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Mage de l'ordre astral

Description
Introduction
Les elfs ont été les premiers mortels à utilisé la magie et avec plusieurs millinaires histoires, ils en sont devenus les maitres incontestés.

Les plus sages et puissants magiciens de la civilization elfique ont développer des sortillèges et un art pouvant influencer le court de l'existance du monde. La puissance de cet art est légendaire et est réservés aux plus sages et dignes suivant de la reine des elfs.

Les mages de l'ordre astral sont les maitres de l'espace et du temps.
D� de vie
(d4)
Alignement
Any lawful
Pr�requis
To qualify to become a mage of the astral order, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 12 ranks, Knowledge (plane) 8 ranks, Spellcraft 12 ranks.
Feats: Quicken spell.
Spells: Able to cast 5th level arcane spells as a wizard.
Special: Must make an oath to the queen of Wyzlar
Skills
The class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Decipher script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int). See chapter 4 of the Player's Handbook for skill descriptions.

Nombre de skills par niveau: 2 + Modificateur d'Intelligence

Mage de l'ordre astral
NiveauBase AttackFortitudeR�flexeVolont�Habilit�s de classe
1+0+0+2+2Spin Fate, Time Sense (Ex)
2+1+0+3+3Foresight (Su), Resist Fate
3+1+1+3+3Spin Destiny
4+2+1+4+4Deny Fate
5+2+1+4+4Fickle Finger of Fate, Timeless Body (Ex)
6+3+2+5+5Speed increase
7+3+2+5+5Twin-Spell
8+4+2+6+6Seal Fate
9+4+3+6+6Time peak
10+5+3+7+7Eternal Body (ex)

Habilet�s de classe
Chronomancy spell list
The mage now can use chronomancy spells if he found them on a scrollor in a spell book. He can also choose spell from this list for histwo bonus spell when he level-up

Chronomancy - The power of time

20 Minutes (Transmutation 8)
24 Hours(Transmutation 6)
Ageing Stroke (Necromancy 4)
Alacritious Stride (Transmutation 3)
Bliss (Divination 3)
Branard's Future Banishment (Transmutation 7)
Branard's Future Dispatcher (Transmutation 5)
Branard's Future imprisonment (Transmutation 9)
Corrode (Transmutation 4)
Contingent Spell Immunity (Evocation 5)
Deja Vu (Illusion 7)
Detect Chronomancy (Divination 1)
Detect Paradoxe (Divination 2)
Echo of past state (Divination 6)
Glimse Past the Barrier (Divination 4)
Moment (Transmutation 0)
Past Facade (Transmutation 5)
Rekindle Youth (Transmutation 6)
Slow Skin (Abjuration 7)
Slow Magic (Abjuration 2)
Switch Fate (Transmutation 2)
Temporal Abstraction (Transmutation 9)
Temporal Disjunction (Illusion 6)
Time to Act (Transmutation 4)
Time to Pause (Transmutation6)
Withering (Necromancy 8)
Spells per day
When a new level is gained, the character gains new spells perday as if he had also gained a level in any one arcane spell casting class he belonged to before he added the prestige class.
Spin Fate
A mage of many fates understands that chance is not as random as many believe it to be, and he can adjust the probability of certain events by applying a force that astral mage refer to as spin. Each day, a fatespinner can use a number of points of spin equal to his astral mage class level. As a free action, a astral mage can use stored spin to boost the save DC of a spell he casts, adding some or all his spin to the DC, on a point-for-point basis. For instance, a 5th-level wizard/3rd-level astral mage casting fireball could choose to boost the DC of the spell by 1, 2, or 3 points. Once he uses up his spin for the day, his ability to tinker with probability in this fashion is also exhausted for the day. A astral mage spin is replenished whenever the character successfully regains his spells for the day (whether through rest, preparation, or prayer).
Time Sense (Ex)
The mage close association with the continuum has a beneficial effect on the character's ability to sense the passage of time. He may attempt to determine how long has passed since aparticular event. He can also determine the age of a living subject, an object or a building if he's in line of sight. The mage can also determine the exact current time. To perform a time sense check, he must succeed a DC 20 against (1d20 + wisdom modifier + his astral order level)
Foresight (Su)
Due to their great knowledge of events and time, Chronomancers can expect attacks and prepare themselves ahead of time. Foresight grants the astral mage the ability to add his Wisdom modifier to his AC (in the form of a magical insight bonus) and Reflex-based Saves. They are immune to any attempt or spell that would possibly confuse them of the time and day.
Resist Fate
A astral mage embraces his extraordinary good luck. Once per day, he can reroll one roll that he has just made. He must abide by the result of the reroll, even if it's worse than the original roll.
Spin Destiny
A astral mage more clearly comprehends the matrix of reality and can use accumulated spin to adjust other random events. The method is identical to increasing a spell's save DC, but the fatespinner can now add spin to any skill check, attack roll, or saving throw that he attempts on a point-for-point basis. However, the spin utilized comes from the same limited reservoir of karma storage that allows him to adjust the DC of his spells. He must apply the bonus before making the roll.
Deny Fate
A astral mage has a better chance of beating the odds should he ever be rendered unconscious and dying. Once per day, on the first occasion when a astral mage must make a check to become stable when dying, the check automatically succeeds. Other such checks called for later in the same 24-hour period are made normally.
Fickle Finger of Fate
A astral mage gains the ability to affect the luck of others. Once per day as an immediate action, he can force any other creature—friend or enemy—to reroll a roll that it has just made. A astral mage must have line of sight to the creature to be affected. That creature must abide by the result of the reroll, whether it's higher or lower than the original roll.
Timeless Body (Ex)
No longer suffers penalties for ageing and cannot be magically aged. Any penalty he already suffered remain in place. Natural aging bonus still apply. The mage will still die from natual aging.
Speed increase
A astral mage knowledge of space and time allow him to move twice of his normal speed permanently. This doesn't stack with other spells and magic item.
Twin-Spell
A astral mage can manipulate time to cast the same spell twice. A spell altered by this feat takes effect twice, as if you were simultaneously casting the same spell two times on the same location or against the same target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each. In some cases, such as a twinned charm person, failure of both of the target's saving throws results in redundant effects, although any ally of the target would have to succeed on two dispel checks to remove the effect. As with other metamagic feats, twinning a spell does not affect its vulnerability to counterspelling. (For example, countering with an untwinned spell doesn't negate just half of the twinned spell.) A twinned spell uses up a spell slot three levels higher than the spell's actual level. This ability is similar to the feat twin-spell.
Seal Fate
A astral mage can meddle in success and failure, and even life and death, sealing the fate of a friend or foe. Once per day as a free action, the fatespinner selects a target creature he can see within 30 feet with Hit Dice equal to or less than his. The creature receives either a —10 penalty or a +10 bonus on its next saving throw, as decided by the astral mage. If the selected target has more Hit Dice than the astral mage, the ability doesn't work but the use for the day is not wasted. This effect lasts only for 1 round, so if no spell or other effect is brought to bear on the target creature during the round, the creature's fate is no longer sealed.
Time peak
Once a day a astral mage can see the future, past and present. The ability is identical as the spell greater scrying, but the astral mage must specify a date. This ability can be use on a specific location instead of an individual.
Eternal Body (ex)
No longer age naturally or magically. He can't die from old age anymore.
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