Excessively Righteous Blossom and Arcane Hierophant (Pathfinder): Difference between pages

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__NOTOC__
The Arcane Hierophant prestige class is mix of divine and arcane magic, largely focused around druids, first introduced in the ''Races of the Wild''. This page updates this class for use with the [[system::Pathfinder]] system. (Notes at the end of the page provide details of the goals of this conversion.)
{| border="0" cellpadding="0" cellspacing="0" align="right" width="225" class="statsText"
 
|-
'''Hit Die''': d6
|'''Name:'''||Excessively Righteous Blossom
 
|-
'''Requirements'''
|'''Gender:'''||Male
 
|-
* Base Attack Bonus: +4
|'''Birthdate:'''||  
* Skills: Knowledge (arcana) 5, Knowledge (nature) 5
|-
* Spells: Able to cast 2nd level arcane spells and 2nd level divine spells
|'''Height:'''||215 cm
* Special: Trackless Step or Crowd Walker class feature
|-
 
|'''Weight:'''||138 kg
'''Class Skills'''
|-
 
|'''Eye Color:'''||
The Arcane Hierophant's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (), Spellcraft (Int), Survival (Wis), Swim (Str).
|-
|'''Hair Color:'''||
|-
|'''Skin Color:'''||
|-
|'''Caste:'''||Moonsilver
|-
|'''Nature:'''||
|-
|colspan="2" style="vertical-align: top"|'''Attributes'''
|-
|''Appearance'': ||{{Dots|4}}
|-
|Charisma: ||{{Dots|2}}
|-
|''Dexterity'': ||{{Dots|5}}
|-
|Intelligence: ||{{Dots|3}}
|-
|Manipulation: ||{{Dots|4}}
|-
|Perception: ||{{Dots|3}}
|-
|Stamina: ||{{Dots|4}}
|-
|Strength: ||{{Dots|4}}
|-
|''Wits'': ||{{Dots|4}}
|-
|Compassion: ||{{Dots|1}}
|-
|Conviction: ||{{Dots|4}}
|-
|Temperance: ||{{Dots|2}}
|-
|Valor: ||{{Dots|4}}
|-
|Willpower: ||{{Dots|10}}
|-
|Essence: ||{{Dots|3}} 19/53
|-
|Health: ||-0x1/-1x2/-2x5/-4x1/Inc
|-
|colspan="2" style="vertical-align: top"|'''Abilities'''
|-
|Archery: ||{{Dots|5}}
|-
|Athletics: ||{{Dots|3}}
|-
|Awareness: ||{{Dots|2}}
|-
|Bureaucracy: ||{{Dots|2}}
|-
|Dodge: ||{{Dots|5}}
|-
|Endurance: ||{{Dots|2}}
|-
|Linguistics: ||{{Dots|2}}
|-
|Martial Arts: ||{{Dots|5}}
|-
|Performance: ||{{Dots|4}}
|-
|Presence: ||{{Dots|4}}
|-
|Resistance: ||{{Dots|3}}
|-
|Socialize: ||{{Dots|3}}
|-
|Stealth: ||{{Dots|5}}
|-
|Survival: ||{{Dots|4}}
|-
|'''Languages''':||Autochthonic<br>Old Realm<br>Firetongue
|-
|colspan="2" style="vertical-align: top"|'''Backgrounds'''
|-
|Artifact:||{{Dots|5}}
|-
|Backing:||{{Dots|2}}
|-
|Class:||{{Dots|3}}
|-
|Followers:||{{Dots|2}}
|-
|Resources:||{{Dots|3}}
|-
|Vats:||{{Dots|5}}
|-
|colspan="2" style="vertical-align: top"|'''Charms'''<br>''Sustained Augmentation of Dexterity''<br>Sustained Augmentation of Stamina<br>''Sustained Augmentation of Wits''<br>Transitory Augmentation of Dexterity x3<br>Transitory Augmentation of Strength<br>''Accelerated Response System'' x5<br>Chemical Fog Generator x2<br>Electrification Onslaught Dynamo<br>Adamant Synthesis Wave Emitter<br>Auxiliary Essence Storage Unit x2<br>Pain Suppression Nodes<br>Strain Resistant Chassis Modification x3<br>Subcutaneous Armor Plating x3<br>Alloyed Reinforcement of Flesh<br>''Transmodal Rapid Targeting System''<br>Aim-Calibrating Sensors<br>Dedicated Harmonic Targeting<br>Synergy-Promoting Upgrade<br>''Tactical Analysis Engrams''<br>''Eidetic Processing Core''<br>''Synaptic Acceleration Node''<br>''Aura-Dampening Component''<br>''Dynamic Cloaking Module''<br>''Optical Shroud''<br>Perfected Lotus Matrix<br>&nbsp;&nbsp;''Five Dragon Style''<br>&nbsp;&nbsp;&nbsp;&nbsp;Five-Dragon Blocking Technique<br>&nbsp;&nbsp;&nbsp;&nbsp;Five-Dragon Fortitude<br>&nbsp;&nbsp;''Violet Bier of Sorrows''<br>&nbsp;&nbsp;&nbsp;&nbsp;Blade of the Battle Maiden<br>&nbsp;&nbsp;&nbsp;&nbsp;Flight of Mercury<br>&nbsp;&nbsp;&nbsp;&nbsp;Joy in Adversity Stance<br>&nbsp;&nbsp;&nbsp;&nbsp;Life-Severing Blow<br>&nbsp;&nbsp;&nbsp;&nbsp;Secrets of Future Strife<br>&nbsp;&nbsp;&nbsp;&nbsp;Violet Bier of Sorrows Form<br>&nbsp;&nbsp;&nbsp;&nbsp;Death-Parrying Stroke<br>&nbsp;&nbsp;&nbsp;&nbsp;Metal Storm<br>&nbsp;&nbsp;&nbsp;&nbsp;Conclusion-Pursuing Approach
|-
|}


Honorary Lector ''Excessively Righteous Blossom'' is a brave but flawed [[caste::moonsilver]] caste [[race::alchemical]] exalted. ''Blossom'' has been known to be overly idealistic to the point of folly — hence his name — and routinely goes to great rhetorical lengths to defend his unrealistic points of view. Despite these flaws, ''Excessively Righteous Blossom'' is a lethal combatant and is always willing to face whatever dangers stand against him or his country. Unfortunately, he has no head for strategy, as witnessed by his utter defeat at [[involves::Gem]]. He did, however, manage to kill the lunar [[involves::Ten Stripes]].
'''Skill Ranks at Each Level''': 4 + Int modifier.


{| class="altdata" style="width:auto"
{| class="wikitable"  
|-
!Level!!BAB!!Fort!!Ref!!Will!!Special!!Spells per day
! !!'''Combat'''!!'''Ranged'''!!'''Stealth'''!!'''Social'''
|-
|'''Installation'''||17||15||11||12
|-
|'''Trait changes'''||Dex +1, Sta +1<br>Peripheral +20<br>Six additional -2 health levels<br>Soak +7L/+10B||Dex +1, Sta +1<br>Peripheral +20<br>Three additional -2 health levels<br>Soak +4L/+6B||Dex +1, Wits +1, Sta +1<br>Soak +4L/+6B||Dex +1, Wits +1, Sta +1<br>Soak +4L/+6B
|-
|'''Dedicated Slot'''||colspan="4" style="text-align:center"|Sustained Augmentation of Dexterity
|-
|'''Dedicated Slot'''||Transitory Augmentation of Dexterity&dagger;||Transitory Augmentation of Dexterity*||Transitory Augmentation of Dexterity||Eidetic Processing Core
|-
|'''Dedicated Slot'''||Accelerated Response System (parry)&dagger;||Accelerated Response System (parry)*||colspan="2" style="text-align:center"|Accelerated Response System (parry)
|-
|'''Dedicated Slot'''||Accelerated Response System (dodge)&dagger;||Accelerated Response System (dodge)*||colspan="2" style="text-align:center"|Sustained Augmentation of Wits
|-
|-
|'''General Slot'''||Chemical Fog Generator&dagger;||Chemical Fog Generator*||Personal Gravity Manipulation Apparatus||Synaptic Acceleration Node
|1st||+0||+0||+0||+1||Strong bond, ignore arcane spell failure, wild shape||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||Transitory Augmentation of Strength&dagger;||Aim-Calibrating Sensors*||Parabolic Leap Overcharger Device||Synergy-Promoting Upgrade
|2nd||+1||+1||+1||+1||''Channel animal'' 1/day||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||Moonsilver Synthesis Wave Emitter&dagger;||Transmodal Rapid Targeting System*||colspan="2" style="text-align:center"|Tactical Analysis Engrams
|3rd||+1||+1||+1||+2||-||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||Adamant Synthesis Wave Emitter&dagger;||Dedicated Harmonic Targeting*||colspan="2" style="color:#777;text-align:center"|empty
|4th||+2||+1||+1||+2||''Channel animal'' 2/day||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||Electrification Onslaught Dynamo&dagger;||colspan="2" style="text-align:center"|Optical Shroud&sect;||style="color:#777;text-align:center"|empty
|5th||+2||+2||+2||+3||-||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||Alloyed Reinforcement of Flesh&dagger;||colspan="2" style="text-align:center"|Aura-Dampening Component&sect;||style="color:#777;text-align:center"|empty
|6th||+3||+2||+2||+3||''Channel plant'' 1/day||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||Subcutaneous Armor Plating&dagger;||colspan="2" style="text-align:center"|Dynamic Cloaking Module&sect;||style="color:#777;text-align:center"|empty
|7th||+3||+2||+2||+4||-||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||Strain Resistant Chassis Modification||colspan="3" style="color:#777;text-align:center"|empty
|8th||+4||+3||+3||+4||''Channel animal'' 4/day||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Strain Resistant Chassis Modification||colspan="2" style="color:#777;text-align:center"|empty
|9th||+4||+3||+3||+5||-||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Auxiliary Essence Storage Unit||colspan="2" style="color:#777;text-align:center"|empty
|10th||+5||+3||+3||+5||''Channel plant'' 2/day||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Auxiliary Essence Storage Unit||colspan="2" style="color:#777;text-align:center"|empty
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Sustained Augmentation of Stamina&Dagger;||style="color:#777;text-align:center"|empty||Sustained Augmentation of Stamina&Dagger;
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Subcutaneous Armor Plating&Dagger;||style="color:#777;text-align:center"|empty||Subcutaneous Armor Plating&Dagger;
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Subcutaneous Armor Plating&Dagger;||style="color:#777;text-align:center"|empty||Subcutaneous Armor Plating&Dagger;
|-
|'''General Slot'''||colspan="2" style="text-align:center"|Pain Suppression Nodes&Dagger;||style="color:#777;text-align:center"|empty||Pain Suppression Nodes&Dagger;
|-
|'''General Slot'''||colspan="4" style="text-align:center"|Perfected Lotus Matrix
|-
|colspan="5" style="font-size:smaller"|*Tactical Targeting and Response Array<br>&dagger;Flexible Response Array<br>&Dagger;Body Preservation Array<br>&sect;Stalking in Plain Sight Array
|}
|}


== Options and arrays ==
'''Weapon and Armor Proficiency''': Arcane hierophants gain no proficiency with any weapon or armor.
 
Some alchemical charms come with options chosen when they are purchased or have particular modules that can be installed. ''Excessively Righteous Blossom'' has made the following choices:
 
* Transitory Augmentation of Strength: has three versions in his panoply, two in different arrays and one for general use.
* Accelerated Response System: has five different versions in his panoply, three for parry, two for dodge. Two arrays (see below) contain one of each, while the remaining parry version is more general.
* Chemical Fog Generators are contained in two of his arrays, both of which contain the following submodules:
** Knockout Gas
** Tear Gas
** Nerve Gas
** Soul Gas
** Ignition Gas: This gas is invisible (so does not provide visibility penalties), but has a volatile smell (so causes coughing and choking as normal). Once deployed, it can also be easily ignited by a spark, open flame, etc. When this happens, any mundane flammable material within the gas cloud instantly catches fire. Those caught in the initial ignition are subjected to environmental damage as if standing in a bonfire for that turn (core.244).
* Strain Resistant Chassis Modification: All versions of this provide three -2 health levels.
* Subcutaneous Armor Plating: since one of his martial arts styles does not allow armor, each of the three versions of this charm are internal.
 
=== Tactical Targeting and Response Array ===
 
'''Installation Cost''': 6<br>
'''Charms''': Aim-Calibrating Sensors, Transmodal Rapid Targeting System, Transitory Augmentation of Dexterity, Chemical Fog Generator, Accelerated Response System (dodge), Accelerated Response System (parry), Dedicated Harmonic Targeting
 
When this array is activated, ''Excessively Righteous Blossom'' may (optionally) use his main action to use his Transmodal Rapid Targeting System, attacking up to four different targets at full pool for 3 motes each. While this array is active, the following effects may be activated reflexively:
 
* 1 mote: cancel a penalty die on a ranged attack
* 2 motes: cancel 1 point of difficulty penalty on a ranged attack, or prevent a success from being canceled.
* 1 mote: buy a die to augment any Dexterity pool (however, see Charm activation tactics).
* 2 motes: dodge an attack with full pool
* 2 motes: parry an attack with full pool
* ''x'' motes: spew a cloud of any one type of smoke with a radius of 3''x'' yards
* 3 motes: a ranged attack ignores all obstacles, shields and other cover
 
=== Flexible Response Array ===
 
'''Installation Cost''': 6<br>
'''Charms''': Transitory Augmentation of Dexterity, Transitory Augmentation of Strength, Adamant Synthesis Wave Emitter, Moonsilver Synthesis Wave Emitter, Electrification Onslaught Dynamo, Chemical Fog Generator, Accelerated Response System (dodge), Accelerated Response System (parry), Alloyed Reinforcement of Flesh, Subcutaneous Armor Plating, Alloyed Reinforcement of Flesh
 
This array is activated in combat, providing a slew of reflexive options:
 
* 1 mote: buy a die to augment any Dexterity pool (however, see Charm activation tactics).
* 1 mote: buy a die to augment any Strength pool, or add a dot to Strength for other purposes, such as damage. Depending on how you read it, Alloyed Reinforcement of Flesh may double this effect.
* 2 motes: dodge an attack with full pool.
* 2 motes: parry an attack with full pool.
* 2 motes: reduce the armor soak of a target by 4.
* 2 motes: add 2 accuracy dice to a hand-to-hand attack. These do not count against caps.
* ''x'' motes: spew a cloud of any one type of smoke with a radius of 3''x'' yards.
* ''x'' motes: shock someone who makes contact (either hit or being hit) for ''x''L or 2''x''B damage, soaked separately.
=== Body Preservation Array ===
 
'''Installation Cost''': 3<br>
'''Charms''': Sustained Augmentation of Stamina, Subcutaneous Armor Plating, Subcutaneous Armor Plating, Pain Suppression Nodes
 
This array takes advantage of the rule that arrays can hold ''any'' Attribute-based charms, even those that are not comboable. While no combos can be formed out of these charms, installing the array provides +1 Stamina, +4L/+6B soak and allows ''Excessively Righteous Blossom'' to reduce wound penalties by two.
 
=== Stalking in Plain Sight Array ===
 
'''Installation Cost''': 3<br>
'''Charms''': Optical Shroud, Aura-Dampening Component, Dynamic Cloaking Module
 
Another array that provides no combos, but allows invisible motion. While this array is installed, all stealth effects, anima powers and Transitory Augmentation charms can be activated with one additional mote to prevent impact on anima banner.
 
Optical Shroud, by the way, is a speedbump here, but is required for the installation of the charm that supplants it: Dynamic Cloaking Module.
 
== Charm activation tactics ==
 
=== Transitory Augmentation of Dexterity ===
 
''Excessively Righteous Blossom'' will rarely use this charm directly. Instead, he will use its benefits to activate his anima power to buy Dexterity dice for two motes each. These dice can be used repeatedly for three turns.
 
=== Combat configuration ===
 
Combat configuration assumes conflict with many opponents at once, so is based around providing very good parrying capabilities, decent dodging and armor penetrating damage. It is not at all stealthy, however, and burns a lot of essence and willpower to gain the full effect. Some power-up time is needed to make this really work, in most likely order:
 
* 5 motes - Joy in Adversity Stance: Lets Blossom roll three dice on every successful parry, gaining two motes for each success. In theory, if he can parry well enough, this would allow him to use Accelerated Response System at a net gain of 1 mote on average, essentially giving him a persistent-like parry (though likely requiring a combo each round).
* 5 motes - Violet Bier of Sorrows Form: Blossom will usually target Valor with this charm, combining this with the effects of soul gas. Also gives a ping of five.
* 10 motes, 1 Willpower, 1 health level - Conclusion-Pursuing Approach: Covers Blossom's largest combat weakness, his dependency on willpower. Since most combats are shorter than ten rounds, if he doesn't get this up in time, it isn't the end of the world.
 
Once these are up, most rounds will be spent activating the combo in the Flexible Response Array. This will work like this:
 
* 1 willpower: Fire up the combo
* 12 motes: Buy six Dexterity dice with anima power (discounted by Transitory Dex Augmentation). These will last for three rounds, so this step is only needed once every three rounds.
* If attacked:
** 2 motes: Buy a fully-pool defense, preferably a parry. Roll for motes if successful.
** 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
* On attacks:
** 1 mote: Empower the Electrification Onslaught Dynamo to do 1L damage to attacker. Use more if they are lightly armored, none if they have hardness.
** 2 motes, if the target has really good defenses: add 2 accuracy dice (un-capped) . This should make the pool at least 19 (Dex 6 + MA 5 + anima dice 6 + accuracy dice 2)
** 2 motes, if it might matter: reduce the armor soak of a target by 4.
** 6 motes, if it might matter: increase strength by 6 (or 12, if Alloyed Reinforcement of Flesh allows it, which I doubt). These latter two combined can essentially get past 10 points of soak. But since ping is likely to be 5 anyway, on average this will only help if attack_pool/2 + base_damage - soak > 5.
* Spew smoke at any time.
 
An alternate idea is to try to build a real persistent parry, but the cap limit probably hoses this idea, depending on how you interpret Blade of the Battle Maiden (there is text there which ''might'' read as allowing a higher cap, but probably doesn't). Even though this could build a nine die persistent parry, Blossom can probably only use six of these dice. It also costs a crapload of willpower, which blossom is going to need for his combos. Still, if he can activate the previous charms, it might be worth doing. At the very least, it would prevent him from needing to spend six motes every three rounds to buy Dexterity dice. On the other hand, you can't dodge with the dice from BoBM.
 
* 4 motes, 1 willpower - Five Dragon Blocking: Adds Essence to parries. Supplies a persistent parry of Essence dice.
* 12 motes, 2 willpower - Blade of the Battle Maiden. Gives six dice to unarmed attacks and parries.
 
=== Ranged configuration ===
 
The idea here is to remain stealthed for as long as possible, making minor ranged attacks. Once discovered, abandon stealth and attack full blast at range. At first, these charms:
 
* 5+1 motes, 1 Willpower - Dynamic Cloaking Module: Pay with peripheral, as it will be dampened.
* 12+1 motes - Buy six Dex dice with anima power, augmented by Transitory Aug of Dex. Also using peripheral, as these will be dampened.
 
Once cover is blown, use Tactical Targeting and Response Array each turn.
 
=== Stealth configuration ===
 
This works a lot like the Range configuration, but replacing the ranged attack bits for intelligence gathering and movement:
 
* 2 motes - Personal Gravity Manipulation Apparatus: Pay with personal.
* 5+1 motes, 1 Willpower - Dynamic Cloaking Module: Pay with peripheral, as it will be dampened.
* 12+1 motes - Buy six Dex dice with anima power, augmented by Transitory Aug of Dex. Also using peripheral, as these will be dampened.
* 2 motes - Tactical Analysis Engrams: Pay with personal.
 
=== Social configuration ===
 
Is used for cognitive and social interaction, and is generally used when ''Excessively Righteous Blossom'' is not in the field. It also reflects his lack of patience for tactics, using the charms to make quick decisions.
 
== Gear ==
 
=== The Barisage Device ===


Artifact {{Dots|4}} (Commitment 13) A barbed moonsilver daiklave fitted with a mechanical assault crossbow in the guard, triggered by a switch on the pommel. The barbs can be animated to grab onto weapons; on a successful parry, five motes may be reflexively spent to make a disarming attack at full pool. This is a counterattack. The arms of the crossbow can be similarly animated: if empowered with up to Essence motes, they speedily reload the weapon, adding one to the rate for each mote spent.
'''Strong Bond''': At first level, the arcane hierophant strengthens his connection to a special animal. When taking this level, choose either an existing animal companion or an existing familiar. Levels in arcane hierophant stack with the those of class the provided the companion or familiar for the purposes of determining the creature's special abilities, stats, tricks and so on.


Blade: Speed +3, Accuracy +2 (+4), Damage +6L, Defense +4<br>
'''Ignore arcane spell failure''': At 1st level, the arcane hierophant can ignore the chance of arcane spell failure due to any non-metallic light or medium armor.
Bow: Accuracy +3 (+4), Damage 8L, Rate 1, Range 250 (350)


=== Quicksilver Guidance ===
'''Wild Shape''': Levels in arcane hierophant stack with druid levels to determine the limits of wild shape ability. You must have at least one level in druid to take advantage of this ability.


Artifact {{Dots|2}} (Commitment 4) In its unattuned state, Quicksilver Guidance is an amorphous blob of dull silver metal, about the size an apple. When attuned, the object liquifies into a mercurial metal that flows over the owners hands and arms, coating them to just below the armpits with a thin layer of fluid metal that continuously shifts in slow ripples. This layer feels weightless to the owner and doesn't inhibit him in any way, but rather helps him slide away from attacks that connect.
'''Channel animal''': Starting at 2nd level, you gain the ability to establish magical contact between yourself and any animal you touch. This ability can also work (without requiring physical contact) through your companion (regardless of type), familiar or any any animal summoned by ''summon nature's ally''. While in effect, as long as you have line of sight and line of effect on the creature, you can deliver a spell with range of touch or greater through the creature. Only one spell can be cast like this per day, until level 4, when a second channel is added, and level 8, where two more are added per day.


If the user unsuccessfully attempted to dodge or parry an incoming attack, Quicksilver Guidance mitigates the impact somewhat, adding +2L/+2B to the owner's soak. This soak is considered natural and is not effective against aggravated damage. The device also provides four dice to attempts to escape from a clinch.
'''Channel plant''': Starting at 6th level, you may channel a spell through plants as well as animals, though the rating remains the same. You can a second channel at 10th level.  


Quicksilver Guidance is made from moonsilver and, for those fully attuned to it, its soak effect gains another +2L/+2B.
'''Spells per Day''': At the indicated levels, an arcane hierophant gains new spells per day as if he had also gained a level in both an arcane spellcasting class and a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.


=== Minor artifacts ===
'''Design Notes'''


* {{Dots|1}} - Fire Pearl
This class stays fairly close to the Pathfinder mystic theurge, as well as the original arcane hierophant. The rules regarding companions are a bit less complicated and, in some ways, weaker; however, this is in keeping with the changes to the Sorcerer and Wizard classes, where familiars are no longer mandatory.
* {{Dots|1}} - Perfected Boots
* {{Dots|1}} - Respirator module
* {{Dots|2}} - Soulgem
* {{Dots|2}} - Courier Drone


[[system::Exalted| ]][[campaign::Forgotten Suns| ]]
[[Category:Prestige Class]]
[[Category:NPC]]

Revision as of 15:24, 22 January 2013

The Arcane Hierophant prestige class is mix of divine and arcane magic, largely focused around druids, first introduced in the Races of the Wild. This page updates this class for use with the Pathfinder system. (Notes at the end of the page provide details of the goals of this conversion.)

Hit Die: d6

Requirements

  • Base Attack Bonus: +4
  • Skills: Knowledge (arcana) 5, Knowledge (nature) 5
  • Spells: Able to cast 2nd level arcane spells and 2nd level divine spells
  • Special: Trackless Step or Crowd Walker class feature

Class Skills

The Arcane Hierophant's class skills (and the key ability for each skill) are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), Ride (), Spellcraft (Int), Survival (Wis), Swim (Str).

Skill Ranks at Each Level: 4 + Int modifier.

Level BAB Fort Ref Will Special Spells per day
1st +0 +0 +0 +1 Strong bond, ignore arcane spell failure, wild shape +1 level of arcane spellcasting class and +1 level of divine spellcasting class
2nd +1 +1 +1 +1 Channel animal 1/day +1 level of arcane spellcasting class and +1 level of divine spellcasting class
3rd +1 +1 +1 +2 - +1 level of arcane spellcasting class and +1 level of divine spellcasting class
4th +2 +1 +1 +2 Channel animal 2/day +1 level of arcane spellcasting class and +1 level of divine spellcasting class
5th +2 +2 +2 +3 - +1 level of arcane spellcasting class and +1 level of divine spellcasting class
6th +3 +2 +2 +3 Channel plant 1/day +1 level of arcane spellcasting class and +1 level of divine spellcasting class
7th +3 +2 +2 +4 - +1 level of arcane spellcasting class and +1 level of divine spellcasting class
8th +4 +3 +3 +4 Channel animal 4/day +1 level of arcane spellcasting class and +1 level of divine spellcasting class
9th +4 +3 +3 +5 - +1 level of arcane spellcasting class and +1 level of divine spellcasting class
10th +5 +3 +3 +5 Channel plant 2/day +1 level of arcane spellcasting class and +1 level of divine spellcasting class

Weapon and Armor Proficiency: Arcane hierophants gain no proficiency with any weapon or armor.

Strong Bond: At first level, the arcane hierophant strengthens his connection to a special animal. When taking this level, choose either an existing animal companion or an existing familiar. Levels in arcane hierophant stack with the those of class the provided the companion or familiar for the purposes of determining the creature's special abilities, stats, tricks and so on.

Ignore arcane spell failure: At 1st level, the arcane hierophant can ignore the chance of arcane spell failure due to any non-metallic light or medium armor.

Wild Shape: Levels in arcane hierophant stack with druid levels to determine the limits of wild shape ability. You must have at least one level in druid to take advantage of this ability.

Channel animal: Starting at 2nd level, you gain the ability to establish magical contact between yourself and any animal you touch. This ability can also work (without requiring physical contact) through your companion (regardless of type), familiar or any any animal summoned by summon nature's ally. While in effect, as long as you have line of sight and line of effect on the creature, you can deliver a spell with range of touch or greater through the creature. Only one spell can be cast like this per day, until level 4, when a second channel is added, and level 8, where two more are added per day.

Channel plant: Starting at 6th level, you may channel a spell through plants as well as animals, though the rating remains the same. You can a second channel at 10th level.

Spells per Day: At the indicated levels, an arcane hierophant gains new spells per day as if he had also gained a level in both an arcane spellcasting class and a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a spellsword, he must decide to which class he adds the new level for purposes of determining spells per day.

Design Notes

This class stays fairly close to the Pathfinder mystic theurge, as well as the original arcane hierophant. The rules regarding companions are a bit less complicated and, in some ways, weaker; however, this is in keeping with the changes to the Sorcerer and Wizard classes, where familiars are no longer mandatory.