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[
Message Board Contest ]
Announcing:
The Prestige Class Contest Winners!
We
held a prestige class contest on our message boards recently,
as we have a number of times in the past. These contests
are organized by message board regular Kraah, and he does
a wonderful job. This time, the contest had a planar theme,
and I did the judging. I thought I would post the winner
here, for you all to enjoy. It's a very cool class.
The
three finalists were:
The
Living Spell, by Isida KepTurkari.
The
Guardian of Worlds, by Cheiromancer
The
Celestial Apostle, by Good King Jay III
All
of them were great, and I'd have been happy to put any of
them on our site. The winner that I chose, however, was
the Living Spell. It's simply one of the more creative ideas
for a prestige class that I've seen in a long time. The
background could use a bit more detail, but the mechanics
(and the idea behind the mechanics) are the highlight. The
requirements are tough, best suited for a fighter with a
high Intelligence, but that's fair. Some of the class relies
on unofficial creations (all the different kinds of genasi),
but that's okay. Even if you don't use them, you can still
get use of the class.
The
balance of the class, I'll admit, is hard to judge without
actually seeing it in play (I haven't yet had the pleasure),
but it appears to be pretty good. I'd certainly give it
a try as-is.
The
Living Spell class provides a very interesting and different
kind of play experience for a character, and that's a real
plus when it comes to prestige class design. In short, I
really like it.
Without
further blathering by me, let's get to the class. I'm proud
to present:
The
Living Spell by Isida KepTurkari
Lillian
growled in frustration as another group of gnolls entered
the clearing. The bloody things simply wouldn't go away;
this had to be the fourth wave of them.
"We're
not going to be able to take down all of them!" Hel'vok
cried to the remaining soldiers hold the pass. The captain
bitterly regretted not taking along one of the mercenary
company wizards, but he had been so confident that his squad
could take on a few gnolls. But a few gnolls does not mean
a few dozen gnolls, and too many had already fallen. Ear-piercing
hyena laughter grated on the psyche and their resolve.
Lillian
heard the despair in the captain's voice. But despair could
easily be fixed, now that the gnolls had seen fit to finally
group themselves together in order to divine Hel'vok's remaining
ranks. Lillian began to run straight for the gnolls, ignoring
her friend's pleas and Hel'vok's orders to return. She launched
herself in the air, a feat thought impossible by all the
on-lookers, as Lillian was wearing full plate armor. She
tucked herself into a tiny ball... and seemed to get tinier
and tinier by the minute. In a few seconds, there was nothing
but a small bead of light. The bean zipped into the midst
of the tightly-packed gnolls, and exploded in a fierce flower
of fiery fury.
Hel'vok
and the others were not quite as stunned the few remaining
flabbergasted gnolls, and easily managed to mop up the rest
of them. Hel'vok found Lillian in the midst of the charred
bodies, a few decapitated gnolls being mute testament to
her skill against the survivors of the blast. She saluted
with her bloody sword as her captain came near. He shook
his head in admiration.
"Where
did you learn to do that?" he asked finally.
"Oh,
I learned it from my great, great, great, great, great,
great, great grandfather," Lillian said, removing her
helm from her flame-colored hair.
"And
he was still alive to teach you such tricks?" Hel'vok
demanded to know. Lillian wiped the gnoll blood from her
deep red skin before answering.
"Oh
yes, he is a fire elemental."
THE
LIVING SPELL
Living Spells are those genasi that have been fascinated
by magic, but lack the innate talent or tedious skill needed
to wield it. As a consequence, they decide to bring a little
magic into their lives anyway they can. They learn fighting
styles to cause as much damage as their favorite spells,
but some learn a little bit more.
By tapping
into their planar heritage, genasi can channel enough elemental
energy into their bodies to literally become it. By combining
this power with their own knowledge of spellcraft, they
can literally become a kind of spell. Their ties to the
elemental planes become stronger, allowing them to both
use and dismiss elemental energies in a fashion. Finally,
they are able to combine their newfound "spell form"
abilities with their own fighting techniques, resulting
in devastating attacks which few can fully protect themselves
from.
Hit
Dice - d8
Requirements
In order to qualify to become a Living Spell, a character
must fulfill all the following criteria.
Skills:
Knowledge (planes) - 4 ranks, Knowledge (arcana) - 4 ranks,
Spellcraft - 4 ranks.
BAB: +6
Feats: Dodge, Mobility, Spring Attack, Whirlwind Attack,
Quickdraw.
Race: Genasi, para-genasi, quasi-genasi, or half-elemental.
Special: Must have peacefully met with an elemental identical
to their heritage in order to learn the secrets of the Living
Spell (at least 24 hours is needed to help the character
unlock the power within themselves).
Class
Skills
A Living Spell's class skills (and key ability for each
skill) are Climb (Str), Craft (Int), Handle Animal (Cha),
Jump (Str), Knowledge (arcana) (Int), Knowledge (planes)
(Int), Ride (Dex), Spellcraft (Int), and Swim (Str).
Skill Points per Level: 2 + Int mod.
|
Level
|
BAB
|
Fort
|
Ref
|
Will
|
Special
|
|
1
|
+1
|
+0
|
+0
|
+2
|
Living
Spell: Arrow
|
|
2
|
+2
|
+0
|
+0
|
+3
|
Planar
Magic Weapon I
|
|
3
|
+3
|
+1
|
+1
|
+3
|
Living
Spell: Sphere
|
|
4
|
+4
|
+1
|
+1
|
+4
|
Spell
Attack I
|
|
5
|
+5
|
+1
|
+1
|
+4
|
Living
Spell: Cone
|
|
6
|
+6
|
+2
|
+2
|
+5
|
Planar
Magic II
|
|
7
|
+7
|
+2
|
+2
|
+5
|
Spell
Attack II
|
|
8
|
+8
|
+2
|
+2
|
+6
|
Living
Spell: Burst
|
|
9
|
+9
|
+3
|
+3
|
+6
|
Planar
Magic III
|
|
10
|
+10
|
+3
|
+3
|
+7
|
Living
Spell: Wall
|
Class
Features
All of the following are class features of the Living Spell
prestige class.
Weapon
and Armor Proficiencies: The Living Spell gains no additional
weapon or armor proficiencies.
Living
Spell: The Living Spell can literally become a spell.
Their body and all equipment transforms into an energy type
determined by their planar heritage. They learn to take
different forms to do different types of spell effects as
they progress in the class. Below are all the different
types of genasi and the type of energy they do.
| |
Air
|
Electricity |
| |
Ash
|
Cold |
| |
Dust
|
Heat,
less hit dice (see individual descriptions), chance
of blinding and choking (Fort save 10 + 1/2 Living Spell
levels + Int mod to avoid being blinded for 1d4 rounds,
same DC Fort save to avoid choking for one round, if
save fails, treat as being stunned.) |
| |
Earth
|
Impact |
| |
Fire
|
Fire |
| |
Ice
|
Half
cold and half impact |
| |
Lightning
|
Half
electricity and half sonic |
| |
Magma
|
Half
heat and half impact |
| |
Mineral
|
Half
impact and half slashing |
| |
Negatai
|
Negative
energy |
| |
Ooze
|
Acid |
| |
Positai
|
Positive
energy (excellent for undead) |
| |
Radiance
|
Heat
(fire), less hit dice (see individual descriptions),
chance of being blinded (Fort save 10 + Living Spell
level + Int mod to avoid being blinded for 2d4 rounds). |
| |
Salt
|
Dehydration |
| |
Smoke
|
Heat
(fire), less hit dice (see individual descriptions),
chance of choking (Fort save 10 + Living Spell level
+ Int mod to avoid choking for 1d4 +1 rounds, treat
as being stunned). |
| |
Steam
|
Heat
(fire) |
| |
Water
|
Cold
damage |
| |
Vacuum
|
Straight
damage, bypasses damage reduction*. |
* Damage
from vacuum genasi is like the damage from a sphere of annihilation,
so DR doesn't work on it.
The
fire, earth, water, and air genasi can be found in the
Forgotten Realms Campaign Setting. The dust,
ice, magma, ooze, smoke, and steam para-genasi can be found
in Dragon #297 (the epic issue). Unofficial conversions
of the para-genasi, as well as 3e unofficial versions of
the quasi-genasi can be found here: The Roaming Genasi Tavern
It takes
no time to actually become a Living Spell, but it takes
a standard action to discharge the effect, just like casting
a spell. Becoming a Living Spell does not provoke an attack
of opportunity. Once a Living Spell is in spell form, she
cannot switch between forms. She must either successfully
hit her target and discharge, fail repeatedly to hit someone
and revert normally, or voluntarily revert before discharging
(using up that form for the day) before she can change her
form. Despite the range of the sample spells, a Living Spell
in spell form can only travel so far in a round as she could
normally (however, magic items or spells that increase her
speed normally, if activated before the Living Spell takes
spell form, allow her to travel faster). In order to discharge
herself, she must hit her target with a melee touch attack,
and she must target a single creature. If the Living Spell
misses her target, she may stay in spell form for up to
three rounds in an attempt to hit her target. After the
third round, if she has not been able to hit her target,
she reverts to her normal form in the nearest empty square,
and her use of that form for the day is wasted. While in
spell form, the Living Spell has the AC of her normal form
and DR 10/+1. In the "seeking" mode (attempting
to hit her target), she is considered a Diminutive object.
In "active" Sphere and Wall mode, she is considered
a Huge object. While moving through the battlefield, she
suffers attacks of opportunity normally if she passes through
someone else's square or other AoO provoking situations.
See individual descriptions for further information.
Once
the Living Spell has discharged (and, if relevant, duration
has expired), she appears in a square next to her target
(determined randomly), or the nearest empty one if all the
immediate ones are occupied. All saves for a Living Spell's
initial Living Spell attack are 10 + Living Spell level
+ Int mod. All attempts to dispel or counterspell a Living
Spell are made against the same DC. If a Living Spell is
counterspelled or dispelled, she reverts to her normal form
in the nearest empty square, takes 2d6 points of damage
and is stunned for one round. A Living Spell in spell form
is dispelled at a DC of 11 + Living Spell level. Counterspells
are addressed below. The type of save for each ability is
indicated below. Dust, Radiance, Smoke genasi, and Positai
have additional rules, read below. A Living Spell may talk
while in spell form. A Living Spell can assume each spell
form 1/day. All are supernatural abilities.
Arrow:
In arrow form, a Living Spell works like a flame arrow (fiery
bolts version). She does 4d6 points of damage, Reflex save
for half. Dust, Radiance, and
Smoke
genasi do only 3d6 damage. Positai heal their victims of
4d6 points of damage. This can be counterspelled by flame
arrow (regardless of the energy type of the Living Spell).
Sphere:
In sphere form, a Living Spell can enclose an individual
in a sphere that either keeps them in, or other being out.
The sphere is 20 ft. in diameter. If turned outward, it
causes 2d4 +1 point of damage per Living Spell level to
creatures within 10 ft. If turned inward, it does the same
amount of damage to the contents of the sphere, unless the
victim stays perfectly still (the sphere is centered on
the victim). If the victim moves, even to make gestures
for a spell, he takes damage. The sphere lasts for 1/round
per Living Spell level (and a Living Spell remains in spell
form during this time). Positai heal their victims the same
amount of damage. Dust, Radiance, and Smoke genasi only
do 2d4 + 1 point of damage per 2 Living Spell levels. A
Reflex save will half the damage of those caught by the
radius of an outward-pointing sphere, as well as halving
the initial damage of an inward-pointing sphere. As above,
a Living Spell is considered Huge while in Sphere form.
This can be counterspelled by Otil's resilient sphere (regardless
of the energy type of the Living Spell).
Cone:
With this effect, the initial victim is just in front of
a 25 ft. wide, 25 ft. long cone. This causes 1d6 points
of damage per Living Spell level. Positai heal their victims
the same amount of damage. Dust, Radiance, and Smoke genasi
do one less die of damage. A Reflex save halves the damage.
This can be counterspelled by cone of cold (regardless of
the energy type of the Living Spell).
Burst:
With this effect, a Living Spell targets a single creature
(as usual), then bursts outward in a 20 ft. radius (similar
to, but not exactly like, a fireball). This does 1d6 points
of damage per Living Spell level. A Reflex save halves the
damage. Positai heal their victims the same amount of damage.
Dust, Radiance, and Smoke genasi do one less die of damage.
This can be counterspelled by fireball (regardless of the
energy type of the Living Spell).
Wall:
The Living Spell targets a single creature, and attempts
to drop a wall of damage on top of them. This is popular
when attacking whole lines of creatures, such as charging
enemies. The wall is opaque, straight, 20 ft. long per Living
Spell level, and 20 ft. high. When initially dropped, the
victim (and all others in a straight line), take 10d6 points
of damage. Positai heal their victims the same amount of
damage. Dust, Radiance, and Smoke genasi do one less die
of damage. A Reflex save halves the damage (assume the victims
that made it went five feet to either side). Also, the wall
lasts for 1 round/Living Spell level, and the Living Spell
remains in spell form during this time. After the first
round, if the Reflex save was not made, the victim may move
out of the wall. Anyone approaching within 10 ft. of either
side of the wall takes 2d4 +10 damage. Dust, Radiance, and
Smoke genasi only do 2d4 + 5 point of damage. Positai heal
the same amount of damage. As above, in Wall form a Living
Spell is considered to be Huge. This can be counterspelled
by wall of fire (regardless of the energy type of the Living
Spell).
Planar
Magic Weapon: A single chosen melee weapon of the Living
Spell comes to reflect more of their planar heritage, and
become of more use in battling planar creatures. Once the
energy type is chosen, it cannot be changed. The weapon,
once chosen to be imbued with planar magic, must be the
subsequent recipient of all planar magic abilities. The
weapon's abilities cannot be transferred to another weapon
until the first weapon is destroyed.
I -
A single chosen melee weapon a Living Spell uses becomes
a flaming (fire), shocking (electricity), screaming (sonic),
acidic (acid), frost (cold), positive energy (healing),
negative energy (negative energy), concussion (extra bludgeoning),
or cutting (extra slashing) weapon, dealing +1d6 of the
appropriate type of damage with each hit. The type of energy
that is activated by each type of genasi is listed below.
The ability can be suppressed and reactivated at will.
Air
- shock
Ash - frost
Dust - flaming
Earth - concussion (must be on a weapon that does bludgeoning
damage)
Fire - flaming
Ice - frost
Lightning - shock
Magma - flaming
Mineral - cutting (must be on a weapon that does slashing
damage)
Negatai - negative energy
Ooze - acidic
Positai - positive energy
Radiance - flaming
Salt - cutting (must be on a weapon that does slashing damage)
Smoke - flaming
Steam - flaming
Water - frost
Vacuum - screaming
II -
The chosen weapon becomes a burst variety of the previous
chosen damage type, dealing +1d10 points of damage on a
critical hit. See flaming burst ability in DMG for more
information.
III
- The Living Spell can use the chosen weapon to cast banishment
1/week as a 10th level wizard.
Spell
Attack - A Living Spell is able to lunge in with her
weapons to follow up her spell form attacks.
I -
Upon successfully completing a spell upon a victim using
the Living Spell ability, the character can immediately
make a single melee attack at her highest attack bonus.
II -
As Spell Attack I, but now can use her Whirlwind Attack
feat to attack all within five feet. This is only useable
with the Burst, Arrow, or Cone spell form abilities.
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