Synergistically Industrious Combine 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.)
The Synergistically Industrious Combine is a hive mind comprised of five jade caste [[race::alchemical]] exalted, joined together into a single consciousness. Combine started as experiment in creating alchemicals, intent on proving that a collective being with many bodies but one mind was a more effective, flexible and efficient use of resources than cultivating municipal sized alchemicals.


== History ==
'''Hit Die''': d6


== Component Alchemicals ==
'''Requirements'''


Combine is composed of five different alchemical bodies, all constructed with a unique connection into a greater whole. This is built into the center of their being, and cannot be removed or replaced. The five work as independent exalts, with the following exceptions:
* 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


* They gain the benefit of Perfection of Assembly without needing to install it. This works only with each other and cannot be changed. This allows them to know each others status and location as well as share thoughts.
'''Class Skills'''
* Each member of the group can pay 5 motes to harmonize on an extended action, similarly to the Optimized Component Integration Protocol, each gaining a die on action rolls for each other participant.
* Each gains the ability to reflexively transfer motes from his peripheral pool into a peripheral pool of another part of the Combine (within 50 yards). This cannot increase the maximum size of the target pool, and has a visible effect, like lightning shooting from one to another.


The members of the Combine are all young jade caste alchemicals, one based on each color of jade and contributing a different set of skills to the whole.
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).


{{Include|Stunningly Old Soul|3}}
'''Skill Ranks at Each Level''': 4 + Int modifier.
{{Include|Blessedly Stalwart Hammer|3}}
{{Include|Asymmetrically Growing Crystal|3}}
{{Include|Silently Flowing Ore|3}}
{{Include|Unapproachably Bright Glow|3}}


== Present ==
{| 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||''Spell conduit'' 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||''Spell conduit'' 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||''Spell conduit'' 3/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||''Spell conduit'' 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||''Spell conduit'' 5/day||+1 level of arcane spellcasting class and +1 level of divine spellcasting class
|}


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


Mortal crew, Protable Nutriment Recycling Engine, several Industrial Exoskeletons, respirator modules, vehicle.
'''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.


Collectively the combine possesses a large panoply of charms. The vast majority of these are installed in the five alchemicals most of the time. As noted above, each member of the combine is suited to particular roles, so tend to be assigned the same charms constantly, but charms are sometimes swapped between members.  
'''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.


* Accelerated Response System
'''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.
* Aegis Integration System (x2)
* Aim-Calibrating Sensors
* Alloyed Reinforcement of Flesh (x2)
* Auxiliary Essence Storage Unit (x5)
* Celerity Enabling Module
* Chemical Analysis System
* Cross-Phase Scanner
* Crystal-Inured Frame
* Dynamic Reaction Enhancement System
* Electrification Onslaught Dynamo
* Essence Pulse Cannon
* Incomparable Efficiency Upgrade
* Lightning-Inured Frame
* Mobile Sensory Drone
* Oil-Inured Frame
* Omnitool Implant (x5)
* Optical Enhancement
* Pain Suppression Nodes (x3)
* Parabolic Leap Overcharger Device
* Pattern Facilitation Module
* Personal Gravity Manipulation Apparatus
* Polymodal Joint Bearings
* Steam-Inured Frame
* Strain Resistant Chassis Modification (x10)
* Subcutaneous Armor Plating (x10)
* Sustained Augmentation of Stamina (x5)
* Sustained Augmentation of Wits (x5)
* Synaptic Acceleration Node (x2)
* Toxicity Filtration Subsystems (x5)
* Transitory Augmentation of Charisma
* Transitory Augmentation of Dexterity (x2)
* Transitory Augmentation of Perception
* Transitory Augmentation of Strength (x3)
* Transphase Engine
* Array: Abstract Abacus Implant, Technological Analysis Engrams, Transitory Augmentation of Intelligence, Transitory Augmentation of Perception
* Array: Aim-Calibrating Sensors, Interceptor Spark Emitter, Transitory Augmentation of Dexterity, Accelerated Response System
* Array: Transmodal Rapid Targeting System, Aim-Calibrating Sensors, Transitory Augmentation of Dexterity, Accelerated Response System


[[Category:Forgotten Suns]]
'''Spell conduit''': 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. At 2nd level, only one spell can be cast like this per day, gaining an additional channel every two levels thereafter. In addition, starting a 6th level, you may use plants as conduits as well.
[[Category:NPC]]
 
'''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]]

Latest revision as of 18:05, 24 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 Spell conduit 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 Spell conduit 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 Spell conduit 3/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 Spell conduit 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 Spell conduit 5/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.

Spell conduit: 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. At 2nd level, only one spell can be cast like this per day, gaining an additional channel every two levels thereafter. In addition, starting a 6th level, you may use plants as conduits as well.

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.