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Arcanaloth as Starting Char
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<blockquote data-quote="Akhelos" data-source="post: 6261152" data-attributes="member: 6774759"><p>Okay I Changed that a Bit, especially that the born gets 12d8 Hit-Die at level 20 and Casterlevel 12 at Level 20, together with a little Change in the Spell resistance. That they get her Full power at 20 and not 19 I wanted to explain with the fact that born Arcanaloths are a little bit weaker than those who have "naturally" risen through the Ranks and earned their power, instead of being born into it.</p><p>Albeit thanks to natural Armor and Damage Resistance they can also be good as an sort of Eldritch Knight. They can wear no Armor without killing their Spellpower but are hard enough to take some blows if needed be. And well there exist Bracers of Armor for a reason *g*</p><p></p><p>And the spellike Abilities, I thought would be a bit hard to have them all from the Beginning at "at Will" so they are 1/Day till Level 19, when other Chars can also have more powerful magical trinkets, compensating that a bit. Except of Flying that comes a bit earlier on 15. I also thought about not making them at Will but perhaps 3/day, except of Flying (as other Chars can compensate that by Carpets of flying and other things). And perhaps modify Shapechange so that it is only possible to change 1/day but keep the shape till it is dropped or till she next recharges her Spellslots or something like that. </p><p></p><p>I also changed warp wood against Greater teleport, because well I dont see why they would need to manipulate plants so much and in the old Books they could teleport.</p><p></p><p>And I found something in the old books about that Arcanaloths dont sleep but merge with the plane they are currently on, and must do this every 9 Days. Which is not mentioned in the new Entry. So I tried to build something myself, but I am unsure wetehr it should be build in or better left out. And if, then on what Level, perhaps 18, 19 or so.</p><p></p><p>Here what I thought about:</p><p><strong>Earth/Plane-Meld </strong>An Arcanaloth does not sleep like Mortals do. Instead she must meld with the plane or world she is currently residing on. She can do it every time her body touches bare Earth or natural Rock, whether Outside or in a Cave. In Buildings this only works if she is lying on the lowest floor and if it consists of natural Material like Stone, Earth or Wood, so that she can meld through it directly into the earth. Her body merges hereby completely with it, leaving all Clothes and Equipment behind. She can not being dug up as she is part of the earth and there is no Body that could be taken from it, it has merged with the surrounding Material. She stays merged for 9 Hours and then emerges back outside but is always naked, as her Clothes are lying next to her. While she is so regenerating she can even move in the earth and look at other places, effectively teleporting herself through the earth to the target Location, but when she wakes up she always emerges at her last position. Creatures that can see Magic, whether trough Arcane Sight, comparable spells or spelllike Abilities can see her immaterial Presence, a formless Energy signature, swimming trough the Earth. If the Area where she merges is warded against magical movement and teleportation, she can only move inside the warded Area and she also can not enter such areas from the Outside while melded. She can use this always at will, but if she does not do it at least every 9 Days, she can no longer sleep and can no longer prepare her Spells or use her spellike Abilities’ till she has merged for at least 9 Hours, thereby recharging her spiritual Energy.</p><p>She can NOT meld inside an Antimagic Field or comparable Situations and if someone with Casterlevel 10+ Casts Dispel Magic or comparable Effekts on the place she melded, she instantly reappears...which could be bad as the Arcanaloth wears no equipment, is lying flat on the Floor and the attackers will be fully armed and ready.</p></blockquote><p></p>
[QUOTE="Akhelos, post: 6261152, member: 6774759"] Okay I Changed that a Bit, especially that the born gets 12d8 Hit-Die at level 20 and Casterlevel 12 at Level 20, together with a little Change in the Spell resistance. That they get her Full power at 20 and not 19 I wanted to explain with the fact that born Arcanaloths are a little bit weaker than those who have "naturally" risen through the Ranks and earned their power, instead of being born into it. Albeit thanks to natural Armor and Damage Resistance they can also be good as an sort of Eldritch Knight. They can wear no Armor without killing their Spellpower but are hard enough to take some blows if needed be. And well there exist Bracers of Armor for a reason *g* And the spellike Abilities, I thought would be a bit hard to have them all from the Beginning at "at Will" so they are 1/Day till Level 19, when other Chars can also have more powerful magical trinkets, compensating that a bit. Except of Flying that comes a bit earlier on 15. I also thought about not making them at Will but perhaps 3/day, except of Flying (as other Chars can compensate that by Carpets of flying and other things). And perhaps modify Shapechange so that it is only possible to change 1/day but keep the shape till it is dropped or till she next recharges her Spellslots or something like that. I also changed warp wood against Greater teleport, because well I dont see why they would need to manipulate plants so much and in the old Books they could teleport. And I found something in the old books about that Arcanaloths dont sleep but merge with the plane they are currently on, and must do this every 9 Days. Which is not mentioned in the new Entry. So I tried to build something myself, but I am unsure wetehr it should be build in or better left out. And if, then on what Level, perhaps 18, 19 or so. Here what I thought about: [B]Earth/Plane-Meld [/B]An Arcanaloth does not sleep like Mortals do. Instead she must meld with the plane or world she is currently residing on. She can do it every time her body touches bare Earth or natural Rock, whether Outside or in a Cave. In Buildings this only works if she is lying on the lowest floor and if it consists of natural Material like Stone, Earth or Wood, so that she can meld through it directly into the earth. Her body merges hereby completely with it, leaving all Clothes and Equipment behind. She can not being dug up as she is part of the earth and there is no Body that could be taken from it, it has merged with the surrounding Material. She stays merged for 9 Hours and then emerges back outside but is always naked, as her Clothes are lying next to her. While she is so regenerating she can even move in the earth and look at other places, effectively teleporting herself through the earth to the target Location, but when she wakes up she always emerges at her last position. Creatures that can see Magic, whether trough Arcane Sight, comparable spells or spelllike Abilities can see her immaterial Presence, a formless Energy signature, swimming trough the Earth. If the Area where she merges is warded against magical movement and teleportation, she can only move inside the warded Area and she also can not enter such areas from the Outside while melded. She can use this always at will, but if she does not do it at least every 9 Days, she can no longer sleep and can no longer prepare her Spells or use her spellike Abilities’ till she has merged for at least 9 Hours, thereby recharging her spiritual Energy. She can NOT meld inside an Antimagic Field or comparable Situations and if someone with Casterlevel 10+ Casts Dispel Magic or comparable Effekts on the place she melded, she instantly reappears...which could be bad as the Arcanaloth wears no equipment, is lying flat on the Floor and the attackers will be fully armed and ready. [/QUOTE]
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