The Demented One
2006-10-07, 01:55 AM
Living Arcanum
http://www.toddlockwood.com/resources/images/galleries/magazines/01/mech_hunter_det01.jpg
The Living Arcana are a strange sect of sorcerers who believe they are magic incarnate. A Living Arcanum’s body is a thing of both flesh and magic, a physical frame suffused by occult force. Living Arcana gradually become more ephemeral and mystic in form as their bodies become almost pure magic. A Living Arcanum who prefers necromancy might become skeletal, pale-skinned, and dark eyed, while an evoker might glimmer with prismatic energy. Living Arcana tend to view their spells as children, naming them and talking to them–a practice that unnerves other spellcasters to no end.
Requirements
To qualify to become a Living Arcanum, you must fulfill all the following criteria.
Feats: At least two metamagic feats
Skills: Concentration 10 ranks, Spellcraft 10 ranks
Spells: Able to spontaneously cast 3rd level arcane spells
d4 HD
Class Skills
The Living Arcanum’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Arcane Augmentation, Born of Magic|+1 level of arcane spellcasting class
2nd|+1|+0|+0|+3|Metamagic Talent|+1 level of arcane spellcasting class
3rd|+1|+1|+1|+3|Rapid Casting|+1 level of arcane spellcasting class
4th|+2|+1|+1|+4|Mystic Substitution|+1 level of arcane spellcasting class
5th|+2|+1|+1|+4|Metamagic Talent|+1 level of arcane spellcasting class
6th|+3|+2|+2|+5|Surge of Magic|+1 level of arcane spellcasting class
7th|+3|+2|+2|+5|Inured to Magic|+1 level of arcane spellcasting class
8th|+4|+2|+2|+6|Metamagic Talent|+1 level of arcane spellcasting class
9th|+4|+3|+3|+6|Timeless Body|+1 level of arcane spellcasting class
10th|+5|+3|+3|+7|Gift of Life|+1 level of arcane spellcasting class
[/table]
Class Features
All the following are class features of the Living Arcanum prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain a new Living Arcanum level, you gain new spells per day and spells known as if he had also gained a level in whatever spontaneous arcane spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.
Arcane Augmentation (Su)
Whenever you cast a spell, you may expend a single unexpended spontaneous spell slot. If you do, you may apply the benefits of any one metamagic feat you know to that spell, as long as the metamagic feat would not increase the spell’s level by an amount greater than half the level of the expended spell slot. Doing so does not change the level or casting time of the spell. You may not apply more than one metamagic feat to a spell with this ability.
Born of Magic (Ex)
A Living Arcanum is more than flesh. At each level, you add your Cha modifier, rather than your Con modifier, to your hit dice to determine the amount of hp you gain at that level. In addition, you no longer need to eat or drink to survive, as your metabolism is fueled by the magic that courses through your body. Furthermore, the magic that infuses your body can be passed down to your children. Any child you sire or give birth to has Sorcerer as an additional favored class.
Metamagic Talent (Ex)
At 2nd level, you may gain any metamagic feat as a bonus feat. You must still meet the feat’s prerequisites. In addition, once per day, you may spend ten minutes in meditation to swap that feat out for any other metamagic feat you meet the prerequisites for. At 5th and 8th levels, you gain another bonus feat.
Rapid Casting (Su)
Applying metamagic feats to your spells does not change their casting time.
Mystic Substitution (Su)
At 4th level, you gain the ability to expend magical power in place of costly spell components or experience points. Whenever you cast a spell with a costly material component, focus, or xp cost, you may choose to expend a single spell slot in place of an amount of components or foci worth an amount of gp equal to your class level times five times the spell slot’s level. Alternatively, you may expend a single spell slot in place of an amount of xp equal to your class level times the spell slot’s level. Finally, you no longer need to use non-costly material components and foci.
Surge of Magic (Su)
At 6th level, your body is infused with pulsing magic, which you can draw on to fuel your spells. At the beginning of each day, roll 1d6, +1 per four caster levels you have. You gain a number of bonus spontaneous spell slots that day whose levels total to the result of the dice roll. You may gain bonus spell slots of any level except the highest you can cast.
Inured to Magic (Su)
At 7th level, the magic that suffuses your body also rejects outside mystic influences. You gain spell resistance equal to ten plus your caster level.
Timeless Body (Ex)
At 9th level, your body is continually renewed by magic, halting the aging process. You no longer take ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up, as the magic fueling your flesh eventually burns out.
Gift of Life (Su)
At 10th level, you may impart life to one of your spells. As a standard action, you may expend a spell slot to summon a Living Spell. The caster level of the Living Spell is equal to your own. The spell slot expended must have been one that could be used to cast the spell the Living Spell template is applied to, and you cannot summon a living version of a spell that cannot legally have the Living Spell template applied to it. The Living Spell serves you loyally for a number of rounds equal to your caster level. While the Living Spell remains summoned, you cannot cast the spell made living. You total number of Living Spells you may have summoned at one time is equal to your Cha modifier, minimum one.
http://www.toddlockwood.com/resources/images/galleries/magazines/01/mech_hunter_det01.jpg
The Living Arcana are a strange sect of sorcerers who believe they are magic incarnate. A Living Arcanum’s body is a thing of both flesh and magic, a physical frame suffused by occult force. Living Arcana gradually become more ephemeral and mystic in form as their bodies become almost pure magic. A Living Arcanum who prefers necromancy might become skeletal, pale-skinned, and dark eyed, while an evoker might glimmer with prismatic energy. Living Arcana tend to view their spells as children, naming them and talking to them–a practice that unnerves other spellcasters to no end.
Requirements
To qualify to become a Living Arcanum, you must fulfill all the following criteria.
Feats: At least two metamagic feats
Skills: Concentration 10 ranks, Spellcraft 10 ranks
Spells: Able to spontaneously cast 3rd level arcane spells
d4 HD
Class Skills
The Living Arcanum’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.
{table="head"]Level|BAB|Fort|Ref|Will|Special|Spellcasting
1st|+0|+0|+0|+2|Arcane Augmentation, Born of Magic|+1 level of arcane spellcasting class
2nd|+1|+0|+0|+3|Metamagic Talent|+1 level of arcane spellcasting class
3rd|+1|+1|+1|+3|Rapid Casting|+1 level of arcane spellcasting class
4th|+2|+1|+1|+4|Mystic Substitution|+1 level of arcane spellcasting class
5th|+2|+1|+1|+4|Metamagic Talent|+1 level of arcane spellcasting class
6th|+3|+2|+2|+5|Surge of Magic|+1 level of arcane spellcasting class
7th|+3|+2|+2|+5|Inured to Magic|+1 level of arcane spellcasting class
8th|+4|+2|+2|+6|Metamagic Talent|+1 level of arcane spellcasting class
9th|+4|+3|+3|+6|Timeless Body|+1 level of arcane spellcasting class
10th|+5|+3|+3|+7|Gift of Life|+1 level of arcane spellcasting class
[/table]
Class Features
All the following are class features of the Living Arcanum prestige class.
Weapon and Armor Proficiency
You gain no additional weapon or armor proficiencies.
Spellcasting
Whenever you gain a new Living Arcanum level, you gain new spells per day and spells known as if he had also gained a level in whatever spontaneous arcane spellcasting class in which he could cast 3rd-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained.
Arcane Augmentation (Su)
Whenever you cast a spell, you may expend a single unexpended spontaneous spell slot. If you do, you may apply the benefits of any one metamagic feat you know to that spell, as long as the metamagic feat would not increase the spell’s level by an amount greater than half the level of the expended spell slot. Doing so does not change the level or casting time of the spell. You may not apply more than one metamagic feat to a spell with this ability.
Born of Magic (Ex)
A Living Arcanum is more than flesh. At each level, you add your Cha modifier, rather than your Con modifier, to your hit dice to determine the amount of hp you gain at that level. In addition, you no longer need to eat or drink to survive, as your metabolism is fueled by the magic that courses through your body. Furthermore, the magic that infuses your body can be passed down to your children. Any child you sire or give birth to has Sorcerer as an additional favored class.
Metamagic Talent (Ex)
At 2nd level, you may gain any metamagic feat as a bonus feat. You must still meet the feat’s prerequisites. In addition, once per day, you may spend ten minutes in meditation to swap that feat out for any other metamagic feat you meet the prerequisites for. At 5th and 8th levels, you gain another bonus feat.
Rapid Casting (Su)
Applying metamagic feats to your spells does not change their casting time.
Mystic Substitution (Su)
At 4th level, you gain the ability to expend magical power in place of costly spell components or experience points. Whenever you cast a spell with a costly material component, focus, or xp cost, you may choose to expend a single spell slot in place of an amount of components or foci worth an amount of gp equal to your class level times five times the spell slot’s level. Alternatively, you may expend a single spell slot in place of an amount of xp equal to your class level times the spell slot’s level. Finally, you no longer need to use non-costly material components and foci.
Surge of Magic (Su)
At 6th level, your body is infused with pulsing magic, which you can draw on to fuel your spells. At the beginning of each day, roll 1d6, +1 per four caster levels you have. You gain a number of bonus spontaneous spell slots that day whose levels total to the result of the dice roll. You may gain bonus spell slots of any level except the highest you can cast.
Inured to Magic (Su)
At 7th level, the magic that suffuses your body also rejects outside mystic influences. You gain spell resistance equal to ten plus your caster level.
Timeless Body (Ex)
At 9th level, your body is continually renewed by magic, halting the aging process. You no longer take ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up, as the magic fueling your flesh eventually burns out.
Gift of Life (Su)
At 10th level, you may impart life to one of your spells. As a standard action, you may expend a spell slot to summon a Living Spell. The caster level of the Living Spell is equal to your own. The spell slot expended must have been one that could be used to cast the spell the Living Spell template is applied to, and you cannot summon a living version of a spell that cannot legally have the Living Spell template applied to it. The Living Spell serves you loyally for a number of rounds equal to your caster level. While the Living Spell remains summoned, you cannot cast the spell made living. You total number of Living Spells you may have summoned at one time is equal to your Cha modifier, minimum one.