NeoExodus Classes of NeoExodus - Dominion Wyrdcaster.pdf

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Classes of NeoExodus: Wyrdcaster
classes of NeoExodus:
LPJ9701
Dominion
Wyrdcaster
Written By Owen K.C. Stephens
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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classes of NeoExodus: Dominion Wyrdcaster
On the world of Exodus, the Dominion are revered
and feared as the most powerful manipulators of
magic. Among the spellcasters of the Dominion, the
acknowledge elite are the Wyrdcasters, who master
a magic far more powerful, and potentially self-
destructive, than typical spells. Wyrdcasters learn to
take power from their own future fate, and use it to
turn common spells in wyrds, magics with greatly
augmented results. The art of weaving fate energy into
a spell is only understood in the Dominion, and only
the Wyrdcasters study this dangerous technique in any
depth.
training
Wyrdcasters are taught from a young age, for
they have much to learn. While other children are
allowed to play and enjoy the bright days of spring,
Wyrdcasters in training are drilled at the tactics of
arcane warfare, taught foreign languages, and forced
to repeat mystic glyphs and litanies of the laws of
destiny over and over. Many trainees are unable to
handle this intense regimen, and abandon the path of
the Wyrdcaster for more traditional arcane roles. Only
the most dedicated and skilled youths ever become
full Wyrdcasters.
Wyrdcasters are not simply students of an unusual
art, however. They are warrior wizards and strategic
sorcerers, trained to master both magics and the art
of battlefield warfare. Most are members of powerful
aristocracies, for only nobles can normally take the
time required in youth to train for the rigors of the
mystic art of battle. In many places in the Dominion
Wyrdcasters are powerful califs and viziers, the elite
ruling class with all other spellcasters and fighters
relegated to secondary roles. As a result Wyrdcasters
are often seen as arrogant, but their arrogance is not
without cause. A Wyrdcaster knows his wyrds and
spells protect him from any mundane threat, and his
deep understanding of magic protects him from other
spellcasters.
Requirements
To qualify to become a Dominion Wyrdcaster, a char-
acter must fulfill all the following criteria.
Spells: Ability to cast 3rd level arcane spells.
Feats: Combat Casting, Spell Penetration, any one
Wyrd-related feat (three of which are presented at the
end of this prestige class).
Skills: Concentration 8, Knowledge ( arcane ) 8,
Knowledge ( the planes ) 8, Spellcraft 8
Special: Must be trained by a Wyrdcaster with at least
2 wyrd techniques. Must be able to cast at least one
spell from each of the eight schools of magic.
Combat
Wyrdcasters are actually heartier than many arcane
spellcaster, as the result of channeling so much energy
through their bodies. However, a Wyrdcaster cannot
survive direct combat for long, and knows it. Further,
their constant study of the laws of fate and destiny
leave little time to mastery weapons-play or defensive
maneuvers, though they are drilled at the principles
of arcane combat. Despite this, Wyrdcasters are much
feared for their ability to influence a battle.
Hit Dice
A Dominion Wyrdcaster gains 1d6 plus Constitution
modifier hit points per level.
Class Skills
The Dominion Wyrdcaster’s class skills ( and the
key ability for each skill ) are Concentration ( Con ),
Craft ( Wis ), Knowledge ( arcana, history, nobility
and royalty, religion, the planes -- each taken
individually )( Int ), Spellcraft ( Int ), Use Magic Device
( Cha ).
Wyrdcasters can use spells and wyrds to take out
crucial foes from great range, but are themselves
extremely resistant to spell effects. A Wyrdcaster
cloaked in defensive magics, slinging wyrds that last
much longer than expected, or penetrate even the
strongest defenses, can alter the course of a battlefield
without ever resorting to the scimitar slung by his
side. A Wyrdcaster alone can eventually be overcome
by sheer numbers, but one with a few guards or loyal
allies is often unstoppable, dropping opposed generals,
champions and spellcasters to change the tide of a
conflict.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the
Dominion Wyrdcaster.
Weapon and Armor Proficiency
Dominion Wyrdcasters are proficient with all simple
weapons and light armor ( though they suffer normal
arcane spell failure ), as well as the kukri, scimitar,
and falchion.
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classes of NeoExodus: Dominion Wyrdcaster
Dominion Wyrdcaster
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1 +0 +0 +0 +0 Wyrd technique –
2 +1 +1 +1 +1 Familiar gain +1 level of existing arcane
spellcasting class
3 +1 +1 +1 +1 Arcane buffer I +1 level of existing arcane
spellcasting class
4 +2 +1 +1 +1 Wyrd technique +1 level of existing arcane
spellcasting class
5 +2 +2 +2 +2 Dual mastery I +1 level of existing arcane
spellcasting class
6 +3 +2 +2 +2 Arcane buffer II +1 level of existing arcane
spellcasting class
7 +3 +2 +2 +2 Wyrd technique +1 level of existing arcane
spellcasting class
8 +4 +3 +3 +3 Dual mastery II +1 level of existing arcane
spellcasting class
9 +4 +3 +3 +3 Arcane buffer III +1 level of existing arcane
spellcasting class
10 +5 +3 +3 +3 Wyrd technique, +1 level of existing arcane
dual mastery III spellcasting class
Spellcasting
At every level except 1st, a Dominion Wyrdcaster
gains spells known and spells per day as if gaining
one additional level in a previous arcane spellcasting
class. The Wyrdcaster does not gain any other benefits
of the previous class.
wyrd ( minimum -1 ). This fate penalty lasts a number
of hours equal to the wyrd’s level. Should you be so
bold as to cast a another wyrd before the fate penalties
from a previous casting end, the fate penalties stack.
This a Wyrdcaster who casts three 4th level wyrds is
at a -6 fate penalty ( -2 per 4th level wyrd cast ) for 4
hours.
Wyrd Techniques
A wyrd is a spell that has been laced with additional
power taken from the near future destiny of the
caster. ( The term wyrd refers to a spell cast using this
method. ) Casting a wyrd literally requires the caster
to borrow some of the luck, fate, and fortune of their
next several hours, and channel it into an arcane spell.
While doing this leaves a Wyrdcaster vulnerable until
their fate recovers, it also allows them to cast spells
much more powerful that typical wizards or sorcerers.
Wyrds themselves are immune to the fate penalties
from casting prior wyrds. A Wyrdcaster at a -3 fate
penalty may cast a fireball spell and be at -3 damage,
or a fireball wyrd and suffer no penalty damage, but
take another -1 fate penalty for three hours. You need
not prepare a spell in advance as a wyrd ( with the sole
exception of preparation-based Wyrdcasters using
the augment skill technique ), but may decide to make
them wyrds as the moment of casting.
Once you cast a wyrd, you suffer the consequences of
having a less powerful destiny for a matter of hours.
Things simply don’t go as well for you as minor turns
of luck don’t go your way, you lack the same level
of drive and determination, and even the gods them-
selves pay less attention to your prayers. You suffer a
penalty to all attack and damage rolls and skill checks
equal to half the level of the spell you turned into a
There are different techniques for how to use the
power you weave into a wyrd. You gain one tech-
nique at 1st level, selected from the list below, and
additional techniques at 4th, 7th and 10th level. Once
selected, a wyrd technique cannot be changed.
• Augment Circumstance: Using this technique,
the Wyrdcaster can reroll any one die roll asso-
ciated with successfully casting the wyrd. This
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classes of NeoExodus: Dominion Wyrdcaster
does not include Concentration checks ( as they
are made prior to successfully casting a spell ),
but does include damage, attack rolls, or even
things such as the % chance of a mishap with a
teleport of the number of creatures summoned
with a monster summoning spell. Only one reroll
is allowed, and the Wyrdcaster may take either his
new result, or the original result ( in case it was
better ).
• Augment Duration: Using this technique, a spell
with a duration rated in rounds or minutes per
level instead has a duration of ten minutes per
level as a wyrd. A spell with a duration of ten
minutes per level instead has a duration of one
hour per level as a wyrd. A spell with a duration
of one hour per level lasts until dawn or sundown
( whichever comes first ) as a wyrd.
• Augment Ease: Using this technique, the wyrd
spell cast has no verbal or somatic components,
does not require any material component that
does not have a gp value, and casting it does not
provoke an attack of opportunity. Even noticing
the wyrdcasting is casting a spell before it goes
off requires Sense Motive check against the
Wyrdcaster’s Spellcraft.
• Augment Link: This technique allows the
Wyrdcaster to further boost the power of the
wyrd spell with his own life essence. If a target
succeeds at a saving throw against the wyrd, the
Wyrdcaster may decide to increase the DC to a
level above the successful save. Similarly if the
Wyrdcasters caster level check is insufficient to
bypass the targets spell resistance, the Wyrdcaster
can boost his caster level check to a level that
succeeds. Doing this causes the Wyrdcaster to take
1 point of Constitution damage for every point the
target made its saving throw, and the Wyrdcaster
is not aware of this number until after he commits
to spending the Constitution required.
kills you ). It does, however, allow a Wyrdcaster to
feel confident they can affect a target much more
powerful than himself if the risk is worth it.
• Augment Potency: Using this technique, a spell’s
caster level is increased by +5. Thus a 5th level
wizard/5th level Wyrdcaster ( a 9th level caster )
using this technique to cast a teleport as a wyrd
does so as a 14th level caster. He can teleport a
maximum of 1,400 miles and bring an additional
4 Medium creatures.
• Augment Skill: Using this technique you can cast
a spell one spell-level higher than your normal
maximum spell level as a wyrd. You must choose
what one spell of a level higher you know when
you gain a new level of spells (this does not count
against your spells know if you are a spontaneous
spellcaster, though you must select it when you
learn spells of that level). You may cast this spell
as if it were one level lower by casting it as a
wyrd. If you are a prepared spellcaster you must
prepare this spell in advance. If you are a spon-
taneous spellcaster you may cast it using any of
your highest-level slots.
For example, Hafiz Jalil is a Wizard 5/Wyrdcaster
6. The normal maximum spell level he can cast
is 5th. He knows the augment skill wyrd tech-
nique, and chooses globe of invulnerability as his
single 6th level spell known. He may prepare it
as a 5th level spell, but casting it always counts
as casting a wyrd, leaving him at a -2 fate penalty
for 5 hours. When Hafiz Jalil becomes 12th level
he’ll gain access to 5th level spells and be able to
cast globe of invulnerability as a normal 6th level
spell. He immediately chooses a single 7th level
spell he can prepare as a 7th level wyrd.
As another example, Dahal Falak is a sorcerer
6/Wyrdcaster 2. The normal maximum spell level
she can cast is 3rd. As her single wyrd technique
she selects augment skill, allowing her to choose
a single 4th level spell she can cast as a 3rd level
wyrd. She chooses bestow curse, which does not
count against her spells known and she may now
cast as a 3rd level wyrd. When she becomes 9th
level she learns 4th level spells, one of which
must be bestow curse, and she can select a single
5th level spell to cast as a 4th level wyrd.
Because this pits the Wyrdcaster’s fate against that
of the target, there are limitations to its power.
Even if multiple targets are affected by the same
wyrd spell, the Wyrdcaster may only boost the
save DC for one of them. Second, spells that
cause death ( other than by hit point damage ),
petrification, polymorph or teleportation cannot be
augmented by this technique – their affect on the
target’s fate is too great.
Familiar Gain
A Dominion Wyrdcaster continues to strengthen his
ties to his familiar.
Only the most senior Wyrdcasters normally learn
this technique, as it can be lethal ( taking enough
Constitution damage tp reduce you to 0 or less
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classes of NeoExodus: Dominion Wyrdcaster
Add half your levels from this class to any class
that grants a familiar as a class feature to determine
your effective level for your familiar. For example, a
Wizard 5/Wyrdcaster 5 uses the 7th-8th level master
class level line on the familiar chart to determine its
bonuses to natural armor, Intelligence, and special
abilities.
At 8th level your second style increases to match
that of a 2nd level sorcerer or wizard, and at 10th it
increases to a 3rd level caster. Taking other pres-
tige classes that increase your spells per day does
not enhance your access to your second style – the
maximum access you have is that of a 3rd level
sorcerer or wizard as a 10th level Wyrdcaster.
Arcane Buffer
A Dominion Wyrdcaster is so versed in the nature of
arcane magic, they can actually shrug off some spell
damage by 3rd level.
For example, when Dahal Falak is a sorcerer 6/
Wyrdcaster 5, she gains access to a second style of
spellcasting as a wizard. She calculates her initial
spells known as spells per day as a 1st level wizard,
casting them at 5th level. She may choose to learn
spells she already knows as a sorcerer, or learn totally
new spells to augment her versatility. She must
prepare these wizard spells, and keep them totally
separate from her other spells known/spells per day as
a sorcerer.
You have a pool of hit points you can use to soak up
damage from any spell ( including spells cast from
items ), or supernatural or spell-like ability. Whenever
you take damage from one of these sources, you may
expend as many points of your arcane buffer as you
wish to reduce damage done to your normal hit point
total. You may make this decision after you know how
much damage you have taken.
Feats
The following feats are common among Dominion
Wyrdcasters, though anyone who qualifies for them
may take them.
Additionally, you may expend points from your arcane
buffer to increase a saving throw against the same
kinds of attacks. For every five hit points of your
buffer you expend, you gain a +1 bonus to a single
saving throw against a magical source. You make this
decision after you know what your saving throw total
is, but before you know if you succeeded.
Arcane Wyrd - General
You have been trained in art of rewriting your arcane
future.
Your arcane buffer cannot be healed, but is restored
in full any time you recover your daily spellcasting
ability ( normally after 8 hours of restful sleep ). At
3rd level this pool is equal to your Charisma ability
score ( not modifier ) plus double your Wyrdcaster class
level. At 6th level you add your Intelligence class
score to the buffer, and at 9th level add your Wisdom
ability score.
Prerequisite: Intelligence 13+, Charisma 13+
Benefit: You are capable of taking 15 minutes of
meditation to chance how your arcane energies are
prepared, allowing you to “erase” a single prepared
( but uncast ) spell. This slot is then open and can be
filled with a new prepared spell. You may do this as
often as you wish, taking 15 minutes per spell. This
feat is normally only useful to spellcasters that prepare
spells in advance, such as wizards, witches, clerics
and druids.
Dual Mastery
So seeped are Wyrdcasters in the power of arcane
magic, by 5th level they begin to learn a second style
of spellcasting.
Craft Wyrd Charm -
General
You can scribe a charm to hold some of the power of
your destiny, and use it to change circumstances when
things go against you.
If you are a preparation based spellcaster ( such as a
wizard ), you gain access to additional spells as a 1st
level sorcerer. If you are a spontaneous spellcaster
( such as a sorcerer ) you gain access to spells as a 1st
level sorcerer. If you have classes able to do both, you
may choose which style you gain as a Wyrdcaster.
Your caster level for these second-style spells is half
your total arcane spellcaster level. Your mastery of
this second style is not great enough to cast these
spells as wyrds.
Prerequisites: Caster level 5th
Benefits: You can create a wyrd charm, a small glyph
in flowing Dominion script engraved on a personal
possession ( often something innocuous, such as a
dagger or oil lamp ). Doing so takes one day, 200 gp
of materials and 10 exp from the person the wyrd
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