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Mythic Vistas: SpirosBlaak - Property Is Theft!

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104<br />

wraez’kav must choose and prepare her spells in advance.<br />

To prepare or cast a spell, a wraez’kav must have a Wisdom<br />

score equal to at least 10 + the spell level. The Difficulty Class for a<br />

saving throw against a wraez’kav’s spell is 10 + the spell level + the<br />

wraez’kav’s Wisdom modifier.<br />

A wraez’kav can cast only a certain number of spells of each spell<br />

level per day. Her base daily spell allotment is given on Table 9–9:<br />

The Wraez’kav. In addition, she receives bonus spells per day if she<br />

has a high Wisdom score. When Table 9–9: The Wraez’kav indicates<br />

that the wraez’kav gets 0 spells per day of a given spell level, she<br />

gains only the bonus spells she would be entitled to based on her<br />

Wisdom score for that spell level.<br />

A wraez’kav prepares and casts spells the way a cleric does,<br />

although she cannot lose a prepared spell to spontaneously cast a cure<br />

spell in its place. A wraez’kav may prepare and cast any spell on the<br />

wraez’kav spell list, provided that she can cast spells of that level, but<br />

she must choose which spells to prepare during her daily meditation.<br />

Speak with Animals (Sp)<br />

Starting at 2nd level, a wraez’kav may, at will, speak with animals, as<br />

per spell.<br />

Tread the Wild (Ex)<br />

At 3rd level, when the wraez’kav moves through wilderness terrain<br />

he leaves no trail. In addition, he gains a +10 bonus to Hide and<br />

Move Silently checks made in this terrain.<br />

Call the Pack (Su)<br />

At 6th level, a wraez’kav aracts animals. Such animals travel as<br />

far as 10 miles to befriend the wraez’kav (so long as they aren’t<br />

ensorcelled, and are not already bonded to another wraez’kav),<br />

acting as if under the influence of the charm animal spell. The<br />

wraez’kav aracts a total Hit Dice of animals equal to fives times his<br />

class level (divided as you wish). These animals remain so long as<br />

they are treated with friendship and loyalty. If an animal is slain, the<br />

wraez’kav may replace it in 1d6 weeks.<br />

Chapter Nine: Prestige Classes<br />

Feral Spirit (Su)<br />

At 8th level, a wraez’kav can access a more primeval level of<br />

his animal nature, transforming himself into a dire lycanthrope.<br />

While using the feral spirit ability, the wraez’kav in animal or<br />

hybrid form gains the following additional ability adjustments:<br />

a +2 natural AC bonus, +2 to Strength and Constitution, and +4<br />

to Dexterity, and he may add his Charisma bonus (if any) to his<br />

Constitution bonus for determining bonus hit points. Changing<br />

into feral form from humanoid, hybrid, or animal form requires<br />

a full-round action (as opposed to the standard action normally<br />

required for changes).<br />

Unfortunately, because of his bestial nature, the wraez’kav in<br />

feral form is even more susceptible to spells targeting animal minds<br />

(see Mind of the Beast), and so takes a –4 penalty to saving throws<br />

against spells and effects specifically targeting animals.<br />

Weave the Wild (Sp)<br />

At 10th level, a wraez’kav becomes auned to the voices of the<br />

wilderness, such that he may cast each of the following spells as a<br />

spell-like ability once per day: control plants, detect snares and pits,<br />

diminish plants, entangle, plant growth, wall of thorns, warp wood,<br />

and wood shape. His caster level equals his class level. The save DC<br />

equals 10 + the spell level + his Wisdom modifier.<br />

Wraez’kav Spell List<br />

Wraez’kav choose their spells from the following list.<br />

1st Level: charm animal, calm animals, detect animals or plants, hide<br />

from animals, magic fang, summon nature’s ally I.<br />

2nd Level: animal messenger, animal trance, hold animal, summon<br />

nature’s ally II.<br />

3rd Level: dominate animal, greater magic fang, snare, summon<br />

nature’s ally III.<br />

4th Level: animal growth, giant vermin, freedom of movement, repel<br />

vermin, summon nature’s ally IV.

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