Classes

Contains information needed to create Dawnforge characters.
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Classes

Post by Eanwulf » Tue Jul 04, 2006 3:02 am

Information on Classes specific to the Dawnforge Setting.

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Eanwulf
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Title: The Grey
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Spirit Adept

Post by Eanwulf » Tue Jul 04, 2006 4:01 am


Spirit Adept
There are those walking the known lands who can feel the Spirit flowing through their veins, but are unable to create the spectacular effects that define a shaper's power. Instead, the divine essence soaks into their muscles, bones, and mind, allowing them to augment their natural abilities in a variety of ways. Some choose to use this ability to make them better fighters '€" stronger, faster, and more deadly than those without the essence. Others choose athletic prowess, mental focus, and heightened awareness over the more brutish aspects of the Spirit. However they choose to use the power, it shapes their lives and ultimately helps them decide how best to live.

Adventures: Like shapers, a spirit adept's connection to the Spirit often drives him to want to explore the world in an attempt to better understand the power within him. Some believe that the Spirit itself is driving them to wander; they see their entire lives as a test for the rewards they will be given once they die. Adventurous souls who find themselves enhanced by the Spirit adventure in order to seek new challenges, to test the limits of their newfound powers. They seek higher mountains, deeper oceans, and more fearsome beasts to challenge, believing that no matter how great the challenge the divine essence will grant them the strength and will to overcome it.

Characteristics: Spirit adepts have an inherent connection to the Spirit that they do not understand. This gives an adept the ability to enhance his senses, gain remarkable speed and agility, and devastate his enemies. Adepts are skilled adventurers with a variety of useful tools at their disposal; they are warriors who can augment their training with surges of divine power.

Alignment: Spirit adepts can be of any alignment, although the Spirit tends to polarize them to extremes. If they have lawful tendencies before they could control the power within, they become extremely ordered and ritualistic. Evil adepts tend to use their abilities to punish others rather than exalt themselves, or to prove their superiority to those around them. Some of the cruelest creatures in the world are evil adepts who have never known defeat. Conversely, those who dedicate themselves to righteous causes find their will to do good bolstered by the powers of the Spirit.

Background: It is said that one cannot choose to become a spirit adept-rather, the Spirit chooses those with the most potential to receive its blessing. It has nothing to do with the good or evil within a person-there are adepts of all philosophies-rather it is the will to make the world conform to their desires that opens a person's body, mind, and soul to the Spirit.

Spirit adepts often gather to explore their connection to the Spirit. They form monasteries far from civilization in which they can train, and build complex training facilities to compliment the natural terrain that they use to test their abilities. These monasteries only take in those with the potential to enhance themselves with the Spirit.

Not all spirit adepts train in such facilities, however. Sometimes an individual adept, perhaps one who feels his wandering days are over but still wishes to explore the Spirit, will take on an apprentice and teach him to feel the Spirit and use it. These relationships can get very personal, and when the master dies the apprentice often claims to be able to still hear and feel his presence.

Races: Spirit adepts can be found among any of the races of the world. The Spirit does not seem to care whom it manifests within as long as they are strong of will. Ogres and orc adepts are rare because of this, but not unheard of, with minotaurs showing slightly higher numbers. Trueborn humans are perhaps the most common spirit adepts, although a surprising number of saltbloods are called by the Spirit. Yuan-ti have the capabilities to become adepts, but the Spirit seems ignore them for this purpose. Adepts and shapers alike have told tales of meetings with yuan-ti in which they felt their connection to the Spirit wavering. This phenomenon has yet to be explained. Gnomes too, while wise, seem to lack a connection with the Spirit in many instances, possibly due to their strong fey nature. The Spirit seems to be a phenomenon that is not closely connected to the nature of the gnomes or shamans.

Other Classes: Spirit adepts often find that their unique abilities compliment those of other classes well, although an adept that strays too far from the path risks losing much of his focus. Fighters and rogues can be well served by some of the Spirit's gifts, although each likely chooses to focus on different abilities. Barbarians are a natural fit, as they already known how to get more from their bodies than they normally capable of by flying into a rage.

Dedicated adepts sometimes choose to travel alone, believing that too much contact with others will weaken their connection to the Spirit. They spend their days wandering alone with their powers. Others prefer the company of fellow adventurers, who can help the adept should his natural gifts ever fail him. They believe that the Spirit is life, and that to ignore people is to ignore the Spirit itself.
Game Rule Information
Spirit adepts have the following game statistics.
Abilities: Strength helps an adept overcome the challenges he faces, and Wisdom helps him to better choose those challenges. These two natural abilities, along with Dexterity, are the most enhanced by an adept's connection to the Spirit. Intelligence grants him valuable skill points and Charisma helps him deal with those he meets on his travels.
Alignment: Any.
Hit Die: d10.
Class Skills
The spirit adept's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at First level: (4 + Int modifier) x4
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the spirit adept.
Weapon and Armor Proficiency: A spirit adept is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Evasion (Ex): A spirit adept of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can only be used if the adept is wearing light or no armor. A helpless adept does not gain the benefits of evasion.
Feather Fall (Sp): Starting at 5th level, a spirit adept can expend two points of adept strength to be affected by a feather fall spell. He can do this at any time as a free action.
Improved Evasion (Ex): At 9th level, a spirit adept's evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks that normally deal half damage on a successful save, but henceforth he takes only half damage on a failed save. Improved evasion can only be used if the adept is wearing light or no armor. A helpless adept does not gain the benefits of improved evasion.
Spirit Sense: Starting at 1st level, the spirit adept gains access to a host of extraordinary abilities that are tied to his ability to channel the power of the Spirit. He gains access to only a few abilities at lower levels, but as he grows in power he is able to channel more and more power into each ability he knows. At 6th level, the adept is able to perform even greater feats with the adept powers that he knows, and they grow stronger still at 11th level. The adept may always opt to use less adept strength (see below) to get a lesser effect.
Spirit Strength: An adept gains spirit strength each level, which can be spent on adept powers as he sees fit (see Activation an Adept Power below). These points are regained fully after 8 hours of sleep but cannot be regained in any other way.
Adept Powers: A spirit adept awakens his first power at 1st level and then a new power at every other level after that. Once a power has been awakened, the adept may use it any at level of spirit sense that he possesses-he need not pay to use the power at full strength each time. Adept powers are all extraordinary abilities unless otherwise noted.
Activating an Adept Power: Activating an adept power is a free action and requires the expenditure of the appropriate number of spirit points, as shown in the table below. Only one adept power may be activated per round, and doing so does not provoke an attack of opportunity. A spirit adept can have as many powers activated as he has points available, but an individual power may not be activated if it is already in effect (no matter which level he chooses).

Spirit Sense Level/Adept Power Activation Cost
1/1
2/5
3/10
Spirit Sense I Powers
Improved Movement: Choose either Climb, Jump, or Swim each time this ability is activated. You gain a +5 bonus on any skill check made with that skill in this round. Improved movement can only be used if the adept is wearing light or no armor.
Smite Enemies: As a full-round action, you may make a melee attack with any weapon that deals +2d6 points of damage.
Burst of Speed: Your ground movement speed increases by 20 feet for one minute. Burst of speed can only be used if the adept is wearing light or no armor.
Evasive Action: You gain a +2 bonus to AC for one minute. In addition, you gain the benefits of the Mobility feat during this time. Evasive action can only be used if the adept is wearing light or no armor.
Piercing Strike: Your melee attacks bypass damage reduction as if they were made with a magical weapon for one minute.
Purify Self: You receive the benefit of either slow poisonor remove disease when this power is activated.
Heightened Senses: You gain a +4 bonus to all Listen and Spot checks for 10 minutes.
True Vision: You can sense and target invisible and concealed creatures (including those using the Hide skill) within 15 feet of your position. In addition, your miss chance to strike invisible creatures is reduced to 20%. This ability lasts for 10 minutes each time it is activated.
Spirit Warrior: You can sense the presence of those who have no connection to the Spirit (undead and outsiders) as if using the detect undeadspell. The initial scan takes place as a free action, but you may continue to concentrate on the effect as described in the spell if you desire.
Extreme Focus: Choose one of the following skills each time this ability is activated: Balance, Bluff, Concentration, Decipher Script, Diplomacy, Disable Device, Escape Artist, Forgery, Open Lock, Perform, Search, Sleight of Hand, Use Magic Device, or Use Rope. You gain a +4 bonus on any skill made with that skill this round.
Spirit Sense II Powers
Improved Movement: Depending on which skill you choose, you gain one of the following bonuses. Improved movement can only be used if the adept is in light or no armor.
Climb: +15 bonus on checks this round, and double your climb speed.
Jump: +15 bonus on checks this round, and no maximum distance.
Swim: +15 bonus on checks this round, and double your swim speed.
Smite Enemies: You may make a normal melee attack that deals +2d6 points of damage. This attack can be part of a normal attack combination, but you must designate which attack the power applies to before you roll.
Burst of Speed: Your ground movement speed increases by 40 feet for one minute. Burst of speed can only be used if the adept is wearing light or no armor.
Evasive Action: You gain a +4 bonus to AC for one minute. In addition, nothing you do provokes an attack of opportunity during this time. Evasive action can only be used if the adept is wearing light or no armor.
Piercing Strike: Your melee attacks bypass damage reduction as if they were made with an aligned weapon (choose one of your alignments, or any if you are neutral) for one minute.
Purify Self: You receive the benefit of either lesser restoration or neutralize poison when this power is activated.
Heightened Senses: You gain a +10 bonus to all Listen and Spot checks for 10 minutes.
True Vision: You gain the benefits of the see invisibility spell for 10 minutes..
Spirit Warrior: All melee attacks you make for one minute act as if the weapon you wield had the ghost touch special ability.
Extreme Focus: You gain a +8 bonus on the skill check you choose, and you may take 10 even if circumstances would normally forbid it..
Spirit Sense III Powers
Improved Movement: Choose one of the following effects. Improved movement can only be used if the adept is wearing light or no armor.
Dimension Door: You can use an ability that works exactly like the dimension door spell, except that it is a free action.
Leap of the Gods: You can make a horizontal jump of any distance, although you must be able to see the place where you can land. This jump does not allow any vertical movement, so it is useful for crossing huge chasms or pools of lava but not for leaping to the top of a wizard's tower.
Levitate: You gain use of the levitate ability once. You can go up as far as you need, but once you stop your ascent you must either end the effect or descend.
Smite Enemies: All of your attacks this round deal an additional 2d6 points of damage.
Burst of Speed: Your ground movement speed increases by 60 feet for one minute. Alternatively you can use this ability to move incredibly fast when not in combat. Your base ground speed becomes 60 feet for one hour plus one hour per point of Constitution bonus. If you stop or engage in any activity other than running, the effect ends immediately. Burst of speed can only be used if the adept is wearing light or no armor.
Evasive Action: You gain a +8 bonus to AC for one minute. In addition, nothing you do provokes an attack of opportunity during this time. Any attack that targets your during this time suffers a 20% miss chance. Evasive action can only be used if the adept is wearing light or no armor.
Piercing Strike: Your melee attacks bypass damage reduction as if they were made with an adamantine weapon for one minute.
Purify Self: You receive the benefit of either restoration or remove cursewhen this power is activated.
Heightened Senses: You gain a +20 bonus to all Listen and Spot checks for one hour.
True Vision: You gain the benefits of the true seeingspell for 10 minutes.
Spirit Warrior: All melee attacks you make for one minute act as if the weapon you wield had the ghost touch and disruption abilities.
Extreme Focus: You gain a +15 bonus on the skill check you choose, and you automatically receive a 20 on your roll no matter the conditions in which you use it.
Spirit Adept Progression Table
Lvl BAB Fort Ref Will Abilities
1 +0 +2 +2 +2 Spirit Sense I
2 +1 +3 +3 +3 Evasion
3 +2 +3 +3 +3
4 +3 +4 +4 +4 Bonus Fighter Feat
5 +3 +4 +4 +4 Feather Fall
6 +4 +5 +5 +5 Spirit Sense II
7 +5 +5 +5 +5 Wholeness of Body (Monk)
8 +6 +6 +6 +6 Bonus Fighter Feat
9 +6 +6 +6 +6 Improved Evasion
10 +7 +7 +7 +7
11 +7 +7 +7 +7 Spirit Sense III
12 +9 +8 +8 +8 Bonus Fighter Feat
13 +9 +8 +8 +8
14 +10 +9 +9 +9
15 +11 +9 +9 +9
16 +12 +10 +10 +10 Bonus Fighter Feat
17 +12 +10 +10 +10
18 +13 +11 +11 +11
19 +14 +11 +11 +11
20 +15 +12 +12 +12 Bonus Fighter Feat

Last edited by Eanwulf on Sun Jul 16, 2006 2:39 am, edited 1 time in total.

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Eanwulf
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Shaper

Post by Eanwulf » Tue Jul 04, 2006 5:46 pm

Shaper
The untamed divine power that surrounds everything in the world is invisible to most. In fact, there are many who do not believe it exists at all. A very few individuals, however, can sense the power around them. They feel it flowing around them like water, and can shape it into many different forms and use it to perform miracles. Shapers know the true divine essence of the world, which they call the Spirit, and do not need to have it channeled to them like disciples or gain access to it only through nature.
Adventures: Shapers adventure to increase their personal connection to the Spirit. Most shapers have an affinity for certain locations or things that provide them with a closer connection to the energies around them. These, they feel, are their divine birthright, and a shaper will attempt to protect and gain knowledge of them in their quest to become as gods. Even those that do not feel the pull toward godhood wish to learn more about the energies that they can touch and bend to their will.
Many shapers are sponsored by their clans or leaders to go out and adventure in hopes that they will indeed become gods, or at least demigods capable of leading an army of worshippers to victory over their enemies. These sponsored shapers often travel alone, or with groups of bodyguards, and their motivations are such that they are not willing to let anyone get in the way of their righteous goals.
Characteristics: Shapers gain abilities that mimic the divine spells that disciples are granted by their idols. Each shaper has a unique connection to the Spirit, so one can never be sure just what capabilities a given shaper will have. Some are great healers, others defending themselves and their allies in combat. Not all shapers manifest powers with a distinct theme '€" some have a variety of abilities that seem to have no connection to one another at all. The fact that shapers gain their powers naturally rather than through a granted boon means that they manifest abilities more slowly than disciples. Shapers have a derogatory saying to describe this and to slight the disciple's relationship with his god '€" "flash bright, die young."
Because shapers do not spend time developing a connection with a divine entity, they have much more time to devote to skills and other pursuits than disciples.
Alignment: Even when they are on a sponsored mission, shapers tend to live life however they wish. As heirs apparent to the divine mandate of the world, most shapers see themselves as beings outside the traditional cultural and racial boundaries of the world. This leads them to a chaotic and individualistic outlook on life, and most shapers follow their instincts when it comes to dealing with others '€" there are those that believe they must protect their future worshippers, while others believe they exist to be exploited.
Background: Since shapers feel the Spirit from an early age, many do not even know that they are special until they have grown into their teenage years. It is only when they come into their first powers, generally around puberty, that they realize they are different from those around them. Some cultures, particularly tieflings and dwarves, actively seek shapers among their youth so that they might train them to one day become great leaders, or even immortals.
Shapers are rare, and as such they do not often have other shapers around to train them in the use of their powers. Many simply go about their lives as normal, always expecting to awaken with the ability to manifest a new power. Others, however, seek solitude or the company of other shapers in order to learn more about why they are who they are.
Races: Most shapers are tieflings, humans, and dwarves, but almost every race in the world boasts individuals connected to the Spirit. Tieflings believe shapers to be individuals with a strong connection to the lower planes, which grants them a high station in tiefling society. Several of the Valhedrin dominars are shapers, while only a single disciple holds that honor (disciples are thought to be more mind-slaves than servants to their fiendish masters). Saltbloods and Kingsmarch trueborn have no special regard for the shapers among them, but the Anderlar revere them. Every town tries court a shaper into being its official wise man, even if the shaper does not reside in the town. Shapers are renowned throughout the communities of Anderland, and one's arrival within a community is yet another reason to hold a celebration. Dwarves believe that shapers are the direct descendants of the generals that fought the giants in the belly of the world. As such, shapers are often great leaders among the dwarves, and as they grow old they become sages and advisors to the next generation.
Elves are rarely shapers since they are not from this world, but more and more they have been manifesting the unique abilities of shapers. The reasons for this are unknown, but each race has its own explanation. The night elves say that their new goddess is granting them these powers, but the difference between shapers and disciples calls this explanation into question. The dawn elves believe that they are being punished by the fey of Itheria for becoming too attached to their new home. Shapers are shunned in elven society, and many of the elves wandering in free Ambria and beyond do so because of their connection to the Spirit.
Other Classes: Shapers sometimes dabble in a fighting class so that they can better defend themselves. Others become bards so that their tales can be written and sung exactly as they would have them. They only rarely try to learn arcane magic, and the divine powers of spirit adepts, disciples, and shamans are considered inferior to the shapers' connection to the Spirit.
Game Rule Information
Shapers have the following game statistics.
Abilities: Charisma is important for determining the power and availability of a shaper's innate spellcasting. It also helps them communicate with other creatures in their search for the truth about the Spirit. Intelligence helps a shaper learn more quickly, and Wisdom helps a shaper stay true to his path.
Alignment: Any.
Hit Die: d8.
Class Skills
The shaper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Knowledge (arcane) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at First level: (4 + Int modifier) x4
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the shaper.
Weapon and Armor Proficiency: A Shaper is proficient with all simple weapons, light armor, medium armor, and shields.
Spells: A shaper casts divine spells, which are drawn from the cleric spell list (see PHB). He can cast any spell he knows without preparing it ahead of time, the way a wizard or disciple must.
To learn or cast a spell, a shaper must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level, and so forth). The Difficulty Class for a saving throw against a shaper's spell is 10 + the spell level + the shaper's Charisma modifier.
Like other spellcasters, a shaper can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the shaper table. In addition, he receives bonus spells per day if he has a high Charisma score.
A shaper's selection of spells is extremely limited. A shaper begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new shaper level, he gains one or more new spells, as indicated on the shaper spells known table. (Unlike spells per day, the number of spells a shaper knows is not affected by his Charisma score; the numbers on the spells known table are fixed.)
Upon reaching 4th level, and at every even-numbered shaper level after that (6th, 8th, and so on), a shaper can choose to learn a new spell in place of one he already knows. In effect, the shaper "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level shaper spell the shaper can cast. A shaper may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a disciple, a shaper need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he will cast.
Focuses: All shapers must choose two focuses that will define their connection to the Spirit. Each grants him special abilities as he rises in level. The focuses are Alignment, Defense, Elemental, Nature, Power, Shadow, and Vitality. Each of these has several of the traditional domains associated with it (as shown on the focus domains table), and the shaper's choices affect his spellcasting in several ways.
First, a shaper's choice of focuses affects how his spells manifest. For instance, the spells of a nature-focused shaper might be accompanied by the spontaneous growth of small plants or grass around him. An elemental-focuses shaper might cause the temperature to rise or drop every time he shapes a spell. No matter what effects are chosen, they should not give any advantage to the shaper '€" they are only secondary, ambient effects.
A shaper's focuses also give him special granted abilities, as shown on the focus domains table. At 10th level, the shaper's focus abilities advance. These abilities are in addition to those granted at 1st level.

At least half of a shaper's spells known must be form the domain lists associated with his focuses or be related to them in some way, at the DM's discretion. So, any air, earth, fire, or water spell is appropriate for an elemental-focused shaper, but an acid spell may or may not be at the DM's discretion.
Specialties: In addition to the granted abilities, a shaper gains the ability to apply spontaneous metamagic to certain spells based on specialties within his area of focus. Shapers get a specialty at 2nd, 5th, 11th, and 18th levels. Each time he gains this ability, he chooses one domain from those available in his focuses. This becomes a specialty domain.

Once per day, a shaper can choose to apply a metamagic effect to a spell he casts that is associated with his specialty domain. It does not require any additional casting time or increase in spell level to use this metamagic ability. Only one spell per specialty can be so enhanced each day. So, if a character had the Water and Death specialties, he could not enlarge two oscuring mists per day in this way.

At 2nd level the character can enlarge a specialty spell. At 8th, 14th, and 17th levels he gains the ability to use other metamagic feats as needed. These abilities work just like the feats of the same name, but may only be applied to a specialty spell.
Shaper Progression Table
[/b][/u]
Lvl BAB Fort Ref Will Abilities
1 +0 +0 +0 +2 Divine spells, divine focuses
2 +1 +0 +0 +3 First specialty, enlarge specialty spell
3 +2 +1 +1 +3
4 +3 +1 +1 +4
5 +3 +1 +1 +4 Second specialty
6 +4 +2 +2 +5
7 +5 +2 +2 +5
8 +6 +2 +2 +6 Empower specialty spell
9 +6 +3 +3 +6
10 +7 +3 +3 +7 Advanced divine focuses
11 +7 +3 +3 +7 Third specialty
12 +9 +4 +4 +8
13 +9 +4 +4 +8
14 +10 +4 +4 +9 Extend specialty spell
15 +11 +5 +5 +9
16 +12 +5 +5 +10
17 +12 +5 +5 +10 Maximize specialty spell
18 +13 +6 +6 +11 Fourth specialty
19 +14 +6 +6 +11
20 +15 +6 +6 +12

Divine Focuses
[u][b][/b][/u]
Focus Domains Granted Ability
Alignment Chaos, Good, Evil, Lawful Cast undetectable alignment at will
Defense Protection, Sun, Travel +1 bonus to AC
Elemental Air, Earth, Fire, Water Elemental resistance 10 (choose one)
Nature Animal, Healing, Plant +2 Handle Animal, Heal, and Survival
Power Destruction, Strength, War Free Martial Weapon Proficiency Feat
Shadow Luck, Magic, Trickery Free Fortune's Favor Feat
Vitality Death, Life, Knowledge Free Endurance and Toughness Feats
Advanced Divine Focuses
Focus Granted Ability
Alignment Damage reduction 1/opposed alignment*
Defense +1 bonus to AC
Elemental Elemental resistance 10, or immunity if same element is chosen
Nature Animals and plants can't attack you
Power Cast harm once per day
Shadow Cast spell immunity once per day
Vitality Cast divine power once per day
Spells Per Day
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 5 3
2nd 6 4
3rd 6 5
4th 6 6 3
5th 6 6 4
6th 6 6 5 3
7th 6 6 6 4
8th 6 6 6 5 3
9th 6 6 6 6 4
10th 6 6 6 6 5 3
11th 6 6 6 6 6 4
12th 6 6 6 6 6 5 3
13th 6 6 6 6 6 6 4
14th 6 6 6 6 6 6 5 3
15th 6 6 6 6 6 6 6 4
16th 6 6 6 6 6 6 6 5 3
17th 6 6 6 6 6 6 6 6 4
18th 6 6 6 6 6 6 6 6 5 3
19th 6 6 6 6 6 6 6 6 6 4
20th 6 6 6 6 6 6 6 6 6 6
Spells Known
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3 1
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 4 4 3 2
14th 9 5 5 4 4 3 2 1
15th 9 5 5 4 4 4 3 2
16th 9 5 5 4 4 4 3 2 1
17th 9 5 5 4 4 4 3 3 2
18th 9 5 5 4 4 4 3 3 2 1
19th 9 5 5 4 4 4 3 3 3 2
20th 9 5 5 4 4 4 3 3 3 3

Last edited by Eanwulf on Sun Jul 16, 2006 6:33 pm, edited 5 times in total.

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Eanwulf
Level 18 Elite
Level 18 Elite
Posts: 7226
Location: FL
Title: The Grey
User Class: Berserker

Shaman

Post by Eanwulf » Tue Jul 04, 2006 5:52 pm

Shaman
Outside the arcane energies of the world and the divine essence of the Spirit lies another force '€" nature. It is present in all the world's trees, rocks, rivers, and oceans. Nature is more than a force, however. It is these things as much as they are a part of it. Although sentience, and thus the worries of consciousness, often causes people to lsoe connection with nature, some folks feel more a part of the world than they do a particular race, culture, or family. These individuals often spend their lives away from civilization, communing with the natural world and drawing sustenance and meaning from it.
Adventures: Shamans adventure as a way of life. They stay away from great cities and small towns alike, as well as the people that inhabit them. Their bond with nature drives them to find new species of plant and animal with which they can bond, and to nurture and grow all living things in order to empower nature itself. They can tolerate other adventurers, and often find that they delight in the company of other sentient beings (even if they are not as in tune with nature as the shaman).
Characteristics: Shamans are masters of the natural environment of the world. Through their bond with nature, they are able to draw sustenance from its energy. Their power over nature grants them many abilities, and they often borrow ambient power to fuel their spells and rituals. While not warriors, shamans put their instincts to good use in combat, and they often travel with powerful animals that can rip their enemies to shreds. That they can control the land around them makes them even more dangerous to those who are not prepared for a sudden change in the rules of engagement.
Alignment: Shamans are most often chaotic beings who see themselves as outside the "created" concepts of personal property, land ownership, taxation, and so on. They respect others and their views, but they do not believe that nature can be traded as a commodity in the ports and guildhouses of the world. A connection with nature usually softens the views of a shaman; even though he may harbor some resentment toward civilized peoples, they are still of nature and therefore to be protected and revered. Some shamans adopt a different view, however, believing that all who do not have a connection with the land were meant to serve it or die. Shamans are common among the less-civilized peoples of the world, and those serving goblinoids, giants, and other evil races commonly use their power and insight for dark purposes.
Background: A shaman knows that he is different from the moment he is born. He can feel the spirits of nature pulling at his soul, and by the time he reaches maturity he knows he must make a choice. Those who go on to become shamans choose their connection to the world over any racial or social ties. They say goodbye to family and friends and begin to wander, learning about the world and fine-tuning their senses. Once their powers begin to manifest, they often seek a master, or one seeks them out who can train them in shamanic knowledge and craft. The old nurturing the young is the way of nature.
Races: A great many of the shamans in the known lands are gnomes, likely due to their strong fey nature. While their connection to nature is not as strong as that of the gnomes, elves are also deeply bonded to the natural world. The shamanic worldview integrates seamlessly with the dawn elves' traditional spiritualism, but for the same reason, few night elves become shamans.
Shamans are more common than the other divine classes among the savage humanoids of the north. Humans, though, find themselves too focused on the worldly concerns to make good shamans in most cases. Tieflings, yuan-ti, and doppelgangers rarely become shamans, although they are technically of this world. Some believe that these races have their own allegiances to alien entities or planar energies that keep them from becoming shamans.
Other Classes: Most shamans find that their devotion to nature and the powers they share because of it give them everything they need. Sometimes a shaman finds training in the arts of combat or even arcane magic to be beneficial in protecting and nurturing the world, but only rarely do they pursue the shadow arts. When a shaman decides to travel with others, he feels most comfortable around others who can sense part of the natural world. Shapers, source adepts, and disciples all make fine companions, as do nature-sensitive creatures of any class or race.
Game Rule Information
Shamans have the following game statistics.
Abilities: Wisdom determines how powerful a spell a shaman can cast, how many spells he can cast per day, and how hard those spells are to resist. To cast a spell, a shaman must have a Wisdom score of 10 + the spell's level. A shaman gets bonus spells based on Wisdom. The Difficulty Class of a saving throw against a shaman's spell is 10 + the spell's level + the shaman's Wisdom modifier. Dexterity helps improve a shaman's Armor Class, and Intellligence gives a shaman more skills to aid him on his adventures.
Alignment: Any.
Hit Die: d8.
Class Skills
The shaper's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at First level: (4 + Int modifier) x4
Skill Points at Each Level: 4 + Int modifier.
Class Features
All the following are class features of the shaman.
Weapon and Armor Proficiency: A shaman is proficient with all simple weapons, light armor, medium armor, and shields.
Spells: A shaman casts divine spells, which are drawn from the druid spell list (see PHB). A shaman must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level, and so forth). The Difficulty Class for a saving throw against a shaman's spell is 10 + the spell level + the shaman's Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the shaman table. In addition, he receives bonus spells per day if he has a high Wisdom score.
A shaman may prepare and cast any spell on the druid spell list, but he must choose which spells to prepare during his daily meditation.
Spontaneous Casting: A shaman can channel stored spell energy into summoning spells that he hasn't prepared ahead of time. He can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Bonus Languages: A shaman's bonus language options include Slyvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of his race.
Animal Companion (Ex): A shaman may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partially in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the shaman on his adventures as appropriate for its kind.
A 1st-level shaman's companion is completely typical for its kind except as noted under the druid's animal companion in the PHB. As a shaman advances in level, the animal's power increases as shown on the table. If a shaman releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A shaman of 4th level or higher may select from alternative lists of animal (see PHB, Chapter Three, Druid). Should he select an animal companion from one of these alternative lists, the creature gains abilities as if the character's shaman level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character's shaman level entry on the table to determine the animal companion's powers. (If this adjustment would reduce the shaman's effective level to 0 or lower, he can't have that animal as a companion.)
Nature Sense (Ex): A shaman gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A shaman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The shaman rolls 1d20 and adds his shaman level and his Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the shaman and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A shaman can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.
Craft Spell Fetish: A shaman gains Craft Spell Fetish as a bonus feat at 2nd level.
Rituals of Power (Su): Starting at 3rd level, a shaman learns to draw power from the land itself, although doing so corrupts his connection to the natural world. A shaman can perform a ritual at any time. The process takes one hour, during which time the shaman cannot be interrupted or perform any other action. Disrupting the ritual completely neutralizes it, forcing the shaman to start over from the beginning.
Performing a ritual of power carries a terrible price. The land around the shaman begins to wither, animals feel nauseous and plants lose their color, and the shaman suffers Wisdom damage (see below) as he feels the world around him dying for his benefit. All such damage to the natural world heals within 24 hours, while the shaman must rest for one full night to regain all Wisdom damage suffered in this way. A shaman can never drop his Wisdom below 11 in this way.
The radius of this weakening is one mile, and if the shaman leaves this area any benefits he gained from the ritual are lost. He can suffer additional Wisdom damage to increase this radius, doubling it for every point of Wisdom damage suffered.
At 3rd level, the shaman learns the first level of ritual. For every point of Wisdom damage suffered, the shaman gains enough energy to spontaneously cast one spell that he can cast of up to 3rd level. He does not need to prepare this spell as normal; instead he can cast any spell from the druid list as needed. This power drains away when the shaman next rests.
At 7th level, the shaman learns the second level of ritual. For every two points of Wisdom damage suffered, the shaman gains enough energy to spontaneously cast one spell that he can cast of up to 5th level. In addition, he may suffer two points of Wisdom damage to grant himself the ability to use the next larger elemental form when he uses his elemental form ability. Thus, a 9th level shaman could use this ritual to allow himself a Huge elemental form whenever he used his elemental form ability.
At 13th level, the shaman learns the third level of ritual. For every three points of Wisdom damage suffered, the shaman gains enough energy to spontaneously cast one spell that he can cast of up to 7th level. In addition, he may suffer three points of Wisdom damage to immediately remove all poisons, diseases, and physical damage from his body. Ability suffered from poison is immediately healed, although other ability damage is not. The shaman may not quicken this healing ritual.
At 18h level, the shaman learns the fourth level of ritual. For every four points of Wisdom damage suffered, the shaman gains enough energy to spontaneously cast one spell that he can cast of up to 9th level. In addition, he may suffer four points of Wisdom damage to immediately free himself from all harmful magical effects that are targeting him specifically, heal all ability damage, and remove all negative levels. Area of effect spells and effects are not affected. The shaman may not quicken this healing ritual.
Companion Sight (Su): Starting at 4th level, a shaman can enter a trance that allows him to see through the eyes of his animal companion. The shaman goes into a helpless state during the trance, although he can remain standing or seated if that was his position before entering the trance. While he is using companion sight he sees as his companion sees, and can make a Spot check to detect hidden creatures and objects in his companion's vicinity. While in the trance, the shaman cannot sense anything around him by sight. He also suffers a -10 penalty to all Listen checks to detect noises.
When the shaman comes out of his trance, he is nauseated for one minute.
Elemental Form (Su): Starting at 5th level, a shaman gains the ability to transform himself into a single type of elemental. The shaman chooses the elemental type upon first gaining this ability and may not change it. He gains a second type at 11th level, and a third type at 17th level. The transformation lasts for up to one minute per level and may be dismissed at any time. This ability works exactly like polymorph except that the shaman gains all the special attacks and special qualities of the elemental, while losing his own. The shaman may still cast spells and communicate normally while in elemental form.
At 10th, 16, and 20th levels, the shaman gains the ability to transform into larger elementals. A shaman may substitute a larger transformation for a smaller one, but not the other way around. So, a 10th-level shaman that has already transformed into a Medium elemental once in a day but does not want to grow larger can use his Huge elemental form to transform into a Medium elemental instead.
At 14th level, the shaman's ability to transform into elemental improves. The transformation now lasts for one hour per level, and the shaman may freely shift between any form he knows, including his natural form but not his treant form, during this time.
Treant Form (Su): Starting at 8th level, a shaman gains the ability to transform himself into a treant once per day. The transformation lasts for up to one hour and may be dismissed at any time. This ability works exactly like polymorph except that the shaman gains all the special attacks and special qualities of the treant, while losinghis own. The shaman may still cast spells and communicate normally while in treant form.
Quickened Rituals (Ex): Starting at 12th level, a shaman can perform a ritual as a full-round action, but he must use any abilities gained through the ritual immediately following the ritual.
Trackless Step (Ex): Starting at 6th level, a shaman leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Timeless Body (Ex): After attaining 15th level, a shaman no longer takes ability score penalties for aging and cannot be magically aged. Any penalties he may have already incurred, however, remain in place.
Bonuses still accrue, and the shaman still dies of old age when his time is up.
Shaman Progression Table
Lvl BAB Fort Ref Will Abilities
1 +0 +2 +0 +2 Animal companion, nature sense, wild empathy
2 +1 +3 +0 +3 Craft spell fetish
3 +2 +3 +1 +3 Rituals of power I
4 +3 +4 +1 +4 Companion sight
5 +3 +4 +1 +4 Medium elemental form 1/day
6 +4 +5 +2 +5 Trackless step
7 +5 +5 +2 +5 Rituals of power II
8 +6 +6 +2 +6 Treant form 1/day
9 +6 +6 +3 +6
10 +7 +7 +3 +7 Huge elemental form 1/day
11 +7 +7 +3 +7 Second elemental type
12 +9 +8 +4 +8 Quickened rituals
13 +9 +8 +4 +8 Rituals of power III
14 +10 +9 +4 +9 Improved elemental form
15 +11 +9 +5 +9 Timeless body
16 +12 +10 +5 +10 Greater elemental form 1/day
17 +12 +10 +5 +10 Third elemental type
18 +13 +11 +6 +11 Rituals of power IV
19 +14 +11 +6 +11
20 +15 +12 +6 +12 Elder elemental form 1/day
Spells Per Day
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 2
2nd 4 2
3rd 4 3 1
4th 5 3 2
5th 5 3 2 1
6th 5 4 3 2
7th 6 4 3 2 1
8th 6 4 3 3 2
9th 6 4 4 3 2 1
10th 6 5 4 3 3 2
11th 6 5 4 4 3 2 1
12th 6 5 4 4 3 3 2
13th 6 5 5 4 4 3 2 1
14th 6 5 5 4 4 3 3 2
15th 6 5 5 5 4 4 3 2 1
16th 6 5 5 5 4 4 3 3 2
17th 6 5 5 5 5 4 4 3 2 1
18th 6 5 5 5 5 4 4 3 3 2
19th 6 5 5 5 5 5 4 4 3 3
20th 6 5 5 5 5 5 4 4 4 4


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Eanwulf
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Disciple

Post by Eanwulf » Mon Jul 17, 2006 7:23 pm

Disciple
Although the concept of gods is not well developed among the people of the known lands, there exist a class of creatures whose powers far exceed those of mortals of all races. Disciples worship these creatures, collectively known as immortals, who can grant their most devout followers extraordinary magical abilities. Such worshippers can be found on every continent among every intelligent race, sometimes wandering in search of converts and sometimes using their gifts to help their families and communities prosper. These folks face skepticism from those who have grown up believing that there are no dogs, but they also find that they give hope to those who have lost it in the face of the world's constant conflicts.

While shapers and disciples are connected directly to the essence of the world, and have been around for as long as history has recorded such things, disciples represent a fairly new tradition of spiritual progress whose powers are filtered through an intermediary being. As with all aspects of change, especially in the spiritual realm, this new kind of relationship is met with equal parts fear, fascination, and disdain.

Adventures: Disciples follow different paths, depending on their goals and their relationship with the immortal who grants them their powers. Some disciples choose to stay in the region in which they lived before they took up the call to worship, hoping to convert those they love and their communities for the mutual benefit of all. Those with good hearts that worship kind or protective immortals may work their whole lives to better their communities often enduring ridicule and hardship in hopes that their sacrifice will inspire those around them. Immortals sometimes demand more immediate results, however, and the disciples that follow them will use any means necessary to bring those around them into the fold.

Many disciples choose a life of wandering, bringing word of their new faith to communities across the known lands. Now all wandering disciples spend their time proselytizing, however. Some are sent by their immortals to seek out magic or artifacts that can strengthen both the immortal and his follower. Immortals sometimes send their disciple on mysterious journeys, even suggesting that they travel with others in order to mask their true purpose. Such journeys can demoralize less-faithful disciples who start to feel, sometimes rightly, like pawns in a game they do not understand.

Characteristics: Disciples draw strength and power form the immortals they worship. This gives them a diversity in spells that is greater than that of a shaper, at the cost of having to ask another being to grant access to these spells. Over time, a disciple's relationship with his immortal grows strong enough that he may draw on some of the Immortal's strength without a formal request.

Alignment: Disciples tend to favor alignments similar to those of the immortal they worship. Any further than one step away and the disciple has a hard time truly putting his faith in the other being. That said, characters of any alignment can be attracted to the life of a disciple. Although it requires worship of another being, such worship can take on many forms. Chaotic disciples might find new and different ways to venerate their immortals, but the core of their belief system (and powers) comes from their faith in the other. Lawful disciples favor rituals as a way to show their dedication and belief in an immortal. They are far more orderly in their worship and make reliable followers and servants.

Background: Immortals often seek out promising individuals to act as their followers. They watch, and even help at times, the development of their future disciples for years, perhaps appearing to them in dreams or visions. Such a disciple grows to fully believe that his purpose is to serve the creature that has guided him, so that when the immortal finally reveals himself the new disciple is willing to devote his life to service. The immortal may have already started granted the disciple powers by the time he reveals himself fully, or he may never reveal himself, constantly testing the faith and devotion of those who follow him.

Sometimes future disciples seek out creatures who can grant them power in return for service. These disciples must often convince a creature to take them on as a follower, and the immortal may send them on dangerous quests before they will relent to sharing their power. On rare occasions an immortal may be tricked or forced into such a relationship, but over time the disciple and his immortal grow used to their partnership.

Races: The humans of Ambria, particularly the Kingsmarch trueborn, seek out creatures to worship far more than any other race. Perhaps this is because shapers and shamans are more rare among humans than the other races, or maybe it is a particular human need to worship a more powerful being. The trueborn consider it a boon to have immortals watching over them, since their lands are constantly besieged on all sides. Tieflings, too, have a good number of disciples, most of whom worship fiends that exact terrible prices for the pleasure of their power.

The elves have few disciples, although some powerful fey creatures have come through the portal in Sildanyr and are now worshipped as gods of the forest. One such creature, a dryad who lives in the First Tree, is revered by the elves. Not surprisingly, the orcs, goblinoids, and ogres of the Icehammer Front have few disciples among them, their spellcasters being primarily animist shamans. But a few disciples have been seen roaming the north, proclaiming a new age under the rule of their god, Anlar Icefang. The rangers of the Griffin Company are not sure if these are true disciples or overzealous shamans, but even rumors that Anlar is an immortal has sent fear through Firebrand Keep.

Other Classes: Disciples often train in other professions before they become disciples, or choose to practice other skills that help venerate their immortal or aid them in their questing. Fighting skills are valued for disciples that are often sent on quests or who travel to spread the word of their faith. Bardic disciples are not uncommon among those who remain in the communities. When a disciple travels, he often finds it beneficial to have companions with a good mix of abilities. Variety helps him to achieve his goal no matter what challenges may be laid before him.
Game Rule Information
Disciples have the following game statistics.
Abilities: Wisdom determines how powerful a spell a disciple can cast, how many spells he can cast per day, and how hard those spells are to resist (See spells below). A high Constitution score improves a disciple's hit points, and a high Charisma helps him spread the word of his faith to others.
Alignment: A disciple's alignment must be within one step of the immortal that grants him his spells (that is, it may be one step away on either the lawful-chaotic or the good-evil axis, but not both).
Hit Die: d8.
Class Skills
The disciple's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history), Knowledge (religion), Knowledge (the planes), Listen (Wis), Profession (Wis), and Spellcraft (Int).
Skill Points at First level: (2 + Int modifier) x4
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the disciple.
Weapon and Armor Proficiency: A disciple is proficient with all simple weapons, with all types of armor, and with shields (excluding tower shields).
Spells: A disciple casts divine spells, which are drawn from the cleric spell list (see PHB). However his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A disciple must choose and prepare his spells in advance.

To learn or cast a spell, a disciple must have a Wisdom score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level, and so forth). The Difficulty Class for a saving throw against a disciple's spell is 10 + the spell level + the disciple's Wisdom modifier.

Like other spellcasters, a disciple can cast only a certain number of spells of each spell level per day. His base daily allotment is given on the disciple table. In addition, he receives bonus spells per day if he has a high Wisdom score.
[b[Intercession (Su): [/b] Once per day, a disciple can pray for his patron's intercession. This requires a full round action that provokes attacks of opportunity but cannot be disrupted like a spell. To determine whether the immortal heeds this plea, the disciple makes and intercession check (1d20+disciple level-immortal's CR), the result of which determines the level of aid granted. The immortal directly aids the disciple in some way, depending on the result of the check. This check may be modified by several factors, as shown on the table.

If the intercession check fails you may not try again for 24 hours. You can continue to ask for you patron's help until such aid is given. At 10th level you receive this aid twice per day, and three times per day at 20th level.

Intercession is not limited by range, though and immortal's powers are stronger near his demesne (see the Power of Immortals sidebar).

The level of aid that an immortal grants through intercession can be no more than half its CR (see the intercession tables).
Immortal's Gift (Su): By 4th level, the disciple has proven his devotion to his immortal such that the immortal grants him a special ability. The ability varies by the individual immortal, as noted in their stat blocks. If a disciple ever takes more levels in other classes, he loses access to this gift, as his devotion to his immortal wanes.
Innate Spells (Ex): Starting at 2nd level, the disciple's relationship with his immortal grows. The immortal begins to trust him with small bits of his power without having to call upon him each day. Each time this ability is gained, the disciple chooses a single spell of the listed level. This spell becomes innate to him-shared power granted by the immortal that he venerates. He may now spontaneously cast this spell just like a cleric can spontaneously case cure spells. In addition, any metamagic effects the disciple applies to an innate spell have their cost reduced by one level, to a minimum of one.
The Power of Immortals
Immortals are beings of great power that offer some of that power to their mortal woshippers, much like the true gods of other settings. Unlike gods, however, an immortal's power is linked to a specific area of the campaign world. While they are able to answer the prayers of their worshippers no matter what distance separates them, a disciple is even more powerful when he is in his immortal's demesne.

A disciple gains the following benefits when he is within his immortal's sphere of influence.

· The disciple gains a +20 bonus on all intercession checks.
· The disciple can cast each innate spell he knows once per day without using a prepared slot. Metamagic effects may not be applied to spells cast in this way.
· Divination spells such as commune automatically succeed in providing a correct answer.
Intercession Check Modifiers
Condition Modifier
Every 100 gp worth of sacrifical offerings +1
Every 5 disciple levels of supplicant +2
Every 5 ranks in Knowledge (religion) +1
Every 5 ranks in Diplomacy +1
Disciple is on a mission from his Immortal +3
Immortal is of good alignment +2
Immortal is of evil alignment -4
Intercession Check Results
Check Result Intercession Effect* Special**
0 or less Up to 1st-level effect Disciple Only
1-5 Up to 2nd-level effect Up to one other creature
6-10 Up to 3rd-level effect 1.5 times normal area
11-15 Up to 4th-level effect Up to three other creatures
16-20 Up to 5th-level effect 3 times normal area
21-30 Up to 6th-level effect Up to five other creatures
31-40 Up to 8th-level effect 5 times normal area
41+ Up to 9th-level effect Up to ten other creatures
* The intercession can take any form, but judge the power of the effect based on arcane and divine spells of the listed level. The maximum level of effect an immortal may grant is equal to half its CR.

** The area multiples apply to the spell effect generated, and represent the maximum space over which the intercession can take place. They do not allow more targets than listed to be affected, and the disciple can always choose to affect less than his maximum of targets.
Disciple Progression Table
Lvl BAB Fort Ref Will Abilities
1 +0 +2 +0 +2 Divine spells, intercession 1/day
2 +1 +3 +0 +3 Innate Spell (0-lvl)
3 +2 +3 +1 +3 Innate Spell (1st)
4 +3 +4 +1 +4 Immortal's Gift
5 +3 +4 +1 +4 Innate Spell (2nd)
6 +4 +5 +2 +5
7 +5 +5 +2 +5 Innate Spell (3rd)
8 +6 +6 +2 +6
9 +6 +6 +3 +6 Innate Spell (4th)
10 +7 +7 +3 +7 Intercession 2/day
11 +7 +7 +3 +7 Innate Spell (5th)
12 +9 +8 +4 +8
13 +9 +8 +4 +8 Innate Spell (6th)
14 +10 +9 +4 +9
15 +11 +9 +5 +9 Innate Spell (7th)
16 +12 +10 +5 +10
17 +12 +10 +5 +10 Innate Spell (8th)
18 +13 +11 +6 +11
19 +14 +11 +6 +11 Innate Spell (9th)
20 +15 +12 +6 +12 Intercession 3/day
Spells Per Day
Lvl 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1
2nd 4 2
3rd 4 2 1
4th 5 3 2
5th 5 3 2 1
6th 5 3 3 2
7th 6 4 3 2 1
8th 6 4 3 3 2
9th 6 4 4 3 2 1
10th 6 4 4 3 3 2
11th 6 5 4 4 3 2 1
12th 6 5 4 4 3 3 2
13th 6 5 5 4 4 3 2 1
14th 6 5 5 4 4 3 3 2
15th 6 5 5 5 4 4 3 2 1
16th 6 5 5 5 4 4 3 3 2
17th 6 5 5 5 5 4 4 3 2 1
18th 6 5 5 5 5 4 4 3 3 2
19th 6 5 5 5 5 5 4 4 3 3
20th 6 5 5 5 5 5 4 4 4 4




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