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  1. - Top - End - #1
    Bugbear in the Playground
     
    Kellus's Avatar

    Join Date
    Feb 2007
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    The Frozen North
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    Default Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    News

    Spoiler
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    Hey everybody, remember this? New stuff, finally!

    For starters, a new thread! Because of my ridiculous short-sightedness, the old one was getting way too convoluted, and I wanted everything together in one place.

    Most obviously, the biggest addition to my system is the arch, a melee-based seed magic user. It's very cool, in my humble opinion; take a look. Also here are rules on multiclassing between different classes that use magic seals. Still coming are updated versions of the body of many beasts and the worldheart; I want to revise them so that they're equally viable with the gate and the arch, and to make use of my multiclassing rules.

    As always, please give me feedback!


    The Arch

    Spoiler
    Show
    Alignment: Any
    Hit Die: d10

    Class Skills
    The arch’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Control Shape (Wis), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), Swim (Str), and Use Magic Device (Cha).

    Skill Points at 1st Level: (4 + Int modifier) x 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Table: The Arch
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unique Squalls<br>per Day|Seed Effects<br>per Squall

    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    |Magic seal, innately aligned|3|1

    2nd|
    +2
    |
    +3
    |
    +0
    |
    +3
    |-|3|2

    3rd|
    +3
    |
    +3
    |
    +1
    |
    +3
    |Bonus feat|4|2

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |-|4|2

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Lunging storm|5|2

    6th|
    +6/+1
    |
    +5
    |
    +2
    |
    +5
    |Chain squalls|5|2

    7th|
    +7/+2
    |
    +5
    |
    +2
    |
    +5
    |-|6|3

    8th|
    +8/+3
    |
    +6
    |
    +2
    |
    +6
    |Bonus feat|6|3

    9th|
    +9/+4
    |
    +6
    |
    +3
    |
    +6
    |-|7|3

    10th|
    +10/+5
    |
    +7
    |
    +3
    |
    +7
    |-|7|3

    11th|
    +11/+6/+1
    |
    +7
    |
    +3
    |
    +7
    |-|8|3

    12th|
    +12/+7/+2
    |
    +8
    |
    +4
    |
    +8
    |-|8|4

    13th|
    +13/+8/+3
    |
    +8
    |
    +4
    |
    +8
    |Bonus feat|9|4

    14th|
    +14/+9/+4
    |
    +9
    |
    +4
    |
    +9
    |-|9|4

    15th|
    +15/+10/+5
    |
    +9
    |
    +5
    |
    +9
    |-|10|4

    16th|
    +16/+11/+6/+1
    |
    +10
    |
    +5
    |
    +10
    |-|10|4

    17th|
    +17/+12/+7/+2
    |
    +10
    |
    +5
    |
    +10
    |-|11|5

    18th|
    +18/+13/+8/+3
    |
    +11
    |
    +6
    |
    +11
    |Bonus feat|11|5

    19th|
    +19/+14/+9/+4
    |
    +11
    |
    +6
    |
    +11
    |-|12|5

    20th|
    +20/+15/+10/+5
    |
    +12
    |
    +6
    |
    +12
    |Unique seal|12|5

    [/table]

    Class Features

    All of the following are class features of the arch.

    Weapon and Armour Proficiency: An arch is proficient with all simple and martial weapons, as well as light armour, medium armour, heavy armour, and all kinds of shields (except tower shields). Squalls are supernatural abilities, and thus don't incur arcane spell failure.

    Magic Seal (Su): An arch derives his magic from extraplanar beings that he seals inside of his own body.

    Every morning at dawn, the arch may perform a ritual requiring five minutes of quiet meditation, in which he draws an outsider inside of his body and creates a magical seal that prevents it from escaping. It is also at dawn, whether or not an arch performs this ritual, that a previous outsider in his body exits his flesh and returns to its home plane.

    An outsider sealed may not have more hit dice than the arch who seals it has sealer levels.

    An arch may not seal a unique outsider inside his body, unless he has achieved mastery over his craft. See the Unique Seal class feature, below. He may, however, advance the outsider he seals as described in the Monster Manual if he wishes to seal the same beast at higher levels. He may not apply a template to the outsider.

    Outsiders, once released, have no memory of the time sealed within an arch, and thus never attempt to take revenge upon him.

    When sealing an outsider, or beast, within his body, an arch also constructs a certain number of squalls, as determined by his level of achievement. The number of squalls he may construct in any one day is shown on Table: The Arch, above. Depending on the nature and abilities of the outsider bound within him, different types of seeds may be available to him. For more information on squalls, see the Seeds section.

    Once an arch has constructed his daily squalls, he may unleash them at any time. Squalls are released in conjunction with an attack. When an arch makes a melee or ranged attack as his first attack in a round, he may choose to unleash a squall with the attack. The attack gains special properties or effects based on the squall he has constructed. An arch may only unleash a squall on his first iterative attack in a round, unless he has achieved a certain level of achievement (see the Chain Squalls class feature, below). An arch may choose any squall he has constructed for a day whenever he unleashes a squall.

    However, every time that an arch unleashes a squall, he gives up a portion of his identity, his self. An arch who relies too much upon the power of his sealed outsider quickly finds himself overwhelmed by it.

    An arch’s sealbreaker value represents how close the beast within him is to breaking free. Every day at dawn, the arch’s sealbreaker value returns to 0 as he regains his humanity when the extraplanar forces leave his mortal frame. However, upon the successful unleashing of a fury, he adds a number equal to (his beast’s hit dice - his sealer level), to his sealbreaker value. Even if his beast has fewer hit dice than the arch’s sealer level, he always adds a minimum of 1 to the sealbreaker value upon unleashing a squall.

    From that point on, when attempting to unleash a squall, the arch must roll percentile dice beforehand. A result greater than his sealbreaker value means that the squall is unleashed successfully, and he adds a number to his sealbreaker value. Failure indicates that his beast breaks free of the seal.

    When the beast breaks free, the arch and all of his worn possessions are instantly replaced with the outsider he sealed inside himself. The outsider, regardless of alignment, is driven partially mad by its confinement in a mortal body. It does not listen to reason, nor does it act according to normal patterns. Instead, it does as much harm to the arch as possible without him there. This could mean attacking his possessions, his mount, his comrades, or moving into an unfavourable position. Some beasts have been known to try and kill themselves in an attempt to escape the trap and leave the arch powerless. Breaking free is not an action, and as such when it occurs the beast has as many actions left to it as the arch had left to him before he attempted to unleash a squall. This includes the attack action that would have been used to attempt the squall. The only things that a beast cannot do in such a situation are effects to teleport or shift planes. Because of the presence of the mortal flesh and soul trapped within the outsider, it cannot travel effortlessly through space and dimensions like it normally can.

    Every round that the beast has broken free, the arch takes damage equal to the beast’s hit dice as he is slowly digested by the extraplanar being, but his sealbreaker value decreases by 5. This includes the round that it breaks free, but not the round where it is resealed. If t arch dies, the beast instantly returns to its normal senses, and may once again use teleportation and plane-shifting magic. If the outsider dies instead, the arch is returned to his own body, but no longer has the beast sealed within him. Thus, he does not have access to his squalls until he can seal another outsider inside himself at dawn.

    The arch may attempt to take back control of the beast once every round. This requires a Control Shape check equal to 15 + the hit dice of the beast. Every time he fails, the DC drops by 2. Attempting to regain control takes place at the start of the turn, and thus upon success the arch is returned to his body in the location where the beast previously was, with a full complement of actions remaining. Like breaking free, resealing the beast is not an action.

    Innately Aligned (Su): Due to his dual nature, for all intents and purposes of spells and magic items, an arch has the best possible combination of his alignment and the alignment of the beast he has sealed inside of himself. For example, a CG arch with a LN beast sealed is treated as being CG, CN, LG, or LN, depending on whichever alignment is most advantageous to the arch at the time.

    Bonus Feats: At 3rd level, and every 5 levels thereafter, an arch receives a bonus fighter feat for which he qualifies. Arch levels and fighter levels stack to determine his effective fighter level to qualify for these bonus feats.

    Lunging Storm (Su): Beginning at 5th level, an arch can draw upon his squalls to strike with lightning speed. If he chooses to activate a squall on any given round, he may take a full attack action no matter how far he moves.

    Chain Squalls (Su): Beginning at 6th level, an arch may chain his squalls together into devastating combos. When he hits with a squall on his first attack in a round, he may choose to activate a second squall on his first iterative in that round. If that squall hits as well, he may continue to unleash squalls until he misses an iterative attack or he runs out of attacks. He may also use this ability if he is granted an additional attack from a haste spell or similar effect.

    When unleashing multiple squalls in one round, an arch may not unleash the same squall more than once.

    Unique Seal (Su): At 20th level, the arch is a master of sealing outsiders. He may at this point attempt to seal a unique outsider inside his body. This requires one day of study for every hit die that the unique outsider has, and expenditure of resources for incense and similar tools requiring 500 gp per hit die of the outsider. Sealing a unique outsider also requires a ritual consuming 1 hour instead of 5 minutes, and successful Control Shape and Knowledge (The Planes) checks against a DC of 15 + the hit dice of the outsider. A failed check does not mean that the resources are wasted, but does mean the arch must wait another day to make another attempt. A natural 1 on one of these checks alerts the outsider to the gate’s plan.

    Upon success, the arch has sealed an incredibly powerful being inside of himself. He may construct 2 more squalls than usual every day, and seal an additional seed effect in each of his squalls.

    However, despite the benefits, sealing this type of beast is very dangerous. Unlike conventional outsiders, unique outsiders retain their memory after being released, and are also lucid if they break the arch’s seal. Most unique outsiders are vindictive after such an act, and will not hesitate to hunt down the arch personally.

    The arch may attempt every day to maintain the same seal on the unique outsider, which requires another hour and Control Shape and Knowledge (The Planes) checks, with a cumulative +2 to the DCs for every day he attempts to maintain the seal. Additional resources are not required to maintain the seal on a unique outsider.


    The Gate

    Spoiler
    Show
    Alignment: Any
    Hit Die: d6

    Class Skills
    The gate’s class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Speak Language (n/a), and Use Magic Device (Cha).

    Skill Points at 1st Level: (4 + Int modifier) x 4.
    Skill Points at Each Additional Level: 4 + Int modifier.

    Table: The Gate
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Furies per Day

    1st|
    +0
    |
    +1
    |
    +0
    |
    +2
    |Magic seal, innately aligned|3

    2nd|
    +1
    |
    +1
    |
    +0
    |
    +3
    |-|3

    3rd|
    +2
    |
    +2
    |
    +1
    |
    +3
    |Overreach +1|4

    4th|
    +3
    |
    +2
    |
    +1
    |
    +4
    |-|4

    5th|
    +3
    |
    +3
    |
    +1
    |
    +4
    |-|4

    6th|
    +4
    |
    +3
    |
    +2
    |
    +5
    |-|4

    7th|
    +5
    |
    +3
    |
    +2
    |
    +5
    |-|5

    8th|
    +6/+1
    |
    +4
    |
    +2
    |
    +6
    |Overreach +2|5

    9th|
    +6/+1
    |
    +4
    |
    +3
    |
    +6
    |-|5

    10th|
    +7/+2
    |
    +5
    |
    +3
    |
    +7
    |-|5

    11th|
    +8/+3
    |
    +5
    |
    +3
    |
    +7
    |-|6

    12th|
    +9/+4
    |
    +6
    |
    +4
    |
    +8
    |-|6

    13th|
    +9/+4
    |
    +6
    |
    +4
    |
    +8
    |Overreach +3|6

    14th|
    +10/+5
    |
    +6
    |
    +4
    |
    +9
    |-|6

    15th|
    +11/+6/+1
    |
    +7
    |
    +5
    |
    +9
    |-|7

    16th|
    +12/+7/+2
    |
    +7
    |
    +5
    |
    +10
    |-|7

    17th|
    +12/+7/+2
    |
    +8
    |
    +5
    |
    +10
    |-|7

    18th|
    +13/+8/+3
    |
    +8
    |
    +6
    |
    +11
    |Overreach +4|7

    19th|
    +14/+9/+4
    |
    +8
    |
    +6
    |
    +11
    |-|8

    20th|
    +15/+10/+5
    |
    +9
    |
    +6
    |
    +12
    |Unique seal|8

    [/table]

    Class Features
    All of the following are class features of the gate.

    Weapon and Armour Proficiency: A gate is proficient with all simple weapons, as well as light armour and shields. A gate uses supernatural abilities, so he does not incur any arcane spell failure chance by using his abilities.

    Magic Seal (Su): A gate derives his magic from extraplanar beings that he seals inside of his own body.

    Every morning at dawn, the gate may perform a ritual requiring five minutes of quiet meditation, in which he draws an outsider inside of his body and creates a magical seal that prevents it from escaping. It is also at dawn, whether or not a gate performs this ritual, that a previous outsider in his body exits his flesh and returns to its home plane.

    An outsider sealed may not have more hit dice than the gate who seals it has sealer levels, unless the gate has attained certain levels of achievement. However, overreaching one’s abilities in such cases is very dangerous. See the Overreach class feature, below.

    A gate may not seal a unique outsider inside his body, unless he has achieved mastery over his craft. See the Unique Seal class feature, below. He may, however, advance the outsider he seals as described in the Monster Manual if he wishes to seal the same beast at higher levels. He may not apply a template to the outsider.

    Outsiders, once released, have no memory of the time sealed within a gate, and thus never attempt to take revenge upon him.

    When sealing an outsider, or beast, within his body, a gate also constructs a certain number of furies, as determined by his level of achievement. The number of furies he may construct in any one day is shown on Table: The Gate, above. Depending on the nature and abilities of the outsider bound within him, different types of furies may be available to him. For more information on furies, see the Furies section below.

    Once a gate has constructed his daily furies, he may unleash them at any time, as a conventional spellcaster casts a spell or a psionicist manifests a power. The gate may unleash his furies as many times in a day as he wishes. However, every time that a gate unleashes a fury, he gives up a portion of his identity, his self. A gate who relies too much upon the power of his sealed outsider quickly finds himself overwhelmed by it.

    A gate’s sealbreaker value represents how close the beast within him is to breaking free. Every day at dawn, the gate’s sealbreaker value returns to 0 as he regains his humanity when the extraplanar forces leave his mortal frame. However, upon the successful unleashing of a fury, he adds a number equal to 5 + (his beast’s hit dice - his sealer level), to his sealbreaker value. Even if his beast is 5 or more hit dice below the gate’s sealer level, he always adds a minimum of 1 to the sealbreaker value upon unleashing a fury.

    From that point on, when attempting to unleash a fury, the gate must roll percentile dice beforehand. A result greater than his sealbreaker value means that the fury is unleashed successfully, and he adds a number to his sealbreaker value. Failure indicates that his beast breaks free of the seal.

    When the beast breaks free, the gate and all of his worn possessions are instantly replaced with the outsider he sealed inside himself. The outsider, regardless of alignment, is driven partially mad by its confinement in a mortal body. It does not listen to reason, nor does it act according to normal patterns. Instead, it does as much harm to the gate as possible without him there. This could mean attacking his possessions, his mount, his comrades, or moving into an unfavourable position. Some beasts have been known to try and kill themselves in an attempt to escape the trap and leave the gate powerless. Breaking free is not an action, and as such when it occurs the beast has as many actions left to it as the gate had left to him before he attempted to unleash a fury. This includes the standard action that would have been used to unleash the fury. The only things that a beast cannot do in such a situation are effects to teleport or shift planes. Because of the presence of the mortal flesh and soul trapped within the outsider, it cannot travel effortlessly through space and dimensions like it normally can.

    Every round that the beast has broken free, the gate takes damage equal the beast’s hit dice as he is slowly digested by the extraplanar being, but his sealbreaker value decreases by 5. This includes the round that it breaks free, but not the round where it is resealed. If he dies, the beast instantly returns to its normal senses, and may once again use teleportation and plane-shifting magic. If the outsider dies instead, the gate is returned to his own body, but no longer has the beast sealed within him. Thus, he does not have access to his furies until he can seal another outsider inside himself at dawn.

    The gate may attempt to take back control of the beast once every round. This requires a Control Shape check equal to 15 + the hit dice of the beast. Every time he fails, the DC drops by 2. Attempting to regain control takes place at the start of the turn, and thus upon success the gate is returned to his body in the location where the beast previously was, with a full complement of actions remaining. Like breaking free, resealing the beast is not an action.

    Innately Aligned (Su): Due to his dual nature, for all intents and purposes of spells and magic items, a gate has the best possible combination of his alignment and the alignment of the beast he has sealed inside of himself. For example, a CG gate with a LN beast sealed is treated as being CG, CN, LG, or LN, depending on whichever alignment is most advantageous to the gate at the time.

    Overreach (Su): At 3rd level, and every 5 levels thereafter, the max hit die limit for outsiders sealed by the gate increases by 1. This means that he can construct more powerful furies which are harder to resist, but also that his beast will find it easier to break free, will be more dangerous, and will be harder to subdue.

    Unique Seal (Su): At 20th level, the gate is a master of sealing outsiders. He may at this point attempt to seal a unique outsider inside his body. This requires one day of study for every hit die that the unique outsider has, and expenditure of resources for incense and similar tools requiring 500 gp per hit die of the outsider. Sealing a unique outsider also requires a ritual consuming 1 hour instead of 5 minutes, and successful Control Shape and Knowledge (The Planes) checks against a DC of 15 + the hit dice of the outsider. A failed check does not mean that the resources are wasted, but does mean the gate must wait another day to make another attempt. A natural 1 on one of these checks alerts the outsider to the gate’s plan.

    Upon success, the gate has sealed an incredibly powerful being inside of himself. He may spend 5 additional points constructing his furies, although he still may not spend more points on any one seed than he has gate levels. In addition, the save DC for all of his furies increases by 2.

    However, despite the benefits, sealing this type of beast is very dangerous. Unlike conventional outsiders, unique outsiders retain their memory after being released, and are also lucid if they break the gate’s seal. Most unique outsiders are vindictive after such an act, and will not hesitate to hunt down the gate personally.

    The gate may attempt every day to maintain the same seal on the unique outsider, which requires another hour and Control Shape and Knowledge (The Planes) checks, with a cumulative +2 to the DCs for every day he attempts to maintain the seal. Additional resources are not required to maintain the seal on a unique outsider.


    Multiclassing with Seed Magic

    Spoiler
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    When multiclassing between multiple classes with seed magic, your sealer level stacks. That is to say, an Arch 5/Gate 4 would have a sealer level of 9. This lets him seal a 9 HD outsider for his squalls and his furies. In addition, the gate’s Overreach class feature applies to his sealer level in general; so in reality, the above character would be able to seal an outsider with 10 HD for use with either of his classes’ magic.

    A character also only has one sealbreaker value for a beast sealed within him. Both squalls and furies increase the same value.

    An increase of sealer level from a prestige class stacks with any one base class for the following abilities:

    Arch: maximum HD of Outsiders sealed, unique squalls per day, and seed effects per squall.

    Gate: maximum HD of Outsiders sealed, unique furies per day, and the limit on bonus points to spend on Furies derived from a high Intelligence score.
    Last edited by Kellus; 2008-01-21 at 08:36 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Kellus's Avatar

    Join Date
    Feb 2007
    Location
    The Frozen North
    Gender
    Male

    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Construction

    Spoiler
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    Constructing a Fury

    Building a fury is very similar to creating an epic spell, although on a much smaller scale. You use innate abilities of the beast you have bound to create the fury, and thus there are restrictions on the seeds available to you. For example, to construct a fury with the Law seed, you must have a beast bound whose alignment is partially lawful. Other seeds may have specific requirements which the beast must fulfill in order for you to access it. More powerful beasts allow you access to greater furies.

    The unleasher level for all furies is equal to the HD of the beast bound within you.

    Furies you construct must be within a certain number of points, equal to the hit dice of your beast plus an amount of bonus points equal to your Int modifier (these bonus points cannot excede your gate level). Thus, a 1st level gate may only slightly change his seeds, whereas a higher level gate may modify his seeds extensively to create truly unique furies. However, you may not spend more points on a single seed than your beast has hit dice.

    Furies never require material components or XP costs. The only cost worth paying is your soul, and you put that at risk every time you draw upon the unnatural forces of the beast within you.

    Combining effect seeds or personal seeds requires an additional number of points equal to the number of effect seeds combined, and the total amount of points must be within the limit set by your gate level. You may not use the same seed more than once.

    All seeds have a base point cost of 1.

    Save DCs against furies are equal to 10 + 1/2 the hit dice of your beast + your Cha modifier.

    Furies are supernatural abilities, and as such do not cause arcane spell failure in armour.

    Constructing a Squall

    Happily for arches, constructing a squall is a much simpler process than constructing a fury. Every alignment and effect seed has a squall effect; this is the ability that the seed bestows when sealed into a squall. A squall is essentially a special attack move that borrows your beast’s extraplanar power. An arch may seal a certain number of seed effects into any of his squalls for a day depending on his level of achievement in the arch class; the number of seeds effects he may seal into each squall is shown on Table: The Arch. He may select a seed effect from any seed he has access to from his beast. He may choose to seal the same seed effect into one squall multiple times if he so chooses, or to mix and match between available seed effects.

    If an arch seals a seed into a squall multiple times, its effects stack as specified in the seed description.

    Save DCs against squall effects are equal to 10 + 1/2 the hit dice of your beast + your Cha modifier.

    An arch’s unleasher level for any squall effect is equal to the HD of his beast.

    Squalls are supernatural effects.


    Magic Seeds

    Spoiler
    Show
    Alignment Seeds

    These seeds may not be heightened. You may apply two of these seeds to the same fury, if you meet both requirements.

    Chaos

    Requirement: Your beast must have a the [Chaotic] subtype.

    This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against lawful beings, and the save DC, if applicable, increases by 1 against such beings.

    Squall Effect: A squall with this effect deals an additional 2d6 damage against lawful beings, and the strike is considered chaotic for the purposes of bypassing damage reduction.

    Evil

    Requirement: Your beast must have the [Evil] subtype.

    This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against good-aligned beings, and the save DC, if applicable, increases by 1 against such beings.

    Squall Effect: A squall with this effect deals an additional 2d6 damage against good beings, and the strike is considered evil for the purposes of bypassing damage reduction.

    Good

    Requirement: Your beast must have the [Good] subtype.

    This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against evil-aligned beings, and the save DC, if applicable, increases by 1 against such beings.

    Squall Effect: A squall with this effect deals an additional 2d6 damage against evil beings, and the strike is considered good for the purposes of bypassing damage reduction.

    Law

    Requirement: Your beast must have the [Lawful] subtype.

    This seed can only be added to another fury, and not unleashed on its own. The fury constructed deals, if applicable, an additional 2d6 damage against chaotic beings, and the save DC, if applicable, increases by 1 against such beings.

    Squall Effect: A squall with this effect deals an additional 2d6 damage against chaotic beings, and the strike is considered lawful for the purposes of bypassing damage reduction.

    Effect Seeds

    Effect seeds are the main power of a fury. They dictate what the fury will do to a being it comes in contact with. All effect seeds can be heightened extensively.

    Acid

    Requirement: Your beast must have an ability that deals acid damage or immunity to acid.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    This seed deals 1d6 acid damage to a target within range. On the following turn, the target receives the same amount of acid damage again that it took the previous round.

    This seed may be heightened in the following ways:

    1 point: the fury deals an additional 1d6 points of acid damage.
    4 points: the fury does not allow spell resistance.
    4 points: the fury deals the same amount of damage for another cumulative round.
    8 points: the fury bypasses acid resistance and immunity.

    Squall Effect: A squall with this effect deals an additional 1d6 acid damage. In addition, the target receives the same amount of acid damage again on the following turn. Each additional use of this seed in the same squall deals an additional 1d6 acid damage.

    Cold

    Requirement: Your beast must have an ability that deals cold damage or immunity to cold.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    This seed deals 1d6 cold damage to a target within range. In addition, targets who fail their Fortitude saving throw move at half speed on their next turn.

    This seed may be heightened in the following ways:

    1 point: the fury deals an additional 1d6 points of cold damage.
    1 point: the fury drops the target’s speed for another cumulative round.
    4 points: the fury does not allow spell resistance.
    8 points: the fury bypasses cold resistance and immunity.

    Squall Effect: A squall with this effect deals an additional 1d6 cold damage. In addition, the target must make a Fortitude saving throw or move at half speed on their next turn. Each additional use of this seed in the same squall deals an additional 1d6 cold damage.

    Control

    Requirement: Your beast must have an ability to control other beings’ minds, such as Suggestion or Dominate Monster.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round, see text
    Saving Throw: Will negates
    Spell Resistance: Yes

    This seed places the target under your control. Depending on the number of points you invest in this seed, the more powerful this control is. Commanding the target is a standard mental action. By itself, this seed will cause the target to follow simple orders that are not against its own nature. This is a mind-affecting effect.

    This seed may be heightened in the following ways:

    1 point: the fury’s duration increases by 1 round.
    4 points: the fury allows actions to be taken that the subject normally would not commit, but not self-destructive actions.
    4 points: the fury does not allow spell resistance.
    8 points: the fury allows any action to be taken that the subject is capable of, including self-destructive actions.

    Squall Effect: A squall with this effect forces the target to make a Will saving throw or be quasi-charmed by you. Such a being will not take a hostile action against you, unless you strike it again. This effect lasts for 2 rounds. This is a mind-affecting effect. Each additional use of this seed in the same squall causes the effect to last for 1 additional round.

    Darkness

    Requirement: Your beast must have an ability that creates darkness.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round
    Saving Throw: None, Reflex negates
    Spell Resistance: No

    This seed causes darkness to fill one 5-foot square. A creature in the square treats all targets as having partial concealment. In addition, creatures in the target area must make a Reflex saving throw or by entangled by the groping darkness. Every round, the target may make another Reflex saving throw to break free of the entanglement.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury and the entanglement increases by 1 round.
    4 points: the fury causes creatures in the area to treat targets as having total concealment.

    Squall Effect: A squall with this effect forces a target to make a Fortitude saving throw or be blinded for 1 round. Each additional use of this seed in the same squall causes the effect to last for one additional round.

    Death

    Requirement: Your beast must have an ability that can kill a being regardless of hit points, such as a spell-like ability with the [Death] descriptor.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Will partial
    Spell Resistance: Yes

    This seed instantly snuffs out the life force of a being, killing it. If the target succeeds on a Will saving throw, this seed deals 1d4 negative energy damage to the target instead. This seed may only affect with the death effect a target with hit dice up to half the unleasher level of the fury.

    This seed may be heightened in the following ways:

    1 point: the fury deals an additional 1d4 negative energy damage on a successful saving throw.
    2 points: the fury may affect a target of 1 additional hit die with the death effect
    4 points: the fury does not allow spell resistance.

    Squall Effect: A squall with this effect deals an additional 1d4 negative energy damage to either you or the target, at your choice. Each additional use of this seed in the same squall deals an additional 1d4 negative energy damage.

    Electricity

    Requirement: Your beast must have an ability that deals electricity damage or immunity to electricity.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    This seed deals 1d6 electricity damage to a target within range. This fury gains an additional +1 to the save DC and to checks to overcome spell resistance.

    This seed may be heightened in the following ways:

    1 point: the fury deals an additional 1d6 points of electricity damage.
    1 point: the fury gains a cumulative +1 to the save DC and spell resistance checks.
    4 points: the fury does not allow spell resistance.
    8 points: the fury bypasses electricity resistance and immunity.

    Squall Effect: A squall with this effect deals an additional 1d6 electricity damage. In addition, the target receives a -1 penalty on its next saving throw, so long as it is made within 1 round. Each additional use of this seed in the same squall deals an additional 1d6 electricity damage.

    Fire

    Requirement: Your beast must have an ability that deals fire damage, the Fire subtype, or immunity to fire.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    This seed deals 1d8 fire damage to a target within range.

    This seed may be heightened in the following ways:

    1 point: the fury deals an additional 1d8 points of fire damage.
    2 points: the fury deals an additional 1 point of damage per die.
    4 points: the fury does not allow spell resistance.
    8 points: the fury bypasses fire resistance and immunity.

    Squall Effect: A squall with this effect deals an additional 1d8 fire damage. Each additional use of this seed in the same squall deals an additional 1d8 fire damage.

    Force

    Requirement: Your beast must have an ability that deals force damage or be normally incorporeal or ethereal.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    This seed deals 1d4 force damage to a target within range.

    This seed may be heightened in the following ways:

    1 point: other effects combined in the same fury are treated as force damage to affect incorporeal, ethereal, or similar creatures.
    2 points: the fury deals an additional 1d4 points of force damage.
    4 points: the fury does not allow spell resistance.

    Squall Effect: A squall with this effect works normally against incorporeal, ethereal, or similar creatures. Each additional use of this seed in the same squall deals an additional 1d6 force damage.

    Health

    Requirement: Your beast must have fast healing or an ability to recover hit point damage.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous, see text
    Saving Throw: Will half
    Spell Resistance: Yes

    This seed fills the target with positive energy. They gain 5 hit points. Undead are damaged for the same amount, although they may attempt a Will saving throw for half damage.

    This seed may be heightened in the following ways:

    1 point: the fury heals an additional 2 hit points.
    2 points: the fury also grants fast healing 3 for 2 rounds.
    4 points: the fury does not allow spell resistance.

    Squall Effect: A squall with this effect deals an additional 1d4 positive energy damage to you or the target, at your choice. Each additional use of this seed in the same squall deals an additional 1d6 positive energy damage.

    Life

    Requirement: Your beast must have an ability to raise the dead or otherwise defy death.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: None
    Spell Resistance: Yes

    This seed returns life to a dead being. However, you may only return to life a being with 1 hit die. In addition, the being loses XP equal to 50 x the number of his hit dice from the shock and pain of dying. To use this seed, there must be a body of some kind to return life to.

    This seed may be heightened in the following ways:

    1 point: the fury revives may revive a being with 1 more hit die than normal.
    4 points: the fury does not require a body to return life to the being.

    Squall Effect: A squall with this effect forces any undead targetted to make a Will saving throw or be destroyed. Each additional use of this seed in the same squall increases the DC of this effect by 1.

    Light

    Requirement: Your beast must have an ability that creates illumination.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round
    Saving Throw: None, Fortitude negates
    Spell Resistance: No

    This seed causes bright light to flare in one 5-foot square. A creature in the space must make a Fortitude saving throw or be dazzled for one round.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury and the dazzle effect increase by 1 round.
    6 points: the fury causes permanent blindness instead of dazzling.

    Squall Effect: A squall with this effect negates concealment from shadowy illumination or darkness. No special benefit is gained from stacking multiple Light seeds in a squall.

    Null Magic

    Requirement: Your beast must have Dispel Magic or Antimagic Field as a spell-like ability.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous, 1 round, see text
    Saving Throw: None
    Spell Resistance: Yes

    This seed disrupts conventional magic. It dispels spells already in place, similarly to the Dispel Magic spell, but for your dispel check, you must roll 1d20 + your unleasher level. If used in conjunction with a shape seed that causes an area effect, this seed creates an antimagic field in the area.

    This seed may be heightened in the following ways:

    1 point: the fury’s duration for the antimagic field effect increases by 1 round.
    4 points: the fury dispels psionics as well as magic, as the Dispel Psionics power.

    Squall Effect: A squall with this effect forces the target to make a Fortitude saving throw or be unable to cast spells or manifest powers for 1 round. Each additional use of this seed in the same squall causes the effect to last for one additional round.

    Poison

    Requirement: Your beast must have an ability that inflicts poison which deals the appropriate ability damage.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous, see text
    Saving Throw: Fortitude negates
    Spell Resistance: Yes

    This seed inflicts the target with a deadly poison. To use this seed, you must select at the time of construction an ability score to damage. This seed deals 1d4 damage to that ability score, and after 1 minute the same amount of damage again. Otherwise, this works like mundane poison. The save DC against the poison for both iterations is equal to the save DC of the fury.

    This seed may be heightened in the following ways:

    3 points: the fury deals an additional 1d4 ability damage to the same ability score.
    4 points: the fury does not allow spell resistance.

    Squall Effect: A squall with this effect forces a target to make a Fortitude saving throw or be inflicted with poison that deals 1d4 damage to an appropriate ability score. After 1 minute, the target takes the same amount of damage again; otherwise this works exactly like conventional poison. Each additional use of this seed in the same squall deals an additional 1d4 damage to an appropriate ability score.

    Sense

    Requirement: Your beast must have an ability to detect the unseen, such as See Invisibility, True Seeing, or even something as mundane as Scent.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round, see text
    Saving Throw: None (harmless)
    Spell Resistance: Yes

    This seed grants exemplary senses to the target. It grants a +5 bonus to Spot and Listen checks made by the target for the duration of the fury.

    This seed may be heightened in the following ways:

    1 point: the fury’s duration increases by 1 round.
    2 points: the fury’s bonus to Spot and Listen improves by +3.
    4 points: the fury grants the Scent special ability.
    4 points: the fury allows the target to see through invisibility.
    8 points: the fury grants True Seeing, as the spell of the same name.

    Squall Effect: A squall with this effect negates concealment from any invisibility effect, and forces an invisible target to make a Will saving throw or become visible. Each additional use of this seed in the same squall increases the save DC of this effect by 1.

    Shadow

    Requirement: Your beast must have an ability that creates shadowy illumination.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round
    Saving Throw: None (harmless)
    Spell Resistance: No

    This seed causes shadowy illumination to fill one 5-foot square. A creature in the square suffers no vision impairment, but is treated as having partial concealment.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury increases by 1 round.
    4 points: the fury grants total concealment instead of partial concealment.

    Squall Effect: A squall with this effect deals an additional 1d6 damage to any target in full illumination. Each additional use of this seed in the same squall deals an additional 1d6 damage to an applicable target.

    Shield

    Requirement: Your beast must have a deflection bonus to its AC greater than or equal to the bonus you bestow.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round/unleasher level
    Saving Throw: None
    Spell Resistance: Yes

    This seed causes attacks to simply slide off your target. The target receives a +2 deflection bonus to its AC.

    This seed may be heightened in the following way:

    4 points: the fury grants an additional +1 deflection bonus to AC.

    Squall Effect: A squall with this effect grants you a +2 deflection bonus to AC until your next turn. Each additional use of this seed increases the deflection bonus by 2.

    Sonic

    Requirement: Your beast must have an ability that deals sonic damage or immunity to sonic.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Reflex half
    Spell Resistance: Yes

    This seed deals 1d4 sonic damage to a target within range. It deals 1d8 sonic damage against crystalline creatures.

    This seed may be heightened in the following ways:

    1 point: the fury deals an additional 1d4 (or 1d8, as applicable) points of sonic damage.
    4 points: the fury does not allow spell resistance.
    8 points: the fury bypasses sonic resistance and immunity.
    12 points: crystalline creatures affected by this fury must make a Fortitude save or be destroyed.

    Squall Effect: A squall with this effect deals an additional 1d4 sonic damage. It deals 1d8 sonic damage against crystalline creatures. Each additional use of this seed in the same squall deals an additional 1d4 or 1d8 sonic damage, as applicable.

    Spell Shield

    Requirement: Your beast must have spell resistance.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round, see text
    Saving Throw: None (harmless)
    Spell Resistance: Yes

    This seed grants protection from magic. The target receives spell resistance 10.

    This seed may be heightened in the following ways:

    1 point: the fury grants another 2 points of spell resistance.
    2 points: the fury’s duration increases by 1 round.
    4 points: the fury grants power resistance equal to the spell resistance provided.

    Squall Effect: A squall with this effect grants you spell resistance 15 for 1 round. Each additional use of this seed in the same squall causes the effect to last for one additional round.

    Warp Reality

    Requirement: Your beast must have Wish or Miracle as a spell-like ability, or Reality Revision as a psi-like ability.

    Casting Time: 1 standard action
    Range: See text
    Duration: See text
    Saving Throw: See text
    Spell Resistance: See text

    This seed warps the fabric of reality to better suit your needs. Unlike other seeds, this seed is extremely dangerous to make use of. It increases your sealbreaker value by twice the normal amount, and also automatically breaks the seal immediately after unleashing the fury if the seal was not broken in unleashing it.

    Despite the danger in unleashing it, this seed is incredibly powerful, and adds true versatility to the gate’s arsenal.

    This seed mimics any other effect seed or personal seed, even one that your beast would not normally allow you to access. The seed to mimic does not need to be decided upon construction of the fury. You may heighten the seed to be mimiced with the same number of points that you put into this seed. Otherwise, the fury that this seed is part of does not change.

    This seed may be heightened in the following way:

    1 point: the seed you mimic may be heightened by 1 point.

    Squall Effect: A squall with this effect can mimic any other squall effect; the effect to be imitated is chosen at the time of unleashing by the arch. However, a squall with this seed in it increases your sealbreaker value by twice the normal amount. Any one squall may not have more than one Warp Reality seed sealed in it.

    Weak

    Requirement: Your beast must have an ability to deal the appropriate kind of ability damage or drain.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: Instantaneous
    Saving Throw: Fortitude negates or Will negates
    Spell Resistance: Yes

    This seed deals 1d4 points of ability damage to the target. You may select which ability score to affect, but it must match the type of ability damage or drain that your beast can inflict. This decision must be made when constucting the fury, and may not be changed afterward.

    If you deal damage to a physical ability score: Str, Dex, or Con, the target may make a Fortitude saving throw to avoid the effect.

    If you deal damage to a mental ability score: Int, Wis, or Cha, the target may make a Will saving throw to avoid the effect.

    This seed may be heightened in the following ways:

    2 points: the fury deals an additional point of ability damage.
    4 points: the fury deals one negative level if the target fails their saving throw.
    4 points: the fury does not allow spell resistance.
    6 points: the fury deals half of the normal ability damage on a successful saving throw.

    Squall Effect: A squall with this effect forces a target to make a Fortitude saving throw or receive a negative level. Each additional use of this seed in the same squall causes the target to receive one additional negative level.

    Wind

    Requirement: Your beast must have Gust of Wind as a spell-like ability, or the Air subtype.

    Casting Time: 1 standard action
    Range: Close (25 ft. + 5 ft./ 2 levels)
    Duration: 1 round
    Saving Throw: Reflex partial, Fortitude negates; see text
    Spell Resistance: Yes

    This seed forces the target to make a Reflex saving throw or be knocked prone. So long as the fury continues, a prone target must continue to make a Reflex saving throw with a -4 penalty each round if it wishes to stand up.

    On a successful save, the target must also make a Fortitude saving throw or be checked by the wind. If checked, the target may not move towards you in the following round. This seed can also so anything that a sudden blast of wind would be expected to do.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury increases by one round.
    1 point: the fury deals 1d6 slashing damage against any target who is knocked prone.
    4 points: the fury does not allow spell resistance.

    Squall Effect: A squall with this effect forces a target to make a Reflex saving throw or fall prone. Each additional use of this seed in the same squall increases the save DC of this effect by 1.

    Shape Seeds

    You may only apply multiple shape seeds to a fury if it is mentioned in the shape seed description. Shape seeds do not require the additional points usually neccessary to combine seeds. Unlike most seeds, you may not use these seeds by themselves, and they do not have any special requirements of your beast to use.

    Cylinder

    Range: Unchanged
    Area: 10 ft. radius cylinder, centered on the target
    Point Cost: 2

    This shape seed causes the fury to call down a cylinder from the heavens centered upon the target. All creatures within the area are affected by the fury as normal.

    This seed may be heightened in the following way:

    1 point: the fury’s radius increases by 5 ft.

    This seed may be combined with the Extend seed.

    Burst

    Range: Unchanged
    Area: 20 ft. burst, centered on the target
    Point Cost: 2

    This shape seed causes the fury to explode in a burst at the target. All beings within 20 ft. of the target are affected as if by the fury.

    This seed may be heightened in the following way:

    1 point: the fury’s radius increases by 10 ft.

    This seed may be combined with the Extend seed.

    Cone

    Range: 15 ft.
    Area: Cone-shaped burst
    Point Cost: 1

    This shape seed changes the fury into a cone-shaped burst emanating from the gate. All beings within the area are affected as if by the fury.

    This seed may be heightened in the following way:

    1 point: the fury’s range increases by 10 ft.

    Dimensional Form

    Range: Unchanged
    Area: 1,000 cubic ft.
    Point Cost: 4

    This shape seed changes the fury into a three-dimensional shape. The shape comes into being in the square of the target. The gate may choose where to place the shape, but 125 cubic feet of it must be on the target square. All beings within the shape are affected as if by the fury.

    The shape built must be made of discrete 125-cubic ft. blocks. Because otherwise it is far, far too complicated.

    This seed may be heightened in the following way:

    1 point: the area increases by 125 cubic ft.

    This seed may be combined with the Extend seed.

    Note for players: this seed is not usable with hex grids. If you play with hex grids or any other kind of grid aside from the standard 5-ft. squares, consult your DM before constructing a fury with this seed.

    Extend

    Range: See text
    Area: None
    Point Cost: 1

    This shape seed extends the range of a fury to 100 ft. + 10 ft./level.

    This seed may be heightened in the following way:

    1 point: the fury’s range changes to 400 ft. + 40 ft./level.

    This seed may be used in conjunction with many other shape seeds, as explained in their individual descrptions.

    Ray

    Range: Unchanged
    Area: None
    Point Cost: 3

    This shape seed changes a fury into a ray. The range is unchanged, but any fury that requires a saving throw for half damage now allows no save for half damage with a successful ranged touch attack. This does not affect other kinds of saving throws.

    This seed may not be heightened, but it may be combined with the Extend seed.

    Touch

    Range: Touch.
    Area: None
    Point Cost: 2

    This shape seed changes the fury into a touch attack. A successful touch attack imparts the full fury onto the being. Any fury that requires a saving throw for half damage now deals its full damage on a successful touch attack.

    This seed may not be heightened.

    Wall

    Range: Unchanged
    Area: A 10ft. high sheet up to 20ft. long
    Duration: Concentration, up to 1 round/unleasher level
    Point Cost: 2

    This shape seed creates an opaque sheet of energy which affects all beings who pass through it as if they were affected by the fury as normal. Multiple beings passing through the same wall do not require the fury to be unleashed again. You may shape this sheet in any way you wish, such as an enclosing box, a straight curtain, a triangle, or any other formation you can think of. The wall has no thickness to speak of, and thus is usually placed between squares.

    This seed may be heightened in the following ways:

    1 point: the height of the wall increases by 10 ft.
    1 point: the length of the wall increases by 10 ft.

    Personal Seeds

    A personal seed is similar to an effect seed, but targets the gate instead of a target within range. These seeds may not be affected by alignment seeds or shape seeds. They may be unleashed in conjunction with an effect seed, but the additional point to combine seeds is required to combine a personal seed with another seed.

    For example, you could combine a teleport personal seed with a fire effect seed, and unleash a blast of fire at any target within range, while you teleport somewhere.

    Animate

    Requirement: Your beast must have an ability to animate objects or bodies.

    Casting Time: 1 standard action
    Range: Personal
    Duration: 1 round
    Saving Throw: None (harmless)
    Spell Resistance: Yes

    This seed grants you the ability to animate objects around you. For the duration of the fury, you may grant an inanimate object the Animated Object template and place it under your control as a standard action that provokes an attack of opportunity. Commanding an animated object is a move action.

    You may not animate an object that has will have HD than your beast.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury increases by 1 round.
    2 points: the maximum HD of an animated object increases by 1.

    Boost

    Requirement: Your beast must have a value greater than your own in the relevant ability score.

    Casting Time: 1 standard action
    Range: Personal
    Duration: 1 round/unleasher level
    Saving Throw: None (harmless)
    Spell Resistance: Yes

    This seed grants a +1 enhancement bonus to one ability score of your choice. You do not need to decide what ability score to boost when constructing the fury. This can be done upon unleashing it, and you may change it with later unleashings of it.

    You may not raise your ability score above the value your beast has for that ability score. For example, if you have bound a devil with a Str of 16, and you have a Str of 14, you may only raise your Str to a 16, even if you heighten the seed enough to afford a +3 bonus.

    This seed may be heightened in the following ways:

    3 points: the boost to the ability score increases by 1.
    4 points: the fury affects one additional creature within 20 ft. of you. The additional target cannot have the relevant ability score raised above the value your beast has for the same ability.

    Summon

    Requirement: No special requirement, but the fury can only summon beasts similar to your own.

    Casting Time: 1 standard action
    Range: Personal
    Duration: 1 round
    Saving Throw: None (harmless)
    Spell Resistance: Yes

    This seed grants you the ability to summon forth otherworldly beings to fight for you. You may only summon a being with the same type, subtype(s) and alignment as your beast. You may summon as many beings as you want while the fury lasts, but all of them disappear at the end of the duration. Summoning a being is a standard action that provokes attacks of opportuity. You may use a move action to command a single monster. This does not bprovoke an attack of opportunity.

    You may only summon monsters within a range of 25ft. + 5ft./unleasher level. This distance may be modified by the Extend shape seed.

    A being summoned may only have half as many HD as your beast. You may not summon unique beings with this seed.

    A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury increases by 1 round.
    4 points: the maximum HD of a summoned monster increases by 1.

    Teleport

    Requirement: Your beast must have dimension door, teleport, or a similar ability to move through space instantly.

    Casting Time: 1 standard action
    Range: Personal
    Duration: Instantaneous
    Saving Throw: None (harmless) or Will negates
    Spell Resistance: Yes

    This seed teleports you without error to any location you can see within 10 ft. If the square is occupied, you transpose whatever was in that space to your previous location. If alive, the target transposed may make a Will saving throw to avoid this effect.

    You may attempt to teleport to a location you cannot see, such as through a wall, but must describe exact directions to where you teleport (such as “I teleport 5 ft. east and 10 ft. south”, instead of “I teleport to the room past the door”.). If you teleport into solid matter, you transpose the material previously there (such as stone, wood, what have you) and, depending on the material, begin to suffocate.

    This seed may be heightened in the following ways:

    1 point: the fury may teleport you an additional 10 ft.
    2 points: the duration of the fury increases by 1 round. This means that you may teleport once per round as a standard action so long as the fury lasts.
    4 points: the fury does not allow spell resistance.

    Tesseract

    Requirement: Your beast must have teleport or greater teleport as a spell-like ability, or a similar ability.

    Casting Time: 1 standard action
    Range: Personal
    Duration: Instantaneous
    Saving Throw: None (harmless) or Will negates
    Spell Resistance: Yes

    This seed teleports the target to any point within 5 miles that the unleasher describes. The unleasher must have previously visited the point, or there is a chance of error. If the unleasher has not visited the location before, roll on the following table to determine how close the fury delivers you.

    {table]d%|Error Margin
    00-30|No error
    31-50|5% off in a random direction
    51-80|15% off in a random direction
    81-95|25% off in a random direction
    96-99|50% off in a random direction
    100|75% off in an actively harmful direction[/table]

    This seed may be heightened in the following ways:

    1 point: the distance teleported to increases by up to 5 miles.
    3 points: the fury may bring one additional being touched (if unwilling, target receives a Will saving throw to resist the effect).
    4 points: the fury does not allow spell resistance.
    8 points: there is no chance of teleportation error.

    Transform

    Requirement: Your beast must have the ability to change shape or form, or the [Shapeshifter] subtype.

    Casting Time: 1 standard action
    Range: Personal
    Duration: 1 round
    Saving Throw: None (harmless) or Will negates
    Spell Resistance: Yes

    This seed transforms you into another form. You take on the form of an animal of equal or less HD than yourself. Your ability scores also change in this new form. Each ability score is modified for the duration of the fury by a value equal to your new form’s relevant modifier minus your own relevant modifier. Thus, a gate with 10 Str changing into an animal with 16 Str has his Str score increased by 3, to 13, because 16 Str is a +3 modifier and 10 Str is a +0 modifier.

    You temporarily lose all equipment in this form, the effects of magical equipment, and you may not unleash additional furies while in this new form. You do not heal wounds upon assuming this new form, unless you combine this seed with the Health seed.

    You gain all the natural weapons and modes of movement of your new form. You do not gain Extraordinary, Supernatural, Spell-like or Psi-like abilities of your new form.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury increases by 1 round.
    4 points: the fury may affect a creature by touch, rather than the unleasher himself. An unwilling creature receives a Fortitude save to avoid this effect.
    4 points: the fury does not allow spell resistance.

    Nondetection

    Requirement: Your beast must have an ability which renders it invisible.

    Casting Time: 1 standard action
    Range: Personal
    Duration: 1 round
    Saving Throw: None (harmless)
    Spell Resistance: Yes

    This seed renders you invisible for the duration of the fury. This invisibility does not automatically end if you attack a being or cast a spell on a being during the duration, but it is subject to effects such as Invisibility Purge. You may end this effect prematurely if you wish as a free action.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury increases by 1 round.
    2 points: the fury renders you undetectable by scent for the same duration.
    4 points: the fury renders you inaudible for the same duration.
    8 points: the fury renders you undetectable by tremorsense or blindsense for the same duration.
    12 points: the fury renders you undetectable by any magical methods, such as a balhannoth’s dweomersight or an arcane spell to detect intruders.

    View

    Requirement: Your beast must have an ability to view targets remotely.

    Casting Time: 1 standard action
    Range: Personal
    Duration: 1 round
    Saving Throw: None (harmless) or Will negates
    Spell Resistance: Yes

    This seed allows you to leave your body and view nearby areas. You can take no actions while in this state except to move, but are undetectable by any means save spells such as Detect Scrying. You gain a fly speed of 60 ft. (perfect) and become perfectly intangible. You cannot take damage while in this state, nor suffer the effects of any harmful or helpful ability, unless the ability specifically targets a soul (such as Magic Jar or Trap the Soul). You may only take 1 move action in a round while in this state, which you can only use to move.

    When the duration of the fury ends, you awaken again in your own body. While in your extrasensory state, you may make Spot and Listen checks as a free action once per round each. You maintain any sort of magical vision enhancements, even though you have left your physical eyes behind. Any attack on your physical body during this time counts you as helpless. You may end this effect prematurely if you wish as a free action.

    This seed may be heightened in the following ways:

    1 point: the duration of the fury increases by 1 round.
    4 points: the fury allows you to see through invisibility during your remote viewing.
    12 points: the fury allows you to gain the ability to see through any kind of illusion or magical effect during your remote viewing, similar to a True Seeing spell.
    Last edited by Kellus; 2008-02-18 at 02:53 PM. Reason: Squall Alignment Seeds

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    The Body of Many Beasts

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    The traditional sealer forges an intimate bond with an extraplanar being of unimaginable power. Yet inevitably he maintains a sense of self and belonging about his body. Some sealers, by dint of their aspirations or their pride, go beyond this limit. These individuals see their body as nothing more than the crossing roads for higher beings. These self-proclaimed bodies of many beasts push magic sealing to the limit in order to fill their bodies with more beings than most people would consider safe; or even sane.

    Requirements: A character must meet the following requirements to enter this prestige class.

    Magic Sealing: Able to seal 6 HD outsiders
    Skills: Control Shape 8 ranks, Diplomacy 8 ranks, Knowledge (the Planes) 4 ranks

    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The body of many beasts’ class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Decipher Script (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), and Use Magic Device (Cha).

    Hit Die: d6

    Table: The Body of Many Beasts
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Magic sealing

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Multiple seal (1)|—

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Coalition seal|+1 Level of Existing Magic Sealing Class

    3rd|
    +1
    |
    +3
    |
    +1
    |
    +3
    |Multiple seal (2)|—

    4th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Body of many beasts|+1 Level of Existing Magic Sealing Class

    5th|
    +2
    |
    +4
    |
    +1
    |
    +4
    |Multiple seal (3)|—

    [/table]

    All of the following are class features of the body of many beasts.

    Enhanced Magic Sealing: At 2nd level and 4th level, the body of many beasts improves his effective sealer level by 1.

    Double Seal (Su): A body of many beasts may seal multiple beasts inside his body simultaneously. This extends his sealing ritual at dawn to 10 minutes instead of 5, and has several additonal effects, depending on what base classes he has levels in.

    The body of many beasts may select from seeds made available by any of his beasts when constructing furies. This means that he could theoretically apply two opposed seeds, such as the Good seed and the Evil seed to the same fury.

    The body of many beasts has multiple sealbreaker values. When unleashing, he must first determine which beast provides the power for the effect. If seeds for this effect have been contributed by more than one of his beasts, the beast with the higher sealbreaker value is dominant. In case of a tie, the body of many beasts may select the dominant beast. The other beasts are treated as dormant.

    The body of many beasts rolls against the dominant sealbreaker value to determine if the dominant beast breaks its seal as normal. However, unleashing while maintaining multiple seals is difficult. Every time the body of many beasts unleashes any effect, he adds one additional point to each of his sealbreaker values per additional outsider sealed (beyond 1). This extra amount is added after the effect is resolved, including the potential sealbreak. A sealbreaker value may not exceed 100. If it does, that beast immediately breaks free.

    If a beast breaks free in the unleashing, it is treated as normal. The dominant beast is the one that can break free, and the dominant sealbreaker value reduces as normal while the dominant beast is free. In addition, every round that the dominant beast is free, all dormant beasts’ sealbreaker values increase by 1.

    If the dominant beast dies while free, the body of many beasts must immediately make a DC 25 Control Shape check, or the seal on the beast next in priority is also broken. In this case, the dormant beast replaces the fallen dominany beast, and itself becomes dominant.

    A body of many beasts does not always need to make a multiple seal. He may choose how many beasts to seal at dawn every day.

    All effects relating to the beast’s HD in an unleashed effect use the HD of the weaker beast involved in the unleashing. For example, a body of many beasts with gate levels seals a outsiders with 9 and 11 HD. If he constructs a fury with seeds drawn from both of them, the save DC, point limit, unleasher level, and all other factors are based off of those of a 9 HD beast.

    If there is ever conflict between multiple beasts to determine priority, the beast with the higher sealbreaker value goes first. If this is even, the beast with the higher HD goes first. If this is equal as well, the body of many beasts may select a beast to gain priority.

    A unique outsider can never be sealed in a multiple seal.

    At 1st level, a body of many beasts can seal 1 additional beast. Every 2 levels thereafter, he gains the ability to seal another successive beast.

    If the body of many beasts has levels in the gate base class, he gains the following benefits:

    • For every additional outsider sealed (beyond 1), the body of many beasts receives 2 additional points to spend in each of his furies.

    If the body of many beasts has levels in the arch base class, he gains the following benefits:

    • For every additional outsider drawn upon for any given squall (beyond 1 outsider), the body of many beasts gains an additional seed effect to place in that squall.

    • For every additional outsider sealed (beyond 1), the body of many beasts gains a +1 perfection bonus to attack rolls.

    Coalition Seal (Su): Starting at 2nd level, the body of many beasts may combine his seals to maximize his longevity. He may transfer points between his sealbreaker values as he wishes as a full-round action which provokes attacks of opportunity. No sealbreaker value may exceed 100. If it does, that beast immediately breaks free.

    Body of Many Beasts (Su): At 4th level, the body of many beasts gains the Shapechanger subtype. He is immune to any effect that alters his form (aside from the sealbreaker value) unless he is willing to accept it.


    The Worldheart

    Spoiler
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    Unlike a traditional sealer who spends his hours studying ancient beings, invoking rites, and calling demons of all manner into his body, some find more elegant methods of magic sealing. The worldheart has broken nature into its fundamental constituent pieces, and has managed to tame the elements themselves. These magicians disassemble the world and seal part of its undiluted fury into their body to gain power over the building blocks of nature.

    Requirements: A character must meet the following requirements to enter this prestige class.

    Magic Sealing: Able to seal 5 HD outsiders
    Skills: Control Shape 5 ranks, Knowledge (nature) 9 ranks
    Special: Wild Empathy class feature

    Skill Points at Each Additional Level: 4 + Int modifier

    Class Skills: The worldheart’s class skills (and the key ability for each skill) are Concentration (Con), Control Shape (Wis), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).

    Hit Die: d6

    Table: The Worldheart
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Magic Sealing

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Body of the world|—

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    ||+1 Level of Existing Magic Sealing Class

    3rd|
    +2
    |
    +1
    |
    +1
    |
    +3
    ||+1 Level of Existing Magic Sealing Class

    4th|
    +3
    |
    +1
    |
    +1
    |
    +4
    |Mind of the world|—

    5th|
    +3
    |
    +1
    |
    +1
    |
    +4
    ||+1 Level of Existing Magic Sealing Class

    6th|
    +4
    |
    +2
    |
    +2
    |
    +5
    ||+1 Level of Existing Magic Sealing Class

    7th|
    +5
    |
    +2
    |
    +2
    |
    +5
    |Soul of the world|—

    8th|
    +6
    |
    +2
    |
    +2
    |
    +6
    ||+1 Level of Existing Magic Sealing Class

    9th|
    +6
    |
    +3
    |
    +3
    |
    +6
    ||+1 Level of Existing Magic Sealing Class

    10th|
    +7
    |
    +3
    |
    +3
    |
    +7
    |Heart of the world|—

    [/table]

    All of the following are class features of the worldheart:

    Weapon and Armour Proficiencies: The worldheart gains no additional weapon or armour proficiencies.

    Enhanced Magic Sealing: At every level indicated on Table: The Worldheart, the worldheart improves his effective sealer level in one of his base classes by 1.

    Body of the World (Su): Beginning at 1st level, the worldheart is able to unravel the building blocks of the world sufficiently to be able to seal the raw fury of nature into his body. Instead of an outsider, the worldheart may seal an elemental of applicable hit dice. Otherwise, this ability follows all of the same rules as sealing outsiders.

    When sealing an elemental, the worldheart with gate levels gains an additional number of points to invest in the appropriate elemental seed of the elemental he has sealed equal to his worldheart level. For example, a Gate 6/Ranger 1/Worldheart 4 sealing a 10 HD fire elemental and who has an 18 Int would normally have 14 points to construct a fury. However, he may construct a fury with the Fire seed, and gain an additional 4 points to invest in the Fire seed alone. This does not allow him to spend more points on the Fire seed than is dictated by the HD of his beast, but it does mean that he may construct more powerful furies if he includes the appropriate elemental seed.

    A worldheart with arch levels gains a special bonus when sealing an elemental. He may always seal one additional seed effect of the appropriate type into any squall. For example, a worldheart with an effective sealer level of 7 sealing an rlemental with the Fire subtype would be able to seal 3 seed effects of his choice into each of his squalls, and an additional Fire seed effect on top of that. At 6th level, this ability improves, and the worldheart may seal an additional seed effect of the appropriate type into each of his squalls, for a total of 2 bonus seed effects.

    For the purposes of this ability, the following subtypes of elementals correspond to the following seeds:

    {table=head]Elemental Subtype|Seed
    Air|Electricity
    Earth|Acid
    Fire|Fire
    Water|Cold[/table]

    Levels of worldheart stack with those of previous classes to determine the character's effective level for his Wild Empathy and Sense Elements class feature. The worldheart does not gain access to these abilities if he does not already possess them, but does increase his effective level for both of them if he already has both class features.

    Mind of the World (Su): Starting at 4th level, the worldheart is more in tune with the elemental forces in the world. The amount he adds to the sealbreaker value when unleashing a fury from a sealed elemental is always reduced by 1, to a minimum of 1.

    If he unleashes a squall, he reduces the total number of points added to his sealbreaker value in that round by 1, to a minimum of 1.

    Soul of the World (Su): Starting at 7th level, the worldheart is one with the elements. He gains a special supernatural ability based on the elemental he has sealed that he may use at will: whirlwind, earth glide, burn, or vortex. The save DC, if applicable, against this attack form is equal to 10 + the worldheart’s class level + his Con modifier.

    Heart of the World (Su): At 10th level, the worldheart is not simply a sealer of elements; he is the elements. The fury of the storm is his breath; the rage of the fire his pulse. While sealing an elemental, the worldheart gains the Elemental type.

    In such a state, he no longer needs to eat, sleep, or breathe. He gains an elemental creature’s immunity to stunning, and is no longer subject to extra damage from critical hits or flanking. A worldheart gains the speed and movement modes, natural attacks, special attacks, and special qualities of a Medium elemental of the type appropriate to the beast sealed. He also gains immunity to the appropriate element that he has sealed.

    Unlike a normal elemental, a worldheart retains a soul seperate from his body. He can be raised from the dead as normal for a creature of his previous type.


    Seed Shards

    Spoiler
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    Price (Item Level): 1,000 gp
    Body Slot: - (held)
    Aura: Faint (conjuration)
    Activation: Swift (command)
    Weight: 1/2 lb.

    This palm-sized glass orb shimmers with hidden colour. If you close your eyes and hold it close to your ear, you can hear whispers of echoes half-forgotten emanate from its core.

    A seed shard is a physical embodiment of extraplanar powers and memories. A sealer can use the shard to absorb additional power when creating a magic seal. Every seed shard contains the essence of one effect seed or personal seed.

    If a character shatters the seed shard during his ritual of sealing at dawn, he gains access to the seed the seed shard contained. He may use this seed for the duration of the day as if it were a seed granted by his beast.


    Feats

    Five of these feats are contributed by Altharis, and have my full 'seal' of approval!

    Spoiler
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    Beast Focus [Seal]
    You have been binding a particular kind of beast to your seal often, and you know how to control it's rage.
    Prerequisites: Magic Seal class feature, 3 HD
    Benefit: Choose any one kind of beast that you can bind to your seal. whenever that beast breaks free from your seal, it does nothing for the first turn that it is free. You also gain a +2 bonus to Control Shape checks to reseal that beast.


    Body over Seal [Seal]
    You have developed magical techniques to channel your physical injuries away into your beast.
    Prerequisites: Magic Seal class feature, character level 5th
    Benefit: Any time you would lose hit points for any reason, you may opt to add any amount to your sealbreaker value in order to get 3 times that number of temporary hit points.
    Special: If you take this feat you cannot take the "Seal over Body" feat.


    Extra Overreach [Seal]
    You know well how to bind even more powerful beasts to your seal, but at a deadly cost.
    Prerequisites: Overreach class feature, 6 HD
    Benefit: You may bind a creature to your seal of 1 HD higher than you normally can.


    Momentous Storm [Fighter, Seal]
    Your chained squalls are nigh unstoppable.
    Prerequisites: Magic Seal class feature, 6 unique squalls/day, fighter level 7th
    Benefit: Whenever you use your lunging storm class feature, you gain a bonus on each successive squall unleashed equal to +1 per squall already unleashed in the chain.
    Special: You may select this feat multiple times. Every time, you gain an additional +1 successive bonus to iterative squalls unleashed.


    Seal over Body [Seal]
    You can expend your own life force to keep the beast at bay.
    Prerequisites: Magic Seal class feature, character level 5th
    Benefit: Any time you would make a roll to see if your seal breaks, you may opt to take 1d4 Constitution drain in order to reduce your sealbreaker value by 3 times the amount rolled as a swift action. You may not select this feat if you are immune to Constitution damage for any reason; the seal requires life force to lower it.
    Special: If you take this feat you cannot take the "Body over Seal" feat.


    Seed Focus [Seal]
    You have greatly studied the applications of a particular seed.
    Benefit: Choose any seed. Whenever you use that seed in a fury, you gain one extra point which can only be spent to augment that seed. You may select this feat multiple times. Each time, you may select one additional seed to receive this benefit.


    Seed Guardian

    Spoiler
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    A seed guardian is an extraplanar champion of two fundamental magical forces. They are living embodiments of the seeds they espouse, and are opposed to those who would abuse the seeds’ power. Characters who seal seed guardians gain great talent with the guardian’s seeds, but give up their versatility in focusing on two seeds to the exclusion of all others.

    Creating a Seed Guardian

    “Seed Guardian” is a template which may be applied to any personal seed and any effect seed. Seed guardians of all possible strengths exist, and most of their abilities are measured by their Challenge Rating (CR).

    Size and Type: A seed guardian’s type is outsider, and its size depends on its CR, as shown in the following table:

    {table]CR|Size
    1-6|Small
    7-12|Medium
    13+|Large[/table]

    Hit Dice: A seed guardian has Hit Dice equal to its CR. Its Hit Dice are d8s.
    Speed: A seed guardian’s speed varies with its CR, as shown in the following table:

    {table]CR|Speed
    1-5|20ft.
    6-10|30ft.
    10-15|40ft.
    16+|50ft.[/table]

    Armor Class: A seed guardian has a deflection bonus to its AC equal to half its CR.
    Attack: A seed guardian gains a slam attack it can use once per round. The slam attack deals damage based on the seed guardian’s size: 1d3 for a Small seed guardian, 1d4 for a Medium guardian, and 1d6 for a Large guardian. The slam attack also deals additional damage equal to the seed guardian’s Strength bonus x 1-1/2. A successful slam attack may also affect the target as though it was hit by the seed guardian’s effect seed as if through the Source of Magic ability, at the seed guardian’s discretion (see Special Attacks, below).
    Special Attacks: A seed guardian has one special attack.

    Source of Magic: Seed guardians represent the pure embodiment of two magical building blocks. They have a pool of points equal to their CR + their Int modifier, which they may use to heighten their effect seed as they wish. Unlike gates, they need not decide how to heighten this seed beforehand, but may instead decide on the spur of the moment how to allocate their points into the seed. They may apply any shape seeds applicable to the seed, at their discretion. They may use the seed as a standard action, or impart the effect of the seed with their slam attack (see Attack, above). The saving throw against a seed guardian’s effect seed is equal to 10 + 1/2 its CR + its Cha modifier.

    Special Qualities: A seed guardian has outsider traits, damage reduction 10/cold iron, and spell resistance equal to 10 + its CR. It also has the following two special qualities:

    Source of Magic: Seed guardians represent the pure embodiment of two magical building blocks. They have a pool of points equal to their CR + their Int modifier, which they may use to heighten their personal seed as they wish. If the personal seed has a duration greater than Instantaneous, the seed guardian is always under the effect of this seed. It may, however, change the allocation of its points in the seed as a swift action. If the personal seed has a duration of Instantaneous, the seed guardian may use it as a standard action, and decide on the spur of the moment how to allocate points to heighten it.

    Sublime Seal: If a gate attempts to seal a seed guardian, they have access only to the two seeds that the guardian espouses. However, there is no limit to the number of points they may use to heighten these seeds when constucting furies.

    For example, a 7th level gate with 16 Int seals an 8 HD seed guardian with the Fire and Tesseract seeds. Normally he would have 11 (8 + Int) points to spend on each of his furies, but would not be able to exceed spending 8 points on the Fire seed. With a seed guardian sealed, the gate may allocate all 11 points into the Fire seed.

    Saves: A seed guardian has normal saving throws for a creature of the outsider type.
    Abilities: A seed guardian has Strength, Dexterity, and Constitution scores equal to 7 + 1/2 its CR. It has Intelligence, Wisdom, and Charismal modifiers equal to 10 + 1/2 its CR.
    Challenge Rating: Any. A seed guardian has an unleasher level for its seeds equal to its CR.
    Treasure: A slain seed guardian leaves behind a seed shard, which contains one of the guardian’s seeds (determined randomly for each shard). Otherwise, the seed guardian carries no treasure.
    Environment: Any outer plane. Seed guardians spontaneously arise from high-magic environments as the magic breaks apart into its consituent seeds.
    Organization: Usually solitary or in pairs. Occasionally seed guardians will band together to fight on behalf of magic itself in groups reaching 40 or more consituent members.
    Alignment: Always neutral.
    Advancement: See Size and Type, above.
    Level Adjustment: -

    Sample Seed Guardian:

    Guardian of the Invisible Lightning

    Medium Outsider (Electricity)
    Hit Dice: 7d8+14 (48)
    Initiative: +2
    Speed: 30ft. (6 squares)
    Armor Class: 15 (+3 deflection, +2 Dex) (+1 dodge)
    Base Attack/Grapple: +7/+2
    Attack: +10 slam (1d4+3+electricity seed)
    Full Attack: +10 slam (1d4+3+electricity seed) and +5 slam (1d4+3+electricity seed)
    Space/Reach: 5ft./5ft.
    Special Attacks: Source of magic (electricity)
    Special Qualities: DR 10/cold iron, spell resistance 17, source of magic (nondetection), sublime seal, outsider traits
    Save: Fort +7, Ref +7, Will +8
    Abilities: Str 14, Dex 14, Con 14, Int 17, Wis 17, Cha 17
    Skills: Concentration +13, Hide +12, Intimidate +13, Knowledge (arcana) +13, Knowledge (nature) +13, Knowledge (the planes) +13, Listen +13, Move Silently +12, Sense Motive +13, Spellcraft +13, Spot +13
    Feats: Dodge, Power Attack, Weapon Focus (slam)
    Environment: Any outer plane
    Organization: Solitary, pair, or murder (30-40)
    Challenge Rating: 7
    Treasure: Seed shard
    Alignment: Neutral
    Advancement: 8-12 (Medium), 13+ (Large)
    Level Adjustment: -

    The guardian of the invisible lightning is a proud seed guardian who punishes those that mock the power of lightning. It often hunts the Prime Material Plane using its nondetection seed, tracking down spellcasters who abuse the power of electricity.

    Combat: In combat, the guardian of the invisible lighning uses its invisibility to confuse its opponents, and unleashes massive barrages of electricity at them.

    Source of Magic: The guardian of the invisible lighning represents the pure embodiment of two magical building blocks. It has a pool of 10 points, which it may use to heighten the Electricity seed as it wishes. Unlike gates, he does not need to decide how to heighten this seed beforehand, but may instead decide on the spur of the moment how to allocate his points into the seed. It may apply any shape seeds applicable to the Electricity seed at its discretion. It may use the seed as a standard action, or impart the effect of the seed with its slam attack. The saving throw against the effect seed is equal to 16.

    Source of Magic: The guardian of the invisible lighning represents the pure embodiment of two magical building blocks. It has a pool of 10 points, which it may use to heighten the Nondetection seed as it wishes. It is always under the effect of the Nondetection seed, but may change the allocation of its points in the seed as a swift action.

    Sublime Seal: If a gate attempts to seal a guardian of the invisible lightning, they have access only to the Electricity and Nondetection seeds. However, there is no limit to the number of points they may use to heighten these seeds when constucting furies.
    Last edited by Kellus; 2008-01-29 at 05:03 AM. Reason: Momentous Storm

  4. - Top - End - #4
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    The Arch is very cool. Because his Squalls are supernatural abilities, they aren't affected by Arcane Spell Failure, right? Also, when it says multiple seeds in the same Squall stack, does that mean that the duration is increased for one round (with things like blinded)? And, if so, does it add another round when used with Acid?

    Also...no Personal Seeds for the Arch? I can see things like Summoning and Animate not being available, but why not Nondetection and Boost?
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Hm... You're right, it's probably vague as to exactly what stacks with multiple seed effects. I'll clear it up by saying in each seed entry.

    Yes, squalls are supernatural abilities just like furies. I'll mention this in there as well. And no, Personal Seeds aren't available to the arch; he uses seeds in a purely offensive way. But fret not, for there's another base class in the works, a skillful character: the rift, who makes use of those Personal Seeds.

    Speaking of classes (nice segue!), the worldheart has been updated to accomodate multiple base classes. Take a look, and thanks for the comments!

  6. - Top - End - #6
    Orc in the Playground
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    If Wild Empathy is a prerequisite for the Worldheart, it should stack to determine the bonus, perhaps. And it might stand an OR requirement of one of the shujenja class features.
    Last edited by Parvum; 2008-01-21 at 08:50 PM.

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    Bugbear in the Playground
     
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Good call and good idea! Worldheart is now edited to include possible shugenja entry, and now progresses Wild Empathy and/or Sense Elements.

  8. - Top - End - #8
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    An outsider sealed may not have more hit dice than the arch who seals it has sealer levels...
    ... However, upon the successful unleashing of a fury, he adds a number equal to (his beast’s hit dice - his sealer level)
    If the Arch can't have a outsider with higher HD then his Sealer Level (I take it that this is the equivalent of CL), why is the added number based on how much greater the outsider's HD is then the Arch's SL?
    Quote Of The Week Whenever I Feel Like Updating It (last updated 1/17/12)
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    Quote Originally Posted by Phase
    That guy was badass! He was like, "Oh! Oh, you're gonna try to Chuck Norris me, I'll just Chuck Norris you!" Unfortunately, I am the best Chuck Norris since Chuck Norris.
    Which is saying something, considering that Chuck Norris... was Chuck Norris.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    The gate receives a cumulative bonus to the maximum HD of outsider he can seal, called Overreach. Multiclassing rules allow a gate/arch to have an outsider sealed with higher HD than he has sealer levels.
    Last edited by Kellus; 2008-01-21 at 09:36 PM.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    The sealbreaker value for non-gate Arch's seems low... one for every squall. I should get a Duskblade over here to complain about how the Arch not only gets full BAB but more spells per day than all other base classes, too!

    End irony mode.

    Do you have an idea for a prestige class or variant where a sealer would take willing outsiders for powers? I know of two prestige classes wherein good outsiders slowly grant melee/casters with special powers (depending on the outsider) but it would be interesting to see something specifically for sealers who have made arrangements with specific outsiders. Go, go, lemure-man!

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Three excellent feats by Altharis! Thanks, Altharis! That's why I pay you the big bucks.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Hey Kellus! Nice new thread! Pity I didn't see it earlier...

    And as for the feats: As long as they're mine, they're yours! (I'll leave you to figure that one out by yourself )

    Plus, the more material get published for this and the more my soon-to-be-unveiled setting flourishes! (Watch this forum... )

    Anywho, I'm off to read the Arch.
    Altharis

    EDIT: Another solid class Kellus, well done. Now where did the Seed Shards, Seed Guardians, my two other feats, and the Body of Many Beasts go?
    Last edited by Altharis; 2008-01-27 at 11:59 PM.
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    Quote Originally Posted by The_Librarian View Post
    Altharis' crown is beautiful in its simplicity, a symbol of understated elegance and a sign that this man is both aware of his power and his responsibilities; the sort of guy Spider-Man would like to have a drink with.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Em... Coming?

    I'll port the shards, guardians, and feats over pronto. Body of Many Beasts'll have to wait a bit until I've got a spare hour or so, since it's gonna have to be changed to accomodate the arch.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Cool, Kellus, good to see you're back to updating this awesome (and possibly furious ) system.

    I love how both the Arch and the Gate use the same seeds, yet for the Gate they are eminently customisable spell-like effects, and for the Arch they are small, yet powerful, "rider" effects. It also has this cool "combo" style feel. Think....Mortal Combat, or something.

    I was also thinking about something else: Publishing.
    This idea is so good, that (In the style of the great XPH and the awesome MoI) you should make a .pdf of this. I'd buy it. I've compiled a simple formula of what a new system needs:

    1: Chapter explaining how it all works.
    2: One heavy-user (psion, incarnate, wizard/sorceror) base class, one martial/user (psychic warrior/soulknife, soulborn, erm....duskblade?) base class, and one slightly different themed (wilder, totemist, bard?) base class. (Optional: One more "Rogueish" user base class.)
    3: Feats. And quite a few of them. I'll help with that.
    4. Seeds, and new-system related spells/powers/soulmelds
    5. Prestige classes doing one of three things: Enhancing a fringe aspect of a base class, Breaking an "Immutable rule of the new system", or allowing PHB classes to get some new-system action!
    6. Items. Doesn't have to be too many.
    7. Monsters. Also not many needed.
    8. Campaign ideas and hooks. Introducing the new system to your existing campaign. Little/No crunch, lots of fluff.

    I'd be willing to help compile, create and organise this project, if you need it.
    Altharis
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    What do you get when you cross Star Wars, Star Trek, OD&D, and percentile rolls, and jumble it up in a big pot of surrealism? This game right here.

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    Quote Originally Posted by The_Librarian View Post
    Altharis' crown is beautiful in its simplicity, a symbol of understated elegance and a sign that this man is both aware of his power and his responsibilities; the sort of guy Spider-Man would like to have a drink with.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Well, I'm glad you're so interested!

    There's a lot of work to be done on this before it gets anywhere close to being able to stand on its own. So I'll make you a deal: I'll make this my top homebrewing priority and keep working and thinking about new material for it, if you'll help me expand and improve on what I already have. My current priorities on this are:

    1) To specify exactly what stacks with multiple sealings of the same seed in a squall. Hopefully done tonight.

    2) Update the body of many beasts, hopefully less wordy this time. Maybe done tomorrow (Wednesday?).

    3) The rift, the third planned base class. This guy gets to enter into various stances based off personal seeds that give him a variety of defensive and movement-like benefits. Probably a skillful class, with a variation on sneak attack. (Next week or so)

    4) Feats, I suppose. I've always been bad at judging power level of feats, but I'm sure I can come up with some. Yours are excellent, though. (ongoing)

    5) More prestige classes. I've got some rough ideas for some, such as a binder/sealer multiclass and a class that develops a bond with a specific kind of beast, eventually turning the sealbreaker to his advantage. (expect the first new one in the next couple weeks)

    And we'll see how it goes from there!

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Quote Originally Posted by Kellus View Post
    Well, I'm glad you're so interested!

    There's a lot of work to be done on this before it gets anywhere close to being able to stand on its own. So I'll make you a deal: I'll make this my top homebrewing priority and keep working and thinking about new material for it, if you'll help me expand and improve on what I already have. My current priorities on this are:

    1) To specify exactly what stacks with multiple sealings of the same seed in a squall. Hopefully done tonight.

    2) Update the body of many beasts, hopefully less wordy this time. Maybe done tomorrow (Wednesday?).

    3) The rift, the third planned base class. This guy gets to enter into various stances based off personal seeds that give him a variety of defensive and movement-like benefits. Probably a skillful class, with a variation on sneak attack. (Next week or so)

    4) Feats, I suppose. I've always been bad at judging power level of feats, but I'm sure I can come up with some. Yours are excellent, though. (ongoing)

    5) More prestige classes. I've got some rough ideas for some, such as a binder/sealer multiclass and a class that develops a bond with a specific kind of beast, eventually turning the sealbreaker to his advantage. (expect the first new one in the next couple weeks)

    And we'll see how it goes from there!
    And I'm glad my interest is recognised.

    I don't mind helping add new stuff, but my critiquing skills aren't that good. Mainly due to the fact that I adore the fluff too much to see any rules inconsistencies (The one bane of playing, running, and designing Indie RPG's).
    However, people on this board seem to be very good at the whole criticism thing.

    All those sound very good, and I'd (as previously mentioned) be happy to help with more feats, and possibly a prestige class or two...
    Altharis
    Attack of the most awesome Ceikatar!!!!!

    My stocks:OOTS 40, HNJO 88, GOLD 5.

    What do you get when you cross Star Wars, Star Trek, OD&D, and percentile rolls, and jumble it up in a big pot of surrealism? This game right here.

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    Quote Originally Posted by The_Librarian View Post
    Altharis' crown is beautiful in its simplicity, a symbol of understated elegance and a sign that this man is both aware of his power and his responsibilities; the sort of guy Spider-Man would like to have a drink with.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    The body of many beasts is up. That was a monster of a rewrite, trying to make it nonspecific to gates. Also, squall seed effects are clarified as to what stacks with multiple applications. Finally, one more feat is up to let arches hit with iterative squalls that have horrible BAB.

    Lastly, I've got a brilliant name for a prestige class which will be up in the next couple days.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    I know you've got a rogue planned who uses these mysterious rifts we keep hearing about (can't wait), but a question: is this the last base class planned? If so/not, might I propose a few more?

    Another caster type. This one who specializes in using weaker beasts and keeping his sealbreaker value low. In addition to taking longer to endanger his party, he gains the ability to use waves, basically what the Gate does (but probably a little weaker), and tides, small but constant bonuses not unlike soulmelds from MoI. How he's different from the gate? The gate focuses on accumulating lots of power and using it with a heavy hand to destroy his foes. The Pool (only a suggestion) gets abilities that lower his sealbreaker when uses beasts below his maximum, and can use a small number of seeds all day without fear of morphing into a crazy beast (albeit at some cost to power). In terms of what this would compare to in D&D, the Pool would be akin to an incarnate/duskblade.

    There's another called the Well, who also uses Tides. As far as functionality and similarity go, he's somewhat akin to the totemist. He gains a number of seeds he can use throughout the day or that afford him a constant bonus. By investing the points other classes would use in furies and such, he can increase the power of his Tides, though not to the same extent. In addition, Wells wouldn't seal monsters. They would instead seal Springs, suites of seeds that afford the sealer an extra power or two, similar to a Domain Ability.

    Your thoughts? (btw, I've no real idea how to work these out mechanically)
    Last edited by Vadin; 2008-01-29 at 04:49 PM.
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    @^ I like those ideas, but also would not know how to make those work. Also, Pool strikes me as a bit of a silly name. How about the Warp?
    Last edited by Reptilius; 2008-02-09 at 10:10 AM.
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    I have an idea.

    For alignment seeds for squalls, why not have the attack be treated as though it was the corresponding alignment? For example, the Good alignment squall causes the attack to overcome DR as though it were a good weapon.

    Or maybe a feat could do this.
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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    If this is going to become a project, sign me up.

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    Default Re: Unleash the Fury! [Alternative Spellcasting System-- Updated!]

    Quote Originally Posted by purplearcanist View Post
    For alignment seeds for squalls, why not have the attack be treated as though it was the corresponding alignment? For example, the Good alignment squall causes the attack to overcome DR as though it were a good weapon.
    I thought they already did that. I guess I should have read more closely.
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