Post by Vaynor on Mar 24, 2007 23:17:43 GMT -5
Tempest
Tempests are the casters of air, and learners of magic. Able to cast powerful abjuration, conjuration, and illusion spells, mixed with the powers of the air, they are adaptable and powerful.
Adventures: Tempests are always prepared, with their repertoire of spells, they adventure with great insight and dependability.
Characteristics: A Tempest bases his existence on spells, building his life and very purpose in life to learn his spells.
Alignment: Tempest tend to be lawful because of their strict nature. They like order in their lives.
Religion: Tempests worship the air god Lucht.
Races: A Tempest may be a human or a halfling.
Other Classes: Tempests tend to get along with the Templar and the Sage well.
Role: Tempest tend to take the place of magical caster in their group, because of their many defensive and offensive spells.
Game Rule Information
Abilitiess: Intelligence determines the Tempest's spellcasting abilities, so is very important to them. A high Dexterity also helps to add to their armor class, which they need in absence of armor.
Alignment: Any Lawful
Hit Die: d4
Class Skills
The Tempest's class skills are Appraise (Int), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features[/size]
Weapon and Armor Proficiency: Tempests receive proficiency with simple weapons, but not with any type of armor or shield.
Spells: Tempests learn spells, and may learn more any time from another Tempest. These spells can be stored in small crystals called Krists. At first level, they get five zero level spells, and three first level spells. At every level after first, they get two new spells for any level spell they can cast. Tempests cast spells using their Intelligence score, and the saves for their spells are 10+the spell's level+Int modifier. Tempests may learn a spell from a Krist, and this procedure takes one hour per level of the spell. Venaar must receive 8 hours of rest to renew their spells per day, but may cast spells spontaneously.
Bonus Feats
Tempests receive one bonus feat at levels 1, 10, and 20, which may be any metamagic feat.
Familiar
Familiar
A Tempest can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the Tempest advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the Tempest, the Tempest must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Tempest level; success reduces the loss to one-half that amount. However, a Tempest’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Familiars
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
Hit Dice
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks
Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws
For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability Descriptions
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.
The number noted here is an improvement to the familiar’s existing natural armor bonus.
Int
The familiar’s Intelligence score.
Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp)
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Spell List[/size]
Zero Level Spells
Resistance
Cure Minor Wounds
Acid Splash
Light
Mage Hand
Flare
Electric Jolt (SC)
Sonic Snap (SC)
Launch Item (SC)
First Level Spells
Endure Elements
Entropic Shield
Protection from Evil
Protection from Chaos
Resist Energy
Shield
Cure Light Wounds
Mage Armor
Restoration
Shocking Grasp
Obscuring Mist
Cloudburst (SC)
Thunderhead (SC)
Updraft (SC)
Orb of Sound, Lesser (SC)
Sonic Blast (SC)
Expeditious Retreat, Swift (SC)
Scatterspray (SC)
Second Level Spells
Arcane Lock
Protection from Arrows
Protection from Energy
Cure Moderate Wounds
Delay Poison
Gust of Wind
Wind Wall
Gentle Repose
Hold Animal
Hold Person
Invisibility
Levitate
Quick Jump
Whispering Wind
Zone of Truth
Binding Winds (SC)
Cloud Wings (SC)
Earthbind (SC)
Master Air (SC)
Haste, Swift (SC)
Wings of Air (SC)
Electric Loop (SC)
Fly, Swift (SC)
Ironthunder Horn (SC)
Sonic Weapon (SC)
Whirling Blade (SC)
Third Level Spells
Gaseous Form
Blink
Call Lightning
Cure Serious Wounds
Dispel Magic
Fly
Glyph of Warding
Lightning Bolt
Magic Circle Against Evil
Magic Circle Against Chaos
Neutralize Poison
Remove Blindness/Deafness
Remove Curse
Remove Disease
Tongues
Downdraft (SC)
Thunderous Roar (SC)
Weather Eye (SC)
Great Thunderclap (SC)
Resonating Bolt (SC)
Sound Lance (SC)
False Gravity (SC)
Fourth Level Spells
Air Walk
Break Enchantment
Charm Monster
Cure Critical Wounds
Dimension Door
Dispel Evil
Dispel Chaos
Hold Monster
Greater Invisibility
Polymorph
Scrying
Solid Fog
Arc of Lightning (SC)
Eye of the Hurricane (SC)
Wind at Back (SC)
Wings of Air, Greater (SC)
Orb of Sound (SC)
Orb of Electricity (SC)
Floating Disk, Greater (SC)
Force Missiles (SC)
Thunderlance (SC)
Wingbind (SC)
Fifth Level Spells
Baleful Polymorph
Control Winds
Call Lightning Storm
Cloudkill
Mass Cure Light Wounds
Heal
Mage's Faithful Hound
Overland Flight
Symbol of Sleep
Symbol of Pain
Telekinesis
Teleport
Wall of Force
Wind Tunnel (SC)
Ball Lightning (SC)
Cyclonic Blast (SC)
Cacophonic Burst (SC)
Cacophonic Shield (SC)
Sonic Rumble (SC)
Fly, Mass (SC)
Sixth Level Spells
Chain Lightning
Acid Fog
Blade Barrier
Mass Cure Moderate Wounds
Disintegrate
Forceful Hand
Wind Walk
Miasma (SC)
Seventh Level Spells
Control Weather
Mass Cure Serious Wounds
Destruction
Ethereal Jaunt
Finger of Death
Grasping Hand
Mass Hold Person
Mass Invisibility
Limited Wish
Mage's sword
Mage's Magnificent Mansion
Prismatic Spray
Resurrection
Cloudwalkers (SC)
Storm of Elemental Fury (SC)
Storm Tower (SC)
Elemental Body (Air only) (SC)
Eighth Level Spells
Whirlwind
Mass Cure Critical Wounds
Polymorph Any Object
Reverse Gravity
Telekinetic Sphere
Symbol of Death
Symbol of Insanity
Prismatic Wall
Binding
Stormrage (SC)
Lightning Ring (SC)
Invisibility, Superior (SC)
Ninth Level Spells
Elemental Swarm (only usable for air elementals)
Crushing Hand
Dominate Monster
Mass Heal
Implosion
Power Word Kill
Prismatic Sphere
Shapechange
Storm of Vengeance
Teleportation Circle
Time Stop
True Resurrection
Wish
Whirlwind, Greater (SC)
Tempests are the casters of air, and learners of magic. Able to cast powerful abjuration, conjuration, and illusion spells, mixed with the powers of the air, they are adaptable and powerful.
Adventures: Tempests are always prepared, with their repertoire of spells, they adventure with great insight and dependability.
Characteristics: A Tempest bases his existence on spells, building his life and very purpose in life to learn his spells.
Alignment: Tempest tend to be lawful because of their strict nature. They like order in their lives.
Religion: Tempests worship the air god Lucht.
Races: A Tempest may be a human or a halfling.
Other Classes: Tempests tend to get along with the Templar and the Sage well.
Role: Tempest tend to take the place of magical caster in their group, because of their many defensive and offensive spells.
Game Rule Information
Abilitiess: Intelligence determines the Tempest's spellcasting abilities, so is very important to them. A high Dexterity also helps to add to their armor class, which they need in absence of armor.
Alignment: Any Lawful
Hit Die: d4
Class Skills
The Tempest's class skills are Appraise (Int), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) X 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features[/size]
Weapon and Armor Proficiency: Tempests receive proficiency with simple weapons, but not with any type of armor or shield.
Spells: Tempests learn spells, and may learn more any time from another Tempest. These spells can be stored in small crystals called Krists. At first level, they get five zero level spells, and three first level spells. At every level after first, they get two new spells for any level spell they can cast. Tempests cast spells using their Intelligence score, and the saves for their spells are 10+the spell's level+Int modifier. Tempests may learn a spell from a Krist, and this procedure takes one hour per level of the spell. Venaar must receive 8 hours of rest to renew their spells per day, but may cast spells spontaneously.
Bonus Feats
Tempests receive one bonus feat at levels 1, 10, and 20, which may be any metamagic feat.
Familiar
Familiar
A Tempest can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the Tempest advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the Tempest, the Tempest must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per Tempest level; success reduces the loss to one-half that amount. However, a Tempest’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.
Familiars
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
Familiar Basics
Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
Hit Dice
For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points
The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks
Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws
For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills
For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability Descriptions
All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.
The number noted here is an improvement to the familiar’s existing natural armor bonus.
Int
The familiar’s Intelligence score.
Alertness (Ex)
While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex)
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex)
If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex)
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex)
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp)
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.
Spell List[/size]
Zero Level Spells
Resistance
Cure Minor Wounds
Acid Splash
Light
Mage Hand
Flare
Electric Jolt (SC)
Sonic Snap (SC)
Launch Item (SC)
First Level Spells
Endure Elements
Entropic Shield
Protection from Evil
Protection from Chaos
Resist Energy
Shield
Cure Light Wounds
Mage Armor
Restoration
Shocking Grasp
Obscuring Mist
Cloudburst (SC)
Thunderhead (SC)
Updraft (SC)
Orb of Sound, Lesser (SC)
Sonic Blast (SC)
Expeditious Retreat, Swift (SC)
Scatterspray (SC)
Second Level Spells
Arcane Lock
Protection from Arrows
Protection from Energy
Cure Moderate Wounds
Delay Poison
Gust of Wind
Wind Wall
Gentle Repose
Hold Animal
Hold Person
Invisibility
Levitate
Quick Jump
Whispering Wind
Zone of Truth
Binding Winds (SC)
Cloud Wings (SC)
Earthbind (SC)
Master Air (SC)
Haste, Swift (SC)
Wings of Air (SC)
Electric Loop (SC)
Fly, Swift (SC)
Ironthunder Horn (SC)
Sonic Weapon (SC)
Whirling Blade (SC)
Third Level Spells
Gaseous Form
Blink
Call Lightning
Cure Serious Wounds
Dispel Magic
Fly
Glyph of Warding
Lightning Bolt
Magic Circle Against Evil
Magic Circle Against Chaos
Neutralize Poison
Remove Blindness/Deafness
Remove Curse
Remove Disease
Tongues
Downdraft (SC)
Thunderous Roar (SC)
Weather Eye (SC)
Great Thunderclap (SC)
Resonating Bolt (SC)
Sound Lance (SC)
False Gravity (SC)
Fourth Level Spells
Air Walk
Break Enchantment
Charm Monster
Cure Critical Wounds
Dimension Door
Dispel Evil
Dispel Chaos
Hold Monster
Greater Invisibility
Polymorph
Scrying
Solid Fog
Arc of Lightning (SC)
Eye of the Hurricane (SC)
Wind at Back (SC)
Wings of Air, Greater (SC)
Orb of Sound (SC)
Orb of Electricity (SC)
Floating Disk, Greater (SC)
Force Missiles (SC)
Thunderlance (SC)
Wingbind (SC)
Fifth Level Spells
Baleful Polymorph
Control Winds
Call Lightning Storm
Cloudkill
Mass Cure Light Wounds
Heal
Mage's Faithful Hound
Overland Flight
Symbol of Sleep
Symbol of Pain
Telekinesis
Teleport
Wall of Force
Wind Tunnel (SC)
Ball Lightning (SC)
Cyclonic Blast (SC)
Cacophonic Burst (SC)
Cacophonic Shield (SC)
Sonic Rumble (SC)
Fly, Mass (SC)
Sixth Level Spells
Chain Lightning
Acid Fog
Blade Barrier
Mass Cure Moderate Wounds
Disintegrate
Forceful Hand
Wind Walk
Miasma (SC)
Seventh Level Spells
Control Weather
Mass Cure Serious Wounds
Destruction
Ethereal Jaunt
Finger of Death
Grasping Hand
Mass Hold Person
Mass Invisibility
Limited Wish
Mage's sword
Mage's Magnificent Mansion
Prismatic Spray
Resurrection
Cloudwalkers (SC)
Storm of Elemental Fury (SC)
Storm Tower (SC)
Elemental Body (Air only) (SC)
Eighth Level Spells
Whirlwind
Mass Cure Critical Wounds
Polymorph Any Object
Reverse Gravity
Telekinetic Sphere
Symbol of Death
Symbol of Insanity
Prismatic Wall
Binding
Stormrage (SC)
Lightning Ring (SC)
Invisibility, Superior (SC)
Ninth Level Spells
Elemental Swarm (only usable for air elementals)
Crushing Hand
Dominate Monster
Mass Heal
Implosion
Power Word Kill
Prismatic Sphere
Shapechange
Storm of Vengeance
Teleportation Circle
Time Stop
True Resurrection
Wish
Whirlwind, Greater (SC)