Difference between revisions of "Eldryn"

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'''Armor Proficiencies:''' Light armor.  An eldryn can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance.  An eldryn wearing meduim or heavy armor or using a shield incurs a chance of arcane spell failure.  [note: heavy armor progression over four levels for those who use heavy armor]
 
'''Armor Proficiencies:''' Light armor.  An eldryn can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance.  An eldryn wearing meduim or heavy armor or using a shield incurs a chance of arcane spell failure.  [note: heavy armor progression over four levels for those who use heavy armor]
  
'''Skill Points:''' 2 + Int modifier per level, x4 at first level.
+
'''Skill Points:''' 4 + Int modifier per level, x4 at first level.
  
 
'''Class Skills:''' Bluff, Disguise, Heal, Intimidate, Knowledge: Arcana, Knowledge: The Planes, Knowledge: Religion, Spellcraft, Taunt, and Use Magic Device.
 
'''Class Skills:''' Bluff, Disguise, Heal, Intimidate, Knowledge: Arcana, Knowledge: The Planes, Knowledge: Religion, Spellcraft, Taunt, and Use Magic Device.

Revision as of 16:28, 22 September 2018

Base Classes | Prestige Classes
Barbarian | Bard | Cleric | Druid | Eldryn | Fighter | Monk | Wizard
Paladin | Ranger | Rogue | Sorcerer | Spirit Shaman | Swashbuckler

This class must be unlocked by a DM event in game.

Warning: Eldryn can have a high risk of permadeath. This is an expert RP class.

The power of thought, word, and action is often underestimated. Yet these are the very things that make up who you are, and who you become. Those who make the choice to become one of the Eldryn have realized just how powerful a few spoken words uttered with focused intention can be. It is this realization that encompasses what the Oath is.

It is said that every Oath is completely unique in its intention, method, and process. What is known, however, is that the Oath allows the Eldryn to completely dedicate themselves to a single goal or cause. Invoking the ancient power of the word in an unknown ritual, the bond created by the Oath aids the Eldryn in accomplishing what they Will. Rumours persist that the energy that the Eldryn bind themselves to is not benign in nature, although there is little known that might directly indicate such. Eldryn have never before been seen by those of the Halmorian Empire.

The Eldryn are able to channel magic directly, focused solely by their will, rather than through prayer or arcane gestures and knowledge. This magic appears as what the Eldryn call Invocations. The Eldryn's wild magic can be focused in a number of ways, which seem to be unique to the Eldryn in question. The bond created by their Oath also makes them more resistant to various forms of attack, and grants a number of other lesser-known benefits.

There are currently only three known entities in all of Eramere that eldryn might bond to.

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Hit Die: d6

Base Attack Bonus: Medium

High Saves: Will

Weapon Proficiencies: Simple weapons

Armor Proficiencies: Light armor. An eldryn can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. An eldryn wearing meduim or heavy armor or using a shield incurs a chance of arcane spell failure. [note: heavy armor progression over four levels for those who use heavy armor]

Skill Points: 4 + Int modifier per level, x4 at first level.

Class Skills: Bluff, Disguise, Heal, Intimidate, Knowledge: Arcana, Knowledge: The Planes, Knowledge: Religion, Spellcraft, Taunt, and Use Magic Device.

Invocations: An eldryn does not prepare or cast spells as other wielders of arcane magic do. Instead he possesses a repertoire of attacks, defenses and abilities known as invocations that require him to focus the wild energy that suffuses his soul. An eldryn can use any invocation he knows at will.

Eldritch Blast: An eldryn attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the eldryn rises in level. There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will.

Eldritch Lore: At 2nd level the eldryn gains a +2 bonus to his Lore and Spellcraft skills.

Damage Reduction: Fortified by the supernatural power flowing in his body, an eldryn becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron (damage from attacks are reduced by 1 point unless the damage comes from cold iron). At 7th level and every four levels thereafter, an eldryn's damage reduction improves.

Decieve Item: At 4th level, an eldryn gains a +4 bonus to his Use Magic Device skill.

Eldritch Resilience: Beginning at 8th level, an eldryn can activate this ability once per day. For 20 rounds, the eldryn heals 1 hit point per round. This improves at 13th level to 2 hit points of healing a round then at 18th level it becomes 5 hit points per round.

Energy Resistance: At 10th level and higher, an eldryn has resistance 5 against any two of the following energy types: acid, cold, electricity, fire and sonic. Once the types are chosen the resistances can't be changed. At 20th level an eldryn gains resistance 10 to his chosen energy types.

Eldritch Essence: Some of a eldryn's invocations such as frightful blast, modify the damage or other effects of the eldryn's eldritch blast. Unless otherwise noted, the eldritch blast deals normal damage in addition to the effect of the essence. The eldryn can apply only one essence to a blast at a time.

Blast Shape: These invocations modify the range target(s) or area of an eldryn's eldritch blast. Unless otherwise noted, the eldritch blast does normal damage.

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