Creations


Feats

-None at this time-



Classes

Crystal Mage
LV
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
BAB
0
1
1
2
2
3
3
4
4
5
5
6
6
7
7
8
8
9
9
10
F R W
1 0 2
2 0 3
2 1 3
2 1 4
3 1 4
3 2 5
4 2 5
4 2 6
4 3 6
5 3 7
5 3 7
6 4 8
6 4 8
6 4 9
7 5 9
7 5 10
8 5 10
8 6 11
8 6 11
9 6 12
0 1 2 3Spells6 7 8 9 10
3 1 - - - - - - - - -
4 2 - - - - - - - - -
4 2 1 - - - - - - - -
4 3 2 - - - - - - - -
4 3 2 1 - - - - - - -
4 3 3 2 - - - - - - -
5 3 3 2 1 - - - - - -
5 4 3 3 2 - - - - - -
5 4 3 3 2 1 - - - - -
5 4 4 3 3 2 - - - - -
5 4 4 3 3 2 1 - - - -
5 4 4 4 3 3 2 - - - -
5 5 4 4 3 3 2 1 - - -
5 5 4 4 4 3 3 2 - - -
5 5 5 4 4 3 3 2 1 - -
5 5 5 4 4 4 3 3 2 - -
5 5 5 5 4 4 3 3 2 1 -
5 5 5 5 4 4 4 3 3 2 -
5 5 5 5 5 4 4 3 3 2 1
5 5 5 5 5 4 4 4 3 3 2
Special
Equip 2 Crystals
Bonus Metamagic Feat
Bonus Metamagic Feat
First Special Power
Equip 3 Crystals
Bonus Metamagic Feat
Bonus Metamagic Feat
Second Special Power
Equip 4 Crystals
Bonus Metamagic Feat
Bonus Metamagic Feat
Third Special Power
Equip 5 Crystals
Bonus Metamagic Feat
Bonus Metamagic Feat
Fourth Special Power
Equip 6 Crystals
Bonus Metamagic Feat
Bonus Metamagic Feat
Sixth Special Power
Description: Crystal Mages are those that have learned to master the use of the mysterious spell crystals that appeared during the war.
Adventures: Crystal Mages go adventuring to find more crystals and more powerful crystals.
Alignment: All manor of people search for spell crystals, for a variety of reasons.
Race: Magical races tend to be better at controling spell crystals although any race can become a crystal mage.
Interaction: Crystal Mages seek out anyone who may have a spell crystal or who may know where one is. Depending on the person, they will attempt to get the crystal in differant ways.
Requirements (Base Class):
Alignment: Any
Special: Post war era only.
Hit Die: d6
Class Skills:
Skill Points at 1st Level: (4 + Int Mod) x 4
Skill Points at Each Additional Level: 4 + Int Mod.
Class Skills: Alchemy, Appraise, Concentration, Craft, Gather Information, Knowledge (all), Profession, Scry, Spellcraft.
Proficiencies:
Weapon: All simple.
Armor: Light and shields.
Class Features:
Spells:
Extra Crysals: You can equip a number of spell crystals up to the number indicated (most people are limited to one spell crystal at a time).
Special Power:Acquire the special powers of one crystal you are equipped with (this does not include the spells-those must still be earned normally). The crystal may be removed and the bonus remains (so once you acquire a power from a crystal, you may remove it and keep the power!). This bonus is permanent and cannot be changed (even if the crystal later improves). Gaining this ability requires draining the crystal from which you gained the power back to zero XP. For example, Zagnor is a Lv4 Crystal Mage who just gained his first special power. He has a Lv1 crystal that grants a -10 penalty to all saving throws, so he chooses to gain that power. From now on, he is stuck with that ability, and the crystal loses all XP (but may be leveled up normally). If the crystal later reaches level 2 and gains the really nifty power to allow its possessor to fail all saves without rolling, he would not have that power but could take it at Lv8 when he gets his second special power.





Items

Spell Crystals
Sample Crystal #1 (Healing Crystal)
Level
0
1
2
3
4
Spell
Cure Minor Wounds
Cure Light Wounds
Cure Moderate Wounds
Cure Serious Wounds
Cure Critical Wounds
Points Needed
35
50
70
95
125
Special Powers:
XP
0
2500
10,000
25,000
Ability
None
+1 caster level with all healing spells
+3 max HP
Resist Energy Drain: Ignore 1 negative level gained per day.


Sample Crystal #2 (Ice Attack Crystal)
Level
0
1
2
3
4
Spell
Ray of Frost
Lesser Cold Orb
Ice Knife
Ice Lance (a Lv3 attack spell)
Ice Storm
Points Needed
30
55
75
90
140
Special Powers:
XP
0
2000
12,000
27,500
Ability
None
+2 to saves vs. cold based attacks
Cold Resist: 5
+1 Damage per die with all ice spells (up to +10 damage per spell)


Creatures
**Unknown Barbarian: ???
These fearless warriors are a match for any trained fighter, and their fits of rage strike fear into the hearts of even the most battle-hardened warriors.
**Unknown Mage: ???
Their powerful magic disrupts the fabric of the planes, but their incredible power cannot be disputed as one reason for their army's early, decisive victories.
**Unknown Mess: ???
These guys are a mess! Zagnor invented them to be different...
**Unknown Rogue: ???
The scouts and spys of the enemy forces, these foes rarely fight alone on the front lines. They make superb support for warriors and barbarians, however.
**Unknown Warrior: ???
These are the basic grunts of the new enemy forces. Their charge attacks are devistating.


Other

-None at this time-


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