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VI. Diseño Metodológico

6.4. Tamaño de la muestra

devils, and call upon divine powers. Most work in secret and establish myriad rules that govern who can learn their lore. Not surprisingly, they tend to react rather harshly to those who break their code of silence. Master cabalists start almost exclusively as wizards, although a few societies favor sorcerers or even bards. The demanding rigors of cabalistic study

require a firm grasp of arcane spellcasting. This class makes frequent reference to the rules for cabalistic magic found in Appendix I.

Use in Other Campaigns: This pres-

tige class presents very little difficulty in most campaigns. The primary require- ment is that the campaign includes arcane spellcasters who serve the gods and plumb their mysteries in exchange for limited divine spellcasting abilities. If so, the GM is free to make up the spe- cific details of the groups to which these spellcasters (called cabalists in the Scarred Lands) belong. Not all cam- paigns will include cabalists, however, especially those that acknowledge a rigid dis- tinction between arcane and divine magic. Consequently, the GM must consider whether this class is compat- ible with his campaign’s cosmology. If it is, it can be used almost without change.

Hit Die: d4

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EQUI REMENTS

To qualify to become a master cabalist (Mcb), a char- acter must fulfill all the following criteria:

Base Will Save: +5. Feats: Cabalist (see Ap-

pendix I).

Skills: Knowledge (Re-

ligion) 8 ranks, Knowledge (Arcana) 8 ranks.

Spellcasting: Ability to

cast arcane spells.

Special: Must make contact

with one of the various cabalist societies in the Scarred Lands and undergo initiation.

Master cabalists are wizards who have given them- selves to the study of the divine and their servants. They are not clerics, who desire to serve the gods, but rather are wizards who seek to exploit the pacts and laws that bind the gods and their servants to the Scarred Lands. This does not mean that mas- ter cabalists are not pious — many are very devout — but they are distinct from clerics in what they do.

Many master caba- lists gather in groups to work true rituals, research the hidden names of angels and

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The master cabalist’s class skills are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Int), Profession (Wis), Ritual Casting (Con), Speak Lan- guage and Spellcraft (Int).

Skill Points at Each Level: 2 + Int modifier.

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All of the following are class features of the master cabalist prestige class.

Weapon and Armor Proficiency: Master cabalists

have no new proficiencies with any weapon or armor. Armor of any type interferes with the master cabalist’s arcane gestures, which can cause his spells to fail (if those spells have somatic components).

Spells per Day: When a new master cabalist level

is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class was used to meet the prestige classes prerequisites. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, and so on). Levels in this class do not stack for the purposes of familiar advancement, unless that familiar is an outsider of the master cabalist's alignment.

If a character had more than one applicable arcane spellcasting class before he became a master cabalist, he must decide to which class he adds each level of master cabalist for purposes of determining spells per day.

Cabalistic Lore: The master cabalist may choose

one Domain, gaining the granted power thereof. This may be any Domain except one of opposed alignment — a lawful good master cabalist may not select Chaos or Evil as Domains. This Domain must also be chosen from those held by the gods whose cabalistic formulae the master cabalist knows (see Appendix I). For example, a master cabalist who knows one of Corean’s invocations can choose from the Fire, Good, Law, Protection, or War Domains.

Additionally, the master cabalist gains the ability to prepare the spells from his Domain spell list. In order to prepare these spells, he must have a holy text from the deity of his chosen Domain. This text is akin to a spellbook in that he must study it to gain access to his Domain spells, even if he casts spontaneously.

Finally, the master cabalist gains the ability to use divine spell completion or spell trigger items (such as scrolls or wands) that are based on spells in his chosen Domain.

Invocation Secrets (Sp): At 2nd level, and every

other level afterward, the master cabalist learns an Invocation Secret. As with standard cabalistic formu- lae, the secrets require verbal and focus components (that is, reading aloud from the appropriate holy text). Invocation secrets are chosen from the following list.

Word of Abjuring: The master cabalist may use this

secret to turn or destroy outsiders as a good cleric turns or destroys undead. These outsiders must be of the opposing alignment of the god whose cabalistic invoca- tions the master cabalist knows. This invocation secret may be used a number of times per day equal to 1 + the master cabalist’s Charisma bonus.

Word of Banishing: The master cabalist can counter

divine spells. To do so, he must identify the spell being cast through a normal Spellcraft check. If successful, he may expend a spell slot or prepared spell of one level higher than the divine spell, in order to successfully counter it. This invocation secret may be used a number of times per day equal to 1 + the master cabalist’s Intelligence bonus.

Word of Binding: The master cabalist can more

firmly bind outsiders, summoned through the use of spells, to this plane. If a master cabalist summons an outsider with the same alignment as a god whose caba- listic invocations he knows, the caster is treated as though he had the Augment Summoning feat. This invocation secret may be used a number of times per day equal to 1 + the master cabalist’s Charisma bonus.

Word of Commanding: The master cabalist may use

this secret to rebuke or command outsiders as an evil cleric rebukes or commands undead. These outsiders must be of the same alignment as a god whose cabalistic invocations the master cabalist knows. This invocation secret may be used a number of times per day equal to 1 + the master cabalist’s Charisma bonus.

Word of Dismissal: The master cabalist may use this

ability to strengthen his ability to cast outsiders back into their home plane with the use of spells such as

banishment or dismissal. The Spell Resistance of outsid-

ers targeted by such spells augmented by word of dismissal is ignored. This invocation secret may be used a number

OPPOSING

ALIGNMENTS

The Invocation Secrets of the master cabalist refer to “opposing alignments.” These alignments, and the alignments that oppose them, are:

Alignment AlignmentAlignment

AlignmentAlignment OpposingOpposingOpposingOpposingOpposing Lawful Good Chaotic Evil Neutral Good Neutral Evil Chaotic Good Lawful Evil Lawful Neutral Chaotic Neutral Chaotic Neutral Lawful Neutral Lawful Evil Chaotic Good Neutral Evil Neutral Good Chaotic Evil Lawful Good

of times per day equal to 1 + the master cabalist’s Intelligence bonus.

Word of Evocation: This secret allows the master

cabalist to add his Intelligence bonus to any cabalistic formula’s benefit that alters saving throws. If this is used on a cabalistic formula that alters effective caster level, it adds a +1 to the existing modifier. This invocation secret may be used a number of times per day equal to 1 + the master cabalist’s Intelligence bonus.

Word of Warding: The master cabalist may use this

ability to strengthen the wards he weaves against outsid- ers. When magic circle against chaos/evil/law/good or

protection from chaos/evil/law/good are cast, augmented

with the word of warding, the caster is treated as though he were three levels higher for the purpose of duration and overcoming Spell Resistance. Additionally, the deflection bonus to AC and resistance bonus to saves granted by these spells is increased by +1. This invoca- tion secret may be used a number of times per day equal to 1 + the master cabalist’s Intelligence bonus.

Invoke Domain (Su): At 3rd level, the master

cabalist may, through study of a holy text, choose a granted Domain power from among those granted by that god (as long as he knows one of that god's cabalistic invocations). He may only invoke one granted Domain power per day.

This ability is usually prepared at the beginning of the day, as it takes twenty minutes of study. The ability is then “held,” much the way a prepared spell is, for later use. If the ability is continual it lasts the entire day, beginning after the period of study is completed. A master cabalist may also choose to leave this ability unfilled, studying appropriate texts as the need for certain abilities comes up.

The master cabalist gains the ability to invoke multiple Domain powers at higher levels; he gains one additional use of this power at 5th, 7th and 9th levels. Each separate power must be prepared, and the master cabalist cannot prepare the same power twice in any given day.

Greater Invocation (Su): Starting at 4th level, the

master cabalist may cast spells modified with cabalistic invocations as a standard action, rather than as a full action.

Prepare Domain Spell (Ex): At 6th level, the

master cabalist gains the ability to prepare one spell per day from the Domains he has chosen to invoke (see the Invoke Domain power). These spells require access to a religious text appropriate to the god who grants access to that Domain, and require a Spellcraft check (DC 15 + spell level). If the master cabalist fails the check, he loses access to the spell slot for the day. The master cabalist may prepare one Domain spell for each Domain power he has invoked.

True Invocation (Sp): At 10th level, the master

cabalist has mastered the names of one or more of the gods. Once per day, he may intone one of these names as a rebuke; this ability is treated as the use of a blas-

phemy, dictum, holy word or word of chaos spell, depending

on the god whose name is used.

The master cabalist may only intone the true names of gods whose cabalistic formulae are known to him; thus, a master cabalist with knowledge of the litany of the

smith (Corean), incantation of the feather (Madriel), hammer of law (Hedrada) and chains of the dead (Chardun)

may use the blasphemy, dictum and holy word aspects of the true invocation.

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Class Class Class Class

Class BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecial Spells per DaySpells per DaySpells per DaySpells per DaySpells per Day Level

Level Level Level

Level AttackAttackAttack SaveAttackAttackSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave Bonus

BonusBonus Bonus Bonus

1st +0 +0 +0 +2 Cabalistic lore +1 level of spellcasting class 2nd +1 +0 +0 +3 Invocation secrets +1 level of spellcasting class 3rd +1 +1 +1 +3 Invoke domain +1 level of spellcasting class 4th +2 +1 +1 +4 Invocation secrets, greater invocation +1 level of spellcasting class 5th +2 +1 +1 +4 Invoke domain +1 level of spellcasting class 6th +3 +2 +2 +5 Invocation secrets, prepare domain spell +1 level of spellcasting class 7th +3 +2 +2 +5 Invoke domain +1 level of spellcasting class 8th +4 +2 +2 +6 Invocation secrets +1 level of spellcasting class 9th +4 +3 +3 +6 Invoke domain +1 level of spellcasting class 10th +5 +3 +3 +7 Invocation secrets, true invocation +1 level of spellcasting class

MOONWITCH

madness and shapeshifting, moonwitches are rarely openly welcome. This is fine with them, as they prefer to operate from secrecy and shadow, where they can more effectively

spread strife and nightmare.

It’s said that Belsameth chooses her moonwitches through dreams, and guides them through each layer of revelation in realms of nightmare unimaginable to most mortal minds. Whether or not it’s true, it is certain that no one receives training to become o n e . T o m o s t o f G h e l s p a d , moonwitches are tales to be told to frighten children into bed, but not too often — one w o u l d n ’ t w a n t t o a t t r a c t Belsameth to one’s dreams.

U s e i n O t h e r C a m - p a i g n s : T h e M o o n w i t c h

requires the existence of an evil deity associated with the moon, lycanthropy and magic to be used in an- other campaign. At the very least, lycanthropes or other shapeshifting crea- tures must serve the deity. If no such deity exists, the G M s h o u l d c r e a t e s o m e o t h e r p a t r o n o r u n i f y i n g ethos for the moonwitches as a prerequisite for entry (and source of their unusual abilities). The prestige class likewise expects the GM to u s e i n v o c a t i o n b e n e f i t s (see The Divine & The

D e f e a t e d a n d P l a y e r s Guide to Clerics & Dru- ids) in his campaign. If

h e d o e s n o t , h e w i l l need to find some other prerequisite that shows the character’s devo- tion to the cause of the moonwitches.

Hit Die: d4

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EQUI REMENTS

To qualify to become a moonwitch (Mwt), a char- acter must fulfill all the following criteria:

S p e l l c a s t e r s w h o d e v o t e t h e m s e l v e s t o Belsameth sometimes receive revelations about secrets of magic denied to their more inhibited brethren. Masters of deception, illusion, death,

Alignment: Any non-good. Skill: Spellcraft 8 ranks.

Feats: Spell Focus (one of Enchantment,

Illusion, Necromancy or Transmutation).

Spellcasting: Ability to cast 3rd level ar-

cane spells or 3rd level divine spells granted by a god.

Special: Must have invoked Belsameth at

least three times in a single Lunar month (see

The Divine & The Defeated, page 76).

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T h e m o o n w i t c h ’ s c l a s s s k i l l s a r e B l u f f (Cha), Concentration (Con), Craft (Int), Dis- guise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Knowl- edge (Int), Move Silently (Dex), Ritual Casting (Con), Sense Motive (Wis), Speak Language, Spellcraft (Int) and Spot (Wis).

Skill Points at Each Level: 2 + Int modifier.

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All of the following are class features of the moonwitch prestige class.

W e a p o n a n d A r m o r P r o f i c i e n c y :

Moonwitches receive no additional weapon or armor proficiencies. If the moonwitch casts spells as an arcane caster, armor of any type interferes with the moonwitch’s arcane ges- tures, which can cause her spells to fail (if those spells have somatic components).

Spells per Day: When a new moonwitch

level is gained, the character gains new spells per day (and spells known, if applicable) as if s h e h a d a l s o g a i n e d a l e v e l i n w h a t e v e r spellcasting class was used to meet the prestige classes prerequisites. She does not, however, gain any other benefit a character of that class would have gained (improved chance of con- trolling or rebuking undead, metamagic or item creation feats, and so on). Levels in this class do not stack for the purposes of familiar ad- vancement.

If a character had more than one appli- cable spellcasting class before she became a moonwitch, she must decide to which class she adds each level of moonwitch for purposes of determining spells per day.

him unable to tell friend from foe and putting him into a berserk frenzy. The victim must make a Will save (DC 10 + moonwitch level + Charisma modifier) to resist the effects. If he fails, he immediately attacks the nearest person until she’s dead or unconscious, at which point he receives another Will save. If he fails, this cycle repeats until he runs out of targets, makes his save or is dead or unconscious.

• Nightmare (Sp): Once per night, the moonwitch

can send a terrifying nightmare to any victim — as long as she has a personal effect, of value to the victim, in her possession. This is treated as the nightmare spell.

• Touch of Undeath (Sp): The moonwitch can,

as a move action, animate the body of anyone killed within 30 ft. She does not need to strike the killing blow, but the body must be visible to her. She can only animate one corpse per round. To succeed, the moonwitch must make a ranged touch attack against the corpse. Ani- mated corpses are normal zombies under the moonwitch’s control. She may do this a number of times per day equal to 1 + her Charisma modifier (minimum 1). Undead created through this spell are still subject to the limits on how many dead may be controlled, as detailed in the animate dead spell.

• Bewitchment (Ex): The moonwitch gains a

+2 profane bonus to all uses of Bluff, Diplomacy, Disguise and Sense Motive.

• Bestial Heart (Sp): The moonwitch gains the

ability to assume the shape of an animal, as per druidic

wildshape, save that this creature must be both noctur-

nal and predatory. She may do this a number of times per day equal to 1 + her Wisdom modifier (minimum 1). Most moonwitches prefer the forms of owls, bats, wolves, hunting cats and the like.

• Masquerade (Sp): The moonwitch can use

disguise self 3/day.

• Madness (Sp): Once per day, the Moonwitch

can inflict madness on a victim within 30 ft., rendering

BLESSINGS

OF BELSAMETH

Level + Ability Modifier Level + Ability Modifier Level + Ability Modifier Level + Ability Modifier

Level + Ability Modifier BlessingBlessingBlessingBlessingBlessing 1–5 Bewitchment 6–7 Masquerade 8–9 Bestial Heart 10–11 Madness 12–13 Nightmare 14+ Touch of Undeath

Blessings of Belsameth: Starting at each

odd level (beginning with 1st), the moonwitch may choose one of the following abilities (see sidebar: Blessings of Belsameth). Add the c h a r a c t e r ’ s l e v e l s i n m o o n w i t c h p l u s h e r spellcasting ability modifier (that is, if the character casts spells as a wizard, she adds her Intelligence modifier, etc.) to determine the blessing she may choose. She may not choose a blessing whose number is greater than the sum of her class level and spellcasting ability modifier. No blessing may be taken more than once. Note that only the character’s base spellcasting ability is used for determining blessings; bonuses gained from magic items and the like do not count towards this ability.

Granted Domain (Su): Moonwitches are

granted access to one of Belsameth’s domains, gaining the bonus domain spells for each spell level known (clerics do not, however, gain additional bonus domain spells). Belsameth’s

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Class Class Class Class

Class BaseBaseBaseBaseBase FortFortFortFortFort RefRefRefRefRef WillWillWillWillWill SpecialSpecialSpecialSpecialSpecial Spells per DaySpells per DaySpells per DaySpells per DaySpells per Day Level

Level Level Level

Level AttackAttackAttackAttackAttack SaveSaveSaveSaveSave SaveSaveSaveSaveSave SaveSaveSaveSaveSave Bonus

BonusBonus BonusBonus

1st +0 +0 +0 +2 Belsameth’s blessing, granted domain +1 to caster level 2nd +1 +0 +0 +3 Divine spell focus +1 to caster level 3rd +1 +1 +1 +3 Belsameth’s blessing +1 to caster level 4th +2 +1 +1 +4 Divine spell focus +1 to caster level 5th +2 +1 +1 +4 Belsameth’s blessing +1 to caster level 6th +3 +2 +2 +5 Divine spell focus +1 to caster level 7th +3 +2 +2 +5 Belsameth’s blessing +1 to caster level 8th +4 +2 +2 +6 Divine spell focus +1 to caster level 9th +4 +3 +3 +6 Belsameth’s blessing +1 to caster level 10th +5 +3 +3 +7 Lycanthropy +1 to caster level

domains are Death, Evil, Magic and Trickery. A cleric of Belsameth does get to select a third domain.

D i v i n e S p e l l F o c u s : A t 2 n d l e v e l ,

moonwitches gain a +2 profane bonus to the spell save DCs to spells from one of the follow- i n g s c h o o l s : E n c h a n t m e n t , I l l u s i o n , N e c r o m a n c y , o r T r a n s m u t a t i o n . T h e moonwitch may choose one other school that benefits from this at 4th level, 6th level and 8th level.

L y c a n t h r o p y ( S u ) : A t 1 0 t h l e v e l

moonwitches become true lycanthropes, as if born to the power. They gain the Improved Control Shape feat and the werewolf lycan- t h r o p e t e m p l a t e . T h e c h a r a c t e r i s a l s o completely and utterly loyal to Belsameth and unable to betray or act against her, as detailed in The Divine & The Defeated, page 76.