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Serapith, the Scouring Light

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Serapith.jpg A child of light from the edges of reality who was summoned to the material plane. Seraph grants powers to those willing to spread her scouring incandesence.

How to read this stat block

Summoning Rules[T]

The following describes the requirements and rituals for binding Serapith.

Spirit Level: 6th
Constellation: Angel
Binding DC: 25
Totems: You gain a totem bonus on the spirit’s binding check if you meet some or all of these conditions. (+2 insight bonus for at least one, +4 for all)

  • You are an aasimar or you possess great lore on the planes, which requires 12 ranks in Knowledge (planes).
  • You imitate a religious atmosphere during Serapith’s ceremony, which requires 12 ranks in Knowledge (religion).
  • You draw Serapith’s seal in the blood of an evil outsider.

Ceremony: You line Serapith’s seal with candles, taking care to light each one until the seal is wreathed in enticing flames.

Manifestation: The candles’ flame grows supernaturally brighter and hotter like the sun, and just before you think that you will suffocate from the immense heat, Serapith’s incandesent form appears before you, waiting to begin.

Granted Abilities

Serapith grants the following abilities.

Major Granted Abilities

Beating the DC by 10 or more grants access to the Capstone Empowerment

Scouring Light: As a standard action, you unleash a ray of light against a creature within 60 feet. A creature struck by this ranged touch attack must succeed on a Fortitude save or suffer 1d6 points of damage per binder level you possess. A successful save reduces this to 5d6 damage. A creature reduced to 0 hit points by this damage crumbles away to fine ash. After using this ability, it becomes expended for 5 rounds.

Capstone Empowerment: Your scouring light does 2d6 points of damage per binder level you possess against a creature that qualifies as Serapith’s favored enemy.

Minor Granted Abilities

Ignore Gravity: You gain a fly speed equal to your base speed. You can fly for a number of minutes each day equal to your Charisma bonus + your binder level. These minutes do not need to be consecutive, but they must be used in 1-minute increments. You must show Serapith’s sign in order to gain this benefit.

Radiant Armor: You gain a +2 deflection bonus to your AC and a +2 resistance bonus on all saving throws. At 15th level and every 4 binder levels thereafter, these bonuses increase by +1.

Smite Enemy: As a swift action, target 1 creature that qualifies as Serapith’s favored enemy. Add your Charisma bonus (if any) on attack rolls against the target of your smite and ½ your binder level on damage rolls made with weapons and supernatural abilities. You may only have one creature targeted by smite enemy at a time and you cannot declare a new target until your previous enemy dies or the pact ends.

Wrath of Daylight: As a standard action, you cloak yourself in light. This functions as daylight except it is little more than a flash, its duration becoming instantaneous. In addition, creatures in the area must succeed on a Fortitude save or become permanently blinded. A creature that succeeds on its Fortitude save is immune to this ability for 24 hours.

Signs and Influence

The spirit affects you in the following ways:

Physical Sign: Your eyes glow with a bright inner light. Whenever you activate one of Serapith’s granted abilities, this light intensifies, and starts shining from your mouth as well.

Personality: You become very arrogant and attempt to cull the wicked wherever you meet them.

Favored Ally: Outsider (creatures with the good subtype)

Favored Enemy: Humanoid (any)

Vestigial Bond (Companion)

You gain the service of a cassisian familiar for the duration of the pact. Treat your binder level as your wizard level to determine your familiar’s abilities. You are treated as neutral good for the purpose of adjudicating the familiar.

This ability replaces Ignore Gravity.