Kane0
2012-01-28, 06:25 AM
Some spellcasters naturally tend towards magic that blurs, displaces or otherwise conceals his form to avoid attack, aid in hiding, or any other miriad ways they have found it useful for. Some are so good, talented or interested they pursue it exclusively, unlocking ways to make themselves much harder to find and hit, eventually becoming permanently (though partially) connected to the Ethereal Plane, granting them their beloved haziness at all times.
The Faded Mage
Prerequisites:
- 3rd Level Spellcasting
- Know (Arcana) 8 ranks, Know (Planes) 8 ranks
- Must know any two spells that grant concealment
- Must be able to summon an Ethereal creature or a Displacer Beast (A displacer Beast can be summoned by a Summon Monster IV or Summon Monster V spell)
Hit Dice: d4
Skills Per level: 2+Int
Class Skills: Concentration, Craft, Hide, Know (Arcana, Planes), Profession, Spellcraft
Proficiencies: None
{table=head] Level | BAB | Fort | Ref | Will | Special | Casting Progression
1st| +0 | +0 | +0 | +2 | Hazy Concealment | +1 of Previous Spellcasting Class
2nd| +1 | +0 | +0 | +3 | Displacer Beast Familiar | +1 of Previous Spellcasting Class
3rd| +1 | +1 | +1 | +3 | Fortified Concealment | +1 of Previous Spellcasting Class
4th| +2 | +1 | +1 | +4 | Blurred Vision | +1 of Previous Spellcasting Class
5th| +2 | +1 | +1 | +4 |Never Entirely There | +1 of Previous Spellcasting Class
[/table]
Hazy Concealment: At level 1, any time a spell or magical effect owuld grant you 10% or more concealment, you gain an additional 10% concealment.
Displacer Beast Familiar: At level 2 you can choose a Displacer Beast as a familiar, under the normal rules
Fortified Concealment: At level 3 your concealment becomes very difficult to bypass. To penetrate your magical concealment the attacker must make a successful will save (DC= 10 + Casting Ability Modifier + Class level) on top of the normal effects of concealment. Any effect that would entirely negate concealment (eg. True Seeing.) only reduces the concealment to 20%
Blurred Vision: At level 4, while under the effects of magical concealment, you can see other magically concealed creatures clearly and can bypass up to 20% magical concealment.
Never Entirely There: At level 5, you have established a permanent link to the ethereal plane, always at least partially on the plane. This grants you permanent 10% concealment. This is a magical effect that can be suppressed (but not removed) by dispelling & antimagic, or be suppressed/resumed with a free action. This ability actually grants a total of 20% concealment due to the level 1 Hazy Concealment ability.
In addition, you also treat any spell that grants concealment as extended with no adjustment to spell slots
PEACH away!
The Faded Mage
Prerequisites:
- 3rd Level Spellcasting
- Know (Arcana) 8 ranks, Know (Planes) 8 ranks
- Must know any two spells that grant concealment
- Must be able to summon an Ethereal creature or a Displacer Beast (A displacer Beast can be summoned by a Summon Monster IV or Summon Monster V spell)
Hit Dice: d4
Skills Per level: 2+Int
Class Skills: Concentration, Craft, Hide, Know (Arcana, Planes), Profession, Spellcraft
Proficiencies: None
{table=head] Level | BAB | Fort | Ref | Will | Special | Casting Progression
1st| +0 | +0 | +0 | +2 | Hazy Concealment | +1 of Previous Spellcasting Class
2nd| +1 | +0 | +0 | +3 | Displacer Beast Familiar | +1 of Previous Spellcasting Class
3rd| +1 | +1 | +1 | +3 | Fortified Concealment | +1 of Previous Spellcasting Class
4th| +2 | +1 | +1 | +4 | Blurred Vision | +1 of Previous Spellcasting Class
5th| +2 | +1 | +1 | +4 |Never Entirely There | +1 of Previous Spellcasting Class
[/table]
Hazy Concealment: At level 1, any time a spell or magical effect owuld grant you 10% or more concealment, you gain an additional 10% concealment.
Displacer Beast Familiar: At level 2 you can choose a Displacer Beast as a familiar, under the normal rules
Fortified Concealment: At level 3 your concealment becomes very difficult to bypass. To penetrate your magical concealment the attacker must make a successful will save (DC= 10 + Casting Ability Modifier + Class level) on top of the normal effects of concealment. Any effect that would entirely negate concealment (eg. True Seeing.) only reduces the concealment to 20%
Blurred Vision: At level 4, while under the effects of magical concealment, you can see other magically concealed creatures clearly and can bypass up to 20% magical concealment.
Never Entirely There: At level 5, you have established a permanent link to the ethereal plane, always at least partially on the plane. This grants you permanent 10% concealment. This is a magical effect that can be suppressed (but not removed) by dispelling & antimagic, or be suppressed/resumed with a free action. This ability actually grants a total of 20% concealment due to the level 1 Hazy Concealment ability.
In addition, you also treat any spell that grants concealment as extended with no adjustment to spell slots
PEACH away!