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Thread: Base Class Contest XIX - Inner Might

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    Barbarian in the Playground
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    Jun 2012

    Default Re: Base Class Contest XIX - Inner Might

    Planar Mage Formulas (Part 2):
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    Summon Elemental V
    6th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Air Elemental, Huge|6 A|Air

    Belker [Neutral Evil]|6 A|Air

    Chraal [Neutral Evil] (MMIII)|6 A, 6 W|Air, Water

    Cinderspawn [Chaotic Evil] (LM)|6 F, 4 N|Fire

    Earth Elemental, Huge|6 E|Earth

    Fire Elemental, Huge|6 F|Fire

    Ice Paraelemental, Huge (MoP)|6 A, 6 W|Air, Water

    Magma Paraelemental, Huge (MoP)|6 E, 6 F|Earth, Fire

    Ooze Paraelemental, Huge (MoP)|6 E, 6 W|Earth, Water

    Oread (FF)|6 E|Earth

    Salamander, average [Neutral Evil]|6 F|Fire

    Smoke Paraelemental, Huge (MoP)|6 A, 6 F|Air, Fire

    Storm Elemental, Large (MMIII)|6 A|Air

    Voidwraith [Neutral Evil] (LM)|6 A, 4 N|Air

    Water Elemental, Huge|6 W|Water

    Xorn, average|6 E|Earth[/table]



    Summon Elemental VI
    7th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Air Elemental, Greater|7 A|Air

    Arrowhawk, elder|7 A|Air

    Djinni (genie) [Chaotic Good]|7 A|Air

    Earth Elemental, Greater|7 E|Earth

    Fire Elemental, Greater|7 F|Fire

    Ice Paraelemental, Greater (MoP)|7 A, 7 W|Air, Water

    Inferno Spider (MMIV)|7 F|Fire

    Invisible Stalker|7 A|Air

    Magma Paraelemental, Greater (MoP)|7 E, 7 F|Earth, Fire

    Movanic Deva [Neutral Good] (FF)|5 N, 5 P|Good

    Ooze Paraelemental, Greater (MoP)|7 E, 7 W|Earth, Water

    Smoke Paraelemental, Greater (MoP)|7 A, 7 F|Air, Fire

    Storm Elemental, Huge (MMIII)|7 A|Air

    Water Elemental, Greater|7 W|Water

    Xorn, elder|7 E|Earth[/table]

    Summon Elemental VII
    8th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Djinni, noble (genie) [Chaotic Good]|8 A|Air

    Efreeti (genie) [Lawful Evil]|8 F|Fire

    Salamander, noble [Neutral Evil]|8 F|Fire

    Storm Elemental, Greater (MMIII)|8 A|Air

    Tojanida, elder|8 W|Water

    Void Ooze (PlH)|8 A, 6 N|Air[/table]

    Augmentation: By spending 1 additional planar point of each type required to summon a specific kind of creature, you can summon 1d3 creatures of that kind instead of only one, and the effective level of the formula increases by 1 for the purpose of effects that rely on it. You cannot augment this formula any further.

    Summon Elemental VIII
    9th-level Conjuration (Summoning) formula [See text]
    Minimum Cost: See text
    Casting Time: 1 round
    Duration: 1 minute (D)
    Augmentation: No

    This formula functions like Summon Elemental I, but it summons a creature from the list below (it can't be used to summon a creature from the Summon Elemental I's list).
    {table=head]Creature Summoned|Cost|Descriptor
    Air Elemental, Elder|9 A|Air

    Earth Elemental, Elder|9 E|Earth

    Fire Elemental, Elder|9 F|Fire

    Ice Paraelemental, Elder (MoP)|9 A, 9 W|Air, Water

    Magma Paraelemental, Elder (MoP)|9 E, 9 F|Earth, Fire

    Ooze Paraelemental, Elder (MoP)|9 E, 9 W|Earth, Water

    Smoke Paraelemental, Elder (MoP)|9 A, 9 F|Air, Fire

    Unraveler (PlH)|7 A, 7 E, 7 F, 7 W, 5 N, 5 P|Air, Earth, Fire, Water

    Water Elemental, Elder|9 W|Water[/table]

    Towering Thunderhead
    9th-level Conjuration (Creation) formula [Air]
    Minimum Cost: 9 A
    Range: Long (400 ft. + 40 ft./level)
    Area: Cylinder (40-ft. radius, 60 ft. high)
    Duration: 3 rounds (D)
    Saving Throw: None
    Spell Resistance: No
    Augmentation: No

    You channel the energy of the Elemental Plane of Air in order to create an enormous mass of dark clouds. This formula functions like the spell of the same name (described in Complete Mage).

    It also counters and dispel the eponymous spell and vice-versa.

    Transmute Rock to Lava
    9th-level Transmutation formula [Earth, Fire]
    Minimum Cost: 9 E, 9 F
    Range: Medium (100 ft. + 10 ft./level)
    Area: One 10-ft. cube
    Duration: Instantaneous
    Saving Throw: Reflex half; see text for the Transmute Rock to Lava spell (Complete Arcane)
    Spell Resistance: No
    Augmentation: No

    You suffuse the earth within the area with the energy of the Elemental Plane of Fire, transforming it into lava. This formula functions like the spell of the same name (described in Complete Arcane).

    It also counters and dispel the eponymous spell and vice-versa.



    New Monsters:
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    Buio
    Size/Type: Medium Outsider
    Hit Dice: 2d8+4 (13 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 9 (-1 dex), touch 9, flat-footed 10
    Base Attack/Grapple: +2/+3
    Attack: Masterwork Morningstar +4 melee (1d8+1)
    Full Attack: +3
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Body of darkness, darkvision 60 ft., outsider traits, see in darkness
    Saves: Fort +5, Ref +2, Will +5
    Abilities: Str 13, Dex 8, Con 14, Int 10, Wis 15, Cha 10
    Skills: Bluff +9, Concentration +7, Diplomacy +5, Heal +7, Knowledge (the planes) +5, Listen +9, Search +7, Spot +11
    Feats: Alertness, Improved InitiativeB, Tomb-Tainted SoulB (LM)
    Enviroment: Negative Energy Plane
    Organization: Company (2–4 3rd level fighters or clerics), squad (11–20 3rd-level fighters or clerics plus 2 8th-level fighter/clerics and 1 12th-level cleric)
    Challange Rating: 2
    Treasure: Standard
    Alignment: Often Chaotic Neutral
    Advancement: By character class
    Favored Class: Cleric
    Level Adjustment: +2

    The buio are a race of warriors who live on the Negative Energy Plane. They are believed to be close relatives of lumi (see Monster Manual III), exhaling darkness instead of light, but they have a neck, unlike their positive counterparts.
    Buio's society mirror lumi's; they worship Darkness for its ability to hide the weak from their oppressors. They spend most of their life in shadow and rarely leave their home plane. They make occasional patrols around their cities, looking for unfortunate travelers to help. Undead creatures also sometimes get their hospitality, but it rarely happens.
    An average buio stands between 5 and 7 feet in height and weighs 100 to 300 pounds.
    Buio speak Common and Lumi.

    Combat
    A buio usually goes into combat with its morningstar. They prefer to fight in shadow, as their opponents can rarely see as well in it as themselves. Buio clerics favor spells that can directly harm undead creatures, especially the spells that don't rely on positive energy.
    Body of darkness (Su). A buio's body is suffused with gloomy negative energy. It is immune to all death spells, magical death effects, energy drain, and any positive energy effect (given that they gain Tomb-Tainted Soul as a bonus feat, they are healed by negative energy effects).
    Buio are adapted to live on the Negative Energy Plane. They never take damage or gain negative levels as a result of being in a plane with the negative-dominant energy trait, and thus are never in danger of becoming a wraith when on the Negative Energy Plane. When on a plane with the major negative-dominant energy trait, buio gain 5 hit points for every negative level that the plane would have inflicted on them (though this healing is not converted into temporary hit points if they are at full health).
    A buio sheds faint darkness around itself. However, this effect is too weak to give them any in-game benefit.
    See in darkness (Su). Buio can see perfectly in darkness of any kind, even that created by a Deeper Darkness spell.
    Spell-like abilities. At will— Darkness; 3/day— Inflict Light Wounds (DC 13); 1/day— Death Ward (DC 16). Caster level 3rd.
    Skills. A buio has a +4 racial bonus on Bluff checks and a +2 racial bonus on Search and Spot checks.
    Last edited by Network; 2013-10-14 at 04:01 PM.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?