Saturday, November 26, 2022

Archanics

Genetically attuned to awakening and activating Ruathain (ancient alien eldritch relics). They are able to directly harness the energies of Eldritch Wizardry. But access to such incredible power comes at a cost. Archanics are highly feared and rarely openly display their devices lest they be hunted by the Heralds of Lighthaven of the many guilds that have risen to power and wealth from obtaining such devices.

Users of arcane powers and dark magics, they can be devastating opponents. Their magic however comes at an extreme cost. The more the powers of the Ruathain are drawn upon the more the sentient device embeds itself deeper into the users spinal cord and nervous system via small threadlike silver tendrils, eventually overtaking the host. This process over time transforms the user's body into something alien. A process known as Re-morphosis. It could take a few years or decades for the change to be complete, depending on how often they draw power from their Ruathian.



Prime Attribute: Intelligence, 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d4 (an Archanic gains just 1 hp/level after 11th level.)
Armor/Shield Permitted: An Archanic may not use any armor or shields.
Weapons Permitted: An Archanic may use daggers, darts, and staffs only.
Race: Only elves, half-elves and humans may become Archanics.


Table: Archanic Advancement
LevelExperience Points Required for LevelHit Dice (d4)*Saving ThrowNumber of Spells (by level)**
123456789
101151
22,5002142
35,00031331
410,00041232
520,000511421
635,000610422
750,000794321
875,000884332
9100,0009743321
10200,00010644322
11300,00011544433
12400,00011+1 hp5444441
13500,00011+2 hp5555442
14600,00011+3 hp55554431
15700,00011+4 hp55555442
16800,00011+5 hp555555521
17900,00011+6 hp566655522
181,000,00011+7 hp5666665221
191,100,00011+8 hp5777666322
201,200,00011+9 hp5777777332
21++100,000 per level+1 hp/level5888777433

CLASS ABILITIES

Spell Casting ~ Eldritch Wizardry
Archanics in the world of Almost cast spells through accessing their Ruathian (ancient alien Eldritch relic) and drawing power from the Eldritch domains. Casting a spell is not without cost however as it is very taxing on the constitution of an Archanic. Each time an Archanic uses it's Ruathain to channel Eldritch energies, the Ruathian embeds itself further into the hosts nervous system through the spinal column.

Archanics begin play with access to the Magic-User spell list as per the S&W/White Box:FMAG rule books .

By Harvesting other Ruathain found during play, it is possible to gain access to much more primordial and horrifying domains left to the DM's discretion.

Saving Throw Bonuses
Archanics gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.

Establish Phylactery
At 11th level, an Archanic can build a stronghold to contain their forbidden grimoires, eldritch relics and laboratories. Such a powerful Archanic will attract those drawn to the power of eldritch energies and sorceries. Mercenaries, Assassins', strange servants (some with odd abilities and deformities), horrifying creatures and even Conjunction Infants themselves will all be drawn to the Archanics radiating power.  In general, such a feared and sorcerous freehold will encompass a small territory around the tower as well – whatever quantity of wilderness the Archanic chooses to transform and shape to his wishes as a deterrent to intruders.


RE-MORPHOSIS
Once an Archanic spell is cast the Archanic must roll a d20. Upon rolling the spells level or under the Archanic suffers one of the effects on the table below. Effects stack up over time and are cumulative, eventually dramatically altering the appearance of the Armiger as the process of Re-Morphosis takes effect.

d6 Roll        Effect
1.                Black veins appear on the body.
2.                All vegetation within 1 mile withers or dies.
3.                Eyes turn completely milky white.
4.                Spine protrudes through the skin.
5.                Head Elongates & teeth fall out.
6.                Skin Greys and hair turns white.


For the White Box version of this class click here:



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