Mark of Autochthon and Arcane Hierophant (Pathfinder): Difference between pages

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{{ExaltedArtifact
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.)
|summary = A magical mark over the heart, marking you as selected by Autochthon
|description = ''As the flash washes over you, you feel a slight burning sensation inside your heart. You hear your own voice inside your head, saying: "You have been selected for a task of great importance by the Great Maker. He offers you this mark on your heart to aid you, but this mark cannot be forced. Accept it now and be part of the Maker's Design forever more, or deny it now to make your way without His divine aid." As you decide what to do, you instinctively know what this mark will do. Read its effects below, and decide if you want to accept this mark or not.''


The mark is considered to be an insubstantial artifact, with no commitment cost. Once accepted, it is a permanent change to the character and cannot be transferred. It is normally invisible to the naked eye, but under some conditions, it will appear on your chest as a series of spectral gears, in colors matching your anima. The conditions where it can be seen are:
'''Hit Die''': d6


* Any time your caste mark shows, Autochthon's mark is equally visible.
'''Requirements'''
* Essence sight of any kind can perceive the mark on a Perception + Occult (5) roll.
* Alchemical exalted will notice the mark on a Perception + Occult (2) roll.
* Spirits of Autochthonia will notice the mark automatically.
* You can spend 2 motes to make the mark obvious to any onlookers.


The mark provides the following abilities:
* 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


'''Will of Autochthon''': You gain an additional Nature of "Implement". This allows you to make an immediate check for regaining Willpower any time you accomplish a goal significant to Autochthon's plans. You will get this check whether you know Autochthon's plans or not. Your normal Nature continues to work as normal.
'''Class Skills'''


'''Emissary of the Maker''': Any entity native to Autochthonia (mortal, spirit, alchemical) who sees your mark immediately knows its significance, and will consider you to be highly connected to the Machine God. This will generally result in a highly favorable reaction. Older gods in Creation may also recognize the mark.
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).


'''Five-Fold Synchronicity''': All five of the magical materials are now considered your "favored" material; you no longer need to commit double the motes to attune to non-favored materials. If you have particular abilities that work specifically on your favored material, they expand to work on all five materials. (For example, various shapeshifting rules interact specifically with moonsilver; these now interact with all five metals.)
'''Skill Ranks at Each Level''': 4 + Int modifier.


'''Deep Resonance''': You cut all training times in half.
{| class="wikitable"
!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
|}


'''Opening the Mind's Eye''': You may name an additional Ability as a favored ability. You also gain six points of specialties, distributed however you like (though, as normal, any given Ability can have no more than three points of specialties). Alternately, you may spend some or all of these points to buy [[Forgotten Suns: Science|Sciences]], where a new level costs as many points as it has dots (e.g. if you have a Science at three dots and want to move it to four dots, it will costs four of these "specialty" points). To buy a Science, you must meet the prerequisites.
'''Weapon and Armor Proficiency''': Arcane hierophants gain no proficiency with any weapon or armor.


'''Soul in the Machine''': Your connection to Autochthon deepens your connection to your own nature, providing abilities based on your exalted type:
'''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.


* The solar connection to versatility deepens, providing the ability to create Combos instantaneously. You must still pay their xp cost, but learning a new Combo takes no training time at all. In addition, Combos cost two fewer xp.
'''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.
* The lunar connection to form expands to take in the elements that make up creation. Lunars who taste the heart's blood of elementals of either Creation (air, earth, fire, water, wood) or Autochthonia (crystal, lightning, metal, oil, smoke, steam) may add the elemental's form to their shapeshifting library. Shifting info such forms costs six motes.
* The sidereal connection to the Perfected Lotus expands, providing the ability to any martial arts charms without an instructor, including sidereal martial arts, form charms, immaculate charms and pinnacle charms. Further, costs of celestial martial arts charms are reduced by one. Costs of terrestrial martial arts charms are reduced by two.


|instances =
'''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.
|rating = 5
 
|commitment = 0
'''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.
 
[[Category:Prestige Class]]

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.