| Post/Author/DateTime | Post |
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| Jaerom Darkwind09-24-04, 09:15 PM | Aeons are a type of outsider in my campaign world. Briefly, in my world magic is the supreme force and power in the multiverse, which binds the multiverse together. Just as the heart of the great wheel is Dweomerheart, the plane of magic (the Outlands don't exist and Sigil occupies a demiplane somewhere), and the overpower embodying magic subordinates the four overpowers embodying the 4 cardinal alignments, the aeons are the most powerful denisens of the outer planes. They favor the TN alignment, and are really only interested in arcane pursuits. They are similar to other outsiders in many respects (the Orb, for example, is analogous to the imp or lantern archon--but 2 or 3 CRs higher), and have a loose caste system, with each caste concerning itself with some aspect of arcana. The "supreme" aeon is the goddess of magic (rather similar to Mystra). I also lump energons into this category (to differentiate them from elementals), including the prismatic energon, one of the epic aeons. (That's a scary creature-- imagine an incorporeal cloud of prismatic light with various prismatic spray effects usable at will, and all the defenses and vulnerabilities of a prismatic wall--not something you want angry at you.) Anyway, I've whipped up a bloodline for these creatures, and I'm looking for feedback on it. Thanks. Aeon An aeon’s natural curiosity and hunger for knowledge often brings them into close association with similarly-minded mortals. Occasionally these associations produce more than simply new discoveries, and an aeon bloodline begins. The descendants of aeons typically share their ancestor’s love for magic, and often become sorcerers of great knowledge and power. They also often possess some trait demonstrating their supernatural heritage, such as silver hair, white skin, or pale blue eyes that seem to catch the light. Lvl Minor 4 +2 Spellcraft 8 Magical Affinity 12 +1 Charisma 16 Prestidigitation 1/day 20 Aeon affinity +2* Lvl Intermediate Major 1 -- +2 Spellcraft 2 +2 Spellcraft Magical Affinity 3 -- +1 Charisma 4 Magical Affinity Prestidigitation 1/day 5 -- Aeon affinity +2* 6 +1 Charisma Iron Will 7 -- +2 Knowledge (arcana) 8 Prestidigitation 1/day Detect magic (constant) 9 -- +1 Intelligence 10 Aeon affinity +2* Dispel magic 1/day 11 -- Aeon affinity +4* 12 Iron Will Spell resistance 5 + level 13 -- +2 Concentration 14 +2 Knowledge (arcana) Arcane sight (constant) 15 -- +1 Wisdom 16 Detect magic (constant) Manaspear 1/day 17 -- Aeon affinity +6* 18 +1 Intelligence Prestidigitation (constant) 19 -- +2 Use magic device 20 Spell resistance 5 + level Aid Spellcasting * You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with aeons. The Aid Spellcasting feat allows you to make a Concentration check (DC 10 + spell level) to add +1 to the DC or CL of an allied caster's spell. The maximum bonus that can be added in this way is equal to the spell's level. |
| kgbspy09-24-04, 09:19 PM | is this supposed to be like aeons from FFX? :confused: |
| Jaerom Darkwind09-24-04, 09:23 PM | is this supposed to be like aeons from FFX? :confused:I chose the name based on its context in the ancient Gnostic belief system. Never played FFX. What are those Aeons like? |
| obrysii09-25-04, 10:20 PM | I chose the name based on its context in the ancient Gnostic belief system. Never played FFX. What are those Aeons like? They are spirits of priests who bound themselves to a temple and allow their power to be used by others, in the form of an "aeon", a summoned beast, basically. Sorry to anyone out there who hasn't played FFX and didn't want the spoiler! |
| Battousai09-27-04, 02:55 PM | Espers , summons , red materias , Aeons : same basket |
| Jaerom Darkwind09-27-04, 06:39 PM | Espers , summons , red materias , Aeons : same basketInteresting. Now about my bloodline... |
| FenixZero09-28-04, 03:30 PM | Whats manaspear? Can you post it? FenixZero BTW, it good i like it. |
| Battousai09-28-04, 04:02 PM | Sorry , I was just responding to the poster who asked about the aeons. Seems like a good bloodline for bards , with Cha bonuses and all that... However, I'm not sure the major bloodline is worth the ECL hit. Then again I don't think ANY of these are powerful enough for a +3 ECL (which they are at high levels). The intermediate one is more attractive , although I would raise slightly raise the SR (true for the major one too) : SR 23 is a joke for most spellcasters at that levels ,it would only protect if the caster throws a 3 on his dice. BTW, does it stack with other sources? And again , what's manaspear ? |
| BalancedOne10-07-04, 02:52 PM | Man-as-pear Maby it's a version of Baleful Polymorph that changes someone into a pear(Yuk,Yuk,Yuk) Nice Bloodline though, I also liked your revised Netherese Arcanist |
| theOne33305-18-05, 09:48 PM | Very cool. Could you post the stats for some of the aeons? Espers , summons , red materias , Aeons : same basket What are those creatures? I'm always looking for some new fundamental-arcane-magic-related monsters, since WotC doesn't publish any. |
| Jaerom Darkwind05-19-05, 01:56 AM | Very cool. Could you post the stats for some of the aeons?Sure. I don't have many fully statted out, but I'll post one of my favorites. Completing the rest is a project on my to do list. Orb Tiny Outsider (extraplanar, incorporeal, magic) Hit Dice: 6d8 + 6 (36 hp). Initiative: +1 (Dex). Speed: Fly 60 ft. (perfect) (12 squares). Armor Class: 22 (+4 armor, +5 deflection, +1 Dexterity, +2 size), touch 18, flat-footed 17. Base Attack/Grapple: +6/— Attack: Manaspear +14 ranged touch (4d6+5 + 1d4 spell slots [Will DC 19 negates]). Full Attack: Manaspear +14/+9 ranged touch (4d6+4 + 1d4 spell slots [Will DC 19 negates]). Space/Reach: 2 1/2 ft. x 2 1/2 ft./0 ft. Special Abilities: Manaspear, spell-like abilities, telepathy 100 ft. Special Qualities: Arcane sight, DR 10/magic, incorporeal, inner power, protective aura, SR 17. Saves: Fort +8, Ref +8, Will +5. Abilities: Str —, Dex 13, Con 12, Int 9, Wis 7, Cha 21. Skills: Concentration +10, Decipher Script +8, Knowledge (arcana) +14, Knowledge (the planes) +8, Spellcraft +19, Spot +7, Use Magic Device +20. Feats: Ability Focus (manaspear), Aid Spellcasting, Weapon Focus (manaspear). Environment: Dweomerheart. Organization: Solitary or pair. Challenge Rating: 8 Treasure: None. Alignment: Always true neutral. Advancement: 7 – 12 (Small). Before you is a softly-glowing sphere of shifting silver-blue light about a foot across. It glides silently through the air, leaving behind a misty trail of light that fades after a few seconds. Orbs are the simplest of the aeons, little more than sentient spheres of arcane energy. They possess only the intelligence of a human child, but are endlessly curious and are constantly exploring their surroundings in search of unfamiliar phenomena—especially magical phenomena. They typically serve more powerful aeons, and are frequently encountered in any part of Dweomerheart. Orbs enjoy observing arcane spellcasters of all types. When they discover a particularly talented spellcaster, they will often follow her for a time. A spellcaster who impresses an orb can often convince it to aid her in her own magical research, and occasionally even bond it as a familiar. Manaspear (Su): At will, an orb can release a ray of pure silvery-blue magical energy with a range of 45 feet, which deals 4d6+4 points of arcane energy damage and drains 1d4 randomly determined spells from the victim. If the target prepares spells in advance, these spells are lost as if they had been cast, and can be regained normally. If the target is a monster with spell-like abilities, each daily use of a spell-like ability is considered to be a spell, and subject to drain. If the target is a character who casts spells without preparation, the manaspear drains 1d4 unused spell slots for the day. Spell-like Abilities (Sp): Constant—prestidigitation; at will—dispel magic, mage armor, magic aura (DC 16), mage hand; 3/day—manaburst (DC 19). Caster level 9th. Arcane Sight (Su): An orb has permanent arcane sight, as the spell, except that its area is a 120 foot radius rather than a 60 foot cone. Inner Power (Ex): An orb can attempt to cast spells and use supernatural and spell-like abilities even within a dead magic zone or an antimagic field. In a dead magic zone, it must make a successful caster level check against a DC equal to 20 + the level of the effect it is trying to use. In an antimagic field, the orb must make a successful caster level check against a DC equal to 11 + the caster level of the antimagic field. If this check is successful, its effect functions normally. Protective Aura (Su): This ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the orb. Otherwise, it functions as a universal magic circle effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 6th). This aura can be dispelled, but the orb can create it again as a free action on its next turn. |
| gula10-11-06, 01:15 PM | Looks good. |
| rydi12310-13-06, 01:25 AM | Very cool. Could you post the stats for some of the aeons? What are those creatures? I'm always looking for some new fundamental-arcane-magic-related monsters, since WotC doesn't publish any. espers are magical entities created by ancient mages to be weapons in a great and ancient war in ff6/ff3(american release). they were then used by the evil empire in the game in genesplicing experiments to form supersoldiers. we then find out that when they die they leave behind a part of thier essence in the form of a stone called magicite. the stone imparts knowledge of the magic the esper used, and gives stat increases at each level up. espers would be incredible in d&d imo. they can be a monster, a magic item or a plot hook, depending on what they are doing. in the last epic campaign i ran i actually used magicite to impart epic spells to players, and give stat bonuses. worked out pretty well. |
| Glensather10-14-06, 01:27 AM | Alternatively, Magicite, Red Materia, or any sort of item that held the monster itself would be good for one encounter/day... but that's another thread for another time. On the bloodline, I like it, however as someone said before upping the SR would be wise, perhaps. |
| Millennium10-17-06, 01:49 PM | What are those creatures? I'm always looking for some new fundamental-arcane-magic-related monsters, since WotC doesn't publish any. Not all of them are creatures, actually. They're the various explanations for summoned creatures in the Final Fantasy games. Summons: These beings from FFIV are monsters who form pacts with humans who can then summon them. We don't know much about them other than this, but apparently if a monster is killed while summoned, the summoner also dies. Espers: These beings from FFVI are creatures who embody certain magical concepts. Some are humanoid while others are more bestial, but they're all sentient. When they die, they become crystals called magicite which humans can use to power their own magic. It is even possible to use magicite to call on the spirit of the creature it once was, though only for short periods of time. Red Materia: Materia (singular: Materia) are items from FFVII which power magic and can also be used to enhance people's skills in more mundane ways. Red Materia are a specific kind of Materia which calls on the spirits of mythical beasts. Materia can occur in nature or can be manufactured, but either way they are made from the spirits of the dead (though most people don't know that). Aeons: These beings from FFX are the spirits of people called fayth who have bound themselves to temples of the dominant religion in order to help fight against monsters. These spirits can be summoned by special priests known as summoners, who also have the duty of sending the spirits of the dead to the afterlife. Summoners have an intense bond, both emotional and mystical, with the aeons they summon; in fact, a new aeons can only be created when the would-be fayth has an intense bond with the priest who will be the first to summon them. As a result, most (but not all) fayth come from a summoner's family, either by marriage or by blood. |
| Andorxor10-18-06, 03:49 AM | Don't forgett the guardian forces that feed on the memorys of the summoner. |