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Monday, February 18, 2013

PFRPG: LeShay Archetypes: Tovenaar


Tovenaar (Sorcerer; LeShay)

The tovenaar are leShay who decide to tap their innate abilities to hone their spell casting rather than just combat.

A tovenaar has the following class features.

LeShay Focus (Su): At 1st level, a tovenaar may use his leShay weapon as a spell focus. As long as tovenaar’s leShay weapon is manifested, he can cast any spell with a material component costing 5 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 5 gp, he must still have the material component on hand to cast the spell, as normal. At 2nd level, and every level thereafter, the gp value of spell components that can be ignored increases by 5 gp (to a maximum of 100 gp at 20th level).

This ability replaces the tovenaar’s Eschew Materials bonus feat gained at 1st level.

Arcane Pool (Su): At 1st level, a tovenaar gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his tovenaar level (minimum 1) + his Charisma modifier. The pool refreshes once per day when the tovenaar regains his spells.

At 1st level, a tovenaar can expend 1 point from his arcane pool as a swift action to grant his leShay weapon a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. Multiple uses of this ability do not stack with themselves.

At 5th level, these bonuses can be used to add any of the following weapon properties: brilliant energy, dispellingUE, dispelling burstUE, disruption, ghost touch, keen, nullifyingUE, phase lockingUE, spellstealing UE, or spell storing. Adding these properties consumes an amount of bonus equal to the property's base price modifier. At least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the tovenaar uses this ability.

Weapon special abilities followed by a superscript UE can be found in Chapter 3 of Ultimate Equipment.

This ability replaces the bloodline spells gained at 3rd and 5th levels.

Bonus Feat: A tovenaar adds Extra Arcana and Extra Arcane Pool to his bloodline bonus feat list.

Unless specifically noted in an arcana's description, a tovenaar cannot select a particular arcana more than once. Arcana that affect spells can only be used to modify spells from the sorcerer spell list unless otherwise noted.

Here is a list of arcana available to the tovenaar: arcane accuracy, close range, concentrate, critical strike, dispelling strike, empowered magic, familiar, fast healing (new), hasted assault, maneuver mastery, maximized magic, pool strike, quickened magic, reflection, silent magic, spell shield, treespeech (new), and wand mastery. Treat his tovenaar level as his magus level when selecting arcana. New arcana and arcana that vary from their description in Chapter 1 in Ultimate Magic are detailed below.

Arcane Accuracy (Su): The tovenaar can expend 1 point from his arcane pool as a swift action to grant himself an insight bonus equal to his Charisma bonus on all attack rolls until the end of his turn.

Fast Healing (Su): The tovenaar can expend 1 point from his arcane pool as a swift action to grant himself fast healing 1 for a number of rounds equal to his Charisma modifier.  At 10th level, and every four levels thereafter, his fast healing increases by 1. The tovenaar must be at least 6th level before selecting this arcana.


Hasted Assault (Su): The tovenaar can expend 1 point from his arcane pool as a swift action to move more quickly. This functions as haste, but only targets the tovenaar and lasts for a number of rounds equal to the tovenaar‘s Charisma bonus. The tovenaar must be at least 9th level before selecting this arcana.

Pool Strike (Su): The tovenaar can expend 1 point from his arcane pool as a standard action to charge his free hand with energy. He can make a melee touch attack with that hand as a free action as part of activating this ability. If the touch attack hits, it releases the charge and deals 2d6 points of energy damage (acid, cold, electricity, or fire, chosen when he spends the arcane pool point to activate this ability). If he misses with this attack, he can hold the charge for up to 1 minute before it dissipates. At 6th level, and every three levels thereafter, the amount of damage dealt by this attack increases by 1d6.

Spell Shield (Su): The tovenaar can expend a point from his arcane pool as an immediate action to grant himself a shield bonus to AC equal to his Charisma bonus until the end of his next turn.

Treespeech (Su): The tovenaar gains the ability to converse with plants as if subject to a continual speak with plants spell.

Wand Mastery (Su): Whenever the tovenaar uses a wand, he calculates the DC for any spell it contains using his Charisma modifier, instead of the minimum modifier needed to cast a spell of that level.

Improved Spell Resistance (Ex): At 15th level, a tovenaar’s racial spell resistance improves to 11+ his sorcerer level.

This ability replaces the bloodline power gained at 15th level.

LeShay Ascension (Su): At 20th level, a tovenaar’s racial damage reduction improves to 10/magic and cold iron and he gains immunity to disease and poison. Once per day, he can cast tree stride as a spell-like ability to travel any distance (even to trees on a coexistent planes such as Færie and the Ethereal and Shadow Planes) as a spell-like ability using his sorcerer level as his caster level.

This ability replaces the bloodline power gained at 20th level.