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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 | Niveau | Base Attack | Fortitude | R�flexe | Volont� | Habilit�s de classe | 1 | +0 | +0 | +2 | +2 | Spin Fate, Time Sense (Ex) | 2 | +1 | +0 | +3 | +3 | Foresight (Su), Resist Fate | 3 | +1 | +1 | +3 | +3 | Spin Destiny | 4 | +2 | +1 | +4 | +4 | Deny Fate | 5 | +2 | +1 | +4 | +4 | Fickle Finger of Fate, Timeless Body (Ex) | 6 | +3 | +2 | +5 | +5 | Speed increase | 7 | +3 | +2 | +5 | +5 | Twin-Spell | 8 | +4 | +2 | +6 | +6 | Seal Fate | 9 | +4 | +3 | +6 | +6 | Time peak | 10 | +5 | +3 | +7 | +7 | Eternal 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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