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Initié du soleil

Description
Introduction
Plusieurs communautés vénèrent le soleil et sa puissance comme une divinité.

La première génération d'elf a longtemps été intriguée par lapuissance du soleil qui procurait la vie aux plantes et à toutes formes de vie. Après plusieurs années de réflexions et d'études, un groupe de magiciens elfiques ont réussi à utiliser l'énergie du soleil pour modeler leurs sortilèges magiques. Par la suite l'ordre des initiés du soleil a vu le jour et est devenu un des ordres de magie la plus puissante de la court elfique avec ordre astral.

Lors de la création de la Sunalie et l'établissement du culte du soleil, quelques magiciens ont aussi trouvé un moyen d'utiliser l'énergie du soleil en s'inspirant des mythes à propos de certains magiciens elfique qui avaient réussi à devenir des mages du soleil. Finalement les humains aussi ont réussi à s'initer au pouvoir su soleil en Sunalie et utilise ce pouvoir pour faire briller la lumière sur la Sunalie et repousser le mal et les ombres.
D� de vie
(d4)
Alignement
Pour devenir un Initié du soleil il faut avoir un alignement bon.
Pr�requis
To qualify to become a initiate of the sun, a character must fulfill all the following criteria.
Skills: Knowledge (religion) 6 ranks, knowledge (arcana) 6 ranks, spellcraft 6 ranks. Feats: Iron Will Spells : Able to cast 3rd level arcane spells.
Skills
The iniate of the sun's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Knowledge (any) (Int), Profession (Wis) and Spellcraft (Int). See chapter 4 of the Player's Handbook for skill descriptions.

Nombre de skills par niveau: 2 + Modificateur d'Intelligence

Initié du soleil
NiveauBase AttackFortitudeR�flexeVolont�Habilit�s de classe
1+0+0+0+2Adept of the Sun
2+1+0+0+3Lightfocus + 1
3+1+1+1+3Lightbringer
4+2+1+1+4
5+2+1+1+4Child of the Sun
6+3+2+2+5Lightfocus + 2
7+3+2+2+5Shadowbreaker
8+4+2+2+6
9+4+3+3+6Lightbearer
10+5+3+3+7Master of the Sun

Habilet�s de classe
Weapon and armor proficiency
The Initiate of the sun gain no proficiency with any weapon or armor.
Adept of the Sun
The initiate of the sun gain access to a set of sacred tomes kept within his order's tower or other fortress. He automatically adds the following spells to his spellbooks: faerie fire, fire shield, fire seeds, flame strike, pyrotechnics, searing light, sunbeam, sunburst. If the initiate cast spell spontenously, he can choose these spell in the spell know he gain at each level, and not as extra spell know.

The initiate of the sun may not share these spells with other wizards, as they are written in a cipher known only to this order. This code and its spoken language are taught too all initiate of the sun, who gain it as a free language. Initiate of the sun use their secret tongue to communicate with one another and to leave secret signs to other membres of their order.
Lightfocus + 1
At 2nd level the initiate of the sun spells are tinged with the holy energy of the sun. When using his magic agains shadow creature, shadow elf, drow elf and all undead creatures, the mage Difficulty Class for all saving throws against his spells is improve by + 1. This ability improve at 6th level with a Difficulty Class bonus of +2. This DC bonus stack with any other DC bonus the initiate of the sun have.
Lightbringer
At 3rd level, the initiate of the sun gains the supernatural ability to cast the spell light at will as a free action. The initiate of the sun calls upon the arcane power of the sun to cast its radiance. The mage cast this spell at his arcane caster level.
Child of the Sun
When using his magic under the sun's benevolent gaze, the mage draws energy and sustenance from his patron, turning it into fuel for his spells. When under direct, natural sunlight, the sun mage gains a +2 bonus to his caster level for all his spells. The sun soothes and aids her children, allowing them to channel magical energies normally beyond their skill. Note that this ability does not alter the number of level of spells the mage may prepare. It only boosts the effectiveness of the spell's he may normally use.
Shadowbreaker
The initiate of the sun spells are even more tinged with the holy energy of the sun. When using his magic agains shadow creature, shadow elf, drow elf and all undead creatures, the mage gains a +2 bonus to his caster check to beat his target's natual spell resistance and deals one additional point per die of damage inflicted with his spells. For example, agains a zombie a iniate of the sun magic missile deals 1d4+2 points of damage per dart, while his lightning bolt inficts 1d6+1 damage per level.
Lightbearer
The initiate of the sun become near the living embodiment of his order's ideals. He no longer stands in the sun's loving gaze but serves to bring it to the deepest recesses of the earth. With a standard action, the mage may channel energy of the sun, casting dazzling light from his form. This effect operates as a daylight spell cast upon the mage at his arcane caster level.
Master of the Sun
The initiate of the sun is now part of the sun. The mage with the grace of the sun is now immune to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spell, chill touch, undead drain ability and so on).
Spells per day
When a new initiate of the sun level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If the initiate of the sun use a spellbook, at each new level she also gains two new spells of any spell level or levels that she can cast (based on her new arcane level) for her spellbook.
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