Icarus
2009-12-01, 04:35 AM
Hey guys, long time lurker here. I've recently taken over a long-time running campaign that a sort of ex buddy of mine used to DM, and since I've taken a place behind the screen my imagination has sort of been running wild with ideas to continue the campaign.
What follows here is an Epic spellcasting PrC, designed to build on the Initiate of the Sevenfold Veil from the Complete Arcane.
I tried to build on the concept the Initiate started, but instead focused on the offensive properties prismatic effects offer rather than the defensive, since the Initiate did a pretty good job of that.
So without further ado, clicky the spoiler button.
http://fc02.deviantart.net/fs22/f/2008/006/1/a/goddamn_quest___novel_cover_by_tahra.jpg
The Master of the Sevenfold Veil
{table=head]Level|Special|Spells
1st|Kaleidoscopic doom 1/day, Warding 1/day|+1 caster level
2nd| Empowered Dispelling |+1 caster level
3rd|Iridescence|+1 caster level
4th|Bonus Feat|+1 caster level
5th| Kaleidoscopic doom 2/day, Warding 2/day |+1 caster level
6th|Radiance|+1 caster level
7th|Still as a Moon-lit Night|+1 caster level
8th|Bonus Feat|+1 caster level
9th|Natural Lighting|+1 caster level
10th| Refraction, Kaleidoscopic doom 3/day, Warding 3/day|+1 caster level[/table]
Requirements
To qualify to become a Master of the Sevenfold Veil, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 24 ranks, Knowledge (nature) 8 ranks, Spellcraft 24 ranks.
Feats: Epic Spell Focus (abjuration), Greater Spell Focus (abjuration), Skill Focus (Spellcraft), Spell Focus (abjuration).
Spells: Able to cast at least 10 abjurations spells, including prismatic wall and prismatic sphere.
Special:Complete Initiate of the Sevenfold Veil Prestige Class
Class Skills
The Master of the Sevenfold Veil's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Master of the Sevenfold Veil prestige class.
Weapon and Armor Proficiencies: Masters of the Sevenfold Veil gain no proficiency with any weapon or armor.
Spellcasting: At each level, a Master of the Sevenfold Veil gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feats gained by a wizard). If she had more than one arcane spellcasting class before becoming a Master of the Sevenfold Veil, she must decide to which to add each level for the purpose of determining spells per day and spells known.
Warding (Sp):A Master of the Sevenfold Veil's warding ability works exactly like the Initiate of the Sevenfold Veil ability. She can choose one veil she knows (see Complete Arcane pg. 45) to be imbued in the warding. A warding lasts for a certain amount of time as indicated in its description (Master of the Sevenfold Veil levels stack with Initiate for this purpose), unless it is dismissed (the same way a spell is dismissed; see page 176 of the Player’s Handbook). When she creates a warding, she can choose one
of three types listed in the Complete Arcane.
Kaleidoscopic Doom (Sp): As outlined in the Complete Arcane pg. 45
At 1st level, a Master of the Sevenfold Veil gains an additional use per day of kaleidoscopic doom. As a standard action, she designates one creature within 60 feet and turns magical effects currently affecting the creature against it.
This effect functions like a targeted greater dispel magic, except that for every spell or effect negated on the target, the effect of one veil (see Complete Arcane pg. 45) is visited on the victim as if the subject had crossed it. The veils created around the victim proceed through the spectrum from red to violet, with one veil activated per spell negated. Thus, a creature with three spells negated would be subject to the effects of the red, orange, and yellow veils. The subject is still entitled to the normal saving throws allowed by each veil. This ability is the equivalent of a 9th level
spell.
The Master of the Sevenfold Veil can invoke this ability one additional time per day starting at 1st level, 5th level and every five levels thereafter.
Empowered Dispelling: Beginning at 2nd level, a Master of the Sevenfold Veil adds her class level to the caster level maximum of dispel checks. For example, a 5th-level Veil Master can add up to +25 to all dispel checks made with greater dispel magic.
Iridescence: At 3rd level, a Master of the Sevenfold Veil gains the ability to weave prismatic effects into her dispels. Any time Dispel magic, Greater Dispel Magic, Reaving Dispel, etc. is cast, a Master of the Sevenfold Veil can choose to imbue it with a prismatic effect. (Roll 1d8 to determine which effect takes place. Reroll 8s.) The DC for the prismatic effects is equal to the level of the spell used.
Bonus Feat: At 4th, 8th, and every four levels thereafter, a Master of the Sevenfold Veil gains a bonus feat, chosen from the Master of the Sevenfold Veil bonus feat list.
Silent as a Sunbeam: At 4th level a Master of the Sevenfold veil adds the Silent Spell metamagic feat to her Prismatic spells and spells with the [Light] descriptor with no increase in spell level.
Radiance: At 6th level a Master of the Sevenfold Veil taps into extra power when she uses her prismatic spells (Including Initiate and Master of the Sevenfold Veil class abilities). Any numeric effect of a prismatic spell that the Master casts is empowered, as per the Empower Spell feat. (For instance if someone is hit by the yellow effect of a prismatic spell, it deals 120 points of electricity damage instead of 80.) The save DC for any spell with a prismatic effect also adds +2 to its DC.
Still as a Moonlit Night:A 7th level Master of the Sevenfold Veil is able to cast her prismatic spells with but a thought, no longer needing to weave the complex symbols normally associated with casting them. She adds the still spell feat to her Prismatic and [Light] descriptor spells with no increase in spell level.
Natural Lighting: At 9th Level Master of the Sevenfold Veil weaves ambient light into her Prismatic Spells. In bright light (such as in the area of a daylight spell) and natural light, a Master of the Sevenfold Veil's prismatic spells become Spell Resistance: No
Refraction: At 10th level, a Master of the Sevenfold Veil unlocks new powers in the Prismatic Spectrum. 3/day + spellcasting mod, a Master of the Sevenfold Veil can exchange the original Prismatic effects list, including her wardings and Kaleidoscopic Doom for the following:
This ability must be announced upon casting of the spell.
{table=head]Color|Effect
Red|15d6 Fire damage, reflex half
Orange|6d6 Acid damage (reflex half, and 6d6 the following 2 rounds on a failed save |
Yellow|Disintegrate, fort partial
Green|Poison (Death; Fort Partial 1d10 damage to random stat.)
Blue|Glass Strike (SpC), Fort negates
Indigo|Feeblemind; Will negates
Violet|Blackfire (SpC)
[/table]
Master of the Sevenfold Veil Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Enhance Spell, Epic Counterspell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Prismatic Power*, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
* New feat, see below.
PRISMATIC POWER [Epic]
Your prismatic effects are so strong that they overcome most resistances.
Benefits: Your prismatic abilities completely ignore any resistance to their effects that a creature possesses, including energy resistance and bonuses on saving throws, bypassing such resistances and affecting the target as if she possessed no resistance at all. Targets are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to any of the prismatic effects can be affected by prismatic spells as well. A creature with an immunity to a certain color’s effects takes half damage (or one quarter on a successful save) if the effect is damaging, or gains a +7 bonus on its saving throw if the effect is non-damaging.
The original concept for the prestige class came from one of the earlier reincarnations of Dicefreaks, but it focused more on buffing Kaleidoscopic Doom. I think the only ability that survived from that build is Empowered Dispelling.
I'm aware its on the strong side, but I designed it expecting to trim some of the abilities off, and its powers tend to a fairly specialized line of spells.
My first thought for things that I could trash are the bonus feats, since the class is pretty feature-heavy without them.
Other thoughts are maybe moving Still as a Moonlit Night up the list a little, maybe replacing the bonus feat at 4th.
So, collaborate (and listen) with me. Any suggestions are welcome, be it with the crunch or the fluff.
What follows here is an Epic spellcasting PrC, designed to build on the Initiate of the Sevenfold Veil from the Complete Arcane.
I tried to build on the concept the Initiate started, but instead focused on the offensive properties prismatic effects offer rather than the defensive, since the Initiate did a pretty good job of that.
So without further ado, clicky the spoiler button.
http://fc02.deviantart.net/fs22/f/2008/006/1/a/goddamn_quest___novel_cover_by_tahra.jpg
The Master of the Sevenfold Veil
{table=head]Level|Special|Spells
1st|Kaleidoscopic doom 1/day, Warding 1/day|+1 caster level
2nd| Empowered Dispelling |+1 caster level
3rd|Iridescence|+1 caster level
4th|Bonus Feat|+1 caster level
5th| Kaleidoscopic doom 2/day, Warding 2/day |+1 caster level
6th|Radiance|+1 caster level
7th|Still as a Moon-lit Night|+1 caster level
8th|Bonus Feat|+1 caster level
9th|Natural Lighting|+1 caster level
10th| Refraction, Kaleidoscopic doom 3/day, Warding 3/day|+1 caster level[/table]
Requirements
To qualify to become a Master of the Sevenfold Veil, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 24 ranks, Knowledge (nature) 8 ranks, Spellcraft 24 ranks.
Feats: Epic Spell Focus (abjuration), Greater Spell Focus (abjuration), Skill Focus (Spellcraft), Spell Focus (abjuration).
Spells: Able to cast at least 10 abjurations spells, including prismatic wall and prismatic sphere.
Special:Complete Initiate of the Sevenfold Veil Prestige Class
Class Skills
The Master of the Sevenfold Veil's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the Master of the Sevenfold Veil prestige class.
Weapon and Armor Proficiencies: Masters of the Sevenfold Veil gain no proficiency with any weapon or armor.
Spellcasting: At each level, a Master of the Sevenfold Veil gains new spells per day (and spells known, if applicable) as if she had also gained a level in an arcane spellcasting class to which she belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained (such as the bonus feats gained by a wizard). If she had more than one arcane spellcasting class before becoming a Master of the Sevenfold Veil, she must decide to which to add each level for the purpose of determining spells per day and spells known.
Warding (Sp):A Master of the Sevenfold Veil's warding ability works exactly like the Initiate of the Sevenfold Veil ability. She can choose one veil she knows (see Complete Arcane pg. 45) to be imbued in the warding. A warding lasts for a certain amount of time as indicated in its description (Master of the Sevenfold Veil levels stack with Initiate for this purpose), unless it is dismissed (the same way a spell is dismissed; see page 176 of the Player’s Handbook). When she creates a warding, she can choose one
of three types listed in the Complete Arcane.
Kaleidoscopic Doom (Sp): As outlined in the Complete Arcane pg. 45
At 1st level, a Master of the Sevenfold Veil gains an additional use per day of kaleidoscopic doom. As a standard action, she designates one creature within 60 feet and turns magical effects currently affecting the creature against it.
This effect functions like a targeted greater dispel magic, except that for every spell or effect negated on the target, the effect of one veil (see Complete Arcane pg. 45) is visited on the victim as if the subject had crossed it. The veils created around the victim proceed through the spectrum from red to violet, with one veil activated per spell negated. Thus, a creature with three spells negated would be subject to the effects of the red, orange, and yellow veils. The subject is still entitled to the normal saving throws allowed by each veil. This ability is the equivalent of a 9th level
spell.
The Master of the Sevenfold Veil can invoke this ability one additional time per day starting at 1st level, 5th level and every five levels thereafter.
Empowered Dispelling: Beginning at 2nd level, a Master of the Sevenfold Veil adds her class level to the caster level maximum of dispel checks. For example, a 5th-level Veil Master can add up to +25 to all dispel checks made with greater dispel magic.
Iridescence: At 3rd level, a Master of the Sevenfold Veil gains the ability to weave prismatic effects into her dispels. Any time Dispel magic, Greater Dispel Magic, Reaving Dispel, etc. is cast, a Master of the Sevenfold Veil can choose to imbue it with a prismatic effect. (Roll 1d8 to determine which effect takes place. Reroll 8s.) The DC for the prismatic effects is equal to the level of the spell used.
Bonus Feat: At 4th, 8th, and every four levels thereafter, a Master of the Sevenfold Veil gains a bonus feat, chosen from the Master of the Sevenfold Veil bonus feat list.
Silent as a Sunbeam: At 4th level a Master of the Sevenfold veil adds the Silent Spell metamagic feat to her Prismatic spells and spells with the [Light] descriptor with no increase in spell level.
Radiance: At 6th level a Master of the Sevenfold Veil taps into extra power when she uses her prismatic spells (Including Initiate and Master of the Sevenfold Veil class abilities). Any numeric effect of a prismatic spell that the Master casts is empowered, as per the Empower Spell feat. (For instance if someone is hit by the yellow effect of a prismatic spell, it deals 120 points of electricity damage instead of 80.) The save DC for any spell with a prismatic effect also adds +2 to its DC.
Still as a Moonlit Night:A 7th level Master of the Sevenfold Veil is able to cast her prismatic spells with but a thought, no longer needing to weave the complex symbols normally associated with casting them. She adds the still spell feat to her Prismatic and [Light] descriptor spells with no increase in spell level.
Natural Lighting: At 9th Level Master of the Sevenfold Veil weaves ambient light into her Prismatic Spells. In bright light (such as in the area of a daylight spell) and natural light, a Master of the Sevenfold Veil's prismatic spells become Spell Resistance: No
Refraction: At 10th level, a Master of the Sevenfold Veil unlocks new powers in the Prismatic Spectrum. 3/day + spellcasting mod, a Master of the Sevenfold Veil can exchange the original Prismatic effects list, including her wardings and Kaleidoscopic Doom for the following:
This ability must be announced upon casting of the spell.
{table=head]Color|Effect
Red|15d6 Fire damage, reflex half
Orange|6d6 Acid damage (reflex half, and 6d6 the following 2 rounds on a failed save |
Yellow|Disintegrate, fort partial
Green|Poison (Death; Fort Partial 1d10 damage to random stat.)
Blue|Glass Strike (SpC), Fort negates
Indigo|Feeblemind; Will negates
Violet|Blackfire (SpC)
[/table]
Master of the Sevenfold Veil Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Enhance Spell, Epic Counterspell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Prismatic Power*, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration, Spell Stowaway, Spontaneous Spell, Tenacious Magic.
* New feat, see below.
PRISMATIC POWER [Epic]
Your prismatic effects are so strong that they overcome most resistances.
Benefits: Your prismatic abilities completely ignore any resistance to their effects that a creature possesses, including energy resistance and bonuses on saving throws, bypassing such resistances and affecting the target as if she possessed no resistance at all. Targets are still entitled to whatever other defenses the attack allows (such as saving throws and spell resistance).
Creatures normally immune to any of the prismatic effects can be affected by prismatic spells as well. A creature with an immunity to a certain color’s effects takes half damage (or one quarter on a successful save) if the effect is damaging, or gains a +7 bonus on its saving throw if the effect is non-damaging.
The original concept for the prestige class came from one of the earlier reincarnations of Dicefreaks, but it focused more on buffing Kaleidoscopic Doom. I think the only ability that survived from that build is Empowered Dispelling.
I'm aware its on the strong side, but I designed it expecting to trim some of the abilities off, and its powers tend to a fairly specialized line of spells.
My first thought for things that I could trash are the bonus feats, since the class is pretty feature-heavy without them.
Other thoughts are maybe moving Still as a Moonlit Night up the list a little, maybe replacing the bonus feat at 4th.
So, collaborate (and listen) with me. Any suggestions are welcome, be it with the crunch or the fluff.