Lappy9000
2009-05-25, 02:03 AM
The Symbol
http://th05.deviantart.net/fs12/300W/i/2006/291/e/5/Faerie_Warrior_by_Krista20.jpg
-A symbol of Dragonic Heritage in all her glory.
Image by Krista20 (http://http://krista20.deviantart.com/).
The symbol is named as such for her devotion to an ancient source of arcane magic. Through a ceremonial rite, she becomes a physical representation of the power granted to her through her legacy of arcane power, gaining magical prowess beyond any mundane fighter. Often fierce and exotic, a symbol stands out among the ordinary crowd with their powerful demeanors and striking appearances.
Adventurers: Most symbols take up the mantle of an adventurer in order to further their Arcane Legacy ability, becoming one step closer to their final transformation. The unique skills of a symbol make them appealing to military powers, and many symbols gladly accept such roles. During a battle, it is not uncommon to find a symbol on the front lines with the fighters, only to drop back later and join the wizards from the back of the company.
Characteristics: A symbol is essentially a martial warrior with arcane abilities as well. The Legacy rite that a symbol has dedicated her to both protects her and grants her powers that no other martial class can duplicate. A symbol truly embraces the power of ancient magic to benefit herself and her allies on the battlefield.
Alignment: A symbol can be of any alignment, although some have preconceptions regarding their alliances. For example, a symbol taking the Draconic Heritage rite would most likely emulate the alignment of one of the true dragons.
Background: All symbols are united by the powers that have been granted them. Some have been raised by dragons as exarches; others have been blessed by elemental or fey magic, while others still have delved into the lost arcane lore of the giants.
Races: Any race can be a symbol, and every race has some members who are attracted to the powers that a symbol gains.
Other Classes: In combat, symbols serve as powerful martial combatants, delivering powerful blows with regular melee attacks as well as using natural weaponry or magic.
The Symbol
Symbols have the following game statistics.
Abilities: Charisma is most important to the symbol, because it allows her to cast spells and access some of her Manifest Arcana abilities. Strength and Dexterity are important for a symbol's martial prowess as well.
Alignment: Any.
Hit Die: d10
Starting Gold: 3d4 ×10 (75 gp)
Table: The Symbol
{table=head]
Level |
BAB |
Fort Save |
Ref Save|
Will Save |
Special|
0th |
1st |
2nd|
3rd|
4th
1st | +1 |
+0 |
+0 |
+0 | Ancestral Familiarity, Manifest Arcana|
0 |
- |
- |
- |
-
2nd | +2 |
+0 |
+0 |
+0 | Armored Mage (Light) |
0 |
- |
- |
- |
-
3rd | +3 |
+1 |
+1 |
+1 | - |
1 |
- |
- |
- |
-
4th| +4 |
+1 |
+1 |
+1 | Manifest Arcana |
1 |
- |
- |
- |
-
5th| +5 |
+1 |
+1 |
+1 | Inheritance of the Ancients |
1 |
0 |
- |
- |
-
6th| +6/+1 |
+2 |
+2 |
+2 | - |
2 |
0 |
- |
- |
-
7th| +7/+2 |
+2 |
+2 |
+2 | Manifest Arcana |
2 |
1 |
- |
- |
-
8th| +8/+3 |
+2 |
+2 |
+2 | Armored Mage (Medium) |
2 |
1 |
- |
- |
-
9th| +9/+4 |
+3 |
+3 |
+3 | Deep Magic |
2 |
1 |
0 |
- |
-
10th| +10/+5 |
+3 |
+3 |
+3 | Manifest Arcana |
3 |
2 |
1 |
- |
-
11th| +11/+6/+1 |
+3 |
+3 |
+3 | Supernatural Birthright |
3 |
2 |
1 |
- |
-
12th| +12/+7/+2 |
+4 |
+4 |
+4 | - |
3 |
2 |
1 |
- |
-
13th| +13/+8/+3|
+4 |
+4 |
+4 | Manifest Arcana |
3 |
2 |
1 |
0 |
-
14th| +14/+9/+4 |
+4 |
+4 |
+4 | Armored Mage (Heavy) |
3 |
2 |
2 |
0 |
-
15th| +15/+10/+5 |
+5 |
+5 |
+5 | - |
3 |
3 |
2 |
1 |
-
16th| +16/+11/+6/+1 |
+5 |
+5 |
+5 | Manifest Arcana |
3 |
3 |
2 |
1 |
-
17th| +17/+12/+7/+2 |
+5 |
+5 |
+5 | Blessing of the Precursors |
3 |
3 |
2 |
1 |
1
18th| +18/+13/+8/+3 |
+6 |
+6 |
+6 | - |
4 |
3 |
2 |
2 |
1
19th| +19/+14/+9/+4 |
+6 |
+6 |
+6 | Manifest Arcana |
4 |
3 |
3 |
2 |
1
20th| +20/+15/+10/+5 |
+6 |
+6 |
+6 | Arcane Transformation |
4 |
3 |
3 |
2 |
2
[/table]
Class Skills
The symbol's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2+Int Modifier) x 4.
Skill Points at Each Additional Level: 2+Int Modifier.
Class Features
All the following are class features of the symbol.
Weapon and Armor Proficiencies: Symbols are proficient with all simple weapons, martial weapons, and one exotic weapon of choice. Symbols are proficient with light and medium armor, as well as light shields.
Ancestral Familiarity (Ex): Symbols are more familiar with the foundations of arcane magic than most, gaining bonuses from their unique knowledge. A symbol adds her class level as an insight bonus on all Knowledge (arcana) checks. She also gains a new language, as well as a bonus to either her hit dice or one of her saving throws, based upon her Arcane Legacy rite, as listed below.
Rite of Draconic Heritage
The symbol was enlightened at the behest of a true dragon, inheriting the magical resistance of the great beings. She learns Draconic, her base Will Save changes to the "good" progression (2 + 1/2 Symbol level), and her base Fortitude Save changes to the "average" progression (1 + 5/9 Symbol level).
Rite of Elemental Power
The symbol was blessed by an elemental spirit, giving her the strength of the elements. She learns one of the following: Aquan, Auran, Ingan, or Terran, she adds half her symbol level to her hit point total when determining hit points each level, and her Fortitude Save changes to the "average" progression (1 + 5/9 Symbol level).
Rite of Fey Shadow
The symbol was consecrated by a powerful faerie, granting her the grace of the sylvan spirits. She learns Sylvan, her base Reflex Save changes to the "good" progression (2 + 1/2 Symbol level), and her Will Save changes to the "average" progression (1 + 5/9 Symbol level).
Rite of Giant's Legacy
The symbol was ordained by a colossus, endowing her with the herculean resistance of the giants. She learns Giant, and her base Fortitude Save changes to the "good" progression (2 + 1/2 Symbol level)
Manifest Arcana (Su): A symbol gains her abilities through a ceremonial rite to a totem of ancient arcane power. These ceremonial pacts flood the symbol with a torrent of arcane energy, affecting the symbol's physical appearance. At 1st level, a symbol picks a single ability, and gains an additional one every 3rd level (4th, 7th, 10th, 13th, 16th, 19th). Unless otherwise stated, each manifest arcana ability can be taken only once.
After 9th level, a symbol may pick a Deep Magic enhancement to an existing manifest arcana power, instead of choosing a new ability.
Bladed Body The symbol gains a single natural weapon she does not already possess. Use the values below to determine the damage of the natural weapon. The symbol is considered proficient with these attacks.
The symbol may choose between 1 bite attack, 2 claw attacks, 1 gore attack (useable only on a charge), or 2 slam attacks.
{table=head]
Size|
Bite Damage|
Claw Damage|
Gore Damage|
Slam Damage
Small|
1d4|
1d3|
1d6|
1d4
Medium|
1d6|
1d4|
1d8|
1d6
Large|
1d8|
1d6|
1d10|
1d8[/table]
All natural weapons deal normal damage based upon the symbol's size. The first natural weapon earned through this manifestation counts as a primary natural weapon, while any gained thereafter count as secondary natural weapons. This manifestation can be taken multiple times. Each time it applies to a different natural weapon.
Deep Magic: The symbol's natural weapons gain a +1 enhancement bonus for every four symbol levels.
Corporeal Aegis
The symbol adds her Charisma modifier as an insight bonus to AC.
Deep Magic: The symbol is always considered to have concealment (20% miss chance)
Energy Discharge
The symbol gains a breath weapon of a single energy type in the form of a 20 ft cone (Acid, Cold, Fire, or Sonic) or a 40 ft line (Acid, Fire, Electricity, or Sonic). A symbol may also choose a breath weapon of non-energy, such as dust, rock shards, etc., in a 20 ft cone. This breath weapon deals 1d8 points of damage, and an additional 1d8 for every four symbol levels. A symbol's breath weapon can be used once every 1d4 rounds. The breath weapon allows a Reflex save for half damage, with a DC equal to 10 + 1/2 symbol level + Charisma modifier.
Line-shaped breath weapons have a range of 40 ft, and Cone-shaped breath weapons have a range of 20 ft.
Deep Magic: The range of a symbol's breath weapon increases by 20 ft. In addition, living creatures who fail their saving throw take a -1 penalty to AC and a -1 penalty on attack rolls for every four symbol levels.
Energy Protection
The symbol gains Energy Resistance 10 to a single energy (Acid, Cold, Electricity, Fire, or Sonic) type of her choosing. This manifestation can be taken multiple times. Each time it applies to a different energy type.
Deep Magic: The symbol's existing Energy Resistance increases by 5 for every five symbol levels she possesses.
Sublime Form
The symbol's appearance is altered to reflect her exotic heritage. Her body is shaped cosmetically to the player's whim, and she gains a bonus on all Charisma-based skills equal to half her symbol level.
Deep Magic: A symbol displays an almost unearthly grace, and adds her Charisma as an insight bonus to saving throws.
Swiftness
The symbol gains a +10 insight bonus her base land speed. She keeps this bonus only if unencumbered and wearing light armor, medium armor, or no armor.
Deep Magic: This insight bonus to speed now applies to all forms of movement available to the symbol, and increases by +10 for every four symbol levels.
Wings
The symbol sprouts a pair of wings wings (these can be bird wings, draconic wings, wings of steel, bat wings, wings of translucent color, insect wings, or whatever the symbol deems them to look like) that she can use to glide, moving 20 feet forward for every 5 feet she descends, effectively a 'flying' speed of 40 feet with Average maneuverability.
Deep Magic: The symbol can fly with her wings, at a speed of 60 ft with Good maneuverability. A symbol cannot use her wings to fly when carrying a heavy load or while wearing heavy armor.
Spells: Beginning at 1st level, a symbol gains the ability to cast a small number of arcane spells, which are drawn from the Symbol spell list. A symbol must choose and prepare her spells in advance.
To prepare or cast a spell, a symbol must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a symbol's spell is 10 + the spell level + the symbol's Charisma modifier.
Like other spellcasters, a symbol can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Symbol. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Symbol indicates that the symbol gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The symbol does not have access to any domain spells or granted powers, as a cleric does.
A symbol prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A symbol may prepare and cast any spell on the symbol spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Armored Mage (Ex): At 2nd level, a symbol gains the ability to ignore arcane spell failure. She may use light armor without chance of spell failure. At 8th level, this ability improves to medium armor and light shields. At 14th level, this ability improves further to include heavy armor.
Deep Magic (Su): Upon reaching 9th level, a symbol can access the most ancient secrets of her arcane legacy rite. Additionally, she gains Darkvision 60 ft. or increases existing Darkvision by 30 ft.
Inheritance of the Ancients (Su): A symbol of 5th level gains new powers based on her Arcane Legacy rite, as listed below.
Rite of Draconic Heritage
The symbol is further endowed with the power of the dragons, and becomes immune to magic sleep effects and paralysis effects.
Rite of Elemental Power
The symbol's relation to the elemental planes grows stronger, giving her otherworldly defenses. She can no longer be flanked, and gains Light Fortification. When a critical hit or sneak attack is scored on the symbol, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Rite of Fey Shadow
The symbol flesh becomes closer to that of the faerie realm, granting her DR 5/Cold Iron.
Rite of Giant's Legacy
The symbol's physical stature increases to let her function in many ways as if she were one size category larger.
Whenever the symbol is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), she is treated as one size larger if doing so is advantageous to her.
The symbol is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect her. A symbol can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the symbol's size category.
Supernatural Birthright (Su): Upon reaching 11th level, a symbol earns additional benefits at the behest of her Arcane Legacy rite, as listed below.
Rite of Draconic Heritage
The symbol gains the supernatural senses of dragonkind, allowing her to sense enemies through more than visual cues. The symbol gains Blindsense out to 30 ft. She usually does not need to make Awareness checks to notice and pinpoint the location of creatures within range of her blindsense ability, provided that she has line of effect to that creature.
Any opponent the symbol cannot see still has total concealment against her, and the symbol still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. The symbol is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.
Rite of Elemental Power
The symbol's body is hardened by the elements, and she becomes immune to magic sleep effects and paralysis effects.
Rite of Fey Shadow
The symbol becomes a part of the faerie realm, and gains a +4 bonus on saves made against creatures of the animal, fey, or plant types. Additionally, a symbol may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment, including overgrown areas that have been magically manipulated.
Rite of Giant's Legacy
Becoming closer to the giants has enlarged the symbol, and her size increases to large. She takes a -1 penalty to Armor Class, a -1 penalty on attack rolls, and a -4 penalty on Hide check, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Additionally, she gains a +2 natural armor bonus.
Blessing of the Precursors (Su): At 17th level, a symbol earns new mastery of her arcane legacy, as listed below.
Rite of Draconic Heritage
The symbol becomes as fearsome as a mighty dragon and can unsettle foes with her mere presence. This ability takes effect automatically whenever the symbol attacks or charges. Creatures within a radius of 30 ft are subject to the effect if they have fewer HD than the symbol's level. A potentially affected creature that succeeds on a Will save (DC 10 + ˝ symbol level + symbol's Cha modifier) remains immune to the symbol's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The symbol can ignore the frightful presence of dragons.
Rite of Elemental Power
The symbol embraces the might of the elements and becomes immune to poison and stunning.
Rite of Fey Shadow
Magic floods through the symbol, granting her eternal youth and beauty. The symbol no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. In addition, her existing damage reduction increases to DR 10/Cold Iron.
Rite of Giant's Legacy
The symbol has absorbed some of the regenerative powers of the giants. She gains Regeneration 5. Fire and acid deal normal damage to the symbol (unless she has energy resistance). If the symbol loses a limb or body part, the lost portion regrows in 3d6 minutes. She can reattach the severed member instantly by holding it to the stump.
Arcane Transformation(Su): At 20th level, a symbol full realizes the benefits of her arcane legacy rite. She completes her transformation as shown below.
Rite of Draconic Heritage
The symbol becomes a member of the mighty dragons in body and mind, boasting their immortality for herself. The symbol's type changes to dragon and she no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred remain in place, but the symbol is effectively immortal. Additionally, the symbol gains DR 5/Magic.
Rite of Elemental Power
Elemental energy pulses through every inch of the symbol's being, as her type changes to elemental, with either the air, earth, fire, or water subtype, depending on her arcane legacy rite. Her fortification increases to 50%, and she is no longer required to eat, drink, or sleep, though she must still rest to recover spells.
Rite of Fey Shadow
The symbol shares the grace of the faeries, and her type changes to fey. She becomes effectively immortal, and can stun or blind foes within 30 ft. at a glance. A potentially affected creature that succeeds on a Fortitude save (DC 10 + ˝ symbol level + symbol's Cha modifier) remains immune to this ability for 24 hours. On a failure, the creature is either permanently blinded, or stunned for 2d4 rounds, at the symbol's choosing. Activating this ability is a free action.
Rite of Giant's Legacy
The symbol becomes a true giant in terms of size, strength, and prowess. She gains the powerful build ability for her Large sized form, and can trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) foes beneath her. A potentially affected creature that succeeds on a Reflex save (DC 10 + ˝ symbol level + symbol's Cha modifier) takes half damage on the trample. Additionally, her natural armor bonus increases by +2.
http://th05.deviantart.net/fs12/300W/i/2006/291/e/5/Faerie_Warrior_by_Krista20.jpg
-A symbol of Dragonic Heritage in all her glory.
Image by Krista20 (http://http://krista20.deviantart.com/).
The symbol is named as such for her devotion to an ancient source of arcane magic. Through a ceremonial rite, she becomes a physical representation of the power granted to her through her legacy of arcane power, gaining magical prowess beyond any mundane fighter. Often fierce and exotic, a symbol stands out among the ordinary crowd with their powerful demeanors and striking appearances.
Adventurers: Most symbols take up the mantle of an adventurer in order to further their Arcane Legacy ability, becoming one step closer to their final transformation. The unique skills of a symbol make them appealing to military powers, and many symbols gladly accept such roles. During a battle, it is not uncommon to find a symbol on the front lines with the fighters, only to drop back later and join the wizards from the back of the company.
Characteristics: A symbol is essentially a martial warrior with arcane abilities as well. The Legacy rite that a symbol has dedicated her to both protects her and grants her powers that no other martial class can duplicate. A symbol truly embraces the power of ancient magic to benefit herself and her allies on the battlefield.
Alignment: A symbol can be of any alignment, although some have preconceptions regarding their alliances. For example, a symbol taking the Draconic Heritage rite would most likely emulate the alignment of one of the true dragons.
Background: All symbols are united by the powers that have been granted them. Some have been raised by dragons as exarches; others have been blessed by elemental or fey magic, while others still have delved into the lost arcane lore of the giants.
Races: Any race can be a symbol, and every race has some members who are attracted to the powers that a symbol gains.
Other Classes: In combat, symbols serve as powerful martial combatants, delivering powerful blows with regular melee attacks as well as using natural weaponry or magic.
The Symbol
Symbols have the following game statistics.
Abilities: Charisma is most important to the symbol, because it allows her to cast spells and access some of her Manifest Arcana abilities. Strength and Dexterity are important for a symbol's martial prowess as well.
Alignment: Any.
Hit Die: d10
Starting Gold: 3d4 ×10 (75 gp)
Table: The Symbol
{table=head]
Level |
BAB |
Fort Save |
Ref Save|
Will Save |
Special|
0th |
1st |
2nd|
3rd|
4th
1st | +1 |
+0 |
+0 |
+0 | Ancestral Familiarity, Manifest Arcana|
0 |
- |
- |
- |
-
2nd | +2 |
+0 |
+0 |
+0 | Armored Mage (Light) |
0 |
- |
- |
- |
-
3rd | +3 |
+1 |
+1 |
+1 | - |
1 |
- |
- |
- |
-
4th| +4 |
+1 |
+1 |
+1 | Manifest Arcana |
1 |
- |
- |
- |
-
5th| +5 |
+1 |
+1 |
+1 | Inheritance of the Ancients |
1 |
0 |
- |
- |
-
6th| +6/+1 |
+2 |
+2 |
+2 | - |
2 |
0 |
- |
- |
-
7th| +7/+2 |
+2 |
+2 |
+2 | Manifest Arcana |
2 |
1 |
- |
- |
-
8th| +8/+3 |
+2 |
+2 |
+2 | Armored Mage (Medium) |
2 |
1 |
- |
- |
-
9th| +9/+4 |
+3 |
+3 |
+3 | Deep Magic |
2 |
1 |
0 |
- |
-
10th| +10/+5 |
+3 |
+3 |
+3 | Manifest Arcana |
3 |
2 |
1 |
- |
-
11th| +11/+6/+1 |
+3 |
+3 |
+3 | Supernatural Birthright |
3 |
2 |
1 |
- |
-
12th| +12/+7/+2 |
+4 |
+4 |
+4 | - |
3 |
2 |
1 |
- |
-
13th| +13/+8/+3|
+4 |
+4 |
+4 | Manifest Arcana |
3 |
2 |
1 |
0 |
-
14th| +14/+9/+4 |
+4 |
+4 |
+4 | Armored Mage (Heavy) |
3 |
2 |
2 |
0 |
-
15th| +15/+10/+5 |
+5 |
+5 |
+5 | - |
3 |
3 |
2 |
1 |
-
16th| +16/+11/+6/+1 |
+5 |
+5 |
+5 | Manifest Arcana |
3 |
3 |
2 |
1 |
-
17th| +17/+12/+7/+2 |
+5 |
+5 |
+5 | Blessing of the Precursors |
3 |
3 |
2 |
1 |
1
18th| +18/+13/+8/+3 |
+6 |
+6 |
+6 | - |
4 |
3 |
2 |
2 |
1
19th| +19/+14/+9/+4 |
+6 |
+6 |
+6 | Manifest Arcana |
4 |
3 |
3 |
2 |
1
20th| +20/+15/+10/+5 |
+6 |
+6 |
+6 | Arcane Transformation |
4 |
3 |
3 |
2 |
2
[/table]
Class Skills
The symbol's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2+Int Modifier) x 4.
Skill Points at Each Additional Level: 2+Int Modifier.
Class Features
All the following are class features of the symbol.
Weapon and Armor Proficiencies: Symbols are proficient with all simple weapons, martial weapons, and one exotic weapon of choice. Symbols are proficient with light and medium armor, as well as light shields.
Ancestral Familiarity (Ex): Symbols are more familiar with the foundations of arcane magic than most, gaining bonuses from their unique knowledge. A symbol adds her class level as an insight bonus on all Knowledge (arcana) checks. She also gains a new language, as well as a bonus to either her hit dice or one of her saving throws, based upon her Arcane Legacy rite, as listed below.
Rite of Draconic Heritage
The symbol was enlightened at the behest of a true dragon, inheriting the magical resistance of the great beings. She learns Draconic, her base Will Save changes to the "good" progression (2 + 1/2 Symbol level), and her base Fortitude Save changes to the "average" progression (1 + 5/9 Symbol level).
Rite of Elemental Power
The symbol was blessed by an elemental spirit, giving her the strength of the elements. She learns one of the following: Aquan, Auran, Ingan, or Terran, she adds half her symbol level to her hit point total when determining hit points each level, and her Fortitude Save changes to the "average" progression (1 + 5/9 Symbol level).
Rite of Fey Shadow
The symbol was consecrated by a powerful faerie, granting her the grace of the sylvan spirits. She learns Sylvan, her base Reflex Save changes to the "good" progression (2 + 1/2 Symbol level), and her Will Save changes to the "average" progression (1 + 5/9 Symbol level).
Rite of Giant's Legacy
The symbol was ordained by a colossus, endowing her with the herculean resistance of the giants. She learns Giant, and her base Fortitude Save changes to the "good" progression (2 + 1/2 Symbol level)
Manifest Arcana (Su): A symbol gains her abilities through a ceremonial rite to a totem of ancient arcane power. These ceremonial pacts flood the symbol with a torrent of arcane energy, affecting the symbol's physical appearance. At 1st level, a symbol picks a single ability, and gains an additional one every 3rd level (4th, 7th, 10th, 13th, 16th, 19th). Unless otherwise stated, each manifest arcana ability can be taken only once.
After 9th level, a symbol may pick a Deep Magic enhancement to an existing manifest arcana power, instead of choosing a new ability.
Bladed Body The symbol gains a single natural weapon she does not already possess. Use the values below to determine the damage of the natural weapon. The symbol is considered proficient with these attacks.
The symbol may choose between 1 bite attack, 2 claw attacks, 1 gore attack (useable only on a charge), or 2 slam attacks.
{table=head]
Size|
Bite Damage|
Claw Damage|
Gore Damage|
Slam Damage
Small|
1d4|
1d3|
1d6|
1d4
Medium|
1d6|
1d4|
1d8|
1d6
Large|
1d8|
1d6|
1d10|
1d8[/table]
All natural weapons deal normal damage based upon the symbol's size. The first natural weapon earned through this manifestation counts as a primary natural weapon, while any gained thereafter count as secondary natural weapons. This manifestation can be taken multiple times. Each time it applies to a different natural weapon.
Deep Magic: The symbol's natural weapons gain a +1 enhancement bonus for every four symbol levels.
Corporeal Aegis
The symbol adds her Charisma modifier as an insight bonus to AC.
Deep Magic: The symbol is always considered to have concealment (20% miss chance)
Energy Discharge
The symbol gains a breath weapon of a single energy type in the form of a 20 ft cone (Acid, Cold, Fire, or Sonic) or a 40 ft line (Acid, Fire, Electricity, or Sonic). A symbol may also choose a breath weapon of non-energy, such as dust, rock shards, etc., in a 20 ft cone. This breath weapon deals 1d8 points of damage, and an additional 1d8 for every four symbol levels. A symbol's breath weapon can be used once every 1d4 rounds. The breath weapon allows a Reflex save for half damage, with a DC equal to 10 + 1/2 symbol level + Charisma modifier.
Line-shaped breath weapons have a range of 40 ft, and Cone-shaped breath weapons have a range of 20 ft.
Deep Magic: The range of a symbol's breath weapon increases by 20 ft. In addition, living creatures who fail their saving throw take a -1 penalty to AC and a -1 penalty on attack rolls for every four symbol levels.
Energy Protection
The symbol gains Energy Resistance 10 to a single energy (Acid, Cold, Electricity, Fire, or Sonic) type of her choosing. This manifestation can be taken multiple times. Each time it applies to a different energy type.
Deep Magic: The symbol's existing Energy Resistance increases by 5 for every five symbol levels she possesses.
Sublime Form
The symbol's appearance is altered to reflect her exotic heritage. Her body is shaped cosmetically to the player's whim, and she gains a bonus on all Charisma-based skills equal to half her symbol level.
Deep Magic: A symbol displays an almost unearthly grace, and adds her Charisma as an insight bonus to saving throws.
Swiftness
The symbol gains a +10 insight bonus her base land speed. She keeps this bonus only if unencumbered and wearing light armor, medium armor, or no armor.
Deep Magic: This insight bonus to speed now applies to all forms of movement available to the symbol, and increases by +10 for every four symbol levels.
Wings
The symbol sprouts a pair of wings wings (these can be bird wings, draconic wings, wings of steel, bat wings, wings of translucent color, insect wings, or whatever the symbol deems them to look like) that she can use to glide, moving 20 feet forward for every 5 feet she descends, effectively a 'flying' speed of 40 feet with Average maneuverability.
Deep Magic: The symbol can fly with her wings, at a speed of 60 ft with Good maneuverability. A symbol cannot use her wings to fly when carrying a heavy load or while wearing heavy armor.
Spells: Beginning at 1st level, a symbol gains the ability to cast a small number of arcane spells, which are drawn from the Symbol spell list. A symbol must choose and prepare her spells in advance.
To prepare or cast a spell, a symbol must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a symbol's spell is 10 + the spell level + the symbol's Charisma modifier.
Like other spellcasters, a symbol can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Symbol. In addition, she receives bonus spells per day if she has a high Charisma score. When Table: The Symbol indicates that the symbol gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Charisma score for that spell level. The symbol does not have access to any domain spells or granted powers, as a cleric does.
A symbol prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A symbol may prepare and cast any spell on the symbol spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Armored Mage (Ex): At 2nd level, a symbol gains the ability to ignore arcane spell failure. She may use light armor without chance of spell failure. At 8th level, this ability improves to medium armor and light shields. At 14th level, this ability improves further to include heavy armor.
Deep Magic (Su): Upon reaching 9th level, a symbol can access the most ancient secrets of her arcane legacy rite. Additionally, she gains Darkvision 60 ft. or increases existing Darkvision by 30 ft.
Inheritance of the Ancients (Su): A symbol of 5th level gains new powers based on her Arcane Legacy rite, as listed below.
Rite of Draconic Heritage
The symbol is further endowed with the power of the dragons, and becomes immune to magic sleep effects and paralysis effects.
Rite of Elemental Power
The symbol's relation to the elemental planes grows stronger, giving her otherworldly defenses. She can no longer be flanked, and gains Light Fortification. When a critical hit or sneak attack is scored on the symbol, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Rite of Fey Shadow
The symbol flesh becomes closer to that of the faerie realm, granting her DR 5/Cold Iron.
Rite of Giant's Legacy
The symbol's physical stature increases to let her function in many ways as if she were one size category larger.
Whenever the symbol is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), she is treated as one size larger if doing so is advantageous to her.
The symbol is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect her. A symbol can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this ability stack with the effects of powers, abilities, and spells that change the symbol's size category.
Supernatural Birthright (Su): Upon reaching 11th level, a symbol earns additional benefits at the behest of her Arcane Legacy rite, as listed below.
Rite of Draconic Heritage
The symbol gains the supernatural senses of dragonkind, allowing her to sense enemies through more than visual cues. The symbol gains Blindsense out to 30 ft. She usually does not need to make Awareness checks to notice and pinpoint the location of creatures within range of her blindsense ability, provided that she has line of effect to that creature.
Any opponent the symbol cannot see still has total concealment against her, and the symbol still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. The symbol is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.
Rite of Elemental Power
The symbol's body is hardened by the elements, and she becomes immune to magic sleep effects and paralysis effects.
Rite of Fey Shadow
The symbol becomes a part of the faerie realm, and gains a +4 bonus on saves made against creatures of the animal, fey, or plant types. Additionally, a symbol may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment, including overgrown areas that have been magically manipulated.
Rite of Giant's Legacy
Becoming closer to the giants has enlarged the symbol, and her size increases to large. She takes a -1 penalty to Armor Class, a -1 penalty on attack rolls, and a -4 penalty on Hide check, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Additionally, she gains a +2 natural armor bonus.
Blessing of the Precursors (Su): At 17th level, a symbol earns new mastery of her arcane legacy, as listed below.
Rite of Draconic Heritage
The symbol becomes as fearsome as a mighty dragon and can unsettle foes with her mere presence. This ability takes effect automatically whenever the symbol attacks or charges. Creatures within a radius of 30 ft are subject to the effect if they have fewer HD than the symbol's level. A potentially affected creature that succeeds on a Will save (DC 10 + ˝ symbol level + symbol's Cha modifier) remains immune to the symbol's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. The symbol can ignore the frightful presence of dragons.
Rite of Elemental Power
The symbol embraces the might of the elements and becomes immune to poison and stunning.
Rite of Fey Shadow
Magic floods through the symbol, granting her eternal youth and beauty. The symbol no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. In addition, her existing damage reduction increases to DR 10/Cold Iron.
Rite of Giant's Legacy
The symbol has absorbed some of the regenerative powers of the giants. She gains Regeneration 5. Fire and acid deal normal damage to the symbol (unless she has energy resistance). If the symbol loses a limb or body part, the lost portion regrows in 3d6 minutes. She can reattach the severed member instantly by holding it to the stump.
Arcane Transformation(Su): At 20th level, a symbol full realizes the benefits of her arcane legacy rite. She completes her transformation as shown below.
Rite of Draconic Heritage
The symbol becomes a member of the mighty dragons in body and mind, boasting their immortality for herself. The symbol's type changes to dragon and she no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred remain in place, but the symbol is effectively immortal. Additionally, the symbol gains DR 5/Magic.
Rite of Elemental Power
Elemental energy pulses through every inch of the symbol's being, as her type changes to elemental, with either the air, earth, fire, or water subtype, depending on her arcane legacy rite. Her fortification increases to 50%, and she is no longer required to eat, drink, or sleep, though she must still rest to recover spells.
Rite of Fey Shadow
The symbol shares the grace of the faeries, and her type changes to fey. She becomes effectively immortal, and can stun or blind foes within 30 ft. at a glance. A potentially affected creature that succeeds on a Fortitude save (DC 10 + ˝ symbol level + symbol's Cha modifier) remains immune to this ability for 24 hours. On a failure, the creature is either permanently blinded, or stunned for 2d4 rounds, at the symbol's choosing. Activating this ability is a free action.
Rite of Giant's Legacy
The symbol becomes a true giant in terms of size, strength, and prowess. She gains the powerful build ability for her Large sized form, and can trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) foes beneath her. A potentially affected creature that succeeds on a Reflex save (DC 10 + ˝ symbol level + symbol's Cha modifier) takes half damage on the trample. Additionally, her natural armor bonus increases by +2.