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Table des matières
Hiérophante du magefeu
Source : Recueil de visions épiques
(Retour à la liste des classes de prestige, retour à la pages des personnages)
Introduction
Même si les personnages pouvant se faire appeller maîtres du magefeu sont nombreux - l’énergie brute de la Toile - ces individus font figure d'étudiants comparés au hiérophante du magefeu. Ce dernier apprend de nouvelles méthodes de contrôle et de modelage du magefeu que les simples mortels peine à simplement appréhender.
Un hiérophante du magefeu peut avoir des antécédents des plus diversifiés, bien que la plupart aient déjà reçu un entraînement au maniement du magefeu (comme par la classe de prestige de modeleur de magefeu). En dehors de cette classe, les lanceurs de sorts sont les plus à même d'en remplir les conditions.
En raison de la nature généralement solitaire des porteurs de magefeu, il n’est pas surprenant que les hiérophantes du magefeu se tiennent fréquemment en dehors des sociétés normales. Les quelques uns qui s'aventurent hors de leurs repaires secrets, que ce soit dans les contrées sauvages ou sur dans d'autres plans, usent de déguisements et subterfuges pour accomplir leurs desseins.
Informations techniques
Dés de vie : d4.
Conditions
Pour pouvoir devenir hiérophante du magefeu, il faut satisfaire aux conditions suivantes :
- Compétences : Degré de maîtrise de 24 en Concentration, degré de maîtrise de 12 en Art de la magie et en Connaissances (mystères).
- Dons : Arme de prédilection (magefeu), Endurance, Porteur du magefeu, Porteur du magefeu épique, Porteur du magefeu.
Compétences de classe
- Les compétences du hiérophante du magefeu (et la caractéristique dont chacune dépend) sont : Art de la magie (Int), Artisanat (Int), Bluff (Cha), Concentration (Con), Connaissances (mystères) (Int), Déguisement (Cha), Premiers secours (Sag), Intimidation (Cha), Profession (Sag), Psychologie (Sag) et Survie (Sag).
- Points de compétence à chaque niveau : 2 + modificateur d'Intelligence.
Particularités de la classe
Voici les particularités et aptitudes de la classe de hiérophante du magefeu :
Archer-mage | |||||
---|---|---|---|---|---|
Niveau | Bonus de base à l'attaque | Bonus de base de Réflexes | Bonus de base de Vigueur | Bonus de base de Volonté | Spécial |
1 | +1 | +2 | +2 | +0 | |
2 | +2 | +3 | +3 | +0 | |
3 | +3 | +3 | +3 | +1 | |
4 | +4 | +4 | +4 | +1 | |
5 | +5 | +4 | +4 | +1 | |
6 | +6 | +5 | +5 | +2 | |
7 | +7 | +5 | +5 | +2 | |
8 | +8 | +6 | +6 | +2 | |
9 | +9 | +6 | +6 | +3 | |
10 | +10 | +7 | +7 | +3 |
Armes et armures
The Spellfire Hierophant Level Special 1 Greater charged item drain 2 Ranged healing 3 Haste 1/day 4 Bonus feat 5 Greater permanent item drain 6 Haste 2/day 7 Spellfire reserve 8 Bonus feat 9 Haste 3/day 10 Spellfire burst 1/day
Weapon and Armor Proficiency: Spellfire hierophants gain no proficiency with any weapons, armor, or shields.
Greater Charged Item Drain (Sp): A spellfire hierophant can drain a number of charges from a touched charged item (including single-use items such as potions or scrolls), converting the energy into stored spellfire energy levels. The limit to the number of charges she can drain is equal to her Charisma bonus (minimum 1), but she can’t drain more charges than the item has remaining (each spell on a scroll counts as one charge). A fully drained item has no magical properties (a potion becomes water, a scroll becomes blank paper.) A creature gets to make a Will save (DC = 20 + one-half class level + Charisma modifier) to prevent one of its held or carried items from being drained.
Ranged Healing (Su): At 2nd level, the spellfire hierophant gains the ability to release stored spellfire energy levels to heal at a range of up to 25 feet (plus 5 feet/2 levels). This requires a ranged touch attack. The amount of healing is normal for the character (either 2 points per level expended or 1d4+1 points per level expended if the character has the spellfire wielder class feature improved healing).
Haste (Su): Once per day, the spellfire hierophant can expend spellfire energy levels to accelerate her actions, just as if she had cast haste on herself. Each spellfire energy level expended when the ability is activated allows the hierophant to act as hasted for 1 round. The hasted hierophant sparkles with light while so affected. For every three levels gained after 3rd, the spellfire hierophant can use this ability one additional time per day (twice at 6th level, three times per day at 9th level, and so on).
Greater Permanent Item Drain (Sp): At 5th level, a spellfire hierophant can drain power from permanent magic items by touch as a standard action. An item that creates spell effects (such as boots of speed) loses that function for 24 hours, and the spellfire hierophant gains spellfire energy levels equal to the caster level of the item. A creature gets to make a Will save (DC = 20 + 1/2 class level + Charisma modifier) to prevent one of its held or carried items from being drained. An item with all its permanent abilities drained for the day is still a magic item (for purposes of making saving throws when damaged, and so on).
Spellfire Reserve (Ex): At 7th level, the spellfire hierophant learns how to store spellfire energy levels in deep reserve. These energy levels don’t count as part of the character’s normal storage capacity, but they also can’t be used to power spellfire effects without first calling them from reserve. Spellfire energy levels in reserve also don’t detect as magical (allowing a spellfire hierophant to disguise her nature). Placing any number of stored spellfire energy levels in reserve, or calling any number of levels from reserve into normal storage capacity, requires a full-round action. The spellfire hierophant can store a number of energy levels in reserve equal to her class level plus her Constitution bonus (if any).
Spellfire Burst (Su): At 10th level, the spellfire hierophant can substitute a spellfire burst for a normal spellfire blast. The range remains the same, but instead of requiring a touch attack, the spellfire energy explodes in a 5-foot radius burst at the target point, dealing appropriate damage to all creatures in the area (Reflex halves; DC 20 + 1/2 class level + Charisma modifier). This can affect as many bursts as the character would normally fire blasts in the round, but it can be used only for 1 round per day. For every five levels gained thereafter, the spellfire hierophant can use this ability 1 additional round per day (2 rounds at 15th, 3 rounds at 20th, and so on). If the character also has the spellfire channeler class feature maelstrom of fire, the area of the burst is a 10-foot radius instead.
Bonus Feats: The spellfire hierophant gains a bonus feat at 4th level and an additional bonus feat every four levels thereafter (8th, 12th, 16th, and so on). These bonus feats must be selected from the following list: Energy Resistance, Epic Skill Focus (Concentration), Epic Spellfire Wielder (see New Epic Feats), Epic Toughness, Epic Weapon Focus (spellfire), Exceptional Deflection*, Fast Healing, Infinite Deflection*, Reflect Arrows*. *The spellfire hierophant can ignore the prerequisite of Improved Unarmed Strike for these feats.