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.
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