Phosphate
2011-06-12, 03:35 AM
Related (http://www.giantitp.com/forums/showthread.php?t=202745)
http://fc09.deviantart.net/fs31/f/2008/191/3/b/3bb644cafd47f97e7495b183733b5e7d.jpg
Everything is power, my boy. Power means to be feared. Power means to run faster than the wind, strike stronger than the hurricane, inspire more fear than an executioner, and bend reality to your will as a god would. There is not a single facet of it, but it is the singular force driving the world. Now go polish my armor, you lazy squire! - Danz Elrun, Sire
Sires are seekers of power, be it in strength, wealth, manpower, or the arcane forces. Their life goals are often huge undertakings, which they embrace as challenges to themselves.
Adventuring: Sires adventure to train in various arts, to gain wealth, and to make their name well known. As such, they will turn down quests that are too insignificant, but when it comes to matters of importance, they may accept various and different tasks, from ridding the world of a destructive force, to assassinating kings for other's benefit.
Stats: The most important stats for a Sire are Strength and Intellect, as he is a mostly melee combatant that uses arcane spellcasting. Also, Intellect helps him gain more skill points, which is useful given the large array of class skills available to a Sire. Also, dump Dexterity. NOW!
Race: Due to their nonchalant and self-important character, coupled by the very long lives which allow them to learn hundreds of things, Zonquraths, Elves and Drows are the most likely to become Sires. There are, however, a significant amount of them in the nobility of humans, dwarves, and other races such as hobgoblins.
Hit Die: d10
Skill Points per level: 4+int mod, x4 at first level
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Disable Device, Disguise, Forgery, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (all except Religion), Move Silently, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Survival, Swim, UMD
Automatic Skill Focus on Intimidate
{table]Level|BaB|F Save|R Save|W Save|Special|{colsp=4}Spells Per Day
{colsp=6}|5|6|7|8
1|+1|+2|+0|+2|Bonus Feat, Skill Focus Intimidate|-|-|-|-
2|+2|+3|+0|+3|Bonus Feat|-|-|-|-
3|+3|+3|+1|+3|Vengeful Fire|-|-|-|-
4|+4|+4|+1|+4|Arcane Discharge|-|-|-|-
5|+5|+4|+1|+4|Bonus Feat|-|-|-|-
6|+6/1|+5|+2|+5|Bonus Feat|-|-|-|-
7|+7/2|+5|+2|+5|Guile Warrior|-|-|-|-
8|+8/3|+6|+2|+6|Improved Arcane Discharge|-|-|-|-
9|+9/4|+6|+3|+6|Hopelessness (1/day)|-|-|-|-
10|+10/5|+7|+3|+7|Spellcasting, Follow up Strike (1/day), Light Armor Spellcasting, Sire Feat|3|-|-|-
11|+11/6/1|+7|+3|+7|Phase|4|-|-|-
12|+12/7/2|+8|+4|+8|Greater Arcane Discharge|5|3|-|-
13|+13/8/3|+8|+4|+8|Strong Mage|6|4|-|-
14|+14/9/4|+9|+4|+9|Sire Feat, Hopelesness (1/encounter)|6|5|3|-
15|+15/10/5|+9|+5|+9|Follow Up Strike (1/encounter)|6|6|4|-
16|+16/11/6/1|+10|+5|+10|Arcane Recall|6|6|5|3
17|+17/12/7/2|+10|+5|+10|Bonus Feat|6|6|6|4
18|+18/13/8/3|+11|+6|+11|Sire Feat|6|6|6|5
19|+19/14/9/4|+11|+6|+11|Hopelesness (passive)|6|6|6|6
20|+20/15/10/5|+12|+6|+12|Follow up Strike (at will), Lordship|6|6|6|6[/table]
Proficiencies: A Sire is proficient with all simple and martial weapons, and with light armor, but not shields.
Class Features
Bonus Feat: At levels 1, 2, 5, 6 and 17 a Sire may take a feat from the Fighter Bonus Feat list. He must still meet all the feat's prerequisites.
Vengeful Fire (Sp/Ex): A Sire may use this skill as either an Extraordinary or a Spell-like ability as is more beneficial to him. This ability can be used at will.
This is considered a two-step ability. The first step is declaring that you are enchanting your normal melee attack with this ability (free action). If the normal attack doesn't hit, neither does this ability. If the normal attack hits, the target is allowed a Will save against a DC equal to 15+half class level+int modifier. If the Will succeeds, nothing happens, and he takes normal damage from the attack. If the Will fails, the target will be affected by Vengeful Fire until the end of the encounter. Doesn't stack.
If an opponent affected by Vengeful Fire deals damage to you, Vengeful Fire ends, and he takes untyped unavoidable (ignores DR) lethal damage equal to the damage he took when Vengeful Fire was applied to him.
Arcane Discharge (Sp): A Sire has an inherently arcane soul, and this allows him to discharge waves of pure arcane energy. Every day, he must keep track of this ability - it is always in value equal to his total base hp, doesn't grow, and doesn't normally regenerate gradually. Instead, it refills completely after an 8 hour sleep. Regard this value as dp.
In its basic form, at level 4, the Arcane Discharge is used as such: as a Standard Action Touch Attack with no save, the Sire may deal electric damage to a target equal to dp spent/2 (he may spend any amount of dp he wants), this damage can't be 0. Additionally, for every 1/3rd of his dp that the Sire spends, the affected target loses 1 of his lowest spell slots.
At level 8, the Arcane Discharge is used as such: as a Swift Action Touch Attack with no save, the Sire may deal electric damage to a target equal to dp spent/2, this damage can't be 0. Additionally, for every 1/3th of his dp that the Sire spends, the affected target loses 2 of his lowest spell slots.
At level 12, the Arcane Discharge is used as such: declare you are enchanting a melee attack with this ability as a free action. The Sire deals untyped damage to a target equal to dp spent/2, this damage can't be 0. Additionally, for every 1/3rd of his dp that the Sire spends, the affected target loses 4 of his lowest spell slots.
Example of Arcane Discharge being used: say you are a Level 10 Sire with 75 hp. You have 75 dp. You can, as a swift action, deal any amount of damage to a target from 1 to 75/2 (37). If you deal 25/2-49/2 (12-24) damage, he loses 2 spells. If you deal 50/2-73/2 (25-36) damage, he loses 4 spells. If you deal 75/2 (37) damage, he loses 6 spells.
Guile Warrior (Ex): A Sire uses his higher intellect in battle. He may add half his int modifier to attack rolls, and his full int modifier to AC and Reflex Saves. This ability is capped at 6.
Hopelessness (Ex/Sp): A Sire, using his viciousness and aggressiveness, can make his targets lose all hope.
He learns this ability at 9th level, and changes the way he uses it (from once per day to once per encounter, to passive) at levels 14 and 19. Also, every time he learns this ability (including the first time), it becomes 1 step easier to land critical hits (from 20 to 19-20, from 19-20 to 18-20 etc).
Whenever a Sire threatens a critical with a melee weapon, he can declare using this ability as a free action. Instead of rolling for attack again, the critical instantly succeeds. Also, from that point on, all of the Sire's melee attacks used against the target for the duration of the encounter will deal criticals. This is a mind-dependent* ability.
*A mind-dependent ability can only be used on opponents that have an Int score (so not on mindless undead, oozes, plants, constructs, and swarms), but is not a mind-affecting ability, so creatures immune to mind-affecting abilities are still affected normally by it.
Spellcasting
Starting from level 10, the Sire sees that pure physical might and a few tricks is not enough to ensure victory, and therefore gains the ability to cast spells.
Sire spellcasting is Arcane and Intellect Based. Sires need to have an Int equal to 10+spell level or higher in order to cast a spell, but may learn a spell regardless of whether they can use it or not. A Sire does not need a spellbook to keep track of his spells, instead, he learns them pretty much like a Sorcerer, with one exception: he has no upper limit as to how many spells he can learn. The Spellcaster Level of a Sire is calculated this way: he gains half a level from 1 to 10, and a full level from 11 to 20 (so, for instance, a 10 level Sire has a spellcasting level of 5, while a 20 level Sire has a spellcasting level of 15). Sire spell slots recover normally, after 8 hours of sleep. Always on the hunt for true power, Sires can only learn spells that have a minimum level of 5, and a maximum level of 8. Also, due to the destructive nature of their magic, they have some limitations on it:
Simplicity: The scope of a Sire's use of magic is rather limited. As such, he is restricted to the Evocation and Enchantment schools of magic.
Focus: A Sire can't use spells that take more than a full round action to cast. Spells that simply need to be maintained for several rounds, but are cast instantaneously, do not count.
Consistency: The power source of a Sire's casting is his own soul. As such, his magic rapidly diminishes in the outside world. The maximum range of all Sire's spells is reduced to 25 feet, regardless of ANY effects that would increase it. Exception is the Strained Soul feat. Also, if a Sire uses an AoE spell, the radius is reduced to 25 feet, and the Sire must be no farther than 25 feet from the center of the area.
When they take spellcasting, Sires can choose 1 of the Feats below. They can then choose 1 more of those Feats at level 18 and another 1 every 5 levels after 20.
Inspired Silent Spell
Prerequisites: Sire with spellcasting
Benefits: A Sire can use any spell ignoring verbal components. The spell slot required for the level does not change in any way.
Of My Own
Prerequisites: Sire with spellcasting
Benefits: A Sire has infinite spell resistance to spells cast by himself.
Alternate Purpose
Prerequisites: Sire with spellcasting
Benefits: A Sire can, with effort, learn slightly more specialized and complex spells. Every time he takes this feat, he may learn 2 spells from the Sor/Wiz spell list that don't belong to Evocation nor Enchantment. Those spells still count towards the Sire's spells per day, and must still have a level between 5 and 8.
The Face of True Power
Prerequisites: Sire with spellcasting
Benefits: A Sire can, with effort, learn 1 Level 9 spell and gain 1 Level 9 spell slot. He must still be intelligent enough to use it (19), and he must choose it from the Evocation or Enchantment schools of magic. This feat CAN'T be taken multiple times, and even if taken at level 10, it can't be used until level 16.
Strained Soul
Prerequisites: Sire with spellcasting
Benefits: A Sire can force himself to maintain a spell that is very far from his body. He may use spells and his Phase ability up to a maximum distance of 50 feet, but every time he casts a spell that travels more than 25 feet, he takes 10 unhealable damage that can only be removed by a 4 hour sleep.
Spellslinging Elegance
Prerequisites: Sire with spellcasting
Benefits: A Sire juggles with his spells, being able to organize perfect combos between them and his melee attacks. Once per encounter per number of times he took this feat, a Sire can land a melee hit taking a -4 penalty to the attack roll and damage, and use a spell on him at the same time.
Residual Arcana
Prerequisites: Sire with spellcasting
Benefits: A Sire taking this feat recalls some of the energy used in his spellcasting. When he uses a spell, he gains dp equal to twice the spell's level.
Vicious Fire
Prerequisites: Sire with spellcasting
Benefits: The sire learns to empower his Vengeful Fire ability. Thus, an opponent with Vengeful Fire active on him is 2 steps easier to land a critical against for the Sire (from 18-20 to 16-20 etc), and the Sire gains a +4 circumstance bonus for Intimidate attempts against him.
Spell Memory
Prerequisites: Sire with spellcasting
Benefits: Once per day, a Sire may reduce his dp to 0 to cast the spell that he casted the previous turn again.
Light Armor Spellcasting: A Sire incurs no arcane spell failure for casting in Light Armor.
Follow Up Strike: A Sire is a master of both spellcasting and normal battle, and he has the techniques to prove it.
The turn he chooses to use this ability, he may either use a melee attack as a swift action or a spell (that normally takes a standard action) as a swift action.
If he uses a melee attack: if the attack roll succeeds and the attack deals damage, the Sire is allowed to use a spell on the target without allowing a Save against it regardless of the spell's text.
If he uses a spell: if the spell hits successfully, the Sire is allowed to land a melee attack on the target without rolling for attack - it is a guaranteed hit. He must still roll to see if he scored a critical.
Strong Mage (Ex): The physical prowess of the Sire makes him more resistant to arcane strain and tougher. He may add half his Str modifier to the DC of his spells (and damage if int modifier is also normally added), and his full Str modifier to AC and Reflex Saves. This is capped at 6.
Arcane Recall (Su): Once per day, a Sire may, as a 1 minute action, regain:
- an 8th level spell slot
or
- two 5th level spell slots
or
- a 6th or 7th level spell slot and 1/3 his dp
or
- a 5th level spell slot and 2/3 his dp
or
- his entire dp
Phase (Ex): At level 11, a Sire's body is so much infused with power that he can simply phase through space. This ability can be used once per encounter and 5 times per day outside of encounters. It works exactly like Greater Teleport, with the following differences:
- It is not treated as a spell, and can be used in, into, through and out of antimagic fields
- It has nothing to do with the Astral Plane
- It has a maximum range of 25 feet, which cannot be increased
- The destination must be visible for the Sire
- It is treated as a Move action
Lordship (Su): At level 20, the Sire transcends his wordly limitations. His Race changes to Zonqurath, if it wasn't already, treating LA as +0. He can completely resist 1 spell used against him once per day, he no longer falls unconscious due to having a hp of 0 or less (he still dies at -10) and no longer dies from massive damage, he becomes immune to the effects of all spells in the Evocation school, and Phase becomes a free action which can be used only once per turn.
http://fc09.deviantart.net/fs31/f/2008/191/3/b/3bb644cafd47f97e7495b183733b5e7d.jpg
Everything is power, my boy. Power means to be feared. Power means to run faster than the wind, strike stronger than the hurricane, inspire more fear than an executioner, and bend reality to your will as a god would. There is not a single facet of it, but it is the singular force driving the world. Now go polish my armor, you lazy squire! - Danz Elrun, Sire
Sires are seekers of power, be it in strength, wealth, manpower, or the arcane forces. Their life goals are often huge undertakings, which they embrace as challenges to themselves.
Adventuring: Sires adventure to train in various arts, to gain wealth, and to make their name well known. As such, they will turn down quests that are too insignificant, but when it comes to matters of importance, they may accept various and different tasks, from ridding the world of a destructive force, to assassinating kings for other's benefit.
Stats: The most important stats for a Sire are Strength and Intellect, as he is a mostly melee combatant that uses arcane spellcasting. Also, Intellect helps him gain more skill points, which is useful given the large array of class skills available to a Sire. Also, dump Dexterity. NOW!
Race: Due to their nonchalant and self-important character, coupled by the very long lives which allow them to learn hundreds of things, Zonquraths, Elves and Drows are the most likely to become Sires. There are, however, a significant amount of them in the nobility of humans, dwarves, and other races such as hobgoblins.
Hit Die: d10
Skill Points per level: 4+int mod, x4 at first level
Class Skills: Appraise, Balance, Bluff, Climb, Concentration, Craft, Decipher Script, Disable Device, Disguise, Forgery, Gather Information, Handle Animal, Intimidate, Jump, Knowledge (all except Religion), Move Silently, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Survival, Swim, UMD
Automatic Skill Focus on Intimidate
{table]Level|BaB|F Save|R Save|W Save|Special|{colsp=4}Spells Per Day
{colsp=6}|5|6|7|8
1|+1|+2|+0|+2|Bonus Feat, Skill Focus Intimidate|-|-|-|-
2|+2|+3|+0|+3|Bonus Feat|-|-|-|-
3|+3|+3|+1|+3|Vengeful Fire|-|-|-|-
4|+4|+4|+1|+4|Arcane Discharge|-|-|-|-
5|+5|+4|+1|+4|Bonus Feat|-|-|-|-
6|+6/1|+5|+2|+5|Bonus Feat|-|-|-|-
7|+7/2|+5|+2|+5|Guile Warrior|-|-|-|-
8|+8/3|+6|+2|+6|Improved Arcane Discharge|-|-|-|-
9|+9/4|+6|+3|+6|Hopelessness (1/day)|-|-|-|-
10|+10/5|+7|+3|+7|Spellcasting, Follow up Strike (1/day), Light Armor Spellcasting, Sire Feat|3|-|-|-
11|+11/6/1|+7|+3|+7|Phase|4|-|-|-
12|+12/7/2|+8|+4|+8|Greater Arcane Discharge|5|3|-|-
13|+13/8/3|+8|+4|+8|Strong Mage|6|4|-|-
14|+14/9/4|+9|+4|+9|Sire Feat, Hopelesness (1/encounter)|6|5|3|-
15|+15/10/5|+9|+5|+9|Follow Up Strike (1/encounter)|6|6|4|-
16|+16/11/6/1|+10|+5|+10|Arcane Recall|6|6|5|3
17|+17/12/7/2|+10|+5|+10|Bonus Feat|6|6|6|4
18|+18/13/8/3|+11|+6|+11|Sire Feat|6|6|6|5
19|+19/14/9/4|+11|+6|+11|Hopelesness (passive)|6|6|6|6
20|+20/15/10/5|+12|+6|+12|Follow up Strike (at will), Lordship|6|6|6|6[/table]
Proficiencies: A Sire is proficient with all simple and martial weapons, and with light armor, but not shields.
Class Features
Bonus Feat: At levels 1, 2, 5, 6 and 17 a Sire may take a feat from the Fighter Bonus Feat list. He must still meet all the feat's prerequisites.
Vengeful Fire (Sp/Ex): A Sire may use this skill as either an Extraordinary or a Spell-like ability as is more beneficial to him. This ability can be used at will.
This is considered a two-step ability. The first step is declaring that you are enchanting your normal melee attack with this ability (free action). If the normal attack doesn't hit, neither does this ability. If the normal attack hits, the target is allowed a Will save against a DC equal to 15+half class level+int modifier. If the Will succeeds, nothing happens, and he takes normal damage from the attack. If the Will fails, the target will be affected by Vengeful Fire until the end of the encounter. Doesn't stack.
If an opponent affected by Vengeful Fire deals damage to you, Vengeful Fire ends, and he takes untyped unavoidable (ignores DR) lethal damage equal to the damage he took when Vengeful Fire was applied to him.
Arcane Discharge (Sp): A Sire has an inherently arcane soul, and this allows him to discharge waves of pure arcane energy. Every day, he must keep track of this ability - it is always in value equal to his total base hp, doesn't grow, and doesn't normally regenerate gradually. Instead, it refills completely after an 8 hour sleep. Regard this value as dp.
In its basic form, at level 4, the Arcane Discharge is used as such: as a Standard Action Touch Attack with no save, the Sire may deal electric damage to a target equal to dp spent/2 (he may spend any amount of dp he wants), this damage can't be 0. Additionally, for every 1/3rd of his dp that the Sire spends, the affected target loses 1 of his lowest spell slots.
At level 8, the Arcane Discharge is used as such: as a Swift Action Touch Attack with no save, the Sire may deal electric damage to a target equal to dp spent/2, this damage can't be 0. Additionally, for every 1/3th of his dp that the Sire spends, the affected target loses 2 of his lowest spell slots.
At level 12, the Arcane Discharge is used as such: declare you are enchanting a melee attack with this ability as a free action. The Sire deals untyped damage to a target equal to dp spent/2, this damage can't be 0. Additionally, for every 1/3rd of his dp that the Sire spends, the affected target loses 4 of his lowest spell slots.
Example of Arcane Discharge being used: say you are a Level 10 Sire with 75 hp. You have 75 dp. You can, as a swift action, deal any amount of damage to a target from 1 to 75/2 (37). If you deal 25/2-49/2 (12-24) damage, he loses 2 spells. If you deal 50/2-73/2 (25-36) damage, he loses 4 spells. If you deal 75/2 (37) damage, he loses 6 spells.
Guile Warrior (Ex): A Sire uses his higher intellect in battle. He may add half his int modifier to attack rolls, and his full int modifier to AC and Reflex Saves. This ability is capped at 6.
Hopelessness (Ex/Sp): A Sire, using his viciousness and aggressiveness, can make his targets lose all hope.
He learns this ability at 9th level, and changes the way he uses it (from once per day to once per encounter, to passive) at levels 14 and 19. Also, every time he learns this ability (including the first time), it becomes 1 step easier to land critical hits (from 20 to 19-20, from 19-20 to 18-20 etc).
Whenever a Sire threatens a critical with a melee weapon, he can declare using this ability as a free action. Instead of rolling for attack again, the critical instantly succeeds. Also, from that point on, all of the Sire's melee attacks used against the target for the duration of the encounter will deal criticals. This is a mind-dependent* ability.
*A mind-dependent ability can only be used on opponents that have an Int score (so not on mindless undead, oozes, plants, constructs, and swarms), but is not a mind-affecting ability, so creatures immune to mind-affecting abilities are still affected normally by it.
Spellcasting
Starting from level 10, the Sire sees that pure physical might and a few tricks is not enough to ensure victory, and therefore gains the ability to cast spells.
Sire spellcasting is Arcane and Intellect Based. Sires need to have an Int equal to 10+spell level or higher in order to cast a spell, but may learn a spell regardless of whether they can use it or not. A Sire does not need a spellbook to keep track of his spells, instead, he learns them pretty much like a Sorcerer, with one exception: he has no upper limit as to how many spells he can learn. The Spellcaster Level of a Sire is calculated this way: he gains half a level from 1 to 10, and a full level from 11 to 20 (so, for instance, a 10 level Sire has a spellcasting level of 5, while a 20 level Sire has a spellcasting level of 15). Sire spell slots recover normally, after 8 hours of sleep. Always on the hunt for true power, Sires can only learn spells that have a minimum level of 5, and a maximum level of 8. Also, due to the destructive nature of their magic, they have some limitations on it:
Simplicity: The scope of a Sire's use of magic is rather limited. As such, he is restricted to the Evocation and Enchantment schools of magic.
Focus: A Sire can't use spells that take more than a full round action to cast. Spells that simply need to be maintained for several rounds, but are cast instantaneously, do not count.
Consistency: The power source of a Sire's casting is his own soul. As such, his magic rapidly diminishes in the outside world. The maximum range of all Sire's spells is reduced to 25 feet, regardless of ANY effects that would increase it. Exception is the Strained Soul feat. Also, if a Sire uses an AoE spell, the radius is reduced to 25 feet, and the Sire must be no farther than 25 feet from the center of the area.
When they take spellcasting, Sires can choose 1 of the Feats below. They can then choose 1 more of those Feats at level 18 and another 1 every 5 levels after 20.
Inspired Silent Spell
Prerequisites: Sire with spellcasting
Benefits: A Sire can use any spell ignoring verbal components. The spell slot required for the level does not change in any way.
Of My Own
Prerequisites: Sire with spellcasting
Benefits: A Sire has infinite spell resistance to spells cast by himself.
Alternate Purpose
Prerequisites: Sire with spellcasting
Benefits: A Sire can, with effort, learn slightly more specialized and complex spells. Every time he takes this feat, he may learn 2 spells from the Sor/Wiz spell list that don't belong to Evocation nor Enchantment. Those spells still count towards the Sire's spells per day, and must still have a level between 5 and 8.
The Face of True Power
Prerequisites: Sire with spellcasting
Benefits: A Sire can, with effort, learn 1 Level 9 spell and gain 1 Level 9 spell slot. He must still be intelligent enough to use it (19), and he must choose it from the Evocation or Enchantment schools of magic. This feat CAN'T be taken multiple times, and even if taken at level 10, it can't be used until level 16.
Strained Soul
Prerequisites: Sire with spellcasting
Benefits: A Sire can force himself to maintain a spell that is very far from his body. He may use spells and his Phase ability up to a maximum distance of 50 feet, but every time he casts a spell that travels more than 25 feet, he takes 10 unhealable damage that can only be removed by a 4 hour sleep.
Spellslinging Elegance
Prerequisites: Sire with spellcasting
Benefits: A Sire juggles with his spells, being able to organize perfect combos between them and his melee attacks. Once per encounter per number of times he took this feat, a Sire can land a melee hit taking a -4 penalty to the attack roll and damage, and use a spell on him at the same time.
Residual Arcana
Prerequisites: Sire with spellcasting
Benefits: A Sire taking this feat recalls some of the energy used in his spellcasting. When he uses a spell, he gains dp equal to twice the spell's level.
Vicious Fire
Prerequisites: Sire with spellcasting
Benefits: The sire learns to empower his Vengeful Fire ability. Thus, an opponent with Vengeful Fire active on him is 2 steps easier to land a critical against for the Sire (from 18-20 to 16-20 etc), and the Sire gains a +4 circumstance bonus for Intimidate attempts against him.
Spell Memory
Prerequisites: Sire with spellcasting
Benefits: Once per day, a Sire may reduce his dp to 0 to cast the spell that he casted the previous turn again.
Light Armor Spellcasting: A Sire incurs no arcane spell failure for casting in Light Armor.
Follow Up Strike: A Sire is a master of both spellcasting and normal battle, and he has the techniques to prove it.
The turn he chooses to use this ability, he may either use a melee attack as a swift action or a spell (that normally takes a standard action) as a swift action.
If he uses a melee attack: if the attack roll succeeds and the attack deals damage, the Sire is allowed to use a spell on the target without allowing a Save against it regardless of the spell's text.
If he uses a spell: if the spell hits successfully, the Sire is allowed to land a melee attack on the target without rolling for attack - it is a guaranteed hit. He must still roll to see if he scored a critical.
Strong Mage (Ex): The physical prowess of the Sire makes him more resistant to arcane strain and tougher. He may add half his Str modifier to the DC of his spells (and damage if int modifier is also normally added), and his full Str modifier to AC and Reflex Saves. This is capped at 6.
Arcane Recall (Su): Once per day, a Sire may, as a 1 minute action, regain:
- an 8th level spell slot
or
- two 5th level spell slots
or
- a 6th or 7th level spell slot and 1/3 his dp
or
- a 5th level spell slot and 2/3 his dp
or
- his entire dp
Phase (Ex): At level 11, a Sire's body is so much infused with power that he can simply phase through space. This ability can be used once per encounter and 5 times per day outside of encounters. It works exactly like Greater Teleport, with the following differences:
- It is not treated as a spell, and can be used in, into, through and out of antimagic fields
- It has nothing to do with the Astral Plane
- It has a maximum range of 25 feet, which cannot be increased
- The destination must be visible for the Sire
- It is treated as a Move action
Lordship (Su): At level 20, the Sire transcends his wordly limitations. His Race changes to Zonqurath, if it wasn't already, treating LA as +0. He can completely resist 1 spell used against him once per day, he no longer falls unconscious due to having a hp of 0 or less (he still dies at -10) and no longer dies from massive damage, he becomes immune to the effects of all spells in the Evocation school, and Phase becomes a free action which can be used only once per turn.