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Thread: The Book of Shadows (3.5, PEACH)

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    Default Re: The Book of Shadows (3.5, PEACH)

    Dark Raiment


    It isn't enough to simply be a servant of incromprehensible darkness and evil - you have to look good while you do it. An Invoker's Dark Raiment is very nearly a part of themselves, unique and suited in both utility and style to what they need. Whether it is purchased or crafted or found, the Invoker uses their power to reshape and empower it to suit themselves. Whatever form the Raiment takes, it bears the particular style and appearance that the Invoker chooses for it, however outlandish that may be.

    Upon gaining the Dark Raiment class feature, the Invoker selects the features of their Armor and Device. They then acquire through whatever means a set of masterwork armor and a masterwork weapon of the correct approximate type (a starting character does not have to pay for this equipment) and spend a week imbuing the items with dark power. This process re-shapes the Raiment to the form and appearance they desire. Should the Invoker's Raiment ever be permanently lost or destoyed, they may re-create it with no cost beyond that of the base materials. If the Invoker wants to replace or upgrade their Raiment, they may also do so by simply imbuing a new set of equipment. This method can be used to get Raiment made of special materials like mithril, or with inherent magical bonuses. They may also have their Raiment enchanted as normal, but they must be present for the entire enchanting process.

    While their Raiment may bear superficial resemblance to mortal weapons and armor, the equipment of an Invoker contains within it strong remnants of the power used in their construction. Upon gaining the Radiant Armaments class feature, the magical girl selects device and armor archetypes, using their stats regardless of what his actual outfit consists of. The evoker may apply a single Enhanced Raiment effect to either his device or armor upon gaining the Dark Raiment class feature. His class may grant her additional Enhanced Raiment effects as he gains levels. An invoker is always proficient with the weapons and armor that form his Raiment. Some device archetypes are limited in accessibility, available only to certain invoker classes.

    A servant of darkness is nevery fully without their Dark Raiment. It is simultaneously a badge of office and a mark of their service to the darkness. The invoker's Dark Raiment is always comfortable to wear, never becoming soiled (or at least, no moreso than its default) and always allowing the invoker to rest comfortably without removing it.
    Dark Raiment always count as Masterwork, gaining all the benefits of such. Masterwork benefits have been accounted for in the following tables. Dark Raiment brought into an antimagic field or similar effect will continue functioning normally, but any Shadow Effects applied to them will be suppressed until exiting the field.

    Armor Archetypes
    {table=head]Armor | Armor Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed (30ft.) | Speed (20ft.) | Weight
    Light |
    +4
    |
    +7
    |
    -1
    |
    0%
    |
    30 ft.
    |
    20 ft.
    |
    10 lbs.

    Medium |
    +6
    |
    +5
    |
    -2
    |
    15%
    |
    20 ft.
    |
    15 ft.
    |
    15 lbs.

    Heavy |
    +8
    |
    +3
    |
    -3
    |
    25%
    |
    20 ft.
    |
    15 ft.
    |
    25 lbs.
    [/table]

    Light: Light armor provides great resilience while hindering its wearer little, if at all. The most common form of armor across the different varieties of Invoker, light armor frequently take the form of gowns, suits, dresses, or other unarmored clothing, revealing its protective prowess only when struck.

    Medium: Though such generalist armor is generally eschewed by common adventurers in favor of more extreme equipment, there are many invokers who find a middle-of-the-road approach rewarding to their unique combat style. Medium armor is very clearly protective in nature, but generally not as clearly threatening as heavy armor.

    Heavy: Heavy armor burdens its wearer and makes using invocations difficult, but offers greater protection. Perhaps due to this protective nature, heavy armor generally takes a form that completely covers and obscures the Invoker, often giving the impression of a suit of armor filled with shadows and come to life. Even when the invoker who wears this armor has their head or arms exposed, the armor itself tends to be ominous, with many spikes or a skull motif.

    Enhanced Raiment
    When an invoker gains his Dark Raiment and again when they gain additional Enhanced Raiments from class features or feats, he may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.
    Spoiler
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    Durable: The armor bonus granted by the invoker’s armor increases by +2.
    Flexible: The armor check penalty decreases by –2, and the invoker's speed while wearing it increases by 5', up to a maximum of his unencumbered base speed.
    Agile: The maximum Dexterity bonus to AC allowed by the invoker's armor increases by +3.
    Conductive: The Arcane Spell Failure chance of the costume is reduced by 10%.


    Device Archetypes
    {table=head]Weapon | Damage (S) | Damage (M) | Critical | Range Increment | Weight | Type
    Versatile |
    1d6
    |
    1d8
    |
    19-20/x2
    |
    -
    |
    3 lbs.
    |
    Special*

    Mighty |
    1d10
    |
    1d12
    |
    x3
    |
    -
    |
    8 lbs.
    |
    Special*

    Transformation |
    1d4
    |
    1d6
    |
    x2
    |
    -
    |
    -
    |
    Special*

    Implement |
    1d4
    |
    1d6
    |
    x2
    |
    -
    |
    3 lbs.
    |
    Special*

    Bolt |
    1d8
    |
    1d10
    |
    19-20/x2
    |
    110 ft.
    |
    6 lbs.
    |
    Special*

    Blast
    |
    1d6
    |
    1d6
    |
    x2
    |
    60 ft.
    |
    -
    |
    Untyped
    [/table]
    *: At the same time he selects his device's archetype, an invoker may select its damage type (Piercing, Slashing, or Bludgeoning).

    Versatile: A versatile device may be wielded as a one-handed or two-handed weapon. Most commonly, weapons of the versatile archetype are modeled after swords, axes, or maces, but such unusual choices as a musical instrument or severed limb are not entirely unheard of, and even the most mundane weapons are usually given a personal flair. Only a Nihilist or Pragmatist may choose a versatile weapon as their weapon.

    Mighty: A mighty device is wielded as a two-handed weapon. Mighty weapons are often exaggerated by their wielders, made to look far heavier and more powerful than they actually are. Upscaled weapons of almost any type may be wielded as a mighty weapon, and some eccentric invokers go so far as to model their armament after something that, while heavy and large, is not a weapon at all. Only a Nihilist may choose a mighty weapon as their weapon.

    Transformation: A transformation is somewhat different from most other devices becaue it causes the invokers weapons to grow from their own body. Taking the form of claws, protruding spikes, huge fangs or just bulging muscles, the transformation grants a single untyped natural attack to the invoker that counts as both a natural weapon and an unarmed strike (allowing for iterative attacks). Activating or deactivating his transformation is an action equivalent to drawing or sheathing a weapon. An invoker's Dark Raiment armor will automatically modify itself to accommodate this transformation if necessary. An invoker with a transformation weapon qualifies for feats as if he possessed the Improved Unarmed Strike feat, though he only gains their benefits while his transformation is active unless he acquires Improved Unarmed Strike on his own. Because the Transformation weapon has no physical form, it cannot be enchanted directly. However, the effect of an Amulet of Mighty Fists will apply to attacks made by the Transformation weapon. Only a Nihilist or Pragmatist may choose a transformation as their weapon.

    Implement: An implement is wielded as a one-handed weapon. Implements are not generally intended to see heavy combat, serving purely as a focus for channeled power and little beyond that. As such, they tend to take inoffensive forms such as rods, orbs, or scepters. Only a Pragmatist or Fantacist may choose an implement weapon as their weapon.

    Bolt: A bolt device is a ranged weapon, and requires two hands to fire. Bolt devices reload automatically, provide their own ammunition, and are incompatible with ammunition for other weapons. Most commonly, these devices take the form of bow, guns, or heavy crossbows, but it is not unheard of for them to be formed in more exotic shapes – such as a pair of gloves that hurl and subsequently regenerate shards of razor-sharp crystal. Only a Nihilist or Pragmatist may choose the bolt archetype bolt for their weapon.

    Blast: A blast weapon is a ranged weapon, and requires only one hand. Blast weapons are not true weapons, but rather a form of repetitive spell effect that acts in much the same way as a weapon. The blast has no physical form, but is generally portrayed as an aura or flickering shadow around the invoker's hand. It requires the same action to ready a blast as it would to draw a weapon, though an Invoker with a ready blast is still considdered unarmed. Invokers armed with a Blast may choose to apply Blast shape to their attacks, though doing so requires the normal expenditure of blots for the attack and is a standard action instead of an attack action. They may also add an Eldritch Essense to any attack they make - this is a free action, but only one such essence may be applied to any attack. If you can attack more than once, the same Eldritch Essence is applied to each of these attacks, but any effect that requires a saving throw that hits the same target more than once in a round only needs to be saved against once. Because the Blast weapon has no physical form, it cannot be enchanted, but it can still have weapon Shadow Effects applied to it. Any invoker may choose a Blast as their weapon.

    Enhanced Raiment
    When an invoker gains his Dark Raiment and again when they gain additional Enhanced Raiments from class features or feats, he may choose from the following effects. Unless otherwise noted, a single enhancement can be taken multiple times.
    Spoiler
    Show
    Oversized: The damage die of the invoker’s device increases by one size category.

    Precise: The critical range of the invoker’s device expands by one (for example, from 19-20 to 18-20). This improvement stacks with, and is applied after the effects of, the Keen enchantment or the Improved Critical feat.

    Brutal: The critical multiplier of the invoker’s device increases by one.

    Horizon: The range increment of the evoker’s device increases by 50%. This enhancement may only be applied to a blast or bolt device.

    Blazing: As long as the invoker is holding their weapon, the he increases the save DCs of his invocations by 1.

    Reach: The invoker’s device gains reach. He may alter his grip on the weapon to shift its functionality and threatened area between that of a reach and that of a standard weapon as a swift action. This enhancement may only be applied to a mighty or versatile weapon, and may only be applied once.

    Empowered: When active, the invoker may add her Intelligence or Wisdom modifier (whichever is higher) to her weapon damage rolls. This enhancement may only be applied to a transformation, and may only be applied once.

    Effortless: The device counts as a light weapon, rather than as a one-handed weapon, for all purposes. This enhancement may only be applied to an implement, or versatile device, and may only be applied once.

    Technical: The device can be used to trip enemies, and grants a +2 bonus on Disarm and Sunder attempts made with it. This enhancement may only be applied to a mighty, implement, transformation, or versatile device, and may only be applied once.


    Shadow Effects


    Evokers are capable of infusing their costumes with powerful effects, saturating their equipment with radiant powers that take hold when worn. An evoker has access to all costume effects that are compatible with her device and costume archetypes, and may imbue her costume with any combination of them as part of the same ritual she uses to prepare illuminations. An evoker may only infuse her costume with a limited number of effects at any given time, as shown on the table below.

    Shadow Effects
    {table=head]Level | Nihilist | Pragmatist | Fantacist

    1st
    |
    1
    |
    1
    |
    1

    2nd
    |
    1
    |
    1
    |
    1

    3rd
    |
    1
    |
    1
    |
    1

    4th
    |
    1
    |
    1
    |
    1

    5th
    |
    2
    |
    1
    |
    1

    6th
    |
    2
    |
    2
    |
    1

    7th
    |
    2
    |
    2
    |
    1

    8th
    |
    2
    |
    2
    |
    2

    9th
    |
    2
    |
    2
    |
    2

    10th
    |
    3
    |
    2
    |
    2

    11th
    |
    3
    |
    2
    |
    2

    12th
    |
    3
    |
    3
    |
    2

    13th
    |
    3
    |
    3
    |
    2

    14th
    |
    3
    |
    3
    |
    2

    15th
    |
    4
    |
    3
    |
    2

    16th
    |
    4
    |
    3
    |
    3

    17th
    |
    4
    |
    3
    |
    3

    18th
    |
    4
    |
    4
    |
    3

    19th
    |
    5
    |
    4
    |
    3

    20th
    |
    5
    |
    4
    |
    3
    [/table]

    An invoker may further enhance his Dark Raiment by investing blots in his shadow effects. As a swift action, he may allocate blots freely in any number of his shadow effects, up to a maximum of [Invoker level] motes in any single shadow effect. Blots invested in shadow effects are removed from the invoker’s well of darkness, and do not return when his well refills. If points are removed from his shadow effects, the invoker regenerates them as normal when his well next refills.

    Weapon Effects
    Spoiler
    Show
    Enhanced [All Types]
    Indisputably the oldest of all shadow effects, this simple infusion was born at the dawn of time itself. It has existed, in countless different forms, from the very first time a mortal opened her heart to the darkness and let it flow through her to shape the world. As such, there is no easily defined ‘default’ manifestation for this effect. It is unique to each individual invoker, bringing her weapon closer to her personal vision of an ideal tool. Blades sharpen, grips tighten, and balance perfects itself until the weapon feels like nothing so much as a flawless extension of its wielder’s own body.
    Effect: The invoker’s weapon gains a +1 enhancement bonus, or increases any existing enhancement bonus by +1. This increase is not subject to the normal limit of a +5 enhancement bonus on a magic weapon.
    Essence Boost: For every 3b invested in this shadow element, the enhancement bonus increases by +1.

    Vicious[Versatile, Mighty, Transformation]
    The disciples of darkness try their best to ensure that they never fight on even terms, seeking every opportunity to strike out at their enemies. Their weapons are similarly crafted to seek out weaknesses and make opportune strikes at their enemies.
    Effect: The invoker gains a +2 bonus to attack rolls on attacks of opportunity, and the DC for enemies to tumble through spaces he threatens is increased by +3.
    Essence Boost: For every 2b invested in this costume element, the bonus to attacks of opportunity increases by +1, and the bonus to Tumble DCs increases by +2. If at least 8b are invested in this effect, any enemy who leaves a square he threatens provokes an attack of opportunity from the invoker, even if they are taking a 5’ step or other form of movement that does not normally provoke attacks of opportunity.

    Fated [Bolt, Versatile, Implement]
    The darkness holds within itself the mysteries of time and space. Those who are in tune with it can twist probabilities to their own desires, bringing about the results they wish more often. The Fated blade is surer and more deadly, often gaining impressive etchings or glowing sigils that flicker or flare when used.
    Effect: The invoker may, once per encounter, reroll a single attack roll, damage roll, or opposed skill check. He must accept the result of this new roll, even if it is worse than the original. If he has an invoker level of at least 8, he may use this ability twice per encounter. If he has an evoker level of at least 16, she may use it three times per encounter. If used out of combat, one use of this effect is exhausted until the beginning of the next combat.
    Essence Boost: For every 3b invested in this effect when its reroll is expended, the invoker may roll the results an additional time if the initial reroll gives unsatisfactory results. The invoker is not obliged to use all the rerolls available to him, and may accept her roll at any point in the process.

    Ominous [Implement, Blast, Transformation]
    Darkness, and those who wield it, are quite often the center of attention, like it or not. Their powers are spooky, impressive, and often relatively unknown to those unfamiliar with the various branches of magic. Some invokers shy from such a role, but many embrace it wholeheartedly, making the battlefield their stage and their powers a personal stage. First crafted by such enthusiasts, this gaudy but undeniably effective shadow element allows an invoker to house a measure of her personal darkness in her weapon for later use. This shadow effect most commonly manifests by coating a weapon with flickering darkness. When infused with blots, dark energy seeps from the weapon itself, leaving a fading trail of darkness whenever it is swung.
    Effect: The save DC of any invocations used by the invoker increases by +1.
    Essence Boost: By investing blots into this effect, an invoker can store invocations for later use. Doing so requires a number of blots be invested at least equal to the caster level of the stored invocation. This invocation may be used at any time as a free action. Instead of expending blots, using a stored invocation causes all blots to immediately uninvest from this effect, returning to the invoker’s well of darkness (despite uninvested blots not normally returning to the well until it refreshes). Unlike with most shadow effects, placing blots into this effect requires a full-round action, rather than as part of the swift action that usually allows reallocation of blots into a shadow effect.

    Destructive [Bolt, Blast, Mighty]
    The darkness is capable of many things, but one of the things it is best at is entropy. Breaking down and destroying the defenses and protections on things is childs play for a servant of darkness. This effect most often shows up as crackling black lightning covering the weapon, becoming more intense and potent as blots are invested into it.
    Effect: The attacks of the invoker ignore 3 points of damage resistance or hardness, and she gains a +1 bonus on rolls made to confirm critical hits.
    Essence Boost: For every 1b invested in this effect, the invoker's attacks bypass an addition point of DR or hardness. For every 2b invested in this effect, he gains an additional +1 on rolls to confirm critical hits. If at least 6b is invested in this effect, any creature dealt damage by the invoker's weapon loses any fast healing or regeneration it might possess for one round.


    Eldritch [Blast]
    Effect: Eldritch causes the Blast to resolve as a ranged touch attack.
    Essence Boost: For every 2b invested in this shadow element, increase the damage by 1d6.


    Armor Effects
    Spoiler
    Show

    Defiant [Heavy armor]

    Effect: The invoker gains DR 1/Magic. Additionally, he gains 25% fortification, giving his a chance to negate any sneak attack or critical hit and cause damage to be rolled normally. This stacks with any other fortification the invoker may have.
    Essence Boost: Every 1b invested in this effect increases the granted fortification by 5%. Every 3b invested in this effect increases the granted DR by 2. If at least 12b have been invested in this effect, the damage reduction requires an adamantine weapon to bypass, as well as a magical one.

    Nimble [Light, Medium]

    Effect: The invoker gains a +5 bonus to Jump, Swim, Climb, Tumble, and Balance checks. Additionally, he does not suffer any reduction to speed from wearing armor or carrying a medium or heavy load. All other penalties of being overburdened still apply, and he is still incapable of carrying more than his maximum load.
    Essence Boost: For every 3b invested in this effect, the invoker’s base land speed increases by 10 feet.

    Primal [Light, Medium, Heavy]

    Effect: Upon manifesting this armor element, the invoker must choose an energy type (Acid, Cold, Electricity, Fire, or Sonic). He gains Resist 5 to that energy type. Additionally, whenever he deals damage of that type using an invocation or blast, he deals an additional +1 damage per die.
    Essence Boost: For every 2b invested in this effect, the resistance to the chosen energy increases by 5. For every 6b invested in this effect, the boost to dealing damage of the chosen element increases by +1.

    Subtle [Light armor]

    Effect: The invoker gains a +3 bonus to Hide and Move Silently checks as well as the Darkstalker feat.
    Essence Boost: For every 3b invested in this effect, the bonus to Hide and Move Silently checks increases by +2. If at least 9b is invested in this effect, the invoker may move up to his normal speed without incurring penalties on hide or move silently checks. If at least 15b have been invested in this effect, he may attempt to hide even while being observed.

    Warded [Light, Medium, Heavy]

    Effect: The invoker gains Spell Resistance 10 and Power Resistance 10.
    Essence Boost: For every 4b invested in this effect, the SR and PR each increase by 5.

    Weightless [Light, Medium, Heavy]

    Effect: The invoker gains a fly speed equal to his base land speed, with clumsy maneuverability. However, this flight is exceedingly short-lived, and the invoker must end any movement on solid ground or fall immediately.
    Essence Boost: For every 2b invested in this effect, the maneuverability of the invoker increases by one step, to a maximum of Perfect. If at least 6b are invested in this effect, the invoker no longer needs to end his turn on solid ground, and may fly and hover freely (even if his maneuverability is not good enough to hover under normal circumstances). If at least 12b have been invested in this effect, the invoker’s flight speed doubles.
    Last edited by kestrel404; 2013-02-24 at 01:25 PM.