8 Con
○ Speed becomes 15 ft (10ft. in medium or heavy armor.), cannot be improved by magic.
○ Natural Armor Increases by +3
○ -2 to Attack and AC
○Space and Reach 15ft/15ft.
○ +8 Grapple
○ -8 Hide Check.
○ Increased weapon damage
This last for 7 rounds, at the end you suffer exhaustion.
Divine Mending. Defense. Gain 2 charges. Expend 1 charge as a as a standard action, Grant a creature Fast Healing 10 for 7 rounds. Taking this multiple times improves the fast healing by 10 points.
Grant Power. Support. Gain 1 charge to cast Imbue with Spell Ability.
Pelor's Avatar. Ultimate You channel the light of the sun god through your body. As a standard action, you errupt in holy fire dealing 5d6 fire damage to all enemies with 15 feet. For 7 rounds afterwards, you gain the following..
○ Gain a 20% miss chance as per the blur spell
○ Cast fire spells at a +1 Caster Level
○ As a standard action, you may do one of the following
‣Radiate Fire. You deal 3d6 fire damage to all enemeis within 15 ft. with no save.
‣Flaming Ray. Make a ranged touch attack to deal 6d6 fire damage to an enemy within 60ft. ‣Sun Strike. YMake a ranged touch attack to deal 4d6 plus strength fire damage to an enemy within 60ft.
When the power expires, the flames burst into sunlight and heal all allies within 60ft. equal to 1/4 fire damage enemies have suffered from your attacks and spells during the duration.
Transfer Damage. Defense. Gain 2 charges, as an immediate action, target an allly within line of sight who is about to suffer damage from a single attack. Transfer that damage to you and half it, (rounding down). Taking this multiple times increases the number of charges by 2.
Know your enemy. Support. Gain a +10 bonus on Sense motive checks to assess your opponent. This can only be taken once.
St. Cuthberts Disruption. Ultimate As a standard action, you become an avatar for law and protection. For this round and 7 rounds afterwards are sheathed in glowing holy full plate armor. Any time an ally within 60ft feet take any form of damage other than holy or profane, they suffer half, rounded down, and the rest is stored within your armor as temporary hitpoints. Each round, you may use up to 15 of these temporary hit points as bonus damage on a single attack. At the end of this powers duration you lose these temporary hitpoints as, your armor explodes in holy shrapnel, dealing the remaining temporary hit points in holy damage to you and enemies within 15 ft. Enemies, but not you, may make save DC 23 deals half damage. This power cannot reduce you beyond your character level in hit points.
Eldergate
The Metropolis of Epoch
Frostfall
Silverhaven. As long as you are on the same plane of existence as the sigil, you can use a Full Round Action to teleport yourself and up to 300lbs of worn or carried equipment. Teleporting in combat does provoke an attack of opportunity as you focus your mind to the sigil. After teleporting, you may return to the town's sigil and use another Full Round Action to return. But, you must return within 4 hours or your portal back will have closed. Any equipment that exceeds 300lbs falls to the ground harmlessly. The heaviest gear taking priority. The Seal pulls you to the ethereal plane for a very quick moment and through a portal. This portal is not visible to those not on the Ethereal Plane, but should an enemy be on the ethereal plane, they can move through the portal as well. This portal stays open for 4 hours. If an fellow Seal Bearer stands in your location, they can choose to move through your portal instead of creating one of their own. This still uses their charge, but they can choose your destination instead of the Sigil that they attuned to. Parties tend to choose different locations and teleport through each others portals for convenience. A spell like ethereal jaunt allows you to use the portal without expending a charge. Once this power is used, you must return to the Bastion to recharge it. But, you must wait at least 2 days before charging once used.
Powers of the Seal
Divine Powers
These separated into 3 types. Offense, Defense, and Support, and one Ultimate at Rank 7. Powers with charges are recharged when you use The Machina Divinity to recharge your seal. An Ultimate power shuts down your Seal for it's duration, meaning you cannot cast any other powers during this time (kord's Inner strength is an exception).Divine Smite
When a seal bearer uses their ultimate they are infused with the power to holy smite. For 7 rounds, one per round, the seal bearer chooses a single melee, ranged, melee touch, or ranged touch attack and s gains a +7 bonus to hit, and damage equal to their character. If a character has multiple attacks, they choose which attack gains this bonus before they roll. Attacks and spells that require a roll to hit (ie. fireball) do not benefit from this bonus.Boccob
Force Blast Offense. As an Standard action, you may make an ranged touch attack against a creature that deals 1d4 damage per highest level evocation spell you have unspent, max 3d4 . Taking this power multiple times increases the die size by one to a max of d8s.Arcane Aegis Defense. Gain a number of temporary hitpoints equal to 3+ intelligence modifier when you memorize your spells for the day. These hitpoints last until you memorize spells again.
Visions of Magic Support. 2 charge cast Arcane Sight as a CL equal to your character level. Taking this multiple times increases the number of charges by one.
Arcane Herald Ultimate. As a swift action, your form becomes one with the astral plane taking on a dark cosmic form. You cannot cast spells during this time, but gain the following
○ 21 Temorary hit points in the form of an arcane shield
○ +13 Armor bonus, +4 sheild bonus, +5 deflection bonus, +5 natural armor bonus to AC. These do not stack with current bonuses ○ Fly speed 60ft. (perfect)
○ As a standard action, chose 2 of the following....
‣ Astral Step. Teleport to an unoccupied location within 30ft.
‣ Force Ray. As a standard action, make a ranged touch attack that deals 6d6 force damage to an enemy within 40 ft.
‣ Arcane Burst. As a standard action, you may deal 3d6 force damage to all adjacent enemies.
‣ Blade. Deal 6d6 to all adjacent enemies.
○ +13 Armor bonus, +4 sheild bonus, +5 deflection bonus, +5 natural armor bonus to AC. These do not stack with current bonuses ○ Fly speed 60ft. (perfect)
○ As a standard action, chose 2 of the following....
‣ Astral Step. Teleport to an unoccupied location within 30ft.
‣ Force Ray. As a standard action, make a ranged touch attack that deals 6d6 force damage to an enemy within 40 ft.
‣ Arcane Burst. As a standard action, you may deal 3d6 force damage to all adjacent enemies.
‣ Blade. Deal 6d6 to all adjacent enemies.
Corellon
Precise Strikes. Offense. You gain a charge of keen edge. Expending 1 charge as a CL equal to your character level. Taking this multiple times increases the number of charges by a 1.Elven Deftness. Defense. You gain the benefits of Dodge feat.
Prayers of the Moon. Support. You can cast Commune once per night under the moonlit skies.
Corellon's Gift. Ultimate. You glow with an otherworldly ethereal aura and shine as if under moonlight. For 7 rounds, you gain the following
○ +5 dodge bonus to ac
○ Weapons that you wield have their threat ranges doubled.
○ Weapon attacks deal + 2d4 force damage and are considered brilliant energy if you so choose
○ You are considered under the effects of the Haste spell for the duraction
○ Weapons that you wield have their threat ranges doubled.
○ Weapon attacks deal + 2d4 force damage and are considered brilliant energy if you so choose
○ You are considered under the effects of the Haste spell for the duraction
Ehlonna
Jaws of the Beast. Offense You gain a charge of Summon Nature's ally II as summoned under the Augmented Summoning Feat as a caster equal to your character level. You may take this power multiple time, each time increases the Summon Natures ally by 2, ie. Summon Natures ally IV, Summon Natures Ally VI.Natural Armor. Defense. 2 charge of cast barkskin at a CL of your character level
Animal Friend. Support. 3 charges of animal trance with a CL equal to character level. Taking this multiple times increases the number of times per day by 3.
Ehlonna's Guardian. Ultimate As a standard action, you manifest as the avatar of Ehlonna granting you a primal form. You and your equipment take on the appearance of a Large treant dire land animal of your choice. You lose any weapon attack but and gain the following.
○ +4 Strength, -2 Dex, +2 Con
○ Natural armor improves by +6
○ Base Attack becomes equal to your character level
○ Space and Reach 10ft/10ft
○ Gain the benefits of the MultiAttack Feat (factored in the following attack)
○ Gain a Bite attack that deals 2d8 plus, Strength and a half.
○ Your natural attacks deal an additional 1d4 acid damage.
○ gain 2 claw attacks that deal 1d6 plus half strength damage, and a tail attack that deals 1d8 plus strength
○ Natures Touch: As a standard action you may breathe life into an ally within 5 feet, restoring 5d8+7 hit points to them.
Heironeous
Lightning Sheath. Offence. A weapon you wield in your main hand automatically gains the shock weapon property, dealing 1d6 points of electricity damage. You may take this power twice, gaining Shocking Burst, dealing an additional 1d10 on a critcial hit. These properties cease to function if te weapon leaves your hand.Reinforce Armor. Defense. Gain 2 charges of Magic Vestment cast at your character level. Each time you take this power you gain 2 additional charges.
Zone of Truth. Support. 2 charges of Zone of Truth with a CL equal to character level. Taking this multiple times increases the number of charges by 2.
Thundering Charger Ultimate As a swift action, you summon a powerful charger under you and gain the following
○ As a move action, move the charger 60ft.
○ On your turn, the charger can make a horn attack at an adjacent foe 1d20+27 melee ( 1d8+15 ), or if it doesnt move on your turn, add 2 hooves 1d20+19 melee ( 1d4+8 )
○ your weapon has a x3 crit multipler while on the charger
○ Lightning arches from the charger, dealing 2d6 electricity damage to all enemies within 15.ft
○ As a standard action you can do one of the following...
‣ Lightning Strike. Choose an unoccupied square within 60ft and a bolt of lightning teleports you to that spot and deals 5d6 electricty damage to all adjacent foes, Large foes or smaller must succeed on a DC 23 or be pushed backwards and prone.
‣ Lighting Lance. Make a ranged touch attack against an opponent within 30ft. that deals 6d6 electricty damage.
○ On your turn, the charger can make a horn attack at an adjacent foe 1d20+27 melee ( 1d8+15 ), or if it doesnt move on your turn, add 2 hooves 1d20+19 melee ( 1d4+8 )
○ your weapon has a x3 crit multipler while on the charger
○ Lightning arches from the charger, dealing 2d6 electricity damage to all enemies within 15.ft
○ As a standard action you can do one of the following...
‣ Lightning Strike. Choose an unoccupied square within 60ft and a bolt of lightning teleports you to that spot and deals 5d6 electricty damage to all adjacent foes, Large foes or smaller must succeed on a DC 23 or be pushed backwards and prone.
‣ Lighting Lance. Make a ranged touch attack against an opponent within 30ft. that deals 6d6 electricty damage.
Kord
Brawler. Offence. You may weild weapons 1 size catagory larger, and when you renew this power, you may choose one current weapon to increase its size. You may only have one weapon increased in this way at a time.Titan Wrestler. Defense. You are treated as one size larger when it comes to defending against grapples, trips, disarms, bull rush attemps, and overurns.
Inner Strength. Support. You are treated as a creature one size larger when it comes to carrying, lifting, and encumberance. You may take this power twice, increasing your consideration by 2 steps. ie. Medium to huge.
Kord's Might. Ultimate As an swift action your height quadruples and your weight increases by x16. You and your equipment become a huge creature and inherit the following
○ +16 Strength,-4 Dex, +8 Con
○ Speed becomes 15 ft (10ft. in medium or heavy armor.), cannot be improved by magic.
○ Natural Armor Increases by +3
○ -2 to Attack and AC
○Space and Reach 15ft/15ft.
○ +8 Grapple
○ -8 Hide Check.
○ Increased weapon damage
This last for 7 rounds, at the end you suffer exhaustion.
Pelor
Sun Sheathe. Offense. A weapon you wield in your main hand automatically gains the flaming weapon property, dealing 1d6 points of fire damage. You may take this power twice, gaining Fiery Burst, dealing an additional 1d10 on a critcial hit. These properties cease to function if te weapon leaves your hand.Divine Mending. Defense. Gain 2 charges. Expend 1 charge as a as a standard action, Grant a creature Fast Healing 10 for 7 rounds. Taking this multiple times improves the fast healing by 10 points.
Grant Power. Support. Gain 1 charge to cast Imbue with Spell Ability.
Pelor's Avatar. Ultimate You channel the light of the sun god through your body. As a standard action, you errupt in holy fire dealing 5d6 fire damage to all enemies with 15 feet. For 7 rounds afterwards, you gain the following..
○ Gain a 20% miss chance as per the blur spell
○ Cast fire spells at a +1 Caster Level
○ As a standard action, you may do one of the following
‣Radiate Fire. You deal 3d6 fire damage to all enemeis within 15 ft. with no save.
‣Flaming Ray. Make a ranged touch attack to deal 6d6 fire damage to an enemy within 60ft. ‣Sun Strike. YMake a ranged touch attack to deal 4d6 plus strength fire damage to an enemy within 60ft.
St. Cuthbert
Champion Smite. Offense. Gain 1 charge. You can a +7 bonus to hit, and a +21 damage to a single attack.Transfer Damage. Defense. Gain 2 charges, as an immediate action, target an allly within line of sight who is about to suffer damage from a single attack. Transfer that damage to you and half it, (rounding down). Taking this multiple times increases the number of charges by 2.
Know your enemy. Support. Gain a +10 bonus on Sense motive checks to assess your opponent. This can only be taken once.
St. Cuthberts Disruption. Ultimate As a standard action, you become an avatar for law and protection. For this round and 7 rounds afterwards are sheathed in glowing holy full plate armor. Any time an ally within 60ft feet take any form of damage other than holy or profane, they suffer half, rounded down, and the rest is stored within your armor as temporary hitpoints. Each round, you may use up to 15 of these temporary hit points as bonus damage on a single attack. At the end of this powers duration you lose these temporary hitpoints as, your armor explodes in holy shrapnel, dealing the remaining temporary hit points in holy damage to you and enemies within 15 ft. Enemies, but not you, may make save DC 23 deals half damage. This power cannot reduce you beyond your character level in hit points.
Teleportation Sigils Rank 1
At the Machina Divinity you attune to one of the 5 teleportation sigils available. ArcurolisEldergate
The Metropolis of Epoch
Frostfall
Silverhaven. As long as you are on the same plane of existence as the sigil, you can use a Full Round Action to teleport yourself and up to 300lbs of worn or carried equipment. Teleporting in combat does provoke an attack of opportunity as you focus your mind to the sigil. After teleporting, you may return to the town's sigil and use another Full Round Action to return. But, you must return within 4 hours or your portal back will have closed. Any equipment that exceeds 300lbs falls to the ground harmlessly. The heaviest gear taking priority. The Seal pulls you to the ethereal plane for a very quick moment and through a portal. This portal is not visible to those not on the Ethereal Plane, but should an enemy be on the ethereal plane, they can move through the portal as well. This portal stays open for 4 hours. If an fellow Seal Bearer stands in your location, they can choose to move through your portal instead of creating one of their own. This still uses their charge, but they can choose your destination instead of the Sigil that they attuned to. Parties tend to choose different locations and teleport through each others portals for convenience. A spell like ethereal jaunt allows you to use the portal without expending a charge. Once this power is used, you must return to the Bastion to recharge it. But, you must wait at least 2 days before charging once used.