Post by Herc on Jan 18, 2010 1:01:26 GMT -5
Ok folks..this is probably the most significant contribution I've made to these boards yet, so here we go. This class is kind of unique, kind of not. It's a combination of the Sorcerer and Wizard from Pathfinder, which many call D&D 3.75. I like the way they were set up so I thought about combining features of the two and trying it out. So here we go.
First, the player chooses one of 10 Bloodlines, which are as follows. Each will be explained later.
Aberrant, Abyssal, Arcane, Celestial, Destined, Draconic, Elemental, Fey, Infernal, Undead.
Each bloodline grants grants the Magi bonus spells, and other special abilities.
After selecting one's Bloodline, the player then selects one of 8 schools of magic which will be discussed with the Bloodlines. The Schools are as follows:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.
Each school has it's own list of spells that the magi gains at every odd level (1st, 3rd, 5th, etc), as well as additional abilities.
BLOODLINES:
Aberrant:
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Bonus Spells: Enlarge Person(3rd) See Invisibility(5th) Tongues(7th) Black Tentacles(9th) Feeblemind(11th) Veil(13th) Plane Shift(15th) Mind Blank(17th) Shapechange(19th)
Aberrant Arcana: Whenever you cast a spell of the Polymorph subschool, increase the duration of the spell by 50%(minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Aberrant Powers: Aberrant magi show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.
Acidic Ray: Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage +1 for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma Modifier.
Long Limbs: At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Unusual Anatomy: At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
Alien resistance: At 15th level, you gain spell resistance equal to your level + 10.
Aberrant Form: At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks.
In addition, you gain blindsight with a range of 60 feet and damage reduction 5/-
Abyssal:
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Bonus Spells: Cause Fear(3rd) Bull's Strength(5th) Rage(7th) Stoneskin(9th) Dismissal(11th) Transformation(13th) Greater Teleport(15th) Unholy Aura(17th) Summon Monster IX(19th)
Abyssal Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your level. This does not stack with any DR the creature might have.
Abyssal Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
Claws: At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make 2 claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each plus your Strength modifier. At 5th level, these claws are considered magic for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws become Flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability, and you can use your claws for a number of rounds equal to 3 + your Charisma modifier.
Demon Resistances: At 3rd level, you gain Electricity Resistance 5 and a +2 bonus on saving throws made
against poison. At 9th level, your Electricity resistance increases to 10 and your bonus on poison saving throws increases to +4.
Strength of the Abyss: At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and +6 at 17th level.
Added Summonings: At 15th level, whenever you summon a creature with the demon subtype or the fiendish template
using a Summon Monster spell, you summon one additional creature of the same kind.
Demonic Might: At 20th level, the power of the Abyss flows through you. You gain immunity to Electricity and poison.
You also gain Acid, Cold, and Fire Resistance 10, and gain Telepathy with a range of 60 feet(allowing you to communicate with any creature that can speak a language).
Arcane:
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards,
your powers developed without the need for study and practice.
Bonus Spells: Identify(3rd) Invisibility(5th) Dispel Magic(7th) Dimension Door(9th) Overland Flight(11th) True Seeing(13th) Greater Teleport(15th) Power Word, Stun(17th) Wish(19th)
Arcane Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level,
increase the DC of the spell by +1. This bonus does not stack with itself and does not apply to spells modified by the
Heighten Spell feat.
Arcane Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond: At 1st level you gain an arcane bond as a wizard of your Magi level. Your Magi levels stack with any wizard levels you might already possess when determining the powers of your bonded object. Rules for bonded items will appear later.
Metamagic Adept: At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four Magi
levels you possess beyond 3rd. At 20th level, this ability is replaced by Arcane Apotheosis.
New Arcana: At 9th level, you can add one spell from the sorcerer/wizard spell list to your list of spells known, even if it is not normally a part of your school. This spell must be of a level you are capable of casting. You can also add one additional spell at 13th level and at 17th level.
School Power: At 15th level, the DC's of spells you cast from your Magi's school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis: At 20th level, your body surges with arcane power. You can now add any number of metamagic feats you know to your spells without increasing their casting time,
although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Celestial:
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Bonus Spells: Bless(3rd) Resist Energy(5th) Magic Circle against Evil(7th) Remove Curse(9th) Flame Strike(11th)
Greater Dispel Magic(13th) Banishment(15th) Sunburst(17th) Gate(19th)
Celestial Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil
equal to 1/2 your level. This does not stack with any DR the creature may already possess.
Celestial Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire: Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage +1 for every two levels you possess. This damage is divine and not subject to enrgy resistance or immunity. This ray heals good creatures of 1d4 points of damage +1 for every two levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral characters are neither harmed nor healed by this effect.
You can use this ability a number of times per day equal to 3 + your Charisma modifier
Celestial Resistances: At 3rd level, you gain Acid and Cold Resistance 5. At 9th level, your resistance increases to 10.
Wings of Heaven: At 9th level, you can sprout feathery wings and fly fora number of minutes per day equal to your Magi level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction: At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the Storyteller. You must take the 2nd result, even if it is worse. You can use this ability once per day.
Ascension: At 20th level, you become infused with the power of the heavens. You gain immunity to Acid, Cold, and Petrification. You also gain Electricity and Fire Resistance 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the Wings of Heaven ability and you gain the ability to speak with any creature that has a language (as per the Tongues spell).
Destined:
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.
Bonus Spells: Alarm(3rd) Blur(5th) Protection from Energy(7th) Freedom of Movement(9th) Break Enchantment(11th)
Mislead(13th) Spell Turning(15th) Moment of Prescience(17th) Foresight(19th)
Destined Arcana: 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.
Destined Powers: You are destined for great things, and the powers that you gain serve to protect you.
Touch of Destiny: At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls,
skill checks, ability checks, and saving throws equal to 1/2 your Magi level for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fated: Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and your AC during surprise rounds and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1.
It Was Meant to Be: At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the Storyteller. You must take the second result, even if it is lower. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Within Reach: At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 Hit points and are automatically stabilized. The bonus from your Fated ability applies to this save.
Destiny Realized: At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a Natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check to overcome spell resistane(Even a God's). You must use this ability before making the roll.
Draconic:
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Bonus Spells: Mage Armor(3rd) Resist Energy(5th) Fly(7th) Fear(9th) Spell Resistance(11th) Form of the Dragon I(13th) Form of the Dragon II(15th) Form of the Dragon III(17th) Wish(19th)
Draconic Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type,
that spell deals +1 point of damage per die rolled.
Draconic Powers: The power of Dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal
damage based on your dragon type, as noted on the following table:
Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone
Claws: Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deal 1d4 points of damage plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability that can be used for a number of rounds equal to 3 + your Charisma modifier.
Dragon Resistances: At 3rd level, you gain Resistance 5 against your energy type and a +1 Natural armor bonus.
At 9th level, your energy resistance increases to 10 and your Natural armor bonus increases to +2. At 15th level, your Natural armor bonus increases to +4.
Breath Weapon: At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your
energy type per Magi level(i.e., a 20th level Magi deals 20d6 with his breath weapon). Those caught in the area of the breath receive a Reflex save for half damage, with the DC equal to 10 + 1/2 your level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings: At 15th level, leathery dragon wins grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms: At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.
Elemental:
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Bonus Spells: Burning Hands*(3rd) Scorching Ray*(5th) Protection from Energy(7th) Elemental Body I(9th) Elemental Body II(11th) Elemental Body III(13th) Elemental Body IV(15th) Summon Monster VIII(elementals only)(17th) Elemental Swarm(19th)
(* These spells always deal a type of damage determined by your element. In addition, the subtype of tese spells changes to match the energy type of your element)
Elemental Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage
to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. (I.E. if your Magi is of the Air Elemental bloodline, he could cast a fireball, but change it to deal Electricity damage instead of fire)
Elemental Powers: One of the four elements infuses your being, and you can draw upon its power in times of need.
At 1st level, you must select one of the four elements: Air, Earth, Fire, or Water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below:
Element Energy Type Elemental Movement
Air Electricity Fly speed 60 feet(Average maneuverability)
Earth Acid Burrow speed 30 feet
Fire Fire +30 feet to base land speed
Water Cold Swim speed 60 feet
Elemental Ray: Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type, +1 per two levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance: At 3rd level, you gain resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast: At 9th level, you can unleash a blast of elemental power once per day. This 20-foot radius burst deals 1d6 points of damage of your energy type per Magi level(I.E. a 20th level Air Elemental Magi deals 20d6). Those caught in the blast receive a Reflex save for half damage(DC=10 + half your level + your Charisma modifier). At 9th level, you can use this ability once per day. You can use it twice per day at 17th, and three times per day at 20th. This power has a range of 60 feet.
Elemental Movement: At 15th level, you gain a special movement type or bonus. This ability is based on your
chosen element, as indicated on the above chart.
Elemental Body: At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
((Ok folks...thats all for tonight. my head's killin me, but I still have more to come))
First, the player chooses one of 10 Bloodlines, which are as follows. Each will be explained later.
Aberrant, Abyssal, Arcane, Celestial, Destined, Draconic, Elemental, Fey, Infernal, Undead.
Each bloodline grants grants the Magi bonus spells, and other special abilities.
After selecting one's Bloodline, the player then selects one of 8 schools of magic which will be discussed with the Bloodlines. The Schools are as follows:
Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, and Transmutation.
Each school has it's own list of spells that the magi gains at every odd level (1st, 3rd, 5th, etc), as well as additional abilities.
BLOODLINES:
Aberrant:
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Bonus Spells: Enlarge Person(3rd) See Invisibility(5th) Tongues(7th) Black Tentacles(9th) Feeblemind(11th) Veil(13th) Plane Shift(15th) Mind Blank(17th) Shapechange(19th)
Aberrant Arcana: Whenever you cast a spell of the Polymorph subschool, increase the duration of the spell by 50%(minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Aberrant Powers: Aberrant magi show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.
Acidic Ray: Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage +1 for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma Modifier.
Long Limbs: At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Unusual Anatomy: At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
Alien resistance: At 15th level, you gain spell resistance equal to your level + 10.
Aberrant Form: At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks.
In addition, you gain blindsight with a range of 60 feet and damage reduction 5/-
Abyssal:
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Bonus Spells: Cause Fear(3rd) Bull's Strength(5th) Rage(7th) Stoneskin(9th) Dismissal(11th) Transformation(13th) Greater Teleport(15th) Unholy Aura(17th) Summon Monster IX(19th)
Abyssal Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your level. This does not stack with any DR the creature might have.
Abyssal Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
Claws: At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make 2 claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each plus your Strength modifier. At 5th level, these claws are considered magic for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws become Flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability, and you can use your claws for a number of rounds equal to 3 + your Charisma modifier.
Demon Resistances: At 3rd level, you gain Electricity Resistance 5 and a +2 bonus on saving throws made
against poison. At 9th level, your Electricity resistance increases to 10 and your bonus on poison saving throws increases to +4.
Strength of the Abyss: At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and +6 at 17th level.
Added Summonings: At 15th level, whenever you summon a creature with the demon subtype or the fiendish template
using a Summon Monster spell, you summon one additional creature of the same kind.
Demonic Might: At 20th level, the power of the Abyss flows through you. You gain immunity to Electricity and poison.
You also gain Acid, Cold, and Fire Resistance 10, and gain Telepathy with a range of 60 feet(allowing you to communicate with any creature that can speak a language).
Arcane:
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards,
your powers developed without the need for study and practice.
Bonus Spells: Identify(3rd) Invisibility(5th) Dispel Magic(7th) Dimension Door(9th) Overland Flight(11th) True Seeing(13th) Greater Teleport(15th) Power Word, Stun(17th) Wish(19th)
Arcane Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level,
increase the DC of the spell by +1. This bonus does not stack with itself and does not apply to spells modified by the
Heighten Spell feat.
Arcane Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond: At 1st level you gain an arcane bond as a wizard of your Magi level. Your Magi levels stack with any wizard levels you might already possess when determining the powers of your bonded object. Rules for bonded items will appear later.
Metamagic Adept: At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four Magi
levels you possess beyond 3rd. At 20th level, this ability is replaced by Arcane Apotheosis.
New Arcana: At 9th level, you can add one spell from the sorcerer/wizard spell list to your list of spells known, even if it is not normally a part of your school. This spell must be of a level you are capable of casting. You can also add one additional spell at 13th level and at 17th level.
School Power: At 15th level, the DC's of spells you cast from your Magi's school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis: At 20th level, your body surges with arcane power. You can now add any number of metamagic feats you know to your spells without increasing their casting time,
although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Celestial:
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Bonus Spells: Bless(3rd) Resist Energy(5th) Magic Circle against Evil(7th) Remove Curse(9th) Flame Strike(11th)
Greater Dispel Magic(13th) Banishment(15th) Sunburst(17th) Gate(19th)
Celestial Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil
equal to 1/2 your level. This does not stack with any DR the creature may already possess.
Celestial Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire: Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage +1 for every two levels you possess. This damage is divine and not subject to enrgy resistance or immunity. This ray heals good creatures of 1d4 points of damage +1 for every two levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral characters are neither harmed nor healed by this effect.
You can use this ability a number of times per day equal to 3 + your Charisma modifier
Celestial Resistances: At 3rd level, you gain Acid and Cold Resistance 5. At 9th level, your resistance increases to 10.
Wings of Heaven: At 9th level, you can sprout feathery wings and fly fora number of minutes per day equal to your Magi level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction: At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the Storyteller. You must take the 2nd result, even if it is worse. You can use this ability once per day.
Ascension: At 20th level, you become infused with the power of the heavens. You gain immunity to Acid, Cold, and Petrification. You also gain Electricity and Fire Resistance 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the Wings of Heaven ability and you gain the ability to speak with any creature that has a language (as per the Tongues spell).
Destined:
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.
Bonus Spells: Alarm(3rd) Blur(5th) Protection from Energy(7th) Freedom of Movement(9th) Break Enchantment(11th)
Mislead(13th) Spell Turning(15th) Moment of Prescience(17th) Foresight(19th)
Destined Arcana: 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.
Destined Powers: You are destined for great things, and the powers that you gain serve to protect you.
Touch of Destiny: At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls,
skill checks, ability checks, and saving throws equal to 1/2 your Magi level for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fated: Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and your AC during surprise rounds and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1.
It Was Meant to Be: At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the Storyteller. You must take the second result, even if it is lower. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Within Reach: At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to -1 Hit points and are automatically stabilized. The bonus from your Fated ability applies to this save.
Destiny Realized: At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a Natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check to overcome spell resistane(Even a God's). You must use this ability before making the roll.
Draconic:
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Bonus Spells: Mage Armor(3rd) Resist Energy(5th) Fly(7th) Fear(9th) Spell Resistance(11th) Form of the Dragon I(13th) Form of the Dragon II(15th) Form of the Dragon III(17th) Wish(19th)
Draconic Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type,
that spell deals +1 point of damage per die rolled.
Draconic Powers: The power of Dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal
damage based on your dragon type, as noted on the following table:
Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone
Claws: Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deal 1d4 points of damage plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage. At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability that can be used for a number of rounds equal to 3 + your Charisma modifier.
Dragon Resistances: At 3rd level, you gain Resistance 5 against your energy type and a +1 Natural armor bonus.
At 9th level, your energy resistance increases to 10 and your Natural armor bonus increases to +2. At 15th level, your Natural armor bonus increases to +4.
Breath Weapon: At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your
energy type per Magi level(i.e., a 20th level Magi deals 20d6 with his breath weapon). Those caught in the area of the breath receive a Reflex save for half damage, with the DC equal to 10 + 1/2 your level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Wings: At 15th level, leathery dragon wins grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms: At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.
Elemental:
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Bonus Spells: Burning Hands*(3rd) Scorching Ray*(5th) Protection from Energy(7th) Elemental Body I(9th) Elemental Body II(11th) Elemental Body III(13th) Elemental Body IV(15th) Summon Monster VIII(elementals only)(17th) Elemental Swarm(19th)
(* These spells always deal a type of damage determined by your element. In addition, the subtype of tese spells changes to match the energy type of your element)
Elemental Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage
to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline. (I.E. if your Magi is of the Air Elemental bloodline, he could cast a fireball, but change it to deal Electricity damage instead of fire)
Elemental Powers: One of the four elements infuses your being, and you can draw upon its power in times of need.
At 1st level, you must select one of the four elements: Air, Earth, Fire, or Water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below:
Element Energy Type Elemental Movement
Air Electricity Fly speed 60 feet(Average maneuverability)
Earth Acid Burrow speed 30 feet
Fire Fire +30 feet to base land speed
Water Cold Swim speed 60 feet
Elemental Ray: Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type, +1 per two levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Elemental Resistance: At 3rd level, you gain resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast: At 9th level, you can unleash a blast of elemental power once per day. This 20-foot radius burst deals 1d6 points of damage of your energy type per Magi level(I.E. a 20th level Air Elemental Magi deals 20d6). Those caught in the blast receive a Reflex save for half damage(DC=10 + half your level + your Charisma modifier). At 9th level, you can use this ability once per day. You can use it twice per day at 17th, and three times per day at 20th. This power has a range of 60 feet.
Elemental Movement: At 15th level, you gain a special movement type or bonus. This ability is based on your
chosen element, as indicated on the above chart.
Elemental Body: At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
((Ok folks...thats all for tonight. my head's killin me, but I still have more to come))