Manifest

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In the chaotic years after the imperial collapse, a new form of magic began to be practiced in its territories - some say it was borrowed from the south. The manifest is an expert in the use of fos, but unlike the mystic, revels in drawing on its energy rather than doing so in moderation. The manifest knows the dangers in its mastery and trains to control or even harness its negative and chaotic effects. The manifest believes that reality’s underlying nature is mutable, and that bringing it forth in all its complexity is true magical power. Whereas mystics learn from books and schools, manifests pass their skills from master to apprentice, often living solitary or nomadic lives.

Level BAB BDB BMB Fort Save Ref Save Will Save Special
1 +0 +0 +2 +0 +0 +2 reduced bad effect, retain spell power longer
2 +1 +0 +3 +1 +1 +2
3 +1 +0 +4 +1 +1 +3 zone of confusion
4 +2 +1 +5 +1 +1 +3
5 +3 +1 +6 +2 +2 +4 Wild surge selection, metamagic feat
6 +3 +1 +7 +2 +2 +4
7 +4 +1 +8 +2 +2 +5 Poison immunity, zone of confusion
8 +5 +2 +9 +3 +3 +5
9 +5 +2 +10 +3 +3 +6 intentional surge, control bad effect
10 +6 +2 +11 +3 +3 +6
11 +7 +2 +12 +4 +4 +7 zone of confusion, targeted surge
12 +7 +3 +13 +4 +4 +7
13 +8 +3 +14 +4 +4 +8 permanent effect
14 +9 +3 +15 +5 +5 +8
15 +9 +3 +16 +5 +5 +9 zone of confusion
16 +10 +4 +17 +5 +5 +9
17 +11 +4 +18 +6 +6 +10

Hit Die: d4
Ability requirement: Constitution 16
Class Skills: Bluff, Craft, Intimidate, Knowledge (arcana), Perception, Profession, Ride, Swim
Skill points: 2 + Int
Weapon and Armor Proficiency: All simple weapons, light armor and shields

Powers

1st level: Whenever the use of a magic spell creates a negative effect, the manifest rolls twice on the effect table and selects whichever effect they like.

1st level: The manifest can hold doses of fos for twice as long as normal (2 rounds / level) before needing a concentration check, and receives a +4 bonus on all concentration checks.

3rd level: Zone of Confusion: The manifest has ingested so much fos that they can generate a 10 foot radius zone around themselves in which the laws of reality are mutable. As a standard action, lasting one round per level, they can warp the world around them, causing any attacks targeting anyone within the zone to have a 20% miss chance. This power can be used once per day, plus one additional time every three levels beyond 3rd.

5th level: Whenever the manifest fails a concentration check that would result in a wild surge, they roll twice on the wild surge table and select whichever effect they like.

5th level: Metamagic feat: Any free metamagic feat.

7th level: The manifest is immune to all natural and magical poisons, having used so much fos over many years that their systems are immune.

7th level: The manifest's zone of confusion now causes anyone who attacks them with a melee attack to be subject to the confusion spell (Will save, DC 10 + half your level + your Con modifier).

9th level: Once per day, as a free action, the manifest may choose to enhance the effects of any one spell, intentionally triggering a wild surge in addition to the full effects of the spell. Roll on the wild surge table and choose any effect within 20 of the roll. 9th level: When rolling for negative effects of spellcasting after a failed magic check, the manifest may subtract their level from either of their two rolls. They may choose not to do so if desired.

11th level: The manifest's zone of confusion affects the mental state of those who come within it, if they fail a Will save (DC 10 + Manifest's level). Effects are according to the subject's HD. 6 HD or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.) 7 to 12 HD: Stunned for 1d4 rounds, then confused for an additional 1d4 rounds. 13 HD or more: Confused for 1d4 rounds.

11th level: Targeted surge: Whenever a manifest does anything that creates a wild surge whose effect targets them “caster”, they may choose to re-target the effect on any target within 30 feet.

13th level: Permanent effect: The manifest has learned to control the fos within them to the point that a personal magical effect can be made permanent. They cast a spell that is eligible to be made permanent on the caster (see permanency) and then concentrate for one hour to make it permanent. If desired, the manifest may change the permanent effect by casting a different spell and then concentrating for an hour, but may only have one permanent effect at any time.

15th level: The manifest's zone of confusion becomes a maw of chaos. Each round at the beginning of your turn, the maw of chaos attempts a drag combat maneuver check against every creature within 40 feet, using your caster level plus your primary spellcasting ability modifier in place of a CMB. If a creature is dragged into the maw of chaos, the area erupts in a surge of chaotic energy and the creature takes 1d6 points of damage per caster level. Creatures dragged adjacent to the maw of chaos become entangled by the frayed strands of reality being torn apart at the rim of the maw of chaos. Escape requires a successful Escape Artist check or grapple check against a DC equal to 10 plus the manifest's level. Every creature that ends its turn adjacent to the maw of chaos takes 1d6 damage. Unattended objects (including dead bodies) adjacent to the maw of chaos are drawn into it and affected as by disintegrate at the beginning of the caster's next turn.