|
|
楼主 |
发表于 2009-3-4 20:22:34
|
显示全部楼层
Imagist
“What’s an imagist?” the little half-orc girl asked, carefully pronouncing each syllable of the new word.
Felosia threw back her head and laughed. “You might as well ask why the sky is blue!”
The girl stared blankly at the feykissed elf.
The girl was her own daughter, the product of an impulsive liason with a male half-orc. Felosia had her fostered by a temple of Aaluran that welcomed children born of lust or love. The elf hadn’t yet told the girl she was her mother.
“Well, suppose you could change the world. (We all can, you know. It’s just easier when you’re an adult.) What would you do?”
Silence.
“Okay, would you rather make something better or worse?”
“Better!” the girl said.
“That’s just what I do. Can you do cartwheels or somersaults?”
The girl nodded and eagerly showed off her tumbling with more enthusiasm than skill.
“I make the world better. Only, I mostly do it with people. Here, let me show you.” Felosia cast cat’s grace on the girl. “Now try your cartwheels again.”
At last the girl understood. She happily played and tumbled until the spell duration wore off and she grew tired. She sat down beside Felosia. “Why is the sky blue?”
Gifted from birth with natural beauty, imagists parlay their physical attractiveness into potent magic. Like a sorcerer an imagist’s power is inborn. She does not need spellbooks, training, or practice.
Some folklore attributes imagists’ power to celestial blood. A few sages claim this to be so. Myth, legend, apocrypha, and canonical writings are replete with tales of deities copulating with mortals. The forms are varied and mysterious: golden sunbeams, dark shadows, and comely youths. Some find them familiar, as more than one deity has masqueraded as a mortal’s spouse to en able them to share the marriage bed.
Adventure: Most imagists see adventure as the opportunity to make the world more beautiful. They work to witness for their deity and show a glimpse of divine beauty. Some try to rid the world of evil and ugliness.
Characteristics: An imagist draws forth magic from her devotion to her deity and acts as an avatar manifesting divinity on earth.
Alignment: Imagists devote themselves to beautifying the world. The nurturing, improving philosophy of the imagist is incompatible with an evil alignment.
Religion: In general, imagists revere all deities of beauty and creation. Often, an imagist feels a particularly strong bond with a specific, good-aligned god. Imagists often make pilgrimages to remote areas to display their divine beauty. Many imagists find the ever-changing beauty of Aaluran appealing, seeing him as the ultimate symbol of attractiveness. Imagists are particularly repulsed by Zanbos, the deity of rape and ugliness and do their utmost to oppose his followers wherever they rear their disgusting heads.
Background: From birth, imagists tend to be thought of as attractive, cube babies. By the time they reach adolescence, they’re clearly possessed of remarkable physical beauty.
Races: Most imagists are fey, feykissed, celestial planetouched, humans, elves, half-elves, or gnomes. Half-orcs and other humanoid of monstrous humanoid races rarely have the physical attractiveness to become imagists.
Other Classes: Imagists most enjoy associating with beautiful people. Class and profession are rarely a consideration, beyond seeking to have an effective adventuring party. Anyone who is lovely or has a commitment to making the world more beautiful has much in common with an imagist.
Role: The imagist is an excellent leader with a clear sense of vision. She works best in a supporting role with a balanced group of martial, divine, and arcane power. The imagist specializes in perception, enhancement, and travel magic.
Imagists tend to equate beauty with goodness. They travel, spreading beauty and the awareness of loveliness. Creatures or things that are evil, ugly, or perverted from their nature are abhorrent to an imagist. Undead are an abomination. Worst of all are those that are beautiful but evil, such as succubi.
Table 3-1: The Imagist
Class
Level Base
Attack
Bonus Fort
Save Ref
Save Will
Save Special 0 1 2 3 4 5 6 7 8 9
1 +0 +0 +0 +2 Sanctuary 1/day 5 3
2 +1 +0 +0 +3 6 4
3 +1 +1 +1 +3 Cohort 6 5
4 +2 +1 +1 +4 Sanctuary 2/day 6 6 3
5 +2 +1 +1 +4 Inspired smite evil 1/day 6 6 4
6 +3 +2 +2 +5 Bonus feat 6 6 5 3
7 +3 +2 +2 +5 Sanctuary 3/day 6 6 6 4
8 +4 +2 +2 +6 6 6 6 5 3
9 +4 +3 +3 +6 6 6 6 6 4
10 +5 +3 +3 +7 Inspired smite evil 2/day,
sanctuary 6 6 6 6 5 3
11 +5 +3 +3 +7 6 6 6 6 6 4
12 +6/+1 +4 +4 +8 Bonus feat 6 6 6 6 6 5 3
13 +6/+1 +4 +4 +8 6 6 6 6 6 6 4
14 +7/+2 +4 +4 +9 6 6 6 6 6 6 5 3
15 +7/+2 +5 +5 +9 Inspired smite evil 3/day 6 6 6 6 6 6 6 4
16 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 5 3
17 +8/+3 +5 +5 +10 6 6 6 6 6 6 6 6 4
18 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 3
19 +9/+4 +6 +6 +11 6 6 6 6 6 6 6 6 5 4
20 +10/+5 +6 +6 +12 Inspired smite evil 4/day 6 6 6 6 6 6 6 6 6 5
Game Rule Information
Imagists have the following game statistics.
Abilities: Appearance determines how powerful a spell an imagist can cast, how many spells she can cast per day, and how hard those spells are to resist. To cast a spell, an imagist must have an Appearance. The Difficulty Class of saving throw against an imagist’s spell is 10 + the spell’s level + the imagist’s appearance modifier.
Like arcane spellcasters, an imagist benefits from high Dexterity and Constitution scores.
Alignment: Any nonevil.
Hit Die: d4
Class Skills
The imagist’s class skills (and the key ability for each kill) are Bluff (App), Concentration (Con), Craft (Int), Diplomacy (App), Heal (Wis), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Spot (Wis). See Chapter 4: Skills in Core Rulebook I for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Table 3-2: Imagist Spells Known
Level 0 1 2 3 4 5 6 7 8 9
1 4 2
2 5 2
3 5 3
4 6 3 1
5 6 4 2
6 7 4 2 1
7 7 5 3 2
8 8 5 3 2 1
9 8 5 4 3 2
10 9 5 4 3 2 1
11 9 5 5 4 3 2
12 9 5 5 4 3 2 1
13 9 5 5 4 4 3 2
14 9 5 5 4 4 3 2 1
15 9 5 5 4 4 4 3 2
16 9 5 5 4 4 4 3 2 1
17 9 5 5 4 4 4 3 3 2
18 9 5 5 4 4 4 3 3 2 1
19 9 5 5 4 4 4 3 3 3 2
20 9 5 5 4 4 4 3 3 3 3
Class Features
All the following are class features of the imagist.
Weapon and Armor Proficiency: Imagists are proficient with the following weapons: dagger, sling, and quarterstaff. They are proficient with light armor and are pro habited from wearing medium or heavy armor. They are proficient with bucklers but may not use any other type of shield.
Spells: An imagist casts divine spells that are drawn from the imagist list. She can cast any spell she knows without preparing it ahead of time.
To learn or cast a spell, an imagist must have an Appearance score equal to at least 10 + the spell level (App 10 for 0-level spells, App 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an imagist’s spell is 10 + the spell level + the imagist’s Appearance modifier.
Like other spellcasters, an imagist can cast only a certain number of spells of each level per day. Her base daily spell allotment is given on Table 3-1. In addition, she receives bonus spells per day if she has a high Appearance score.
An imagist begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new imagist level, she gains one or more new spells, as indicated on Table 3-2. (Unlike spells per day, her Appearance score does not affect the number of spells an imagist knows; the numbers on Table 3-2 are fixed.)
Upon reaching 4th level, and every even-numbered imagist level after that (6th, 8th, and so on), an imagist can choose to learn a new spell in place of one she already knows. In effect, the imagist “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level imagist spell the imagist can cast. An imagist may swap only one spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for that level.
Unlike a cleric or a wizard, an imagist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up all her spells per day for that spell level.
Appearance Modifier: Starting at 1st level, the imagist uses her appearance score for the Bluff skill, the Diplomacy skill, and her Leadership score.
Sanctuary (Su): At 1st level, the imagist gains the ability to create a sanctuary effect on herself only, otherwise it is identical to the spell. Caster level equals class level. At 4th level, she can produce the effect on herself twice a day and three times per day at 7th level. Upon reaching 10th level, the effect is always active upon the imagist. The save DC is Appearance-based.
Cohort: The beauty of the imagist attracts a devoted cohort as if she had the Leadership feat. She uses her Appearance score instead of her Charisma score to determine her Leadership score. She gains a cohort, but no followers from this class ability.
Bonus Feats: At 6th and 12th levels, an imagist gains bonus feats. At each such opportunity, she can choose a metamagic feat or one of the following: Animal Affinity, Combat Casting, Dodge, Leadership, Negotiator, Persuasive, Satisfied Glow, or Spell Focus. The imagist must meet all prerequisites for a bonus feat.
Inspired Smite Evil (Su): Once per day at 5th level, an imagist can inspire an ally to smite evil as a standard action. On the ally’s next melee attack roll (if it is made before the end of the next round), the ally adds the imagist’s Appearance modifier (if any) to his attack roll and deals 1 extra point of damage per inspiring imagist level.
For example, a 10th-level imagist with an Appearance modifier of +5 inspires her cohort to smite evil. The next time her ally acts, he makes a melee attack against an evil creature. The cohort has a +5 bonus on his attack roll and deals an additional +10 points of damage. If the ally does not make a melee attack or if the target is not evil, the smite has no effect, and the imagist’s ability is still used up for that day.
At 10th level, and at every five levels there-after, the imagist may inspire smite evil one additional time per day. |
|