Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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.