View Full Version : [D&D 3.5 PrC] Spell Sovereign [Fix][PEACH]

2013-08-19, 10:31 AM

To qualify for the spell sovereign prestige class a character must first fulfill the following criteria.
Skills: Knowledge (arcana) 8 ranks, Knowledge (dungeoneering) 4 ranks
Feat: Improved Familiar
Spells: Ability to cast at least three conjuration spells, one of which must be at least 3rd level.
Special: Must have had direct contact with a living spell.

The spell sovereign's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table 1-1: The Spell Sovereign
Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting
+0|+0|+0|+2|Living spell familiar (1st), create living spell|-
+1|+0|+0|+3|Rebuke living spells|+1 level of existing spellcasting class
+1|+1|+1|+3|Enhance living spell (40 ft., +2 Str, +1 AC)|+1 level of existing spellcasting class
+2|+1|+1|+4|Living spell familiar (2nd), Imprison living spell|+1 level of existing spellcasting class
+2|+1|+1|+4|Enhance living spell (60 ft., +2 Str, +1 AC)|-
+3|+2|+2|+5|Prolonged summoning|+1 level of existing spellcasting class
+3|+2|+2|+5|Living spell familiar (3rd), Enhance living spell (80 ft., +4 Str, +2 AC)|+1 level of existing spellcasting class
+4|+2|+2|+6|Multiple summoning|+1 level of existing spellcasting class
+4|+3|+3|+6|Enhance living spell (100 ft., +6 Str, +3 AC)|-
+5|+3|+3|+7|Living spell familiar (4th), Awaken living spell|+1 level of existing spellcasting class

All of the following are class features of the spell sovereign.
-Weapon and Armor Proficiency: Spell sovereign gain no proficiency with any weapon or armor.
-Spellcasting: At each level except 1st, 5th, and 9th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one spellcasting class before becoming a spell sovereign, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
-Living Spell Familiar: You can obtain a living spell as a familiar (see below). Doing so requires a 24-hour ceremony that uses up magical materials that cost 500 gp. You must dismiss any other familiar you have before beginning the ceremony.
As a 1st-level spell sovereign, you may summon a living spell created from a 1st-level spell. At 4th level, you may exchange your existing familiar for a living spell created from a 2nd-level spell. You do not need to preform the ceremony again. At 7th level, you may exchange your existing familiar for a living spell created from a 3rd-level spell. At 10th level, you may exchange your existing familiar for a living spell created from a 4th-level spell. You may choose from any spell of the appropriate level that can be made into a living spell.
-Create Living Spell (Sp): As a standard action, you can temporarily create a living spell using any single spell you can cast that qualifies for the living spell template. This ability expends the spell or spell slot. The living spell appears where you designate within 30 feet and acts immediately, on your turn. It attacks your opponents to the best of its ability.
You may use this ability a number of times per day equal to half your spell sovereign level. The created living spell lasts for a number of rounds equal to your spell sovereign level.
This ability otherwise functions as summon monster.
-Rebuke Living Spells (Su): Beginning at 2nd level, you can rebuke, command, or bolster living spells as an evil cleric rebukes undead. For the purpose of determining the effects of your rebuke attempt your turning level quails your caster level You may use these abilities a total number of times per day equal to 3 + your Charisma modifier.
-Enhance Living Spell (Su): Starting at 3rd level, you project a 40-foot-radius aura that you can activate or suppress as a free action. Living spells within your aura gain a +2 bonus to Strength and a +1 insight bonus to Armor Class.
At 5th level, and every odd level after, the radius of your aura increases by 20 feet. In addition, at 7th level the bonuses you provide increase to +4 and +2, respectively. At 9th level, they increase again to +6 and +3 respectively.
-Imprison Living Spell (Sp): As a 4th-level spell sovereign, you can imprison a living spell within a gem and store it's energy for later use. In order to imprison a lvign spell you must touch it (as a melee ouch attack) with a gem worth at least 300 gp x spell elve x caster level of the living spell you wish to imprison. If you succeed in touching the living spell, it must immediately make a Fortitude save (DC 10 + your caster level) or be drawn into the gem.
Once you have a living spell imprisoned within a gem, the living spell creates a number of charges equal to its Hit Dice. You may expend a charge to create a spell-like effect identical to the living spell's base spell (at minimum caster level for the spell). Once you've used up all the charges within the gem in this way, the gem crumbles to dust, destroying it, and the living spell imprison within.
Only you may use a living spell gem you create. Once a living spell is drawn into a gem with this ability, it ceases to exist as a living spell. Destorying the gem when it still has charges left simply destroys the living spell. You cannot use this ability on a living spell created through your create living spell ability.
-Prolonged Creation (Su): Beginning at 6th level, your create living spell ability lasts for 1 minute per spell sovereign level.
-Multiple Creations (Su): At 8th level, you gain the ability to create a living spell composed of two different spells, as a standard action. The created living spell exists for 1 round per spell sovereign level before dissipating. This ability otherwise functions exactly like the create living spell ability.
-Awaken Living Spell (Sp): At 10th level, you gain the spell-like ability to awaken a living spell. This spell-like ability functions like the awaken spell, except that it affects only living spells. When you use this spell-like ability, you must make a Will save (DC 10 + the living spell's current HD).
The awakened living spell is friendly towards you, but you have no special empathy or connection with it. An awakened living spell gets 3d6 Intelligence, +1d4 Charisma, and can speak one language you know, plus one additional language you know per point of Intelligence bonus (if any).
you may use this spell-like ability once per day, but every time you do you must expend 500 XP. This may not be used on a living spell familiar, nor may an awakened living spell become a familiar.

A living spell familiar is a normal living spell that gains new powers when summoned to service by a spell sovereign. It retains he appearance, Hit Dice, base attack bonus, and base save bonuses of the living spell it once was.
Your living spell familiar also grants special abilities to you. These special abilities apply only when you and your living spell familiar are within 1 mile of each other.
Levels in different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on your level.
-Living Spell Familiar Basics: Use the basic statistics for the living spell you choose as your familiar, but make the following changes:
-Hit Dice: For the purpose of effects related to number of Hit Dice, use your character level or the familiar's HD total, whichever is higher.
-Hit Points: Your familiar has one-half your total hit points (not including temporary hit points), rounded down, regardless of it's actual Hit Dice.
-Attacks: Use your base attack bonus, as calculated from all your classes. use the living spell familiar's Dexterity or Strength modifier, which ever is greater, to get its melee attack bonus with natural weapons. Damage equals that of a normal living spell of its kind.
-Saving Throws: For each saving throw, use either the familiar's base save bonus or yours (as calculate from all your classes), whichever is better. The familiar uses its own ability modifiers to saves and doesn't share any of the other bonuses you might have on saves.
-Skills: For each skill in which either you or the living spell familiar has ranks, use either the normal skill ranks for a living spell of that a kind or your skill ranks, which ever is better. Regardless of a living spell familiar's total skill modifiers, some skills (such as Craft) may remain beyond it's ability to use.
-Feats: A living spell familiar gains one feat plus one for every 3 Hit Dice it has.

Table 1-2: Living Spell Familiar
Master Class Level|Deflection Adjustment|Int|Special
6th-7th|+1|6|Blind-Fight, improved evasion, empathic link
8th-9th|+2|7|Damage reduction 5/magic
10th-11th|+3|9|Spell immunity
12th-13th|+4|10|Speak with master
14th-15th|+5|11|Damage reduction 10/magic, spell resistance
16th-17th|+6|12|Scry on familiar

Living Spell Familiar Ability Descriptions
The abilities given on the table are cumulative.
-Deflection Bonus Adjustment: The number noted here is an improvement to the living spell familiar's existing deflection bonus.
-Int: The living spell familiar's Intelligence score.
-Blind-Fight (Ex): While the living spell familiar is with 5 feet, the master is treated as having the Blind-Fight feat.
-Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex save for half damage, a living spell familiar takes no damage if it makes a successful save and half damage even if the save fails.
-Empathic Link (Su): The master has an empathic link with their living spell familiar out to a distance of 1 mile. He cannot perceive information through their living spell familiar's senses. Because of the limited nature of the link, only general emotional content can be communicated, but they have the same connection to an item or place that his familiar does.
-Damage Reduction (Su): If the master is 8th or higher, the living spell familiar gains damage reduction 5/magic. When the master is 14th or higher, this increases to 10/magic.
-Spell Immunity (Ex): If the master is 10th or higher, the master is automatically immune to the spell from which their living spell familiar is formed, as the spell immunity spell.
-Speak with Master (Ex): If the master is 12th or higher, the master and their living spell can communicate verbally as if using a common language. Other creatures do not understand the communication without magical help.
-Spell Resistance (Ex): If the master's level is 14th or higher, their living spell familiar gains spell resistance equal to the master's level +5.
-Scry on Familiar (Sp): If the master's level is 16th or higher, they may scry on their living spell familiar (as if casting the scrying spell) once per day.

While already broadened from it's original concept, one could easily change the class to suit psionics. Simply make the following changes;
Prerequisites: Replace knowledge (arcana) with knowledge (psionics), Replace improve familiar with Improved Psicrystal, change the spells entry to: Powers: ability to manifest three metacreativity powers, one of which must be at least 3rd level. You may require contact with a living power instead of a living spell.
Replace spellcraft with psicraft, replace the spellcasting advancement with manifesting advancement, convert all mentions of spells to powers, living spells to living powers, and the living power familiar advances based on owner level instead of master level.

Alternatively, while there is less to gain, one could adapt the PrC for use by meldshapers. Replace the feat and spell requirements with the ability to shape a soulspark familiar and the ability to bind soulmelds to your crown, hands, and feet chakras. Every time the 'Soul Sovereign' shapes their soulspark familiar, they may grant it a slam attack appropriate for it's size and the spell effect of a spell that qualifies for the living spell template, up to the level appropriate based on your spell sovereign level. Due to the reduction of viable abilities from the prestige class, increase the progression to 10/10 for meldshaping (as opposed to the 7/10 for spellcastering it is normally).

2013-11-22, 02:13 PM
Digging this old thing in hopes of at least a little feedback. That is all.

2013-11-22, 07:01 PM
Seems nice to me. Fluff-wise it fits the flavor of a Mournland-wandering, insane mage.

Power level is a different thing altogether. Loss of three caster levels hurts, but you gain fun abilities... Depending on the power level you're aiming at, this could use a caster level more.

And I am a bit sad I can't enter it via Artificer.

2013-11-23, 12:53 AM
Losing 3 caster levels hurts a lot. At most this should lose 2 casters levels probably. I'd suggest taking out the one at 5 since that's already a level where they don't get any BAB or increase to saves.

It might be nice if you got a class feature that gave a bonus to knowledge and spellcraft checks to recognize what spell a given living spell came from.