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    Barbarian in the Playground
    Join Date
    Jun 2012

    Default Re: Channeling the power of the planes (with subsystem, WIP)

    Planecasting Feats

    This section introduces two new types of feats for planecasters : metaformula feats and planeshaping feats. Also, many feats have prerequisites marked as "Planar points", with an amount and type of planar points mentioned in parenthesis. This means that the feat may only be selected by characters whose maximum amount of planar points of the mentioned type is at least equal to the amount in parenthesis. For example, "Planar points (3 A, 1 N)" means the character's maximum amount of air points must be at least 3, and his maximum amount of negative energy points must be at least 1. Some feats require the character to have planar points from more than one class, and are thus intended for multiclassed characters.

    Metaformula feats allow you to modify a formula and are quite similar to metamagic feats, with two key differences : they are applied when the formula is being cast, with no increase in casting time, and they modify the cost of the formula instead of requiring a spell slot of an higher level. This change in cost often sets the cost of planar points to an amount dependent of the formula's effective level (but will not reduce the cost if it is already higher). Otherwise, it is an increase in the formula's cost. In either cases, changes to the cost of a formula due to metaformula feats are always applied last, after the increase in cost caused by the formula's augmentation (if any).

    Planeshaping feats allow you to select your formulas from a given list in addition to the ones you can select from your planecasting classes. The new list of formulas accessible to you is stated in the feat's description. Most planeshaping feats also give you one or two formulas from the new list in addition to the ones you are entitled to due to your level.

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    Athasian Elementalist [General]
    You know secret locations of the inner planes that are sometimes visited by clerics from Athas, including regions of the paraelemental planes that are tainted by positive energy. You can summon creatures from these places.
    Prerequisites: Must know a formula from the Summon Elemental line of at least 3rd level.
    Benefit: You add a variety of monsters to the lists of monsters you can summon with formulas of the Summon Elemental line ; refer to the table below for more information.
    Formula Monster Cost Descriptor
    Summon Elemental II Rain Paraelemental, Small (ToA) 3 A, 3 W, 1 P Air, Cold, Water
    Summon Elemental II Silt Paraelemental, Small (ToA) 3 E, 3 W, 1 P Earth, Water
    Summon Elemental II Sun Paraelemental, Small (ToA) 3 A, 3 F, 1 P Air, Fire
    Summon Elemental III Rain Paraelemental, Medium (ToA) 4 A, 4 W, 2 P Air, Cold, Water
    Summon Elemental III Silt Paraelemental, Medium (ToA) 4 E, 4 W, 2 P Earth, Water
    Summon Elemental III Sun Paraelemental, Medium (ToA) 4 A, 4 F, 2 P Air, Fire
    Summon Elemental IV Rain Paraelemental, Large (ToA) 5 A, 5 W, 3 P Air, Cold, Water
    Summon Elemental IV Silt Paraelemental, Large (ToA) 5 E, 5 W, 3 P Earth, Water
    Summon Elemental IV Sun Paraelemental, Large (ToA) 5 A, 5 F, 3 P Air, Fire
    Summon Elemental V Air Elemental Beast (ToA) 6 A Air
    Summon Elemental V Earth Elemental Beast (ToA) 6 E Earth
    Summon Elemental V Fire Elemental Beast (ToA) 6 F Fire
    Summon Elemental V Magma Paraelemental Beast (ToA) 6 E, 6 F Earth, Fire
    Summon Elemental V Rain Paraelemental, Huge (ToA) 6 A, 6 W, 4 P Air, Cold, Water
    Summon Elemental V Rain Paraelemental Beast (ToA) 6 A, 6 W, 4 P Air, Water
    Summon Elemental V Silt Paraelemental, Huge (ToA) 6 E, 6 W, 4 P Earth, Water
    Summon Elemental V Silt Paraelemental Beast (ToA) 6 E, 6 W, 4 P Earth, Water
    Summon Elemental V Sun Paraelemental, Huge (ToA) 6 A, 6 F, 4 P Air, Fire
    Summon Elemental V Sun Paraelemental Beast (ToA) 6 A, 6 F, 4 P Air, Fire
    Summon Elemental V Water Elemental Beast (swarm) (ToA) 6 W Water
    Summon Elemental VI Rain Paraelemental, Greater (ToA) 7 A, 7 W, 5 P Air, Cold, Water
    Summon Elemental VI Sand Bride [Chaotic Evil] (ToA) 5 N Chaos, Evil
    Summon Elemental VI Silt Paraelemental, Greater (ToA) 7 E, 7 W, 5 P Earth, Water
    Summon Elemental VI Sun Paraelemental, Greater (ToA) 7 A, 7 F, 5 P Air, Fire
    Summon Elemental VII Sand Mother [Chaotic Evil] (ToA) 6 N Chaos, Evil
    Summon Elemental VIII Rain Paraelemental, Elder (ToA) 9 A, 9 W, 7 P Air, Cold, Water
    Summon Elemental VIII Silt Paraelemental, Elder (ToA) 9 E, 9 W, 7 P Earth, Water
    Summon Elemental VIII Sun Paraelemental, Elder (ToA) 9 A, 9 F, 7 P Air, Fire

    Elemental Ray Mastery [General]
    You may use your elemental ray in ways that are unusual for most Planar Mages, but which you master perfectly.
    Prerequisites: Ability to cast the Elemental Ray formula.
    Benefit: When you use the air application of your elemental ray, you may reduce the damage inflicted by half to deal sonic damage with it (instead of bludgeoning damage). In addition, your elemental ray may now counter and dispel any spell that has for effect a ray, missile, orb or similar, and that has a subtype that relates to an element or energy type. To counter that spell, the effective spell level of your elemental ray must be at least equal to the level of the spell (not accounting for metamagic and the like) minus 1, and you must use a specific application of your ray that depends of the subtype of that spell (if the spell has many subtypes, you may choose freely amongst the matching applications).
    Subtype of the countered spell Application to use
    Acid earth
    Air air
    Cold water
    Earth earth
    Electricity air
    Fire fire
    Sonic air
    Water water
    Finally, if you are of 3rd level or higher, you can use a minor elemental ray known as a fundamental ray. That ray functions like the Elemental Ray formula and benefits from effects that improve on it, but cannot counter or dispel anything else than another fundamental ray (a regular elemental ray can counter it, however). The fundamental ray is a 0th-level formula (with an appropriate save DC), has a minimum cost of 0, and cannot be augmented. The damage it deals is equal to 1d4 * the amount of planar points you have remaining that is associated with the application you use. For example, if you currently have 3 F out of a possible 5 F and use the fire application of a fundamental ray, it deals 3d4 points of fire damage. As per this feat, you may reduce by half the damage you deal with the air application to deal sonic damage instead of bludgeoning damage.
    Normal: You may not deal sonic damage with an elemental ray, nor may you use it to counter another spell. Also, you do not have any 0th-level formula.

    Fundamental Ray Mastery [General]
    Your fundamental ray is more powerful than normal
    Prerequisites: Elemental Ray Mastery, character level 3.
    Benefit: The damage dealt by your fundamental ray is equal to 1d8 * the amount of planar points you have remaining that is associated with the application you use. In addition, the effective level of your fundamental ray (on which the save DC is based) is equal to half the amount of planar points you have remaining that is associated with the application you use (rounded up). For example, if you currently have 9 E and use the earth application of a fundamental ray, it deals 9d8 points of acid damage and its effective level is equal to 5. You may reduce the effective level of your fundamental ray if you so choose (for example, to benefit from a feat that improves your spell-like abilities), but doing so also reduces the save DC.
    Normal: A fundamental ray deals 1d4 points of damage * the amount of planar points you have remaining that is associated with the application you use. It is a 0th-level formula.

    Obsidian Shaper [Planeshaping]
    Through your travels in the inner planes, you discovered that obsidian is formed from a fusion of the four elements and negative energy. You consecutively learned how to create it through planecasting.
    Prerequisites: Planar points (4 A, 4 E, 4 F, 4 W, 2 N), ability to learn 4th-level formulas.
    Benefit: You may learn formulas from the Obsidian Shaper list of formulas. In addition, you instantly learn one formula from that list for free. Since these formulas require you to draw energy from five different planes, their usage requires a great deal of time and effort.

    Summon Necromental [Metaformula]
    You learned how to summon an undead elemental instead of a living one when you need to.
    Prerequisites: Planar points (1 N), ability to summon a creature with the elemental subtype via a formula of 3rd level or lower.
    Benefit: This feat may only be applied to a Conjuration (Summoning) formula and only if it is used to summon a creature of the Elemental type. The modified formula instead summons a similar creature with the necromental template applied to it (see Libris Mortis). Modifying a formula with this feat sets the amount of negative energy points (N) spent on the formula to a value equal to the formula's effective level minus 2 (minimum 1 N), unless the formula already requires more.
    Last edited by Network; 2014-07-12 at 06:44 PM.
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