zegram 33
2012-04-27, 10:39 AM
A seal master is an arcane, at will caster, with the quirk that they usually must first "lay" a spell as a kind of runic mine before it will trigger on whatever triggering settings it was given. It's more of a support/battlefield control character than a direct slayer.
Class skills (and each skills key ability) are as follows:
Decipher script (int), Forgery (int), Hide (dex), Knowledge: arcana (int), Knowledge: nature (int), Knowledge: the planes (int), Listen (wis), move silently (dex), spot (wis)
skill points at 1st level: 4+int modifier x4
skill points at each additional level: 4+int modifier
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Seal size I, Rank I seals
2nd|+1|+0|+3|+3|Seal inscription
3rd|+2|+1|+3|+3| Rank II seals
4th|+3|+1|+4|+4|Seal size II, Hidden seal
5th|+3|+1|+4|+4|Rank III seals
6th|+4|+2|+5|+5|Unseal
7th|+5|+2|+5|+5|Rank IV seals
8th|+6/+1|+2|+6|+6|Seal size III
9th|+6/+1|+3|+6|+6|Rank V seals
10th|+7/+2|+3|+7|+7| Seal senses, Weapon seal
11th|+8/+3|+3|+7|+7|Rank VI seals
12th|+9/+4|+4|+8|+8|Seal size IV, Spellseal
13th|+9/+4|+4|+8|+8|Rank VII seals
14th|+10/+5|+4|+9|+9|Hidden seal
15th|+11/+6/+1|+5|+9|+9|Rank VIII seals
16th|+12/+7/+2|+5|+10|+10|Seal size V
17th|+12/+7/+2|+5|+10|+10|Rank IX seals
18th|+13/+8/+3|+6|+11|+11|Time seal
19th|+14/+9/+4|+6|+11|+11|Rank X seals
20th|+15/+10/+5|+6|+12|+12|Capstone:undetermined[/table]
Class Features
Weapon and armour proficiencies: Seal masters are proficient with all simple weapons, as well as light and medium armor.
However, to "cast" seals a Seal master must have both hands free
Seals
Seals are circular sigils that the seal master creates to duplicate the effect of spells.They are targeted on a point or area rather than an idividual creature, and can be left floating in he air in any orientation, or alongst walls or really any configuration the seal master so chooses. At 2nd level a Seal Master can inscribe seals on himself, and at 10th level on other creatures or there weapons. They are usable at will, and come in two main types, active and passive. Once a seal with a duration is activated, it will remain active indefinatley, even once the seal master himself has died. However, the seal master can only maintain 1/2 level (min 1) +wis modifier of seals at one time, including passive seals yet to trigger. He can end the effect of a single seal as an immediate action, or all seals as a swift action. seals with no duration count against this limit whilst passive but are immediatley removed once they are triggered.
Active seals such as wall of force and endure elements are triggered instantaneously as they are cast, reamaining in effect until the seal master chooses to end them.
Passive seals lie dormant withing there sigil until they are triggered. the settings to trigger a seal can be anything, from a free action by the seal master, to a proximity (or proximity of a certain creature or individual) to contact or even a codeword. However, as a side effect of this process, passive seals cannot be triggered by any means until the beginning of the seal masters next turn.
A seal itself is an extraordinary ability of its caster, and thus functions normally within antimagic fields. However, the "CASTING" of the seal is a supernatural ability, thus seals can only be placed at a range of touch within an antimagic field, although the effects of the seal function as if the field was not there).
1st level Seal Masters cannot place seals upon weaponry or living creatures
A seal is cast at a range of 10 ft /seal master level (to the center of the seal).
The size of seal that the seal master can use increases as he levels up:
At 1st level he is capable of creating up to a 5ft diameter seal as a standard action or a 10ft diameter seal as a full round action.
At 4th level he is capable of creating up to a 10ft diameter seal as a standard action, or a 20ft diameter seal as a full round action.
At 8th level he is capable of creating up to a 15ft diameter seal as a standard action, a 30ft diameter seal as a full round action, or a 5ft diameter seal as a move action.
At 12th level he is capable of creating up to a 20ft diameter seal as a standard action, a 40ft diameter seal as a full round action, or a 10ft diameter seal as a move action.
At 16th level he is capable of creating up to a 25ft diameter seal as a standard action, a 50ft diameter seal as a full round action, or a 15ft diameter seal as a move action.
At 20th level he is capable of creating up to a 30ft diameter seal as a standard action, a 60ft diameter seal as a full round action, or a 20ft diameter seal as a move action.
A seal master requires at least one hand free to cast a seal as a standard action, and two hands free to do so as a move or full action.
There are 4 different effect area's from the seal, these define where the efect of the seal wll be targeted, but in all cases it only effects one side of the seal, ie a blast type will create a 180 degree blast outwards from one side of the seal, but someone standing 1 ft behind the seal would be entirely unaffected. the same is true of all types of seal:
bubble: a semicircle equal to the seals radius, about 1 face of the seal.
blast: a semicircle equal to the seals radius plus 5ft to the radius for every two seal master levels or
column: a column firing directly out from the seal and travelling for 5ft per every 2 seal master levels.
flat: affects only the surface of the seal and things in contact with it.
Seals affect every creature in range regardless of the initial spells area of effect.
Class abilities
Arcane runist:A Seal master can always sense seals and rune around him. Additionally, he may use scrolls and spell-completion devices as a wizard of the same level.
Seal inscription: At 2nd level the seal master gains the ability to inscribe passive seals on himself and release them as a touch attack, taking a swift action. Seals used this way only ever effect the target thus touched, however.
Unseal: At 5th level a seal master may use his spellcraft skill as if it were the open lock skill to open locked doors, and as if it were the disable device skill to…disable devices, as long as he has the arcane mark seal on the object he is thus affecting.
Seal senses
At 7th level the seal master can place miniature seals over a creatures sensory organs to preclude the creature from using that sense. Sealing creatures eyes will afflict it with blindness, its ears with deafness, and its nose will not allow it to smell anything or use scent. Sealing a creatures sense of touch will entangle it as it loses all co-ordination. If the sense that a creatures bindsense or blindsight is based upon is sealed, it acts as if blinded. Even creatures that would usually be immune to these effects can be affected by them with this ability, so long as they have recognisable anatomy to target (sealing an oozes sense of smell, for example, would be impossible).
The target can avoid this affect with a reflex save of 10+1/2 the seal masters seal master level+wisom mod.
This ability takes a full round action and has a range equal to the normal casting range of seals, but the sensory organ in question must be in range (in cases of a multiheaded beast, as many organs of that type as are in range can be sealed).
True seal: At 10th level the seal master can transfer his seals onto weapons, even allies arrows or such. These trigger on an attack as normal, but target only the attacked creature and allow no reflex saves as long as the attack hits, at which point the seal is used up. Instead, the user may place a normal seal onto the weapon to have its normal effect upon contact, for example a force seal on the weapons hilt activated by a keyword to allow party members protection. This secondary ability extends to the seal masters hands, as well, allowing him to have active seals inscribed onto his hands. For ranged weapons it is the ammunition that is “sealed”, not the weapon itself. He can also now inscribe seals onto living creatures directly.
For ALL uses of this ability he must inscribe the seal by touching the item or part of the person to be sealed.
Spellseal:At 12th level the seal master may use his attack of opportunity each round to attempt to counterspell one spell targeted at him. To do so he must make a spellcraft check to identify the spell as normal, but does not need to know the spell being cast, but is simply capable of sealing and thus stopping the effect. At 16th level this effect improves to include any spell targeted within 30ft of the seal master (although he can still only counterspell one spell per round as it consumes his attack of opportunity for that round).
In addition, at 12th level he may cast “dispel” on touch at will, and at 16th level “greater dispel”.
Hidden seal: at 14th level any seal created by the Seal master to be smaller than 1ft in diameter is unable to be detected by detect magic, arcane sight, true seeing, or any other such spell.
Time seal:At 18th level the seal master may use “Time stop” as the spell, except he may target it to another character, allowing an ally to gain the benefits. He may use this ability once per day.
Rank Seals
Unless otherwise noted, all of these seals are as the spell except for the duraction and area of effect, which are: as the seal used for it. I have listed whether it is active or passive, as well as the type of area it effects.
Rank I Seals
Arcane mark: passive, flat. can be made to glow with illumination of any colour when triggered. this can therefore emulate the effect of the spells "light" and "darkness"
Undead seal: passive, blast. Deals 1d8/ level to undead
Elemental seal: passive, blast. Deals 1d6/level damage of cold, electricity of fire damage.
Arcane Lock: active, flat
Sleep: passive, flat. As the spell but affects 1 HD per seal master levels
Alarm: active, bubble
Endure elements: active, bubble
Entangle: passive, flat
Rank II Seals
Web: passive, flat
Acid arrow: passive, flat
Gentle repose: active, bubble
Summon Swarm: passive, flat. only one swarm can be active at any one time.
Zone of truth: passive, column
Spike growth: passive, flat
Rank III Seals
Glyph of warding: passive, flat
Magic circle against X: Active, Bubble
Explosive runes: exactly as the spell, cannot be made to trigger on contact etc
slow: passive, flat
Secret page: active, flat
Sepia snake sigil: active, flat
Rank IV Seals
True seal: as wall of force: active or passive (on seal masters choice), flat
Mark of justice: precisely as the spell (casting time of 10 mins)
Hallucinatory Terrain: passive, bubble
Wall of Fire: passive, flat. (the actual "wall" is formed by the seal)
Illusory wall: passive, bubble
Spike Stones: passive, flat
Clairaudience/clairvoyance: passive, flat as the spell, but the seal (when triggered) acts as the magical sensor, and thus must be first laid by the seal master.
Rank V Seals
Transmute rock to mud: passive, blast
Transmute mud to rock: passive, blast
Dismissal: passive, cone
Gate: passive, flat. Can only be used in its transport capacity. Rather than being able to transport the party anywhere, the gate will open at a secondary point when another gate seal is cast (can create a link between two or more places as long as the seal master casts the spell at those place). (I know this I barely even gate anymore, but that’s what I chose to call it, any critique on this would be MUCH appreciated).
scrying: active, flat. (the seal itself will become opaque and then show the scryed target)
insect plague: passive, flat. only creates one swarm, and only one swarm can be active at any one time.
Rank VI Seals
Circle of death: passive, bubble
Undeath to death: passive, bubble
Disintegration: passive, flat: unlike the normal disintegration spell, it can destroy 10 cubic ft of nonliving matter per each 10ft of seal in contact with that matter (so a 20ft wide seal will destroy 20 cubic ft of material etc). a seal can be used to destroy as little nonliving matter as the seal master wishes, up to the maximum of that.
Animate objects: passive, burst
Animate Plants: passive, burst
Control water: passive, burst
Move earth: active, burst
Rank VII Seals
Antimagic field: passive, bubble
Reverse gravity: passive, column
Symbol of stunning: passive, blast
Break enchantment: active, flat
Geas: as the spell
Rank VIII Seals
Antipathy: active, blast
Sympathy: active, blast
Binding: passive, flat. as the spell, but the seal used for the binding must be maintained to keep the target bound. once the seal is released the spell ends
Rank IX Seals
Temporal stasis: passive, flat. Can only affect 1 target, and, as binding, lasts until the seal is released.
Teleportation circle: passive, flat
Discern Location: active, flat
Rank X Seal
Freedom: as the spell
Imprisonment: passive, flat. can only affect one target and, as binding, lasts until the seal is released.
Class skills (and each skills key ability) are as follows:
Decipher script (int), Forgery (int), Hide (dex), Knowledge: arcana (int), Knowledge: nature (int), Knowledge: the planes (int), Listen (wis), move silently (dex), spot (wis)
skill points at 1st level: 4+int modifier x4
skill points at each additional level: 4+int modifier
Hit Die: d8
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+2|+2|Seal size I, Rank I seals
2nd|+1|+0|+3|+3|Seal inscription
3rd|+2|+1|+3|+3| Rank II seals
4th|+3|+1|+4|+4|Seal size II, Hidden seal
5th|+3|+1|+4|+4|Rank III seals
6th|+4|+2|+5|+5|Unseal
7th|+5|+2|+5|+5|Rank IV seals
8th|+6/+1|+2|+6|+6|Seal size III
9th|+6/+1|+3|+6|+6|Rank V seals
10th|+7/+2|+3|+7|+7| Seal senses, Weapon seal
11th|+8/+3|+3|+7|+7|Rank VI seals
12th|+9/+4|+4|+8|+8|Seal size IV, Spellseal
13th|+9/+4|+4|+8|+8|Rank VII seals
14th|+10/+5|+4|+9|+9|Hidden seal
15th|+11/+6/+1|+5|+9|+9|Rank VIII seals
16th|+12/+7/+2|+5|+10|+10|Seal size V
17th|+12/+7/+2|+5|+10|+10|Rank IX seals
18th|+13/+8/+3|+6|+11|+11|Time seal
19th|+14/+9/+4|+6|+11|+11|Rank X seals
20th|+15/+10/+5|+6|+12|+12|Capstone:undetermined[/table]
Class Features
Weapon and armour proficiencies: Seal masters are proficient with all simple weapons, as well as light and medium armor.
However, to "cast" seals a Seal master must have both hands free
Seals
Seals are circular sigils that the seal master creates to duplicate the effect of spells.They are targeted on a point or area rather than an idividual creature, and can be left floating in he air in any orientation, or alongst walls or really any configuration the seal master so chooses. At 2nd level a Seal Master can inscribe seals on himself, and at 10th level on other creatures or there weapons. They are usable at will, and come in two main types, active and passive. Once a seal with a duration is activated, it will remain active indefinatley, even once the seal master himself has died. However, the seal master can only maintain 1/2 level (min 1) +wis modifier of seals at one time, including passive seals yet to trigger. He can end the effect of a single seal as an immediate action, or all seals as a swift action. seals with no duration count against this limit whilst passive but are immediatley removed once they are triggered.
Active seals such as wall of force and endure elements are triggered instantaneously as they are cast, reamaining in effect until the seal master chooses to end them.
Passive seals lie dormant withing there sigil until they are triggered. the settings to trigger a seal can be anything, from a free action by the seal master, to a proximity (or proximity of a certain creature or individual) to contact or even a codeword. However, as a side effect of this process, passive seals cannot be triggered by any means until the beginning of the seal masters next turn.
A seal itself is an extraordinary ability of its caster, and thus functions normally within antimagic fields. However, the "CASTING" of the seal is a supernatural ability, thus seals can only be placed at a range of touch within an antimagic field, although the effects of the seal function as if the field was not there).
1st level Seal Masters cannot place seals upon weaponry or living creatures
A seal is cast at a range of 10 ft /seal master level (to the center of the seal).
The size of seal that the seal master can use increases as he levels up:
At 1st level he is capable of creating up to a 5ft diameter seal as a standard action or a 10ft diameter seal as a full round action.
At 4th level he is capable of creating up to a 10ft diameter seal as a standard action, or a 20ft diameter seal as a full round action.
At 8th level he is capable of creating up to a 15ft diameter seal as a standard action, a 30ft diameter seal as a full round action, or a 5ft diameter seal as a move action.
At 12th level he is capable of creating up to a 20ft diameter seal as a standard action, a 40ft diameter seal as a full round action, or a 10ft diameter seal as a move action.
At 16th level he is capable of creating up to a 25ft diameter seal as a standard action, a 50ft diameter seal as a full round action, or a 15ft diameter seal as a move action.
At 20th level he is capable of creating up to a 30ft diameter seal as a standard action, a 60ft diameter seal as a full round action, or a 20ft diameter seal as a move action.
A seal master requires at least one hand free to cast a seal as a standard action, and two hands free to do so as a move or full action.
There are 4 different effect area's from the seal, these define where the efect of the seal wll be targeted, but in all cases it only effects one side of the seal, ie a blast type will create a 180 degree blast outwards from one side of the seal, but someone standing 1 ft behind the seal would be entirely unaffected. the same is true of all types of seal:
bubble: a semicircle equal to the seals radius, about 1 face of the seal.
blast: a semicircle equal to the seals radius plus 5ft to the radius for every two seal master levels or
column: a column firing directly out from the seal and travelling for 5ft per every 2 seal master levels.
flat: affects only the surface of the seal and things in contact with it.
Seals affect every creature in range regardless of the initial spells area of effect.
Class abilities
Arcane runist:A Seal master can always sense seals and rune around him. Additionally, he may use scrolls and spell-completion devices as a wizard of the same level.
Seal inscription: At 2nd level the seal master gains the ability to inscribe passive seals on himself and release them as a touch attack, taking a swift action. Seals used this way only ever effect the target thus touched, however.
Unseal: At 5th level a seal master may use his spellcraft skill as if it were the open lock skill to open locked doors, and as if it were the disable device skill to…disable devices, as long as he has the arcane mark seal on the object he is thus affecting.
Seal senses
At 7th level the seal master can place miniature seals over a creatures sensory organs to preclude the creature from using that sense. Sealing creatures eyes will afflict it with blindness, its ears with deafness, and its nose will not allow it to smell anything or use scent. Sealing a creatures sense of touch will entangle it as it loses all co-ordination. If the sense that a creatures bindsense or blindsight is based upon is sealed, it acts as if blinded. Even creatures that would usually be immune to these effects can be affected by them with this ability, so long as they have recognisable anatomy to target (sealing an oozes sense of smell, for example, would be impossible).
The target can avoid this affect with a reflex save of 10+1/2 the seal masters seal master level+wisom mod.
This ability takes a full round action and has a range equal to the normal casting range of seals, but the sensory organ in question must be in range (in cases of a multiheaded beast, as many organs of that type as are in range can be sealed).
True seal: At 10th level the seal master can transfer his seals onto weapons, even allies arrows or such. These trigger on an attack as normal, but target only the attacked creature and allow no reflex saves as long as the attack hits, at which point the seal is used up. Instead, the user may place a normal seal onto the weapon to have its normal effect upon contact, for example a force seal on the weapons hilt activated by a keyword to allow party members protection. This secondary ability extends to the seal masters hands, as well, allowing him to have active seals inscribed onto his hands. For ranged weapons it is the ammunition that is “sealed”, not the weapon itself. He can also now inscribe seals onto living creatures directly.
For ALL uses of this ability he must inscribe the seal by touching the item or part of the person to be sealed.
Spellseal:At 12th level the seal master may use his attack of opportunity each round to attempt to counterspell one spell targeted at him. To do so he must make a spellcraft check to identify the spell as normal, but does not need to know the spell being cast, but is simply capable of sealing and thus stopping the effect. At 16th level this effect improves to include any spell targeted within 30ft of the seal master (although he can still only counterspell one spell per round as it consumes his attack of opportunity for that round).
In addition, at 12th level he may cast “dispel” on touch at will, and at 16th level “greater dispel”.
Hidden seal: at 14th level any seal created by the Seal master to be smaller than 1ft in diameter is unable to be detected by detect magic, arcane sight, true seeing, or any other such spell.
Time seal:At 18th level the seal master may use “Time stop” as the spell, except he may target it to another character, allowing an ally to gain the benefits. He may use this ability once per day.
Rank Seals
Unless otherwise noted, all of these seals are as the spell except for the duraction and area of effect, which are: as the seal used for it. I have listed whether it is active or passive, as well as the type of area it effects.
Rank I Seals
Arcane mark: passive, flat. can be made to glow with illumination of any colour when triggered. this can therefore emulate the effect of the spells "light" and "darkness"
Undead seal: passive, blast. Deals 1d8/ level to undead
Elemental seal: passive, blast. Deals 1d6/level damage of cold, electricity of fire damage.
Arcane Lock: active, flat
Sleep: passive, flat. As the spell but affects 1 HD per seal master levels
Alarm: active, bubble
Endure elements: active, bubble
Entangle: passive, flat
Rank II Seals
Web: passive, flat
Acid arrow: passive, flat
Gentle repose: active, bubble
Summon Swarm: passive, flat. only one swarm can be active at any one time.
Zone of truth: passive, column
Spike growth: passive, flat
Rank III Seals
Glyph of warding: passive, flat
Magic circle against X: Active, Bubble
Explosive runes: exactly as the spell, cannot be made to trigger on contact etc
slow: passive, flat
Secret page: active, flat
Sepia snake sigil: active, flat
Rank IV Seals
True seal: as wall of force: active or passive (on seal masters choice), flat
Mark of justice: precisely as the spell (casting time of 10 mins)
Hallucinatory Terrain: passive, bubble
Wall of Fire: passive, flat. (the actual "wall" is formed by the seal)
Illusory wall: passive, bubble
Spike Stones: passive, flat
Clairaudience/clairvoyance: passive, flat as the spell, but the seal (when triggered) acts as the magical sensor, and thus must be first laid by the seal master.
Rank V Seals
Transmute rock to mud: passive, blast
Transmute mud to rock: passive, blast
Dismissal: passive, cone
Gate: passive, flat. Can only be used in its transport capacity. Rather than being able to transport the party anywhere, the gate will open at a secondary point when another gate seal is cast (can create a link between two or more places as long as the seal master casts the spell at those place). (I know this I barely even gate anymore, but that’s what I chose to call it, any critique on this would be MUCH appreciated).
scrying: active, flat. (the seal itself will become opaque and then show the scryed target)
insect plague: passive, flat. only creates one swarm, and only one swarm can be active at any one time.
Rank VI Seals
Circle of death: passive, bubble
Undeath to death: passive, bubble
Disintegration: passive, flat: unlike the normal disintegration spell, it can destroy 10 cubic ft of nonliving matter per each 10ft of seal in contact with that matter (so a 20ft wide seal will destroy 20 cubic ft of material etc). a seal can be used to destroy as little nonliving matter as the seal master wishes, up to the maximum of that.
Animate objects: passive, burst
Animate Plants: passive, burst
Control water: passive, burst
Move earth: active, burst
Rank VII Seals
Antimagic field: passive, bubble
Reverse gravity: passive, column
Symbol of stunning: passive, blast
Break enchantment: active, flat
Geas: as the spell
Rank VIII Seals
Antipathy: active, blast
Sympathy: active, blast
Binding: passive, flat. as the spell, but the seal used for the binding must be maintained to keep the target bound. once the seal is released the spell ends
Rank IX Seals
Temporal stasis: passive, flat. Can only affect 1 target, and, as binding, lasts until the seal is released.
Teleportation circle: passive, flat
Discern Location: active, flat
Rank X Seal
Freedom: as the spell
Imprisonment: passive, flat. can only affect one target and, as binding, lasts until the seal is released.