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NEW FEATS: I am allowing the following two feats from the Book of Eldritch Might. More may follow. Feel free to ask if it is for your character. ETCH OBJECT RUNE [ITEM CREATION] You can etch magical runes onto the surfaces of inanimate objects. Prerequisite: Spellcaster level 5th+ Benefit: You can create an etched object rune of any spell that you know. Etching an object rune takes one day for each 1,000 gp in its base price. The base price of an etched object rune is its spell level multiplied by its caster level multiplied by 30 gp. To etch a rune, you must spend 1/25 of this base price in XP and use up raw materials costing 1/2 this base price. Any etched object rune that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the spell’s material component or pay the XP when etching the rune. Any object with a solid surface can bear an etched rune. Normally, a Small object (or smaller) can have only one object rune, while a Medium-sized object can have two, a Large object can have four, a Huge object eight, and so on. The etching does not harm the object in any way, and once the rune is used, the object returns to normal. Once an object rune is etched, it can be used like a scroll, as described in the rules for casting spells from scrolls in the Player’s Handbook. ITEM IMAGE [ELDRITCH] You can bond yourself or someone else with a magic item by use of a tattoo. Prerequisite: Spellcaster level 7th+, Int 17+ Benefit: You inscribe a tattoo onto your flesh or the flesh of another, in the presence of a magic item that weighs no more than the tattooed character can carry. This process takes eight hours and costs 1/10 the market value of the magic item in gold pieces. Once the tattoo is finished, the character can magically store the item within the image, and can call it forth again as a free action. While stored, the item remains in unchanging stasis, magically shrunk down so small that it cannot be felt. The Item Image tattoo is permanent; there is no limit to the number of times a character can call forth and re-store the magic item. The tattooed image is often inscribed on the character’s hand or arm, its design flowing seamlessly from the flesh to the item being held. For instance, the image to store a +2 trident might resemble waves that flow down the character’s arm in lines that mirror the curves of the weapon’s shaft. Often the tattoo changes when the item comes out of its magical storage; in the previous example, the trident might appear beneath the waves while it is stored, disappearing from the image as it is called forth. Further, that character with the keyed image enjoys one of the following benefits while using that specific item (chosen at the time the image is inscribed):
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NEW PRESTIGE CLASS: I am allowing the following prestige class from the Book of Eldritch Might. More may follow (possibly of my own design). Graven OneTales tell of sorcerers with skin like leather—or maybe even like stone. Every inch of these sorcerers’ skin is covered in tattoos, sigils, runes, and other markings. They have, quite literally, transformed themselves into living magic items. To do so, how-ever, they undergo painful rituals that strengthen their flesh and make them hardier individuals. Wizards and sorcerers become graven ones most frequently, but the occasional bard does as well. NPC graven ones wander alone, though sometimes their abilities are seen as a such a boon, they become military leaders or enforcers for powerful masters.Requirements: To qualify to become a graven one, a character must fulfill all the following criteria.
Hit Die: d6 Class Skills: The graven one’s class skills (and the key ability for each skill) are: Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), Scry (Int), Search (Wis), Spellcraft (Int) See the Player’s Handbook, Chapter 6, for skill descriptions. Skill Points at Each Level: 2 + Int mod Class Features: All of the following are class features of the graven one prestige class: Weapon and Armor Proficiency.Graven ones are proficient with no weapons, armor, or shields. Spells per Day. When a character reaches an odd-numbered graven one level, she gains new spells per day as if she had also gained a level in her previous spellcasting class. She does not, however, receive any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic, or item creation feats, and so on). This essentially means that she adds the level of graven one to the level of her other spellcasting class, then determines spells per day (and caster level) accordingly. For example, if Canabula, a 7th-level wizard, gains a level in graven one, she receives new spells as if she had risen to 8th level in wizard, and she casts them at 8th level. However, she uses the other graven one aspects of level progression, such as attack bonus and save bonus. If she next takes a level of wizard, making her an 8th-level wizard/1st-level graven one, she gains spells as if she had risen to 9th-level wizard. If a character had more than one spellcasting class before she became a graven one, she must decide which class receives each level of graven one, for the purposes of determining spells per day.
Fort Refl Will
Lvl BAB Save Save Save Special Spells per Day
1 +0 +2 +0 +0 Flesh Rune +1 level of existing class
2 +1 +3 +0 +0 Tattoo of Power
3 +2 +3 +1 +1 Tattoo of Power +1 level of existing class
4 +3 +4 +1 +1 Graven Image (5 HD)
5 +3 +4 +1 +1 Tattoo of Power +1 level of existing class
6 +4 +5 +2 +2 Graven Image (10 HD)
7 +5 +5 +2 +2 Tattoo of Power +1 level of existing class
8 +6 +6 +2 +2 Graven Image (15 HD)
9 +6 +6 +3 +3 Tattoo of Power +1 level of existing class
10 +7 +7 +3 +3 Graven Image (20 HD)
Flesh Rune (Sp). The graven one gains the abilty to etch runes into her own flesh using the Etch Object Rune feat. The graven one’s body can bear as many as four runes at once, no matter what her size. In cultures where skin markings are strange, or among those who fear or distrust magic, these obvious runes as well as the tattoos of power and the graven images give the graven one a +2 circumstance penalty to Diplomacy, Bluff, and other Charisma-related skill checks. One possible exception is Intimidate, which the DM may rule gets a +2 circumstance bonus in some situations. Tattoo of Power (Su). A graven one can inscribe a tattoo on her body that lasts for 24 hours. It requires 10 minutes to inscribe it, and she can bear only one tattoo of power at a time (this in no way interacts with any flesh runes she might have). When she gains this ability at 2nd level, she chooses a tattoo of power inscription that she knows from the table on the previous page. The graven one’s level plus her Intelligence modifier determine which of the tattoos she can learn. When she gains this ability again, at 3rd level and at alternating levels after that, she can choose another tattoo.
Graven Image (Su). The graven one can inscribe one image of an animal, beast, or magical beast on her flesh (this in no way interacts with any flesh runes or tattoos of power she might have). Inscribing this image takes 10 minutes, and it can be activated at any time afterward as a free action. When activated, the image leaps from the graven one’s body and becomes a real version of that creature. It remains for one minute per level or until slain, obeying the graven one’s mental commands (issued as free actions). As the graven one goes up in levels, the number of HD of the creatures she can make into images increases. Back To Top |