Seal Abilities

Breaking the World, One to Three Cresa at a Time
Each time a seal breaks, a portion of its power will be siphoned into you. If you’re calm and serene (not in combat), and in close proximity to the seal, a large amount of it will enter into you (typically by vanquishing all residents and guards of the temple). If you’re in combat or not present, the seal will primarily enter the Tarrasque with only a small amount to you.
If you beat the temple, you gain three cresa, which you may spend like money to improve your character. If you do not reach the seal before it breaks, you gain only one cresa. You do not need to spend cresa immediately when you receive it (you may accrue it indefinitely), but you may only spend it when you receive any amount or when you level up.
Four tiers of shopping exist for you to spend your cresa. Each ability costs as much as its tier, and you may not have more higher tiered abilities than abilities of a lower level. For example, a tier three ability costs three cresa and you may only choose your second tier three ability after you’ve earned second tier one and tier two abilities.

Special Rules for Tier One
Tier one abilities are gathered into groups—you may not choose an ability twice until you’ve selected one ability from each other group. Two groups of tier one abilities grant numerical bonuses. You may not select these abilities if your current modifier is the highest or second highest in the group.

Special Rules for Tier Four
Only one ability exists for Tier Four. It may only be selected once. You must have three Tier three abilities to select it.

Tier One
(These are slightly weaker than a feat)

Group 1
+ 3 hit points
+1 to a save
+2 to a skill
+1 to initiative

Group 2
+1 on CMB checks
+1 on CMD checks

Group 3
+2 STR for determining carrying capacity.
Gain low-light vision.
Double darkvision distance
Learn a language

Group 4
Energy resistance 2 (stacks only with itself)
DR 1/Magic or Opposing Alignment(s) (stacks with itself)

Group 5
Select one of the following conditions. You may spend a standard action to remove it from yourself: Shaken, sickened, dazed or fatigued

Tier Two
(These are approximately equal to a feat)

  • +1 ability point (this follows the restriction that you cannot have the highest or second highest ability score in the group)
  • Gain a feat
  • Spontaneously cast your lowest level of spells
  • Reduce the lowest level of your infusions to a standard action
  • Sneak attack elementals
  • Gain Scent
  • Paint with your index fingers in black ink at will. Reduces cost of putting spells into your spellbook by 50%.
  • You gain one-way telepathy (this works like the psionic power Missive with no display).
  • Select one of the following conditions. You may spend a standard action to remove one of the following conditions from yourself. If the condition has a requirement, you may spend a standard action to remove the required condition from an adjacent creature).
    Frightened (requires ability to remove shaken)
    Stunned (requires ability to remove dazed)
    Deafness
    Exhausted (requires ability to remove fatigued)
    Cursed (from Bestow Curse or similar spell)
  • Once per move action, you may cut a corner.
  • Gain a skill as a class skill and 2 ranks in that skill.
  • Gain blindsense 10’ or increase blindsense range by 20’.
  • Gain Darkvision for 30’.

Tier Three
(These are more powerful than a feat, are weak versions of Epic feats, are Prestige Class abilities, or are unique.)

  • You may make attack of opportunities with your lowest two levels of spells. (Melee touch spells.)
  • Gain Blood Walk (per the Blood Magus)
  • Gain Shadow Jump 80’ (as a Shadowdancer)
  • Gain two feats; they must be related or one must be a prerequisite for the other.
  • Change your race to another (must be same level adjustment)
  • Add the template associated with the plane (not disclosed until the seal breaks)
  • Choose one. Eliminate need to eat or breathe.
  • Gain a spell secret (as the Wu Jen). Requires preapproval based on spell/feat
  • Gain evasion
  • Gain mettle (fort saves only)
  • Gain mettle (will saves only)
  • Gain Blindsight 5’ or increase blindsight range by 10’ (requires blindsense)
  • Earn 2% more XP.
  • Select one of the following conditions. You may spend a standard action to remove one of the following conditions from yourself. If the condition has a requirement, you may spend a standard action to remove the required condition and any of its requirements from an adjacent creature).
    Blindness
    Nausea (requires ability to remove sickness)
    Panicked (requires ability to remove frightened)
    Paralyzed (requires ability to remove stunned)
    Ability damage (choose one ability)

Tier Four

  • Gain divine rank 0 (you become a demigod).

    I’m flexible to add abilities to Tiers 2 and 3, but you must demonstrate why it is appropriate to add. Here’s the best way to do so to convince me you’ve thought it through and it is an appropriate power level:
    Look at the existing abilities and determine the abilities which do similar things as your proposal, and rank all of them, including your proposal, from weakest to most powerful. (Protip: if you’re higher than Tier 3 abilities you’re unlikely to get what you seek).
    Next, look at all the abilities, and determine the three which are most closely as powerful as what you seek, and explain why. Explain what abilities are close but you didn’t select, and why.
    Finally, explain why you want the ability.

Seal Abilities

GDL Eberron GregLaffrenzen