View Full Version : [3.5 PRC] So I Hear You Like Magics..... [PEACH]

bindin garoth
2011-09-17, 05:35 PM
This here is a PRC I entered in a contest a while back, and I've been meaning to post it to get feedback from everyone, so here it is!

Dual-Heritage Disciple

“Magic? You know nothing about magic, you’ve only tapped into one of its many abilities!”
-Segiune, a half-elf Dual-Heritage Disciple

A Dual-Heritage Disciple is a half-elf who has faced their heritage, tapping into the abilities they have gained from both to become a fountain of magic. They learn how to change their magic as needed, just like a human is able to adapt to different environments. This magic is a result of their arcane powers passed down from their elvin parent. A Dual-Heritage Disciple may not be able to match the raw power of an elvin wizard, or engage in combat like a human warrior, but it’s his combination of his skills and his ability to change his magic into different types that allows him to truly succeed on any task.

Becoming A Dual-Heritage Disciple
A half-elf normally enters this class through the factotum class, although a few may multiclass to gain some extra abilities, but they’re just delaying entry into this class.

Race: must be a Half-Elf
Feats: Font of inspiration
Skills: Knowledge(arcane): 8, concentrations: 6 ranks
Special: Must have at least 5 inspiration points

Class Skills: All skills are class skills. Dual-Heritage Disciples are very adaptable to the situation at hand, and treat all skill as in-class skills.
Skills Points at Each Level: 6 + Int

Hit Dice: d6
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
+2|Arcane Dilientte, Magical Aptitude

+3|Numerous Magics + 1

+3|Magics of the Soul

+4|Skillful Magic

+4|Magical Aptitude + 1

+5|Numerous Magics + 2

+5|Magic of the Souls + 1

+6|Change the Magic

+6|Mold the Magic

+7|Dual-Heratige Magic, Magical Aptitude + 2[/table]

Weapon Proficiencies: A Dual-Heritage Disciple does not gain any weapon proficiencies.
Arcane Dilettante: Levels of Dual-Heritage Disciple stack with your factotum levels for your inspiration points, number of spells you can prepare, and the highest level spell you can cast at all levels except at levels 1 and 10.
Magical Aptitude: While half-elf’s are often do not have the aptitude for arcane magics that their elvin parents do, they make up for it with other means. Just like their human parents, they learn to adapt themselves to whatever is needed. At level one, chose one of the following spell-like or supernatural abilities at the beginning of each day, you may chose a different ability each day. You caster level for these is twice you class level, and if any require a save, it is (10+class levels+int mod). This ability is useable an unlimited number of times per day, but it requires 1 inspiration point to activate each day. If it is a continuous effect, the number of inspiration points you have for the day is reduced by 1.:
Detect good/evil, detect magic, mettle, and Draconic aura (as Dragon shaman of class levels, only know one aura)
You may choose an additional item at levels 5 and 10. Also at higher levels, you may chose from additional abilities:
At level 5: lay on hands (amount able to heal equal to (class levels * int mod * 2), Ghost step (become invisible as a swift action), dark companion, Inspire courage (as a bard of class levels),
At level 10: divine grace (replace cha with int mod for ability), Ghost step (become ethereal as a swift action for 1 round), improved mettle
Numerous Magics: At levels 2 and 6, you trainings in different magics pay off. You can prepare an additional spell for your arcane dilettante class feature, and at level 6, you can prepare 2 extra.
Magics of the Soul: At level 3, you have finally learned enough to mimic other magics. You may either bind a vestige of 3rd level or below, or shape 2 soulmelds at the beginning of each day. You can change your choice each day. If you chose to bind a vestige, your binder level is your class levels + factotum levels, and you binding check is (1d20+ binder level + int mod). This otherwise functions as the binder class feature. If you chose to bind soulmelds, you can choose any 2 soulmelds from any class list, and you may chose to bind one of them to any of the least chakras. Your effective soulmelder level is equal to your class levels + your factotum levels, and you have an amount of essentia equal to your class levels
At level 7, you may bind a vestige of 5th level or lower, or shape 3 soulmelds and have access to the least and lesser chakras. 2 soulmelds can be bound to these chakras.
Skillful Magics: At level 4, you show promising results from combining your two heritages. Whenever you gain a bonus to a skill from any spell or magical means from your class features, the bonus increases by an amount equal to half of your class levels.
Change the Magic: At level 8, you’re combination of heritage becomes even more apparent, as you show off your great flexibility in magic. 1/day, as a full-round action provoking attacks of opportunity, you may exchange up to your intelligence modifier of unused spells for other spells of equal level.
Mold the Magic: At level 9, your abilities to change magic have become great. You may now, instead of just choosing spells for the arcane dilettante class feature, chose a power, mystery, or divine spell of a level up to the highest spell level you can cast from – 1. If you chose a power, it must be from the psion class list, and if you chose a divne spell, if must be from the cleric spell list. However, because you are not use to these other magics, you suffer a – 3 caster level loss for these magics. You chose these at the beginning of each day, and when choosing, at least half of you chosen magics must be arcane spells, as that is the main magic you have learned about. If using a power, treat it as if it had been augmented up to your caster level – 3.
Dual-Heritage Magics: At level 10, your training is now complete. You have taken your arcane abilities from your Elvin parent to a whole new level, all thanks to your human heritage. You gain 2 additional inspiration points, which can only be used on class features gain from this class.

A Dual-Heritage Disciple is very flexible, even more than a normal factotum by using his magical means. He should use his abilities to his upmost ability, to gain whatever advantage he can in his current situation.
Combat: A Dual-Heritage Disciple will fight very differently, depending on his choices for the day. One day, he may feel like going nova, preparing spells and other magical sources to deal damage from afar. Another day, he may bind Leraje, to gain skill with the bow and become a sniper. Or yet another day, shape the incarnate weapon soulmeld and use it to attack. A Dual-Heritage Disciple choosing to specialize in one form of combat will likely chose multiple abilities that give bonuses to that one form of combat. For example, if one chooses to be a sniper, he may bind Leraje, and have a wrathstrike or true strike spell ready, in case he encounters an enemy with a high ac.
Advancement: A Dual-Heritage Disciple is best off continuing the ever-flexible path of the Factotum. He will need inspiration points to activate most of his class abilities, and gain even more uses for them by continuing this path. If you chose to deviate from this, though, you may find the abilities of Incarnates, totemists, and binders to help, as they are very flexible classes, even with so few levels in them.
Resources: A Dual-Heritage Disciple very rarely has little to rely on other than himself. He may find it a good idea to join a guild for its resources, however, you have many resources to draw upon yourself. A Dual-Heritage Disciple may also be a part of a half-elf community, and help them out in turn for resources

“Em Dual-Heria….. whatever they’re called, ever heard of them? They say that they’re the hardest of the em half-elves to catch.”
-Halfheart, An orc hunter tracking a group of half-elves

Dual-Heritage Disciples are either looked upon with admiration or hate, depending on who they are surrounded by. Other half-elves and those that accept the half-elf’s heritage look upon them with admiration and jealously, as their mastery over the many forms of magic is a rarity. Of those that hate them, like the orcs and those that look upon their heritage and scorn them, the Dual-Heritage Disciples seem like a thorn in their side. Their magical masteries make them hard to catch and find, let alone keeping them locked away.

Daily Life: In general, Dual-Heritage Disciples are forced to keep their existence a secret, as their foes are great. Generally they either keep away from big cities and such populated areas to keep from being found. Others, by taking advantage of their abilities, go to the big cities and keep to the crowds, trying to blend in with the population.
Notables: Azlar was a half-elf in a slave community, working the lands and cooking for the human nobles who oversaw the lands. As he was born into slavery, he never knew of the outside lands or people, and always loved to sit around and listen to the stories of the elders, of the great cold mountains and the dry deserts, of the huge cities and great walls built around them, and the raging rivers, it was all fascinating to him Then one day, when he was only twelve, he began questioning, “why are we here? Why not be enjoying the great cities and rivers,” he asked the elders. They said” Because these humans, the same ones whom we bare partial blood of, oppress us.” Azlar couldn’t except it, so one day, during the early dawn, he rose out of bed while all were asleep. Fortunately for him, the guards had fallen asleep that day too. So he managed to sneak out, and explore the lands. He learned many skills, even dabbling in the arcane magics. But it wasn’t enough, it never could quench his thirst for more. He started learning other magics, such as binding vestiges, shaping soulmelds, and shadow magics. Eventually, when he felt it was time, he returned. He used his abilities to sneak out another slave every once in a while, and would train them in what he learned. Eventually, the nobles took notice of the dwindling slaves and increased the guard numbers twofold. However, by this time, the number of escapees had grown enough. They used their abilities to sneak around and take out the guards one by one, and eventually freed the slaves. The nobles were tied up and left for the slaves to deal with. Azlar left, spreading his knowledge to those he thought could help the half-elf community.
Another Dual-Heritage Disciple, the half-elf Murgon, was feared across the lands. Originally from another oppressed half-elf community, he was taught in the arts and quickly showed much potential, quickly surpassing the master in a few years. He eventually gathered a large group of followers and would attack any non-half-elf community. He felt that half-elf’s have been oppressed long enough, and because other races either oppressed them or turned a blind eye to their suffering, all but the half-elfs deserved to live. He continued these raids for years, killing many and using his talents to get him and his followers away quickly. Eventually, even the half-elfs feared him, as he made all who didn’t think like him his enemy. A multi-racial alliance was formed, and begun hunting him and his followers. They were killed off one by one, until just Murgon remained. However, Murgon, said to be the greatest Dual-Heritage Disciple, always escaped. Eventually his trail went cold. Some say he died alone and ran out of resources. Others say he used his abilities to hide himself. Some even say he found a way to immortality, and is still alive to this day.
Organizations: Dual-Heritage Disciples are not a really organized group. Usually, a master will take on one or two apprentices and teach them the arts, or a small group bands together for the community, but that’s it.

NPC Reaction: If an NPC knows of his abilities, the NPC will either look at them with either admiration or hated, depending on how they view half-elves. If they don’t know of the half-elf’s abilities, the NPC will treat them as they would normally treat any half-elf. An enemy of half-elfs who know of their abilities starts out as one step closer to hostility than normal, and if attacking, will prioritize attacking the half-elf above all else.

A Dual-Heritage Disciple will be very flexible, providing cover for the skillful roll of the part, and also helping provide cover as a secondary arcanist or other roll, depending on their choices of abilities and feats. They may specialize in a roll, or can be prepared to do a little of everything. Expect a Dual-Heritage Disciple to always be able to be effective to some degree, although how effective is up to the situation and player. Also, the low hit die hurts in melee.
Adaptation: In a campaign where half-elves are discriminated, this prc will fit in perfectly, without any changes needed. However, in a campaign where they are see equal with other races, this prc will need some changes. The prc would of more likely come from the half-elves embracing their mixed heritage, and drawing power from it.
Encounters: A party will most likely encounter a Dual-Heritage Disciple in a solitary place, perhaps as a thief or posing as a mage of sorts.

Sample Encounter
Lincusto is a famous mage at the local city, one of its best mages. He hides his true identity and abilities unless forced to during combat. In reality, he has been investigating the mage’s guild for about a year now for suspected illegal trade, and has finally been given access to some of its innermost secrets. He may request help from the PC’s in busting a trade that’s about to happen without revealing his identity or perhaps help with gathering more proof of the guilds ill-deeds.
EL 7:

CG/M/Half-Elf/Factotum 5 / Dual-Heritage Disciple 2
Init +5, Senses: Listen +10, Spot +10,
Languages: Common, Draconic, Infernal, Celestial
AC 18 , touch 13 , flat-footed (15)
hp 50 (5d8 + 2d6HD)
Fort +3, Ref +10, Will +4
Speed 30ft. (6 squares)
Melee +8 Rapier (1d6 + 1, 17-20/x2)
Base Atk +4, Grp +4
Combat Gear +1 rapier
Spells Prepared Mage Armor, Silent Image, Alter Self
Supernatural Abilities: Detect evil
Abilities Str 10, Dex 16, Con 14, Int 16, Wis 10, Cha 10
Feats: Weapon fitness, Font of inspiration x 2
Skills: Spot +10, Listen+10, Search+10, Knowledge(arcane) +10, Knowledge(the planes)+10, Search+10, Concentration+10, Gather information+10
Possessions: Gloves of dexterity +2, amulet of tears, boots of speed, Chain shirt + 1

Detect evil: As a paladin, cost an inspiration point to use.
Inspiration: 7 points of inspiration to spend on abilities.
Trapfinding: As the rogue class feature
Cunning insight: Whenever Lincusto makes an attack, damage, or saving throw roll, he may spend an inspiration point to add his intelligence modifier as a competence bonus.
Cunning Knowledge: When making a check involving a skill in which you have at least 1 rank, you can spend 1 inspiration point to gain a bonus equal to your factotum level (5). Can only use 1/day per skill.
Arcane Dilettante: You gain the ability to cast a small number of spells as spell-like abilities. Currently, Lincusto can cast 3 spells, with one of them being level 2, and all others at least 1 level lower.
Brains over Brawn: Lincusto gains his intelligence modifier on all strength checks, dexterity checks, and checks involving those two abilities.
Cunning Defense: Lincusto may spend an inspiration point to gain his intelligence modifier as a dodge bonus to AC against one opponent.
Cunning Strike: Lincusto may spend 1 inspiration point to add 1d6 sneak attack damage to a single blow.
Opportunistic Piety: Lincusto may use turn undead 3/day.
Magical Aptitude: Have chosen to gain Detect evil for the day.
Numerous Magics: Can prepare an addition spell at the beginning of the day.

bindin garoth
2011-09-19, 11:01 AM
100+ views and no comment...... Bumpity bump.

Also fixing its soulmelding ability to grant a limited amount of essentia.

2011-09-20, 01:56 PM
It's interesting, I suppose.
I haven't done much of the math, but I don't think it would be something that I would spend 10 class levels on, but that's a personal response. I think the Factotum is fun, but not quite the greatest vehicle for becoming an omnicaster, but it is an interesting means of doing so.
The divide on Magics of the Soul and Mold the Magic seems arbitrary... specifically being able to cast certain new types of magic-thingies, why not allow the player to choose a new thingy (by thingy I mean spell, power, soul-meld, etc) at every other, or even every level?
Also, why Half-elves?
Why do they become outsiders?

bindin garoth
2011-09-20, 03:12 PM
It's interesting, I suppose.
I haven't done much of the math, but I don't think it would be something that I would spend 10 class levels on, but that's a personal response. I think the Factotum is fun, but not quite the greatest vehicle for becoming an omnicaster, but it is an interesting means of doing so.
The divide on Magics of the Soul and Mold the Magic seems arbitrary... specifically being able to cast certain new types of magic-thingies, why not allow the player to choose a new thingy (by thingy I mean spell, power, soul-meld, etc) at every other, or even every level?
Also, why Half-elves?
Why do they become outsiders?

The main reasoning behind entering as a Factotum was that he would already be a skillful character, having access to all of the skills available. Why not apply this mentality to magic?

I'm thinking that you'd probably be right about combining Magics of the Soul and Mold the Magic, and as for not spending 10 levels on it, what would you suggest to make it more worthwhile to stay in it for the whole 10 levels?

As for the half-elves, this was originally an entry for a racial PRC contest, and I decided to base it around them. Half-elves need some love too! :smalltongue:

I'll elminate that and change the flavor text as soon as I get some more responses on idea to make it worth sticking in for all 10 levels. The original idea on changing into an outsider was the character's master of magic changing him/her, although looking at it again it really does seem tacked on. I'll go ahead and remove it.