A metamancer is...(to be completed)
ENTRY REQUIREMENTS
To qualify to become a metamancer, a character must fulfill all the following criteria.
ENTRY REQUIREMENTS
To qualify to become a metamancer, a character must fulfill all the following criteria.
Skills: Knowledge (planes) 8 ranks.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Class Features |
1st | +1 | +0 | +0 | +0 | Defenses (+1) Affinity (first) Aftersight | - |
2nd | +2 | +0 | +0 | +0 | Planar Aspects | +1 level of one existing class |
3rd | +3 | +1 | +1 | +1 | Elan or Brio Focus | - |
4th | +4 | +1 | +1 | +1 | Defenses (+2) Affinity (second) | +1 level of one existing class |
5th | +5 | +1 | +1 | +1 | Aftersight | - |
6th | +6 | +2 | +2 | +2 | - | +1 level of one existing class |
7th | +7 | +2 | +2 | +2 | Defenses (+3) Planar Embrace | - |
8th | +8 | +2 | +2 | +2 | Affinity (third) | +1 level of one existing class |
9th | +9 | +3 | +3 | +3 | Aftersight | - |
10th | +10 | +3 | +3 | +3 | Defenses (+4) Partitioned Mind | +1 level of one existing class |
Hit Die: d8.
Class Skills (6 + Int modifier per level): Knowledge (planes) and all class skills from previous classes.CLASS FEATURES
All of the following are features of the metamancer prestige class.
Weapon Group Proficiencies: A metamancer gains no additional proficiencies with any weapon.
Armor and Shield Proficiencies: A metamancer gains no additional proficiency with any armor or shields.
Class Features: At every even level, a metamancer gains one effective level in one base class for the purpose of gaining and governing any of the following features: slots, spells, power points, powers, infusions, invocations, mysteries, vestiges, soulmelds, chakras, martial manuevers, rage, fast movement, AC bonus, unarmed strike damage, bardic music, bardic knowledge, lore, sneak attack, sudden strike, skirmish, Ki pool, Ki Strike, turn or rebuke undead or lay on hands. They do not, however, gain any other class feature a character of that class would have gained. If they had more than one such class before becoming a metamancer, they must decide which one to progress with each opportunity.
Defenses (Ex): Upon becoming one, every metamancer must select two out of the three types of saving throws. From that point on, they gain the listed bonus when making saving throws of the selected types.
Affinity (Ex): At 1st level, 4th level and again at 8th level, a metamancer may pick one of the following, adding half his class level (rounded up) to the effective class level that governs what is chosen.
Planar Aspects (Su): At 2nd level, a metamancer develops the supernatural ability to gain his choice of the anarchic, axiomatic, celestial or fiendish templates for 1 round, as a free or immediate action, a number of times each day equal to three times his class level.
Elan or Brio Focus (Ex): At 3rd level, a metamancer must permanently choose one of the following:
Partitioned Mind (Ex): At 10th level, a metamancer forms a partition within his mind, gaining benefits similar to the effect of the schism power, except the secondary portion of his mind suffers no penalties when taking purely mental actions. In addition, as a standard action, this secondary portion may grant the metamancer himself, an additional move action for the current turn.
Weapon Group Proficiencies: A metamancer gains no additional proficiencies with any weapon.
Armor and Shield Proficiencies: A metamancer gains no additional proficiency with any armor or shields.
Class Features: At every even level, a metamancer gains one effective level in one base class for the purpose of gaining and governing any of the following features: slots, spells, power points, powers, infusions, invocations, mysteries, vestiges, soulmelds, chakras, martial manuevers, rage, fast movement, AC bonus, unarmed strike damage, bardic music, bardic knowledge, lore, sneak attack, sudden strike, skirmish, Ki pool, Ki Strike, turn or rebuke undead or lay on hands. They do not, however, gain any other class feature a character of that class would have gained. If they had more than one such class before becoming a metamancer, they must decide which one to progress with each opportunity.
Defenses (Ex): Upon becoming one, every metamancer must select two out of the three types of saving throws. From that point on, they gain the listed bonus when making saving throws of the selected types.
Affinity (Ex): At 1st level, 4th level and again at 8th level, a metamancer may pick one of the following, adding half his class level (rounded up) to the effective class level that governs what is chosen.
- three spells or powers that share a descriptor, subschool, name or inherited effect
- two mysteries, martial maneuvers or infusions
- one invocation, vestige or soulmeld
- AC Bonus, bardic music, bardic knowledge, fast movement, lore, rage, sneak attack, sudden strike, skirmish, Ki pool, Ki strike, turn or rebuke undead, lay on hands or unarmed strike damage.
Planar Aspects (Su): At 2nd level, a metamancer develops the supernatural ability to gain his choice of the anarchic, axiomatic, celestial or fiendish templates for 1 round, as a free or immediate action, a number of times each day equal to three times his class level.
Elan or Brio Focus (Ex): At 3rd level, a metamancer must permanently choose one of the following:
- Once per day per class level, when a metamancer uses an ability or produces an effect, he may increase its save DC by 1 or gain a +1 bonus on caster level checks with it.
- Once per day per class level, when a metamancer uses a harmless ability or places a harmless effect on one or more objects or willing creatures, he may add 2 to the effective class level or hit dice that governs it.
Partitioned Mind (Ex): At 10th level, a metamancer forms a partition within his mind, gaining benefits similar to the effect of the schism power, except the secondary portion of his mind suffers no penalties when taking purely mental actions. In addition, as a standard action, this secondary portion may grant the metamancer himself, an additional move action for the current turn.
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