Arvitor

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Arvitor

Postby Zanaikin » Thu Feb 21, 2008 12:06 am

ARCANE SERVITOR [BLOODLINE TEMPLATE]
Note: Servitors of Erylon of Misalin are referred as Argent Servitors as their inherent magic is divine in nature.

Abilities: The servitor gains the following abilities at their respective character level.

Character Level) Abilities
1) Arcane Sight, Magic Affinity
2) Magic Booster (10ft) +1, Magic Focus
3) Spellsurge +1
4)
5)
6)
7) Spellsurge +2
8) Magic Booster (20ft) +2
9)
10)
11) Spellsurge +3
12)
13)
14) Magic Booster (30ft) +3
15) Spellsurge +4
16)
17)
18)
19) Spellsurge +5
20) Magic Booster (60ft) +4
21)
22)
23) Spellsurge +6
24)
25)
26) Magic Booster (90ft) +5
27) Spellsurge +7
28)
29)

SKILLS: Knowledge (arcana), Spellcraft, and Use Magic Device are always treated as class skills for you.

DIVINE RANK: Servitors are automatically treated as a deity of rank 0, and may grant arcane (or divine) spells to intelligence- or wisdom-based casters with their projected field of supersaturated magical power (see Penthiaen effect on spellcasting).
Note: The divine rank is simply for categorization purposes, you don’t gain any of the abilities listed under Divine Ranks & Powers (as per WotC sources).

ARCANE SIGHT (Su): As a servitor, your eyes emit a permanent glow and are capable of seeing magical auras. This ability functions exactly as the Arcane Sight spell, except with unlimited range and the glow color varies (depending on Arvitor house). You must be viewing the target with you own eyes (and not through any equipment or spell) for this ability to function. A servitor may suppress this ability as a free action. However, this ability becomes activated whenever you use either Magic Affinity or Spellsurge to boost a spell, and may not be suppressed for up to one round per level of the intensify afterwards. In addition, you automatically discern the alignment of divine spell effects and divine spellcasting items (or its caster’s alignment, if the spell does not have its own alignment descriptor) and see the alignment aura and aura intensity of creatures capable of divine spellcasting.
Note: Unlike casters who utilize the Arcane Sight spell, seeing auras is like a second nature to servitors, which allows them to look into heavier concentrations of magical auras without being negatively affected, and slightly more used to sudden bursts of magical power.

MAGIC AFFINITY (Su): As a servitor, the nature of your magic infused body and soul causes you to gain tremendous affinity with all spellcasting. You may double all spells per day gained from charisma-based spontaneous spellcasting classes, and add half your character level to your charisma modifier for any spontaneous spellcasting class for the purpose of determining bonus spells per day and saving throw DC of spells. You also apply this bonus to the saving throw DC of all spell-like abilities and double the number of daily uses of all your spell-like abilities.
In addition, as a servitor you may convert your own life energy into raw magical energy required to power a spell. At any time, you may cast any spell (or expend a spell to channel a special ability) up to your maximum level and choose to consume a lower level spell slot or not spell slot at all. If you do, you take 5 points of spellburn damage per level of difference between the spell cast (or expended to channel a special ability) and the spell slot consumed (treat as level 0 if no spell slot was consumed). This damage is dealt at the same time you cast the spell, thus you must make the appropriate concentration check or fail to cast the spell properly.
Note: Spellburn damage is a special type of damage dealt when a servitor taps their life energy for magical power. Spellburn damage is always treated as non-lethal damage. However, unlike conventional non-lethal damage, spellburn damage cannot be healed by means of spells, supernatural abilities, magical items, or any other magical means. Spellburn damage may only be recovered from natural regeneration, natural fast healing, and natural healing, which may be aided by heal checks. Spells and other magical abilities that improves or grants regeneration, fast healing, or natural healing does not aid in the help of healing spellburn damage. For all purposes, spellburn damage may be considered as “antimagic damage”.
Note: Due to a servitor’s affinity to magic, they never require concentration checks to channel magic through low-magic or unstable-magic areas (often produced by disruptive spell effects), and never require concentration checks to channel high power magic (like War Magic) unless they actually take damage.

MAGIC BOOSTER (Su): As a servitor, you generate an overwhelming field of supersaturated magical power. At level two, this field spreads out to a 10ft-radius around you and grants a +1 caster level boost to all spells cast within the area. This bonus increases by another +1 caster level every six character levels thereafter. You may suppress this ability as a full-round action. However, this ability becomes activated whenever you use either Magic Affinity or Spellsurge to boost a spell, and may not be suppressed for up to one round per level of the intensify afterwards.
The radius of this field increases to 20ft by level eight, 30ft by level fourteen, and by another 30ft every six levels thereafter.
Note: Due to the high magic content and magic reliance within their body, an Arvitor takes 1 persistent negative level per Magic Booster bonus when inside an antimagic field. For example, a level twenty Arvitor would take 4 negative levels (–4 to attack, saves, & checks, –20HP). Furthermore, an Arvitor inside an antimagic field also takes a –4 to strength, dexterity, and constitution.

MAGIC FOCUS (Su): Through your innate nature as a servitor and your knowledge and understanding of magic, you learn to attune yourself to the weave of magic in the world, allowing you to treat yourself as a casting focus. To attune yourself, you must meditate for a period of eight hours without disruption. At the end of the process, you may consume an amount of experience (as given in the chart below) to gain a +1 focus enhancement (or its equivalent) or raise existing focus enhancement by +1. You may meditate for multiple consecutive eight hour periods to gain a focus enhancement of higher bonus than +1. You may have a maximum focus enhancement as determined by your ranks in spellcraft:
Ranks Focus Enhancement XP Costs Total XP Costs
5–6 +1 40 40
7–8 +2 120 160
9–10 +3 200 360
11–12 +4 280 640
13–14 +5 360 1,000
15–16 +6 440 1,440
17–18 +7 520 1,960
19–20 +8 600 2,560
21–22 +9 680 3,240
23–24 +10 760 4,000
25–26 +11 840 4,840
27–28 +12 920 5,760
29–30 +13 1,000 6,760
31–32 +14 1,080 7,840
33–34 +15 1,160 9,000
You can’t have an actual focus enhancement above one-third your character level (minimum +1 focus enhancement), nor can you have an actual focus enhancement above +5 until above character level twenty. However you may add focus enhancement equivalents such as Focus and Bane.

SPELLSURGE (Su): At level three, you learn to channel and boost a spell beyond conventional limits by boosting it with the magic of your own life energy. Using spellsurge to boost a spell increases the spell’s casting time as if applying metamagic to a spontaneous spell.
At level one, you may use spellsurge to increase the spell level up by up to +1, or power any metamagic feat you know with a spell level increase of up to +1. This bonus increases by another +1 every four levels thereafter.
Channeling and boosting magic in this manner is highly draining and dangerous. Whenever you use spellsurge, you take 5 points of spellburn damage per spell level increase. This damage is dealt at the same time you cast the spell (and is added to the damage dealt by Magic Affinity, if any), thus you must make the appropriate concentration check or fail to cast the spell properly. After using spellsurge, you must make a fortitude save (DC = 10 + damage dealt) or become dazed until the end of you next turn and nauseated for one round per level of the spellsurge intensify. A successful fortitude save negates the daze effect and reduces nauseate to sicken instead. You may choose to increase the spell level by a number or less than maximum amount in order to reduce backlash effects.
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