Living Spell[spoiler]
HD:d10
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Anima |
1 | +0 | +0 | +0 | +2 | Spell Body, Anima, Spell Slam | 2 |
2 | +2 | +0 | +0 | +3 | Engulf, Spell Within, Speed of Magic | 4 |
3 | +2 | +1 | +1 | +3 | Arcana body, +1 Cha | 6 |
4 | +3 | +1 | +1 | +4 | Descriptor Resistance, +1 Cha | 8 |
5 | +3 | +1 | +1 | +4 | Flight, +1 Con | 10 |
6 | +4 | +2 | +2 | +5 | Living Arcana, +1 Str | 12 |
7 | +5 | +2 | +2 | +5 | Growth, +1 Cha | 14 |
8 | +6 | +2 | +2 | +6 | Arcane Grasp, +1 Con | 16 |
9 | +6 | +3 | +3 | +6 | Living Metamagic, +1 Str | 18 |
10 | +7 | +3 | +3 | +7 | Cast Self, Reshape, +1 Cha | 20 |
11 | +8 | +3 | +3 | +7 | Spell Evolution, +1 Con | 22 |
12 | +9 | +4 | +4 | +8 | Living Spark, +1 Str | 24 |
13 | +9 | +4 | +4 | +8 | Growth, +1 Cha | 26 |
14 | +10 | +4 | +4 | +9 | Spell Feed, +1 Con | 28 |
15 | +11 | +5 | +5 | +9 | Magic Mirror, +1 Str | 30 |
16 | +12 | +5 | +5 | +10 | Living Doom, +1 Cha | 32 |
17 | +12 | +5 | +5 | +10 | Spreading Arcana (twins), +1 Con | 34 |
18 | +13 | +6 | +6 | +10 | Anima Feedback, +1 Cha | 36 |
19 | +14 | +6 | +6 | +11 | Spreading Arcana(triplets), +1 Str, +1 Con | 38 |
20 | +15 | +6 | +6 | +12 | Mournland Legacy, +1 Cha, +1 Str, +1 Con | 40 |
Skills: 2+Int mod, quadruple at first level.
Class Skills: Spellcraft, Knowledge(any).
Proficiencies: A Living Spell Paragon is proficient with its natural slam attack only.
Features: Spell Body : At first level the Living Spell loses its racial traits and features and gains the Ooze type and the following Ooze traits:
[spoiler]
-Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
-Blind (but have the blindsight special quality with 60 feet), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
-Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
-Not subject to critical hits or flanking.
-Oozes eat and breathe, but do not sleep.
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It is a medium ooze with 20 base speed and one natural Slam attack dealing 1d4+Str mod damage. It can speak by making the air around vibrate with its body.
The Living Spell also has a deflection armor bonus equal to half its Cha modifier.
Oozes lack fine manipulation, but can partially meld objects into their own body to carry them and perform simple actions like pulling levers and pressing buttons.
Oozes can use their body as either head+neck slot or body+belt slot. The living spell can wear more magic equipment by having it crafted in the form of orbs that float around him like ioun stones, but said custom equipment costs double the normal market price.
Anima: Every level of The Living Spell class a Living Spell gains 2 Anima, which can be used to purchase the following:
-Increase Caster level of its Represented spells by 1 (the Living Spell starts with 1 free CL)
-Purchase a primary spell to represent, costing two Anima per spell level. A Living spell must have a CL equal to 2*(spell Level) to purchase a spell. 0th level spells cost 1 Anima. They must be spells that create an area or effect (not targeted spells), but not a spell whose effect is already a creature (such as a summon monster spell).
-Purchase any number of secondary spells to represent, these must be of the same level or lower than the primary spell, following the same restrictions, except that they only cost half the normal Anima (minimum 1 anima per spell, or 1 anima per two 0th level spells).
Whenever a new Living Spell level is gained, you can choose to re-make those choices, so you it can "reshape" lower level spells into higher level ones.
For example, a Living Spell 5 has 10 anima, six of them invested into caster level to get CL 7, two for a burning hands primary spell, and one in both Obscuring Mist and Color Spray as secondary spells.
Upon gaining a new Living Spell level, it has 12 total anima, so he can either learn two new secondary first level spells (or four cantrips), or it can "reshape" all its spells and learn fireball as its primary spell.
Spell Slam:Ability Increase The living spell gains a +1 to Charisma at 3rd level, 6th level, 9th level, 12th level, 15th level, and 18th level. It also receives a +1 to Constitution at 7th, 13th, 11th and 17th level.
Engulf:Spells Within: Any creature or object occupying the same space as the Living spell, either a willing creature or unattended object, or a target subjected to Engulf (See below), is subjected to the all of the spells that Living Spell represents. Caster Level is as the Anima, and the Save, if any applies, is (10+spell level+Cha mod) for each spell individually.
Speed of Magic:Arcana Body: At 3rd level the Living Spell gains DR/Magic equal to half its HD and SR equal to 11+HD. It may raise or drop its SR at any time as a free action.
Ability Score Increase: A Living Spell gains a permanent +1 to
Cha at levels 3, 6, 9, 12, 15, 18, 20
Con at levels 4, 7, 10, 13, 16, 19, 20
Str at levels 5, 8, 11, 14, 17, 19, 20
For a total of +7 Cha, +7 Con and +7 Str at 20th level.
Descriptor Resistance: Starting at 4th level the Living Spell gains a bonus on saves and SR equal to half its HD on spells with the same descriptor as its Primary Spell Slot, it gains a bonus on saves and SR equal to one quarter its HD on spells with the same descriptor as any of its Secondary Spell Slots.
Flight: At 5th level the Living spell gains a flight speed equal to its base land speed as modified by its 'Speed of Magic.' It maneuverability is (Good).
Living Arcana: At 6th level the Living Spell adds his Cha mod to Knowledge and Spellcraft checks, and gains an amount of skill points equal to its HD+3, which must be spent on knowledge skills. For every extra HD, the Living Spell gains one extra skill point that must be spent on a Knowledge skill.
Growth: At 7th level the Living spell grows to large size , and at 13th level the Living Spell grows to Huge size.
Arcane Grasp: At 8th level the Living spell adds its Cha mod to attack rolls and grapple checks.
Living Metamagic At 9th level the Living spell can purchase spells with its Anima as modified by any metamagic feat it has (the level modification is included on the anima cost). In addition the Living spell can reduce the metamagic cost of metamagics applied to its primary represented spell by 1, to a minimum of 0.
Cast Self: At 10th level, the Living Spell may cast each of its Represented Spells as an actual spellcaster, each 1/day per 5 HD. It ignores somatic components.
Reshape:Living Spark: At 11th level the Living Spell can act even inside an AMF, altough he takes damage equal to the CL of the AMF for every round the Living Spell remains inside it.
In addition the Living Spell has now a 50% chance of being able to affect enemies immune to magic like golems.
Spell Evolution:At 12th level a number of times per day equal to his Cha mod as a free action, for 1 round the Living Spell may ignore any immunities on an oponent to its spells, but they gain a +5 bonus on their saves. This ability doesn't do anything if the Represented spells didn't allow a save.
Spell Feed:At 14th level oponents engulfed or hit by the slam attack of the Living Spell are targeted by a Greater Dispel magic with CL equal to the Anima CL of the living spell. The Living Spell recovers HP equal to the combined levels of the dispelled spells. In alternative, the Living Spell may use the area dispel option over all the squares it threatens.
In addition, whenever the SR of the Living Spell stops a magic, the Living spell heals an amount of HP equal to the level of the stoped spell.
Magic Mirror: At 15th level whenever the Living Spell's SR sucessfully stops a spell or the Living Spell is affected by one, it may swap one of its represented spells for the new one, as long as they're of the same level and a valid choice.
In addition the Living Spell may now use Reshape in just 1 hour, and with just the help of scrolls of the spells he wants to change to instead of another spellcaster. The scrolls are consumed.
Living Doom: At 16th level the Living Spell ignores Freedom of Movement effects on its oponents, neither can them use any kind of planar travel while engulfed by the Living Spell.
Spreading Arcana: Starting at 17th level, 1/day as a swift action the Living Spell may divide itself into two Living spell creatures. The Living spell divides both its maximum and current HP between the two living spells. Both can move and act independently of the other, and behave like to separate entities (but still under control of the same player). Each of the new Living spells are one size category smaller than the original. However, the 'new' living spell exists on borrowed time, after 1 minute per Cha mod, one of the living spells collapses, and the other living spell's maximum hp returns to normal, however its current hp remains the same. The Living spells may conglomerate at any time before the limit, restoring maximum hp, and adding current hp. At 19th level the living spell may split itself into 3 living spells instead, dividing their hp by 3, and reducing their size category twice.
Anima Feedback: At 18th level, whenever the Living Spell is harmed, as an immediate action it may inflict one of its Represented spells on the creature that attacked it.
Mournand Legacy: Magic is quite unpredictable, and living spells are the living embodiment on how even the best spellcasters can lose control to create completely unexpexted, and dangerous, results. At 20th level once per day the Living spell can alter its anima as a swift action whitout need of scrolls or other components.
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Comments:
[Spoiler]
This one was buried under my notes for quite some time. Found it half-done and finally got to finishing it up.
The living spell is pretty self-explanatory I believe. Pick your favorite ones, and go around spreading the love/hate!
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