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.
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.
Level | Experience Points Required for Level | Hit Dice (d4)* | Saving Throw | Number of Spells (by level)** | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ||||
1 | 0 | 1 | 15 | 1 | – | – | – | – | – | – | – | – |
2 | 2,500 | 2 | 14 | 2 | – | – | – | – | – | – | – | – |
3 | 5,000 | 3 | 13 | 3 | 1 | – | – | – | – | – | – | – |
4 | 10,000 | 4 | 12 | 3 | 2 | – | – | – | – | – | – | – |
5 | 20,000 | 5 | 11 | 4 | 2 | 1 | – | – | – | – | – | – |
6 | 35,000 | 6 | 10 | 4 | 2 | 2 | – | – | – | – | – | – |
7 | 50,000 | 7 | 9 | 4 | 3 | 2 | 1 | – | – | – | – | – |
8 | 75,000 | 8 | 8 | 4 | 3 | 3 | 2 | – | – | – | – | – |
9 | 100,000 | 9 | 7 | 4 | 3 | 3 | 2 | 1 | – | – | – | – |
10 | 200,000 | 10 | 6 | 4 | 4 | 3 | 2 | 2 | – | – | – | – |
11 | 300,000 | 11 | 5 | 4 | 4 | 4 | 3 | 3 | – | – | – | – |
12 | 400,000 | 11+1 hp | 5 | 4 | 4 | 4 | 4 | 4 | 1 | – | – | – |
13 | 500,000 | 11+2 hp | 5 | 5 | 5 | 5 | 4 | 4 | 2 | – | – | – |
14 | 600,000 | 11+3 hp | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 1 | – | – |
15 | 700,000 | 11+4 hp | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 2 | – | – |
16 | 800,000 | 11+5 hp | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 2 | 1 | – |
17 | 900,000 | 11+6 hp | 5 | 6 | 6 | 6 | 5 | 5 | 5 | 2 | 2 | – |
18 | 1,000,000 | 11+7 hp | 5 | 6 | 6 | 6 | 6 | 6 | 5 | 2 | 2 | 1 |
19 | 1,100,000 | 11+8 hp | 5 | 7 | 7 | 7 | 6 | 6 | 6 | 3 | 2 | 2 |
20 | 1,200,000 | 11+9 hp | 5 | 7 | 7 | 7 | 7 | 7 | 7 | 3 | 3 | 2 |
21+ | +100,000 per level | +1 hp/level | 5 | 8 | 8 | 8 | 7 | 7 | 7 | 4 | 3 | 3 |
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.
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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