Merlion
First Post
Ok the 3rd of my mental ability score bonus ECL +0 races, and a prestige class to go with them.
Almar
The Almar (plural Almaren) are a race of beautiful humanoids that spend a large part of their time perusing art, music, dance and other ascetic pursuits.
Almaren live anywhere their is natural or created beauty for them to draw inspiration from. Many of them choose to live in large cities and attempt to gain acclaim as visual artists or performers. They are generally good hearted people, and especially despise tyranny and oppression.
An Almar appears much like a human, but with skin in any shade of blue, and hair in various shades of yellow, blue and green. An Almaren's hair appears to have an almost feather-like texture. Their eyes tend toward bright blues and greens. They have frilled ears, and long, slender fingers. They tend to be slightly taller than humans, and very thin and slight.
Almaren Racial Traits:
Medium size: as medium size creatures Almaren receive no bonuses or penalties due to size.
Base land speed is 30 feet.
Low Light Vision: An Almaren can see twice as far as a human in starlight, moonlight, or other conditions of poor lighting.
Almaren cast all Enchantment spells at +1 caster level. Their commanding personalities and innate familiarity with enchantment magic makes them more effective with such spells than others..
Almaren have a very quick reaction time, granting them a +1 bonus on all Reflex saves and Initiative checks.
Prestidigitation: An Almaren with a Cha of 10 or higher can use Prestidigitation 3 times/day at a caster level equal to their character level.
Skills: Almaren receive a +2 racial bonus to all Appraise, and Perform (Drama) checks, and to any Craft check relating to art (such as sculpting).
Abilities: Almaren possess compelling and powerful personalities, but their slight builds make them less hardy than other races. They receive a +2 racial bonus to Charisma, and suffer a -2 racial penalty to Constitution
Favored Class: Bard
ECL: +0
The Almar Artificer
Requirements: Craft (any 2 of Painting, Sculpting or other art form) 8 ranks each, Perform (any 1) 6 ranks
Feats: Skill Focus (Craft [any one art related]) Craft Wondrous Item
Spells: Ability to cast 3rd level spells.
Race: Almar
Hit Die: d6
Class Skills: The Almar Artificer’s class skills, and they key ability for each skill are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each level: 6 +Int Modifier
Class Features:
All of the following are class features of the Almar Artificer prestige class.
Weapon and Armor proficiency: the Almar Artificer gains no additional proficiencies with any weapons or armor.
Spells per Day/Spells Known: When a new Almar Artificer level is gained (Except for 3rdh and 8th and 10th level), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained( Exception a Bard who becomes an Almar Artificer adds half his Artificer level to his bard level to determine his Bardic Music abilities.). This essentially means that he adds the level of Almar Artificer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
1st level: Art Becomes Life: The Almar Artificer learns to create works of art that can create or become the things they depict.
Create Objects: The Almar Artificer may draw, paint, or sculpt objects that become real.This ability functions exactly like a Minor Creation or Create Food and Water spell cast at the Artificer’s character level, except the Artificer must succeed at a Craft (sculpting or painting) check with a DC of 25, and the objects created are permanent. This ability may be used 3 times per day. At 4th level, the ability may also be used as per a Major Creation spell. In this case, any item with a gold piece value of 100 or greater lasts the normal duration for the spell.
Animate Artwork: at 3rd level, the Artificer may sculpt paint or draw an effigy of a living creature that can actually come to life. Creating such an effigy requires a number of days equal to the creature’s Challenge Rating (which may not exceed the Artificer’s Character Level -2), and a successful appropriate Craft check against a DC of 13+ the creatures Challenge Rating. Additionally, creating the effigy requires materials costing 200 gold pieces times the creatures Challenge rating. The Artificer must also expend experience points equal to 1/25th of this cost.. Once finished, the Artificer may speak a command word to cause the effigy to animate as the creature it depicts. If used in combat, the effigy remains animated for 1 round per character level of the Artificer. If animated for other tasks, it remains for 10 minutes per character level. The effigy may be animated only once per day, and the Artificer may only have 3 such effigies in existence at any given time. The Artificer may choose to remove the enchantment from an existing effigy in order to create a new one, but the disenchanted effigy cannot be restored.
4th level: Image of Power: An Almar Artificer learns to gain power over a person by drawing, painting, or sculpting their image. This requires one day per hit die of the subject, and costs 300 gp per hit die of the subject. At the end of this time, the Artificer must make an appropriate Craft check with a DC of 12+ the subject’s hit dice. If the check fails, the Artificer must begin the process again, although no XP is lost. The Artificer must spend 1/25th of this amount in experience points.
As long as the image exists, the subject takes a -2 penalty to all saving throws against the Artificers spells and abilities.
Additionally, the Artificer may attempt to inflict a curse upon the target, from any range, exactly as if he had cast a Bestow Curse spell upon them.
At 6th level, he may attempt to Charm the subject as per Charm Monster.
At 8th level, he may attempt to Dominate the subject, as per Dominate Monster.
At 10th level, the Artificer may attempt to slay the subject by destroying the image. The subject may attempt a Fortitude save with a DC equal to 16 + the Artificer’s Charisma modifier (to which the saving throw penalty applies) to negate the effect.
The Artificer may only ever have a single Image of Power in existence at any one time.
5th level: Transport Via Landscape: At 5th level, the Artificer may create an image or effigy of a landscape or location that allows him to travel to that place. Doing so requires 1 day, and materials costing a total of 2,000 gold pieces. The Artificer must also spend 500 experience points, and succeed at an appropriate Craft check (DC 30). If the check fails, the Artificer must begin the process again, although no experience is lost.
Once completed, the Artificer may use the image or effigy to teleport to the location it depicts once per day, with no chance of error. The Artificer may never have more than 3 such works of art in existence at any one time.
9th level: Artistic Vision: At 9th level, the Almar Artificer is able to use his art to channel lost or prophetic knowledge. This functions exactly like a vision spell, except that it requires one day, and involved the Artificer going into a trance, during which he draws, paints, or sculpts an image that reveals the information. At the DM’s discretion, this ability could be invoked in an attempt to gain some insight or information about events of the future, or to answer questions about the present ( For instance, “What will happen if we journey to the Caves of Wonder”? or “ Is Baron Halcyon planning to attack the village”? Either way, in addition to the costs indicated in the vision spell, this ability requires materials costing at least 1,000 gold pieces, and requires the Artificer to make a successful Craft check against a DC of 30.
10th level: Self Portrait: at 10th level, the Artificer may create a self portrait that will age in his place. Doing so requires the expenditure of materials costing at least 1,000 gold pieces, and 500 experience points. The process takes one day, at the end of which the Artificer must make a Craft check (DC 30). If successful, the Artificer no longer suffers the detrimental physical effects of aging, and becomes immune to magical aging. However, the image in the portrait appears to grow slowly older.
The Almar Artificer
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Art Becomes Life (Create Objects) +1 level of existing class
2 +1 +0 +0 +3 --- +1 level of existing class
3 +1 +1 +1 +3 Art Becomes Life (Animate Artwork) ---
4 +2 +1 +1 +4 Image of Power (Bestow Curse) +1 level of existing class
5 +2 +1 +1 +4 Transport Via Landscape +1 level of existing class
6 +3 +2 +2 +5 Image of Power (Charm) +1 level of existing class
7 +3 +2 +2 +5 --- +1 level of existing class
8 +4 +2 +2 +6 Image of Power (Dominate) ---
9 +4 +3 +3 +6 Artistic Vision +1 level of existing class
10 +5 +3 +3 +7 Image of Power (Death), Self Portrait ---
Almar
The Almar (plural Almaren) are a race of beautiful humanoids that spend a large part of their time perusing art, music, dance and other ascetic pursuits.
Almaren live anywhere their is natural or created beauty for them to draw inspiration from. Many of them choose to live in large cities and attempt to gain acclaim as visual artists or performers. They are generally good hearted people, and especially despise tyranny and oppression.
An Almar appears much like a human, but with skin in any shade of blue, and hair in various shades of yellow, blue and green. An Almaren's hair appears to have an almost feather-like texture. Their eyes tend toward bright blues and greens. They have frilled ears, and long, slender fingers. They tend to be slightly taller than humans, and very thin and slight.
Almaren Racial Traits:
Medium size: as medium size creatures Almaren receive no bonuses or penalties due to size.
Base land speed is 30 feet.
Low Light Vision: An Almaren can see twice as far as a human in starlight, moonlight, or other conditions of poor lighting.
Almaren cast all Enchantment spells at +1 caster level. Their commanding personalities and innate familiarity with enchantment magic makes them more effective with such spells than others..
Almaren have a very quick reaction time, granting them a +1 bonus on all Reflex saves and Initiative checks.
Prestidigitation: An Almaren with a Cha of 10 or higher can use Prestidigitation 3 times/day at a caster level equal to their character level.
Skills: Almaren receive a +2 racial bonus to all Appraise, and Perform (Drama) checks, and to any Craft check relating to art (such as sculpting).
Abilities: Almaren possess compelling and powerful personalities, but their slight builds make them less hardy than other races. They receive a +2 racial bonus to Charisma, and suffer a -2 racial penalty to Constitution
Favored Class: Bard
ECL: +0
The Almar Artificer
Requirements: Craft (any 2 of Painting, Sculpting or other art form) 8 ranks each, Perform (any 1) 6 ranks
Feats: Skill Focus (Craft [any one art related]) Craft Wondrous Item
Spells: Ability to cast 3rd level spells.
Race: Almar
Hit Die: d6
Class Skills: The Almar Artificer’s class skills, and they key ability for each skill are: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Knowledge (all skills, taken individually) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each level: 6 +Int Modifier
Class Features:
All of the following are class features of the Almar Artificer prestige class.
Weapon and Armor proficiency: the Almar Artificer gains no additional proficiencies with any weapons or armor.
Spells per Day/Spells Known: When a new Almar Artificer level is gained (Except for 3rdh and 8th and 10th level), the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class she belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained( Exception a Bard who becomes an Almar Artificer adds half his Artificer level to his bard level to determine his Bardic Music abilities.). This essentially means that he adds the level of Almar Artificer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
1st level: Art Becomes Life: The Almar Artificer learns to create works of art that can create or become the things they depict.
Create Objects: The Almar Artificer may draw, paint, or sculpt objects that become real.This ability functions exactly like a Minor Creation or Create Food and Water spell cast at the Artificer’s character level, except the Artificer must succeed at a Craft (sculpting or painting) check with a DC of 25, and the objects created are permanent. This ability may be used 3 times per day. At 4th level, the ability may also be used as per a Major Creation spell. In this case, any item with a gold piece value of 100 or greater lasts the normal duration for the spell.
Animate Artwork: at 3rd level, the Artificer may sculpt paint or draw an effigy of a living creature that can actually come to life. Creating such an effigy requires a number of days equal to the creature’s Challenge Rating (which may not exceed the Artificer’s Character Level -2), and a successful appropriate Craft check against a DC of 13+ the creatures Challenge Rating. Additionally, creating the effigy requires materials costing 200 gold pieces times the creatures Challenge rating. The Artificer must also expend experience points equal to 1/25th of this cost.. Once finished, the Artificer may speak a command word to cause the effigy to animate as the creature it depicts. If used in combat, the effigy remains animated for 1 round per character level of the Artificer. If animated for other tasks, it remains for 10 minutes per character level. The effigy may be animated only once per day, and the Artificer may only have 3 such effigies in existence at any given time. The Artificer may choose to remove the enchantment from an existing effigy in order to create a new one, but the disenchanted effigy cannot be restored.
4th level: Image of Power: An Almar Artificer learns to gain power over a person by drawing, painting, or sculpting their image. This requires one day per hit die of the subject, and costs 300 gp per hit die of the subject. At the end of this time, the Artificer must make an appropriate Craft check with a DC of 12+ the subject’s hit dice. If the check fails, the Artificer must begin the process again, although no XP is lost. The Artificer must spend 1/25th of this amount in experience points.
As long as the image exists, the subject takes a -2 penalty to all saving throws against the Artificers spells and abilities.
Additionally, the Artificer may attempt to inflict a curse upon the target, from any range, exactly as if he had cast a Bestow Curse spell upon them.
At 6th level, he may attempt to Charm the subject as per Charm Monster.
At 8th level, he may attempt to Dominate the subject, as per Dominate Monster.
At 10th level, the Artificer may attempt to slay the subject by destroying the image. The subject may attempt a Fortitude save with a DC equal to 16 + the Artificer’s Charisma modifier (to which the saving throw penalty applies) to negate the effect.
The Artificer may only ever have a single Image of Power in existence at any one time.
5th level: Transport Via Landscape: At 5th level, the Artificer may create an image or effigy of a landscape or location that allows him to travel to that place. Doing so requires 1 day, and materials costing a total of 2,000 gold pieces. The Artificer must also spend 500 experience points, and succeed at an appropriate Craft check (DC 30). If the check fails, the Artificer must begin the process again, although no experience is lost.
Once completed, the Artificer may use the image or effigy to teleport to the location it depicts once per day, with no chance of error. The Artificer may never have more than 3 such works of art in existence at any one time.
9th level: Artistic Vision: At 9th level, the Almar Artificer is able to use his art to channel lost or prophetic knowledge. This functions exactly like a vision spell, except that it requires one day, and involved the Artificer going into a trance, during which he draws, paints, or sculpts an image that reveals the information. At the DM’s discretion, this ability could be invoked in an attempt to gain some insight or information about events of the future, or to answer questions about the present ( For instance, “What will happen if we journey to the Caves of Wonder”? or “ Is Baron Halcyon planning to attack the village”? Either way, in addition to the costs indicated in the vision spell, this ability requires materials costing at least 1,000 gold pieces, and requires the Artificer to make a successful Craft check against a DC of 30.
10th level: Self Portrait: at 10th level, the Artificer may create a self portrait that will age in his place. Doing so requires the expenditure of materials costing at least 1,000 gold pieces, and 500 experience points. The process takes one day, at the end of which the Artificer must make a Craft check (DC 30). If successful, the Artificer no longer suffers the detrimental physical effects of aging, and becomes immune to magical aging. However, the image in the portrait appears to grow slowly older.
The Almar Artificer
Level Base Attack Bonus Fort Save Reflex Save Will Save Special Spellcasting
1 +0 +0 +0 +2 Art Becomes Life (Create Objects) +1 level of existing class
2 +1 +0 +0 +3 --- +1 level of existing class
3 +1 +1 +1 +3 Art Becomes Life (Animate Artwork) ---
4 +2 +1 +1 +4 Image of Power (Bestow Curse) +1 level of existing class
5 +2 +1 +1 +4 Transport Via Landscape +1 level of existing class
6 +3 +2 +2 +5 Image of Power (Charm) +1 level of existing class
7 +3 +2 +2 +5 --- +1 level of existing class
8 +4 +2 +2 +6 Image of Power (Dominate) ---
9 +4 +3 +3 +6 Artistic Vision +1 level of existing class
10 +5 +3 +3 +7 Image of Power (Death), Self Portrait ---
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