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Índice de valor de importancia de familias y especies

6.2. Ecozona costa

6.2.4. Índice de valor de importancia de familias y especies

With every breath, these magic-touched souls endlessly indulge in and refine their mysterious abilities.

This class is found among the romni more than any other race. Many romni clans trace the linage of their now fallen houses to the bloodlines of their kind, families that have had several children with natural inclinations toward magic. Many of the vindari see the presence of these innate abilities as curse or sign of wicked dealings with dark powers. It is from this fear that many who possess such gifts keep them a closely guarded secret, knowing that if it were ever discovered, they would face a lifetime of persecution, torture, and imprisonment, or would simply become another victim of the great cleansing.

Romni Noble Houses of the Six Bloodline (Sorcerer Archetype)

Your ancestors look down upon you every day and have chosen to grant you the gifts of your ancient heritage. You honor them by embracing tradition and bringing honor to your family.

Class Skill: Knowledge (history).

Bonus Spells: obscuring mist (3rd), false life (5th), speak

with dead (7th), globe of invulnerability (9th), contact other plane (11th), shadow walk (13th), banishment (15th), moment of prescience (17th), foresight (19th).

Bonus Feats: Alertness, Arcane Strike, Dodge,

Lightning Reflexes, Silent Spell, Skill Focus: Knowledge (history), Skill Focus: Knowledge (planes), Toughness.

Bloodline Family: Noble Houses of the Six Romni

Ancestral Bloodline assumes you are a descendant from one of the Houses of the Six. Choose one of the houses and receive a unique gift from those ancestors. This gift replaces the Bloodline Arcana feature of the sorcerer Bloodline class feature.

Dequrioa Clan: Whenever you cast an evocation spell, targets that fail their saves are dazzled by tiny sparkling starlights for 1 round per level of the spell.

Talaitha Clan: Whenever you take damage in battle, your effective caster level increases by 1 during your next turn. This effect does not apply more than once per round.

Delhain Clan: Whenever you cast a spell with a verbal component and no somatic or material component, you treat your caster level as if it were one higher.

Brova Clan: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round

Krunedorf Clan: Whenever you cast a spell with the [darkness] descriptor or the shadow subschool, you gain a circumstance bonus on Stealth checks equal to the spell’s level for 1d4 rounds.

Ravca Clan: Whenever you target a single creature with a spell, you gain an insight bonus equal to half the spell’s level (minimum +1) for 1 round to your AC and saving throws against any spell or attack made by that creature.

Bloodline Powers

You have the power of your collective ancestors surrounding you, and the powers you gain manifest in part due to the heroic or dastardly deeds your family members have achieved before your time. You have been selected by these spirits to build upon your family’s greatness.

Touch of the Ancestors (Su) Starting at 1st level you may

touch a creature as a standard action dealing 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack become fatigued for 2 rounds. Once targeted by this touch, creatures are immune to its fatigue effect for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Rallying Cry (Su) At 3rd level, as a standard action once

per day, you can shout a cry instilled with the noble sacrifices of your ancestors. You and any allies within 30 feet who can hear you gain a +1 morale bonus on attack and damage rolls for a number of rounds equal to half your sorcerer level (minimum +1). At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Golden Eye (Su) At 9th level, the Romni can affix his gaze

upon any one creature within 30 feet. The target must make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be staggered for 1 round for every 2 sorcerer levels you possess. You may use this ability once per day at 9th level. At 17th level, you can use this ability twice per day. At 20th level, you may use this ability three times per day.

Heroic Legends (Su) At 15th level, you may inspire

greatness or inspire heroics as a bard of your sorcerer level by sacrificing a spell slot as a swift or move action. The effect lasts a number of rounds equal to the sacrificed spell’s level; this duration is doubled for romni recipients.

Chosen of the Six Houses (Ex) At 20th level, your

ancestor’s blessing infuses your spirit. You become immune to death effects. Material components for spells and effects to bring you back to life (such as raise dead or resurrection) cost half as much as normal. Your body cannot be turned into an undead creature, as though you were affected by a permanent hallow effect (caster level equal to your sorcerer level).

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Summoners

Summoners within Vathak are met with a great deal of superstition, fear, and hatred. Many of the common people link this form of arcane power with that of the Old Ones and the evil which plagues the lands. While it isn’t uncommon that the participates of the arcane arts (even the vindari) use these powers to beckon monsters from the farthest reaches of the planes to fight on their behalf, a summoner refines this practice and forms a connection with one particular outsider. The eidolons summoned to Vathak take many strange shapes and can be as terrifying to behold as any minion which serves the Old Ones. A summoner often choses to keep his powers a secret while dealing with others outside of his adventuring group, as far too often the sight of their eidolons has driven a town to violently object to the presence of such a creature. Profane Evolutionist (Summoner Archetype)

The corruption of the Old Ones is akin to a spreading cancer which has laid claim to the lands of Vathak. While many have speculated to the extent of this evil’s reach, none could truly understand the perverse changes upon the very fabric of magic more than the summoner. The very nature of the creatures

summoned, and more alarmingly his eidolon, became infused with the insane influence of the Old Ones. Manifesting as a series of strange mutations, these creatures also draw upon a source of dark power which grant them a number of abilities. As a summoner progresses in levels, the influx of the taint which clings to his summons causes him to question his mastery of control over them.

Tentacled Horror: At 6th level, the

profane evolutionist watches as his eidolon begins to change its form to take the appearance of a lesser horror. At 6th level the eidolon replaces each of its natural attacks from its base form with tentacle attacks which function exactly as the 1-point evolution of the same name. Each level thereafter, whenever the summoner gains a level and selects his evolutions

for that level, he must spend a number of points equal to the eidolon’s maximum number of attacks on the 1-point evolution Tentacle. The eidolon gains the otherworldly mind ability:

Otherworldly Mind (Ex) Any creature attempting to contact eidolon’s mind or cause it to suffer mind-affecting effects (such as charms or compulsions) must make a Will save ( DC equal to 10 +1/2 the eidolon’s hit dice + the summoner’s Charisma modifier) or be overwhelmed by the alien thoughts which poison the eidolon’s thoughts. Those who fail take 1d6 points of nonlethal damage and are confused for 1d6 rounds, and their spell immediately ends. The save is Charisma-based. This ability replaces Maker’s Call class feature.

unsettling Form: At 10th level, the form of the eidolon

has grown to resemble that of a nightmarish horror. The eidolon gains the unsettling appearance ability:

Unsettling Appearance (Su) The eidolon’s horrific form causes those who view it to become sickened at the creature’s sight, their minds sent reeling at the utter madness of its body’s constantly changing form. Creatures other than the summoner and his allies, who can see the eidolon and are within 60 feet must succeed on a Will save ( DC equal to 10 +1/2 the

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