Lappy9000
2008-08-24, 11:57 AM
Ed. Note: Why are you looking at this cluttered, broken old thing!? There's a snazzy new version here: [link (http://www.giantitp.com/forums/showthread.php?p=6336978#post6336978)]
If you'd like some more info on this creation, why not send me a Private Message (http://www.giantitp.com/forums/private.php?do=newpm&u=31029)?
Thanks for the read, but please don't commit threadomancy!
-Cheers,
Lappy9000
http://th63.deviantart.com/fs16/300W/i/2007/197/0/9/Nice_Weapon_by_e_melo.jpg
-A symbol of elemental power takes a moment to pose after a swift victory.
Property of e-melo (http://e-melo.deviantart.com/). Used with Permission.
(ed. note: since half-dragons, half-elementals and such don't exist in my campaign setting, a symbol can basically give a character many of the benefits of the half-templates without the nightmares about inter-species relations on the part of their parents)
The symbol is named as such for her devotion to an ancient source of arcane magic. Through a ceremonial rite, she becomes a physical representation of the power granted to her through her legacy of arcane power, gaining magical prowess beyond any mundane fighter. Often fierce and exotic, a symbol stands out among the ordinary crowd with their powerful demeanors and striking appearances.
Adventurers: Most symbols take up the mantle of an adventurer in order to further their Arcane Legacy ability, becoming one step closer to their final transformation. The unique skills of a symbol make them appealing to military powers, and many symbols gladly accept such roles. During a battle, it is not uncommon to find a symbol on the front lines with the fighters, only to drop back later and join the wizards from the back of the company.
Characteristics: A symbol is essentially a martial warrior with arcane abilities as well. The Legacy rite that a symbol has dedicated her to both protects her and grants her powers that no other martial class can duplicate. Her Captivating Auras help her allies on the front lines, and her spellcasting provides backup for herself or her companions. While not as sturdy as a fighter or a barbarian, a symbol can nevertheless pull her weight in a fight, leaving her as an essential member to any team.
Alignment: A symbol can be of any alignment, although some have preconceptions regarding their alliances. For example, a symbol taking the Draconic Heritage rite would most likely emulate the alignment of one of the true dragons.
Background: All symbols are united by the powers that have been granted them. Some have been raised by dragons as exarches; others have been blessed by elemental or fey magic, while others still have delved into the lost arcane lore of the giants.
Races: Any race can be a symbol, and every race has some members who are attracted to the powers that a symbol gains.
Other Classes: In combat, symbols serve as powerful martial combatants, delivering powerful blows with regular melee attacks as well as using natural weaponry or magic. Symbols also serve minor support roles, as their Captivating Auras grant resistances and healing to all of their allies within twenty feet.
The Symbol
Symbols have the following game statistics.
Abilities: Charisma adds to the exotic appeal of symbols, as well as allowing her to cast spells. Being a martial class, Strength is important as well as Dexterity, for symbols lack the heavy armor of other sturdy brawlers.
Alignment: Any.
Hit Die: d10
Table: The Symbol
{table=head]
Level |
BAB |
Fort Save |
Ref Save|
Will Save |
Special|
1st|
2nd|
3rd|
4th|
Auras Known
1st | +1 |
+2 |
+2 |
+0 | Captivating Aura +1, Arcane Legacy |
- |
- |
- |
- |
1
2nd | +2 |
+3 |
+3 |
+0 | Armored Mage (light armor) |
- |
- |
- |
- |
1
3rd | +3 |
+3 |
+3 |
+1 | Arcane Legacy |
1+1 |
- |
- |
- |
1
4th| +4 |
+4 |
+4 |
+1 | Physical Manifestation (minor) |
1+1 |
- |
- |
- |
2
5th| +5 |
+4 |
+4 |
+1 | Captivating Aura +2 |
1+1 |
- |
- |
- |
2
6th| +6/+1 |
+5 |
+5 |
+2 | Arcane Legacy |
2+2 |
1+1 |
- |
- |
2
7th| +7/+2 |
+5 |
+5 |
+2 | Armored Mage (medium armor) |
2+2 |
1+1 |
- |
- |
3
8th| +8/+3 |
+6 |
+6 |
+2 | Physical Manifestation (minor) |
2+2 |
1+1 |
- |
- |
3
9th| +9/+4 |
+6 |
+6 |
+3 | Arcane Legacy |
3+3 |
2+2 |
1+1 |
- |
3
10th| +10/+5 |
+7 |
+7 |
+3 | Captivating Aura +3 |
3+3 |
2+2 |
1+1 |
- |
4
11th| +11/+6/+1 |
+7 |
+7 |
+3 | |
3+3 |
2+2 |
1+1 |
- |
4
12th| +12/+7/+2 |
+8 |
+8 |
+4 | Physical Manifestation (major), Arcane Legacy |
4+4 |
3+3 |
2+2 |
1+1 |
4
13th| +13/+8/+3|
+8 |
+8 |
+4 | |
4+4 |
3+3 |
2+2 |
1+1 |
5
14th| +14/+9/+4 |
+9 |
+9 |
+4 | |
4+4 |
3+3 |
2+2 |
1+1 |
5
15th| +15/+10/+5 |
+9 |
+9 |
+5 | Captivating Aura +4, Arcane Legacy |
5+5 |
4+4 |
3+3 |
2+2 |
5
16th| +16/+11/+6/+1 |
+10 |
+10 |
+5 | Physical Manifestation (major) |
5+5 |
4+4 |
3+3 |
2+2 |
6
17th| +17/+12/+7/+2 |
+10 |
+10 |
+5 | |
5+5 |
4+4 |
3+3 |
2+2 |
6
18th| +18/+13/+8/+3 |
+11 |
+11 |
+6 | Arcane Legacy |
6+6 |
5+5 |
4+4 |
3+3 |
6
19th| +19/+14/+9/+4 |
+11 |
+11 |
+6 | |
6+6 |
5+5 |
4+4 |
3+3 |
7
20th| +20/+15/+10/+5 |
+12 |
+12 |
+6 | Captivating Aura +5, Final Transformation |
6+6 |
5+5 |
4+4 |
3+3 |
7
[/table]
Table: Symbol Spells Known 1
{table=head]
Level|
1st|
2nd|
3rd |
4th
1st |
-|
-|
-|
-
2nd |
-|
-|
-|
-
3rd|
1+1|
-|
-|
-
4th|
1+1|
-|
-|
-
5th|
1+1|
-|
-|
-
6th|
2+2|
1+1|
-|
-
7th|
2+2|
1+1|
-|
-
8th|
2+2|
1+1|
-|
-
9th|
3+3|
2+2|
1+1|
-
10th|
3+3|
2+2|
1+1|
-
11th|
3+3|
2+2|
1+1|
-
12th|
4+4|
3+3|
2+2|
1+1
13th|
4+4|
3+3|
2+2|
1+1
14th|
4+4|
3+3|
2+2|
1+1
15th|
4+5|
4+4|
3+3|
2+2
16th|
4+5|
4+4|
3+3|
2+2
17th|
4+5|
4+4|
3+3|
2+2
18th|
4+6|
4+5|
4+4|
3+3
19th|
4+6|
4+5|
4+4|
3+3
20th|
4+6|
4+5|
4+4|
3+3
[/table]
1 In addition to the stated number of spells per day for 1st- through 4th-level evocation spells, a symbol gets an additional spell for every third level, starting at 3rd, which are picked from the list of spells available through the symbol's Arcane Legacy rite. The "+1" in the entries on this table represents that spell.
Class Skills
The symbol's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana, Dungeoneering) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2+Int Modifier) x 4.
Skill Points at Each Additional Level: 2+Int Modifier.
Class Features
All the following are class features of the symbol.
Weapon and Armor Proficiencies: Symbols are proficient with all simple weapons, martial weapons, and up to two exotic weapons of choice. Symbols are proficient with light and medium armor, as well as light shields.
Bonus Languages: A symbol pick one of the following languages to substitute for one of the bonus languages available to the race, depending on her Arcane Legacy.
Rite of Draconic Heritage: Draconic.
Rite of Elemental Power: Aquan, Auran, Ingan, or Terran.
Rite of Fey Shadow: Sylvan.
Rite of Giant's Legacy: Giant.
Captivating Aura (Su): The symbol and all of her allies within a 20’ radius gain benefits from one of the following Auras. These may be activated, suppressed, or swapped as a Swift Action. Only one Aura may be active at a time. The Auras have no duration, though the symbol must be conscious. The number of Auras a symbol has access to is based on her level.
Energy Shield: if any subject is struck with a Natural Attack or a non-reach weapon, the attacker takes (2 * N) damage of an Elemental type.
Power: subjects melee attacks do +N damage.
Presence: subjects gain +N on Bluff, Diplomacy, & Intimidate checks.
Resistance: all subjects gain Resistance (5 * N) to an Elemental type.
Senses: subjects gain +N on Listen, Spot, & Initiative checks.
Toughness: subjects gain Damage Reduction (N) / magic.
Vigor: subjects gain Fast Healing (N) when below half normal hit-points.
(ed. note: Elemental Types are Acid, Electrical, Fire, Ice, and Water)
Arcane Legacy (Su): A symbol gains her arcane powers through a ceremonial rite to a totem of ancient arcane power. A symbol chooses one of the following arcane legacy rites at first level and cannot change it thereafter: Rite of Draconic Heritage, Rite of Elemental Power, Rite of Fey Shadow, or Rite of Giant’s Legacy. A symbol casts these with a caster level equal to her symbol level.
Rite of Draconic Heritage:
1st Level: Ability to cast Detect Magic, Flare, and Resistance 1/day as supernatural ability.
3rd Level: Add Cause Fear, Color Spray, Command, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, or Reduce Person to list of 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Bear’s Endurance, Bull’s Strength, Cat's Grace, Eagle's Splendor, Fox’s Cunning, Levitate, or Owl's Wisdom to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Greater Magic Weapon, Haste, Keen Edge, Magic Vestment, Slow, or Water Breathing to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Command Plants, Fear, Giant Vermin, Reduce Person Mass, or Rusting Grasp to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Rite of Elemental Power:
1st Level: Ability to cast Create Water, Detect Poison, and Flare 1/day as supernatural ability.
3rd Level: Add Alarm, Chill Touch, Endure Elements, Grease, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame to list of known 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Chill Metal, Flame Blade, Flaming Sphere, Fog Cloud, Heat Metal, Soften Earth and Stone, Wind Wall to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Call Lightning, Meld into Stone, Gaseous Form, Sleet Storm, Stone Shape, or Water Breathing to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Air Walk, Control Water, Ice Storm, Spike Stones, or Stone Skin to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Rite of Fey Shadow:
1st Level: Ability to cast Ghost Sound, Lullaby, and Message 1/day as supernatural ability.
3rd Level: Add Disguise Self, Expeditious Retreat, Hypnotism, Pass without Trace, Ray of Enfeeblement, Silent Image, Sleep, or Ventriloquism to list of known 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Blur, Darkness, Detect Thoughts, Invisibility, Minor Image, Mirror Image, or See Invisibility to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Blink, Deep Slumber, Displacement, Invisibility Sphere, Major Image, or Nondetection to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Hallucinatory Terrain, Illusionary Wall, Invisibility Greater, Scrying, or Shadow Conjuration to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Rite of Giant's Legacy
1st Level: Ability to cast Daze, Detect Magic, and Read Magic 1/day as supernatural ability.
3rd Level: Add Enlarge Person, Longstrider, Mage Armor, Magic Fang, Mount, Shied, Summon Monster II, or Unseen Servant to list of known 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Command Undead, Daze Monster, Glitterdust, Spectral Hand, Summon Monster III, or Summon Swarm, or Web to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Dominate Animal, Halt Undead, Hold Person, Sleet Storm, Stinking Cloud, or Summon Monster IV to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Dimension Door, Enlarge Person Mass, Evard's Black Tentacles, Globe of Invulnerability Lesser, or Summom Monster V to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Armored Mage: At 2nd level, a symbol gains the ability to ignore arcane spell failure while wearing light armor and wielding light shields, and at 7th level she can ignore arcane spell failure for medium armor. Skill check penalties for wearing armor still apply.
Spells: Beginning at 3rd level, a symbol gains the ability to cast a small number of arcane spells which are drawn from the evocation school of the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a symbol must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a symbol’s spell is 10 + the spell level + the symbol’s Charisma modifier.
Like other spellcasters, a symbol can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Symbol.
A symbol’s selection of spells is extremely limited. A symbol begins play without a single spell, although she gains additional spells through her Arcane Legacy. At each new symbol level, she gains one or more new spells, as indicated on Table: Symbol Spells known. (Unlike spells per day, the number of spells a symbol knows is not affected by her Charisma score; the numbers on Table: Symbol Spells known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, but are restricted to the Evocation school of magic.
Unlike a wizard or a cleric, a symbol need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. Spells cast by a symbol have no material, verbal, focus, or experience components; only a somatic compoments exists for all spells (usually involving pointing at the target of the spell) and a symbol needs at least one hand free in order to cast them.
Physical Manifestation (Ex): Making a pact through a ceremonial rite flooded the symbol with a torrent of arcane energy. After some time, that very magical power has begun to affect the symbol’s physical appearance. At 4th and 8th level, pick a minor physical manifestation, gaining the Altered Apperance physical manifestation automatically. At 12th and 16th level, pick a major physical manifestation. Each manifestation can be taken only once.
Minor Physical Manifestations:
Altered Apperance (Automatic): Becoming a symbol has given you a more exotic appearance. This change is purely cosmetic and can be major or relatively insignificant, and is usually (but not necessarily) based upon their Arcane Legacy rite. For example, a symbol of Draconic Heritage may have dusty-red scales, lizard-like eyes, and bright orange hair. The altered appearance of a symbol varies greatly from individual to individual. This ability is technically limited only by imagination, however it's the DM's call as to what constitutes a "purely cosmetic change." In addition, this ability grants you a +2 circumstance bonus on Diplomacy checks.
Dagger Fangs: A symbol gains a bite attack if she does not already have one. A bite deals 1d6 points of damage for a Medium creature, and 1d4 points of damage for a Small creature. You are considered proficient with this attack. When making a full attack, you use her full base attack bonus with her bite attack. In addition, this ability grants you a +2 circumstance bonus on Intimidate checks.
Enhanced Reflexes: If a symbol makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. You keep this ability even if wearing light, medium, heavy armor, or light shields. If you are unconscious or otherwise helpless, you do not gain the benefit of enhanced reflexes. In addition, this ability grants you a +2 circumstance bonus on Move Silently checks.
Fast Movement: A symbol gains a +10 enhancement bonus on her base speed. You keeps this ability even if wearing light, medium, or heavy armor. In addition, this ability grants you a +2 circumstance bonus on Jump checks.
Goliath Slam: A symbol gains two slam attacks if she does not already have them. Each slam deals 1d4 points of damage for a Medium creature, and 1d3 points of damage for a Small creature. You are considered proficient with these attacks. When making a full attack, you takes a -5 penalty on slam attacks. In addition, this ability grants you a +2 circumstance bonus on Climb checks.
Razor Claws: A symbol gains two claw attacks if she does not already have them. Each claw deals 1d4 points of damage for a Medium creature, and 1d3 points of damage for a Small creature. You are considered proficient with these attacks. When making a full attack, you takes a -5 penalty on claw attacks. In addition, this ability grants you a +2 circumstance bonus on Sleight of Hand checks.
Toughened: A symbol's body becomes more resilient to damage, giving her a +1/every additional four symbol levels natural armor bonus to her Armor Class. In addition, this ability grants you a +2 circumstance bonus on Concentrate checks.
Major Physical Manifestations:
Energy Blast: A symbol can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of a chosen energy type (acid, electricity, fire, ice, water) per caster level. Those caught in the area of the blast receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your symbol level + your Charisma modifier. This power can be used a number of times per day equal to your Charisma modifier. This power has a range of 60 feet.
Energy Resistance: A symbol gains Energy Resistance 10 to a single energy (acid, electricity, fire, ice, or water) type of her choosing.
Faded Form: At symbol can become incorporeal for 1 round per caster level. While in this form, you gain the incorporeal subtype but your spells and attacks do not affect corporeal creatures. This power can be used a number of times per day equal to your Charisma modifier.
Flawless Soul: A symbol becomes immune to diseases and poisons of all kinds, including magical ones, such as Mummy Rot and the Whitelight Shakes.
Frightful Presence: This ability takes effect automatically whenever you make a full attack. Creatures within 30' are subject to the effect if they are below your symbol level (or if they have fewer HD). A potentially affected creature that succeeds on the Will Save (DC 10+ 1/2 symbol levels +the your Charisma modifier) remains immune to your frightful presence for 24 hours. On a failure, creatures with panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Great Resolve: A symbol can her Charisma modifier (if any) to Fortitude and Will saves.
Wings: A symbol grows a set of wings (these can be bird wings, draconic wings, wings of steel, bat wings, wings of translucent color, insect wings, or whatever the symbol deems the wings to look like. However, once picked, the details of the wings cannot be changed). She may now fly at a speed of 60 feet with Good maneuverability. If carrying a medium load, her speed is reduced to 40 feet with Average maneuverability. A symbol cannot fly when carrying a heavy load.
Final Transformation (Ex): Upon reaching 20th level, a symbol has received the full benefit of her arcane legacy and physical manifestation. She may pick an additional minor and major physical manifestation from a previous level. In addition, a symbol gains one of the following in accordance with their Legacy Rite.
Rite of Draconic Heritage: Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of a chosen energy type (acid, electricity, fire, ice, or water). You also gain blindsense 60 feet.
Rite of Elemental Power: Elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of a chosen energy type (acid, electricity, fire, ice, or water).
Rite of Fey Shadow: Your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast Shadow Walk as a bonus spell.
Rite of Giant's Legacy: Your body increases in size to match the giantkin of old. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you treated as one size category larger if doing so is advantageous to you. You are also considered to be one size larger when determining special attacks based on size (such as improved grab or swallow whole) can affect you. You are also able to use larger sized weapons without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change your size category. You also gain immunity to damage of a chosen energy type (acid, electricity, fire, ice, or water).
If you'd like some more info on this creation, why not send me a Private Message (http://www.giantitp.com/forums/private.php?do=newpm&u=31029)?
Thanks for the read, but please don't commit threadomancy!
-Cheers,
Lappy9000
http://th63.deviantart.com/fs16/300W/i/2007/197/0/9/Nice_Weapon_by_e_melo.jpg
-A symbol of elemental power takes a moment to pose after a swift victory.
Property of e-melo (http://e-melo.deviantart.com/). Used with Permission.
(ed. note: since half-dragons, half-elementals and such don't exist in my campaign setting, a symbol can basically give a character many of the benefits of the half-templates without the nightmares about inter-species relations on the part of their parents)
The symbol is named as such for her devotion to an ancient source of arcane magic. Through a ceremonial rite, she becomes a physical representation of the power granted to her through her legacy of arcane power, gaining magical prowess beyond any mundane fighter. Often fierce and exotic, a symbol stands out among the ordinary crowd with their powerful demeanors and striking appearances.
Adventurers: Most symbols take up the mantle of an adventurer in order to further their Arcane Legacy ability, becoming one step closer to their final transformation. The unique skills of a symbol make them appealing to military powers, and many symbols gladly accept such roles. During a battle, it is not uncommon to find a symbol on the front lines with the fighters, only to drop back later and join the wizards from the back of the company.
Characteristics: A symbol is essentially a martial warrior with arcane abilities as well. The Legacy rite that a symbol has dedicated her to both protects her and grants her powers that no other martial class can duplicate. Her Captivating Auras help her allies on the front lines, and her spellcasting provides backup for herself or her companions. While not as sturdy as a fighter or a barbarian, a symbol can nevertheless pull her weight in a fight, leaving her as an essential member to any team.
Alignment: A symbol can be of any alignment, although some have preconceptions regarding their alliances. For example, a symbol taking the Draconic Heritage rite would most likely emulate the alignment of one of the true dragons.
Background: All symbols are united by the powers that have been granted them. Some have been raised by dragons as exarches; others have been blessed by elemental or fey magic, while others still have delved into the lost arcane lore of the giants.
Races: Any race can be a symbol, and every race has some members who are attracted to the powers that a symbol gains.
Other Classes: In combat, symbols serve as powerful martial combatants, delivering powerful blows with regular melee attacks as well as using natural weaponry or magic. Symbols also serve minor support roles, as their Captivating Auras grant resistances and healing to all of their allies within twenty feet.
The Symbol
Symbols have the following game statistics.
Abilities: Charisma adds to the exotic appeal of symbols, as well as allowing her to cast spells. Being a martial class, Strength is important as well as Dexterity, for symbols lack the heavy armor of other sturdy brawlers.
Alignment: Any.
Hit Die: d10
Table: The Symbol
{table=head]
Level |
BAB |
Fort Save |
Ref Save|
Will Save |
Special|
1st|
2nd|
3rd|
4th|
Auras Known
1st | +1 |
+2 |
+2 |
+0 | Captivating Aura +1, Arcane Legacy |
- |
- |
- |
- |
1
2nd | +2 |
+3 |
+3 |
+0 | Armored Mage (light armor) |
- |
- |
- |
- |
1
3rd | +3 |
+3 |
+3 |
+1 | Arcane Legacy |
1+1 |
- |
- |
- |
1
4th| +4 |
+4 |
+4 |
+1 | Physical Manifestation (minor) |
1+1 |
- |
- |
- |
2
5th| +5 |
+4 |
+4 |
+1 | Captivating Aura +2 |
1+1 |
- |
- |
- |
2
6th| +6/+1 |
+5 |
+5 |
+2 | Arcane Legacy |
2+2 |
1+1 |
- |
- |
2
7th| +7/+2 |
+5 |
+5 |
+2 | Armored Mage (medium armor) |
2+2 |
1+1 |
- |
- |
3
8th| +8/+3 |
+6 |
+6 |
+2 | Physical Manifestation (minor) |
2+2 |
1+1 |
- |
- |
3
9th| +9/+4 |
+6 |
+6 |
+3 | Arcane Legacy |
3+3 |
2+2 |
1+1 |
- |
3
10th| +10/+5 |
+7 |
+7 |
+3 | Captivating Aura +3 |
3+3 |
2+2 |
1+1 |
- |
4
11th| +11/+6/+1 |
+7 |
+7 |
+3 | |
3+3 |
2+2 |
1+1 |
- |
4
12th| +12/+7/+2 |
+8 |
+8 |
+4 | Physical Manifestation (major), Arcane Legacy |
4+4 |
3+3 |
2+2 |
1+1 |
4
13th| +13/+8/+3|
+8 |
+8 |
+4 | |
4+4 |
3+3 |
2+2 |
1+1 |
5
14th| +14/+9/+4 |
+9 |
+9 |
+4 | |
4+4 |
3+3 |
2+2 |
1+1 |
5
15th| +15/+10/+5 |
+9 |
+9 |
+5 | Captivating Aura +4, Arcane Legacy |
5+5 |
4+4 |
3+3 |
2+2 |
5
16th| +16/+11/+6/+1 |
+10 |
+10 |
+5 | Physical Manifestation (major) |
5+5 |
4+4 |
3+3 |
2+2 |
6
17th| +17/+12/+7/+2 |
+10 |
+10 |
+5 | |
5+5 |
4+4 |
3+3 |
2+2 |
6
18th| +18/+13/+8/+3 |
+11 |
+11 |
+6 | Arcane Legacy |
6+6 |
5+5 |
4+4 |
3+3 |
6
19th| +19/+14/+9/+4 |
+11 |
+11 |
+6 | |
6+6 |
5+5 |
4+4 |
3+3 |
7
20th| +20/+15/+10/+5 |
+12 |
+12 |
+6 | Captivating Aura +5, Final Transformation |
6+6 |
5+5 |
4+4 |
3+3 |
7
[/table]
Table: Symbol Spells Known 1
{table=head]
Level|
1st|
2nd|
3rd |
4th
1st |
-|
-|
-|
-
2nd |
-|
-|
-|
-
3rd|
1+1|
-|
-|
-
4th|
1+1|
-|
-|
-
5th|
1+1|
-|
-|
-
6th|
2+2|
1+1|
-|
-
7th|
2+2|
1+1|
-|
-
8th|
2+2|
1+1|
-|
-
9th|
3+3|
2+2|
1+1|
-
10th|
3+3|
2+2|
1+1|
-
11th|
3+3|
2+2|
1+1|
-
12th|
4+4|
3+3|
2+2|
1+1
13th|
4+4|
3+3|
2+2|
1+1
14th|
4+4|
3+3|
2+2|
1+1
15th|
4+5|
4+4|
3+3|
2+2
16th|
4+5|
4+4|
3+3|
2+2
17th|
4+5|
4+4|
3+3|
2+2
18th|
4+6|
4+5|
4+4|
3+3
19th|
4+6|
4+5|
4+4|
3+3
20th|
4+6|
4+5|
4+4|
3+3
[/table]
1 In addition to the stated number of spells per day for 1st- through 4th-level evocation spells, a symbol gets an additional spell for every third level, starting at 3rd, which are picked from the list of spells available through the symbol's Arcane Legacy rite. The "+1" in the entries on this table represents that spell.
Class Skills
The symbol's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (Arcana, Dungeoneering) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at 1st Level: (2+Int Modifier) x 4.
Skill Points at Each Additional Level: 2+Int Modifier.
Class Features
All the following are class features of the symbol.
Weapon and Armor Proficiencies: Symbols are proficient with all simple weapons, martial weapons, and up to two exotic weapons of choice. Symbols are proficient with light and medium armor, as well as light shields.
Bonus Languages: A symbol pick one of the following languages to substitute for one of the bonus languages available to the race, depending on her Arcane Legacy.
Rite of Draconic Heritage: Draconic.
Rite of Elemental Power: Aquan, Auran, Ingan, or Terran.
Rite of Fey Shadow: Sylvan.
Rite of Giant's Legacy: Giant.
Captivating Aura (Su): The symbol and all of her allies within a 20’ radius gain benefits from one of the following Auras. These may be activated, suppressed, or swapped as a Swift Action. Only one Aura may be active at a time. The Auras have no duration, though the symbol must be conscious. The number of Auras a symbol has access to is based on her level.
Energy Shield: if any subject is struck with a Natural Attack or a non-reach weapon, the attacker takes (2 * N) damage of an Elemental type.
Power: subjects melee attacks do +N damage.
Presence: subjects gain +N on Bluff, Diplomacy, & Intimidate checks.
Resistance: all subjects gain Resistance (5 * N) to an Elemental type.
Senses: subjects gain +N on Listen, Spot, & Initiative checks.
Toughness: subjects gain Damage Reduction (N) / magic.
Vigor: subjects gain Fast Healing (N) when below half normal hit-points.
(ed. note: Elemental Types are Acid, Electrical, Fire, Ice, and Water)
Arcane Legacy (Su): A symbol gains her arcane powers through a ceremonial rite to a totem of ancient arcane power. A symbol chooses one of the following arcane legacy rites at first level and cannot change it thereafter: Rite of Draconic Heritage, Rite of Elemental Power, Rite of Fey Shadow, or Rite of Giant’s Legacy. A symbol casts these with a caster level equal to her symbol level.
Rite of Draconic Heritage:
1st Level: Ability to cast Detect Magic, Flare, and Resistance 1/day as supernatural ability.
3rd Level: Add Cause Fear, Color Spray, Command, Expeditious Retreat, Feather Fall, Jump, Magic Weapon, or Reduce Person to list of 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Bear’s Endurance, Bull’s Strength, Cat's Grace, Eagle's Splendor, Fox’s Cunning, Levitate, or Owl's Wisdom to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Greater Magic Weapon, Haste, Keen Edge, Magic Vestment, Slow, or Water Breathing to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Command Plants, Fear, Giant Vermin, Reduce Person Mass, or Rusting Grasp to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Rite of Elemental Power:
1st Level: Ability to cast Create Water, Detect Poison, and Flare 1/day as supernatural ability.
3rd Level: Add Alarm, Chill Touch, Endure Elements, Grease, Magic Stone, Obscuring Mist, Pass without Trace, Produce Flame to list of known 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Chill Metal, Flame Blade, Flaming Sphere, Fog Cloud, Heat Metal, Soften Earth and Stone, Wind Wall to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Call Lightning, Meld into Stone, Gaseous Form, Sleet Storm, Stone Shape, or Water Breathing to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Air Walk, Control Water, Ice Storm, Spike Stones, or Stone Skin to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Rite of Fey Shadow:
1st Level: Ability to cast Ghost Sound, Lullaby, and Message 1/day as supernatural ability.
3rd Level: Add Disguise Self, Expeditious Retreat, Hypnotism, Pass without Trace, Ray of Enfeeblement, Silent Image, Sleep, or Ventriloquism to list of known 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Blur, Darkness, Detect Thoughts, Invisibility, Minor Image, Mirror Image, or See Invisibility to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Blink, Deep Slumber, Displacement, Invisibility Sphere, Major Image, or Nondetection to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Hallucinatory Terrain, Illusionary Wall, Invisibility Greater, Scrying, or Shadow Conjuration to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Rite of Giant's Legacy
1st Level: Ability to cast Daze, Detect Magic, and Read Magic 1/day as supernatural ability.
3rd Level: Add Enlarge Person, Longstrider, Mage Armor, Magic Fang, Mount, Shied, Summon Monster II, or Unseen Servant to list of known 1st-level spells.
6th Level: Pick additional 1st-level spell from previous level. Add Command Undead, Daze Monster, Glitterdust, Spectral Hand, Summon Monster III, or Summon Swarm, or Web to list of known 2nd-level spells.
9th Level: Pick additional 1st-level and 2nd-level spell from previous level. Add Dominate Animal, Halt Undead, Hold Person, Sleet Storm, Stinking Cloud, or Summon Monster IV to list of known 3rd-level spells.
12th Level: Pick additional 1st-level, 2nd-level and 3rd-level spell from previous level. Add Dimension Door, Enlarge Person Mass, Evard's Black Tentacles, Globe of Invulnerability Lesser, or Summom Monster V to list of known 4th-level spells.
15th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
18th Level: Pick additional 1st-level, 2nd-level, 3rd-level, and 4th-level spell from previous level.
Armored Mage: At 2nd level, a symbol gains the ability to ignore arcane spell failure while wearing light armor and wielding light shields, and at 7th level she can ignore arcane spell failure for medium armor. Skill check penalties for wearing armor still apply.
Spells: Beginning at 3rd level, a symbol gains the ability to cast a small number of arcane spells which are drawn from the evocation school of the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To cast a spell, a symbol must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a symbol’s spell is 10 + the spell level + the symbol’s Charisma modifier.
Like other spellcasters, a symbol can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Symbol.
A symbol’s selection of spells is extremely limited. A symbol begins play without a single spell, although she gains additional spells through her Arcane Legacy. At each new symbol level, she gains one or more new spells, as indicated on Table: Symbol Spells known. (Unlike spells per day, the number of spells a symbol knows is not affected by her Charisma score; the numbers on Table: Symbol Spells known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, but are restricted to the Evocation school of magic.
Unlike a wizard or a cleric, a symbol need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level. She does not have to decide ahead of time which spells she’ll cast. Spells cast by a symbol have no material, verbal, focus, or experience components; only a somatic compoments exists for all spells (usually involving pointing at the target of the spell) and a symbol needs at least one hand free in order to cast them.
Physical Manifestation (Ex): Making a pact through a ceremonial rite flooded the symbol with a torrent of arcane energy. After some time, that very magical power has begun to affect the symbol’s physical appearance. At 4th and 8th level, pick a minor physical manifestation, gaining the Altered Apperance physical manifestation automatically. At 12th and 16th level, pick a major physical manifestation. Each manifestation can be taken only once.
Minor Physical Manifestations:
Altered Apperance (Automatic): Becoming a symbol has given you a more exotic appearance. This change is purely cosmetic and can be major or relatively insignificant, and is usually (but not necessarily) based upon their Arcane Legacy rite. For example, a symbol of Draconic Heritage may have dusty-red scales, lizard-like eyes, and bright orange hair. The altered appearance of a symbol varies greatly from individual to individual. This ability is technically limited only by imagination, however it's the DM's call as to what constitutes a "purely cosmetic change." In addition, this ability grants you a +2 circumstance bonus on Diplomacy checks.
Dagger Fangs: A symbol gains a bite attack if she does not already have one. A bite deals 1d6 points of damage for a Medium creature, and 1d4 points of damage for a Small creature. You are considered proficient with this attack. When making a full attack, you use her full base attack bonus with her bite attack. In addition, this ability grants you a +2 circumstance bonus on Intimidate checks.
Enhanced Reflexes: If a symbol makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. You keep this ability even if wearing light, medium, heavy armor, or light shields. If you are unconscious or otherwise helpless, you do not gain the benefit of enhanced reflexes. In addition, this ability grants you a +2 circumstance bonus on Move Silently checks.
Fast Movement: A symbol gains a +10 enhancement bonus on her base speed. You keeps this ability even if wearing light, medium, or heavy armor. In addition, this ability grants you a +2 circumstance bonus on Jump checks.
Goliath Slam: A symbol gains two slam attacks if she does not already have them. Each slam deals 1d4 points of damage for a Medium creature, and 1d3 points of damage for a Small creature. You are considered proficient with these attacks. When making a full attack, you takes a -5 penalty on slam attacks. In addition, this ability grants you a +2 circumstance bonus on Climb checks.
Razor Claws: A symbol gains two claw attacks if she does not already have them. Each claw deals 1d4 points of damage for a Medium creature, and 1d3 points of damage for a Small creature. You are considered proficient with these attacks. When making a full attack, you takes a -5 penalty on claw attacks. In addition, this ability grants you a +2 circumstance bonus on Sleight of Hand checks.
Toughened: A symbol's body becomes more resilient to damage, giving her a +1/every additional four symbol levels natural armor bonus to her Armor Class. In addition, this ability grants you a +2 circumstance bonus on Concentrate checks.
Major Physical Manifestations:
Energy Blast: A symbol can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of a chosen energy type (acid, electricity, fire, ice, water) per caster level. Those caught in the area of the blast receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your symbol level + your Charisma modifier. This power can be used a number of times per day equal to your Charisma modifier. This power has a range of 60 feet.
Energy Resistance: A symbol gains Energy Resistance 10 to a single energy (acid, electricity, fire, ice, or water) type of her choosing.
Faded Form: At symbol can become incorporeal for 1 round per caster level. While in this form, you gain the incorporeal subtype but your spells and attacks do not affect corporeal creatures. This power can be used a number of times per day equal to your Charisma modifier.
Flawless Soul: A symbol becomes immune to diseases and poisons of all kinds, including magical ones, such as Mummy Rot and the Whitelight Shakes.
Frightful Presence: This ability takes effect automatically whenever you make a full attack. Creatures within 30' are subject to the effect if they are below your symbol level (or if they have fewer HD). A potentially affected creature that succeeds on the Will Save (DC 10+ 1/2 symbol levels +the your Charisma modifier) remains immune to your frightful presence for 24 hours. On a failure, creatures with panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.
Great Resolve: A symbol can her Charisma modifier (if any) to Fortitude and Will saves.
Wings: A symbol grows a set of wings (these can be bird wings, draconic wings, wings of steel, bat wings, wings of translucent color, insect wings, or whatever the symbol deems the wings to look like. However, once picked, the details of the wings cannot be changed). She may now fly at a speed of 60 feet with Good maneuverability. If carrying a medium load, her speed is reduced to 40 feet with Average maneuverability. A symbol cannot fly when carrying a heavy load.
Final Transformation (Ex): Upon reaching 20th level, a symbol has received the full benefit of her arcane legacy and physical manifestation. She may pick an additional minor and major physical manifestation from a previous level. In addition, a symbol gains one of the following in accordance with their Legacy Rite.
Rite of Draconic Heritage: Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of a chosen energy type (acid, electricity, fire, ice, or water). You also gain blindsense 60 feet.
Rite of Elemental Power: Elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of a chosen energy type (acid, electricity, fire, ice, or water).
Rite of Fey Shadow: Your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast Shadow Walk as a bonus spell.
Rite of Giant's Legacy: Your body increases in size to match the giantkin of old. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you treated as one size category larger if doing so is advantageous to you. You are also considered to be one size larger when determining special attacks based on size (such as improved grab or swallow whole) can affect you. You are also able to use larger sized weapons without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change your size category. You also gain immunity to damage of a chosen energy type (acid, electricity, fire, ice, or water).