Reyvatail (3.5e Class)
Reyvatail[edit]
Reyvatails draw power from emotions to cast devastating Spells known as Song Magic
Making a Reyvatail[edit]
Reyvatails are similar to bards, but the are focused on magic and lack the combat expertise bards have. Like other spellcasters they are more useful from the back casting their spells (known as Song Magic) to help the party or to attack enemies. All reyvatails powers are awaken from within since they have a genetic predisposition to "tune" themselves whit the flow of energy of the world, this adds a significant characteristic: all Reayvatails are females because the gene that activates the ability to cast this energy as magic is supressed by male chromosomes.
Abilities: The Charisma is the main characteristic and tells how powerful is the Song Magic that the Reyvatail can cast, Strength and Dexterity are not as important because Reyvatails cant use weapons, a high Constitution helps her to overcome her fragileness with hit points. Finally Wisdom its very important to a Reyvatails as it provides her with a Control Punctuation, a score that determines how much control she has to avoid being overwhelmed by her own magic.
Races: As their root is genetic, mostly pure races are awoken as Reyvatails, humans and elves are the most common Reyvatails.
Alignment: As their power comes from emotions they actions are as unestables as their magic, Reyvatails can be any alignment but cannot be True Neutral as they need the fire of emotion (either Legal or Chaotic)to cast magic.
Starting Gold: 6d6x10, 240
Starting Age: As wizard
Level | Base Attack Bonus |
Saving Throws | Special | Songs Learned
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Fort | Ref | Will | 0 | 1st | 2nd | 3rd | CONTROL | ||||||||||||||||||||||||||||||||||
1st | + 0 | + 0 | + 0 | +1 | Song Magic,Partner | 3 | 2 | — | WIS | ||||||||||||||||||||||||||||||||
2nd | + 0 | + 0 | + 1 | +2 | Extra Feat | 3 | 3 | — | WIS+1 | ||||||||||||||||||||||||||||||||
3rd | + 0 | + 0 | + 1 | +2 | 3 | 3 | 1 | WIS+2 | |||||||||||||||||||||||||||||||||
4th | + 1 | + 0 | + 2 | +3 | Emotional | 3 | 3 | 1 | WIS+2 | ||||||||||||||||||||||||||||||||
5th | + 1 | + 0 | + 2 | +3 | 3 | 3 | 1 | WIS+2 | |||||||||||||||||||||||||||||||||
6th | + 1 | + 1 | +3 | +4 | 3 | 3 | 1 | WIS+3 | |||||||||||||||||||||||||||||||||
7th | + 2 | +1 | + 3 | +4 | 3 | 3 | 2 | WIS+3 | |||||||||||||||||||||||||||||||||
8th | + 2 | + 2 | + 4 | +5 | 3 | 4 | 2 | WIS+3 | |||||||||||||||||||||||||||||||||
9th | + 2 | + 2 | + 4 | +5 | 3 | 4 | 2 | WIS+3 | |||||||||||||||||||||||||||||||||
10th | + 2 | + 3 | +5 | +6 | Emotional | 3 | 4 | 2 | WIS+4 | ||||||||||||||||||||||||||||||||
11th | + 3 | + 3 | +5 | +6 | 3 | 4 | 2 | WIS+4 | |||||||||||||||||||||||||||||||||
12th | + 3 | + 4 | +6 | +7 | 3 | 4 | 2 | WIS+4 | |||||||||||||||||||||||||||||||||
13th | + 4 | + 4 | +6 | +7 | 3 | 4 | 2 | WIS+5 | |||||||||||||||||||||||||||||||||
14th | +4 | +4 | +6 | +7 | 3 | 5 | 3 | WIS+5 | |||||||||||||||||||||||||||||||||
15th | + 4 | + 5 | +6 | +8 | Replekia | 3 | 5 | 3 | WIS+5 | ||||||||||||||||||||||||||||||||
16th | + 5 | + 5 | + 6 | +8 | 3 | 5 | 3 | WIS+6 | |||||||||||||||||||||||||||||||||
17th | + 5 | + 5 | +6 | +8 | 3 | 6 | 4 | 1 | WIS+6 | ||||||||||||||||||||||||||||||||
18th | + 5 | + 6 | + 7 | +9 | 3 | 6 | 4 | 2 | WIS+7 | ||||||||||||||||||||||||||||||||
19th | + 5 | + 6 | +6 | +9 | 3 | 4 | 3 | 3 | WIS+8 | ||||||||||||||||||||||||||||||||
20th | + 6/+1 | +7 | +7 | +10 | Divine Song | 3 | 6 | 4 | 4 |
WIS+9 | |||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features[edit]
All of the following are class features of the Reyvatails.
Weapon and Armor Proficiency: Reyvatails have no Proficiency with any weapon besides unarmed attack.
Song Magic: Reyvatails cast spells known as song magic, these Song have as many variety of eff as normal arcane spells. All Red Song Magic with level 0 or 1 allow a Reflex Saving Throw (CD is 10+ Charisma modifier + lv of the Song) to negate damage, on level 2 and 3 the Saving Throw halves the damage. A Reyvatail dont prepare her spells, she can use them as long as her control score allows her to do so.All Reyvatails have a score called control. Each time she uses a Song this song substracts point from this score and if it reaches certain limit the Reyvatail can lose control of her own Song (different Song have different rates of consumption and control limits), when uncontrolled Blue Magic effs are reversed i and Red magic can blast any target, friend or foe or even the Reyvatail itself. When a Reyvatail Control score drops below the limit of the song she must perform a Concentration check with a penalty of -X, X is the number below the control limit + 1 and increases 1 more each time she succeds that check, if she fails this check she loses control of the song and it is released inmediatly. If a Reyvatails has 0 or less control points it may risk herself to try Casting a Song but it would be dangerous. 8 hours of rest are required to calm the emotions within the Reyvatail to be able to recover all the lost control points.A Reyvatail who gains a level may give up gaining a new Song in exchange of getting X additional control points when X is the level of the sacrificed Song.
Reyvatails, unlike other spellcaster classes can learn any Song whose level is equal to their level, but with a significant detriment, the higher the level of the song the higher control score needed to keep it at ease, consumption and check hecks to control Songs of the same level as hers or 1 lower have a increased penalty (+2 control point lost per round/-2 on checks and +1 controls points per round/-1 on checks respectively) Song Magic can be clasified in one of 3 colors: Blue Magic, Red Magic and Green Magic: Blue Magic is related to emotions of calm and care and have healing, recovery and buff effects, Blue Song Magic eff are continuous for as long as the Reyvatail keeps focusing on it these Songs have relative low consumption rates so they can be manteined by long periods of time, their effs are manteined for as long as the Revateil keeps focused. Red Song Magic surges from wild emotions like rage and passion, and focuses on dealing damage to the enemy, its the most powerful weapon of the Reyvatail, unlike Blue Song Magic which only needs concentration Red Songs grow over time, starting with poor damage and icreases over time to overwhelming power (each song has its own growing rate) until she releases it to deal the damage stored, but she must be able to keep it controlled; if a Reyvatail loses control of a Red Song Magic it could harm herself and those around her because the song may explode or atack a friendy character. Green Song Magic its unique, its surges from bonding with a partner and can be used only on that partner, its the only type of Song Magic that acts inmediatly so it cannot go uncontrolled (it consumes control points) it may buff the partner's weapons or spells, or it may conect the abilities of the partner and the Reyvatail, the Reyvatil must be able to see her partner and the partner must be able to hear the Song for this Magic to work, some of these Song activate at will but other are triggered by certain events. Reyvatails choose their spells from the following list she may choose the same Song any number of times if she does, all the Song effects stacks when she Cast it (consumption, Damage, healing, modifiers, the limit of control increase by 1 for each stacked level) :
Level 0 Song Magic
Energy Ball (colorless, -1 control point per round, control limit 0,1d4 magic damage, +1 damage growth per round,close range)
Holy Fire (Red, -1 control point per round, control limit 2,1d6 fire damage, +1 damage growth per round, close range)
Cold Shard (Red, -1 control point per round, control limit 1,1d4 ice damage, +1 damage growth per round, close range, it may slow down enemies)
Spark Blast(Red, -1 control point per round, control limit 2,1d6 electricity damage, +1 damage growth per round, medium range + 1 damage agains metal creatures and creatures with metal armor)
Moon Rise(Red, -1 control point per round, control limit 4, deals 1 damage per round and dazes enemies who fail their ST, close range)
Ice Guardian(Blue, -1 control point per round, control limit 0, all friendly characters who hear it get DR-3/ice and +1 ice damage on their non-magic hits, small area around the reyvatail not including her)
Fire Guardian(Blue, -1 control point per round, control limit 0, all friendly characters who hear it get DR-3/fire and +1 fire damage on their non-magic hits, small area around the reyvatail not including her)
Thunder Guardian(Blue, -1 control point per round, control limit 0, all friendly characters who hear it get DR-3/electricity and +1 electric damage on their non-magic hits, small area around the reyvatail not including her)
Rock Guardian(Blue, -1 control point per round, control limit 0, all friendly characters who hear it get +1 on all Fortitude saves, small area around the reyvatail not including her)
Wind Guardian(Blue, -1 control point per round, control limit 0, all friendly characters who hear it get +1 on all Dexterity saves, small area around the reyvatail not including her)
Sun Guardian(Blue, -1 control point per round, control limit 0, all friendly characters who hear it get +1 on all Will saves, small area around the reyvatail not including her)
Triangle Chorus (Blue, -2 control point per round, control limit -2, at the end of each round Heals 2 hit point of all concious friendly characters who hear it, small area around the reyvatail including her)
Gong Strive (Blue, -1 control point per round, control limit -4, at the end of each round a friendly character who hear it and its aflicted by a condition (dazed,sleep,shaken) gains a new ST with a DC 15 to overcome the ailment, small area around the reyvatail including her)
Drum of Spirits (Blue, -1 control point per round, control limit -1, at the end of each round Heals 2 hit point of all friendly characters who hear it and have negative hit points, small area around the reyvatail including her)
Flute of Calm (Blue, -1 control point per round, control limit 0, all friendly characters who hear it get +2 on concentraction checks, small area around the reyvatail including her)
Guardian Viola (Blue, -2 control points per round, control limit -2, all friendly characters who hear it get DR-2/, small area around the reyvatail including her)
Tiny Capitain (Blue, -1 control point per round, control limit 0, all friendly characters who hear it get +2 on attack and damage rolls, small area around the reyvatail not including her)
I'll Shield you (Green, -1 control point , partner gets +1 on all ST and DR-1/ for the next 3 Rounds)
Our Eyes (Green, -2 control point , partner may take its next movement action without generating attack of oportunity as long as it can hear the Song)
Give me Power (Green, -1 control point , If partner lands a hit on an enemy this round the next Red Song Magic cast by the Reyvatail starts with a +2 damage bonus)
Protect me (Green, -3 control points , partner gets a Free Movement Action to intercept an attack targeting the Reyvatail as long as it can hear the Song and its at 10' or less from the Reyvatail)
I'll Save You (Green, -3 control points , if partner fails a ST of a magic effect the Reyvatail will take the effect instead of the partner)
Trust me (Green, -3 control points , if partner would receive a critical hit the reyvatail may take half the damage of the hit rounded up)
I Wont fall (Green, -3 control points ,if the Reyvatail would fall to -1 hit point or less this round it may try 1 Will Saving to halve the damage)
I Trust you (Green, -2 control points per round, if the Reyvatail do not gets hit by an attack or by a spell until the end of the next Round after she cast this Song both her and her partner get +2 on all ST and attack rolls during the next 4 rounds, she cannot take actions during those 2 rounds)
Focus (Green, -1 control points , The partner gets +2 on all Concentration checks for the next 3 rounds)
Level 1 Song Magic
Lanternal (Red, -1 control point per round, control limit 0,1d8 fire damage, +1 damage growth per round, close range)
Poznerio (Red,requires Evil or Chaotic alignment -2 control point per round, control limit 0,1d8 magic damage, +2 damage growth per round,Evil may Poison enemies who fail a Fortitude ST, close range)
Snowy Firefly (Red, -1 control point per round, control limit 0,1d8 ice damage, +1 damage growth per round, close range)
Seraph (Red,Requires Lawfull or Good alignemnt, -1 control point per round, control limit 1,1d8 magic damage, +1 damage growth per round,+1d8 divine damage agains evil creatures, close range)
Lost Sword (Red, -1 control point per round, control limit 0,1d8 Slashing damage, +2 damage growth per round, no ST instead atack roll using Charisma modifier against AC, close range)
Mist of Numbness (Red, -1 control point per round, control limit 0,1d4 magic damage, +1 damage growth per round,if succesfull it halves the speed of its targets, close range it may affect up to 3 targets who are next to each other)
Eclipse of tought (Red, -1 control point per round, control limit 0,1d4 magic damage, +1 damage growth per round,if succesfull enemyes get -2 on AC, Dexterity Saves and checks for Search, Spot and Concentration, close range, it may affect up to 3 target with a separation of no more that 5' from the original target)
Bell Chime (Blue, -1 control point per round, control limit -0, at the end of each round Heals 2 hit point of all friendly characters who hear it, small area around the reyvatail including her)
Temple Drum (Blue, -2 control point per round, control limit -0, at the end of each round restores all dying friendly characters who could hear the Song to -1 hit point and stable [they must succeed on a fortitude save DC=15 or wont be stable] , small area around the reyvatail not including her)
Rabbit's Clock (Blue, -2 control point per round, control limit 0, all friendly characters who hear it get +5 on speed and may perform an additional atack of opotunity during the round , small area around the reyvatail not including her)
Turtle's Walk (Blue, -1 control point per round, control limit 1, all friendly characters who hear it get +2 on CA and cannot be Taken down, small area around the reyvatail not including her)
Bear's Roar (Blue, -1 control point per round, control limit 0, all friendly characters who hear it get +2 on attack and damage rolls and cannot be grappled except by a bigger creature, small area around the reyvatail not including her)
Snake's Bite (Blue, -1 control point per round, control limit 0, all friendly characters who hear it get an additional artack on their turn if they dont move during that turn, small area around the reyvatail not including her)
Dragon's Inspiration (Blue, -3 control point per round, control limit 2, all friendly characters who hear it get +2 on all Rolls,if uncontrolled it doesn't stop until Reyvatails falls unconcious, small area around the reyvatail including her)
I Feel Your Magic (Green, -2 control point , If the Partner would spend a daily Spell or power points the Reyvatail may lose that much control points instead)
Feel my Song (Green, -2 control point , the next time The Reyvatail would lose X control points the partner may spend X daily ability or X power points instead)
Embrace My Power (Green, -2 control point , The Reyvatail may spend any number of control points to increase the damage of the partner's next succesfull attack this round [if any] in twice that number)
My Hero (Green, -3 control point , If the Reyvatail would receive an atack or a spell the partner may take a Will Save [CD=18] to take the damage instead, increase the damage and/or the spell eff by 50% [if this song is stacked the CD drop -2 for each stack min=14])
I Wont Lose You (Green, -3 control point , If the Partner would fall to -1 or less the Reyvtail may spent a number of control points equal to the damage and lose that much hit points to save her partner and leave him at 1 hp)
Level 2 Song Magic
Volcanic Fenix (Red, -3 control point per round, control limit 2,1d8 fire damage, +1d6 damage growth per round, mid range, affects all targets within 30' from the objective)
Storming Yuki-onna (Red, -2 control point per round, control limit 2,1d6 ice damage, +1d6 damage growth per round, mid range, affects all enemy targets within 20' from the objective, targets who fails their Saving Throws cant take movement actions during their turns)
Dark Memories(Red,requires Evil or Chaotic alignent, -3 control point per round, control limit 0,2d6 Magic damage [evil], +1d4 damage growth per round, mid range, affects all enemy targets within 20' from the objective, targets who fails their Saving Throws become Terryfied)
Cold Shower (Red, -2 control point per round, control limit 0,1d6 ice damage, +4 damage growth per round, mid range, affects all targets in a cone of effect of 20', targets who fails their Saving Throws are carried away a random distance and fall to the ground)
Seraph of Justice (Red,requieres Lawlful or Good alignment, -2 control point per round, control limit 2,1d6 Magic damage [good], +1d6 damage growth per round, mid range, affects all enemy targets within 20' from the objective, Evil targets affected by the Song cant cast Spells and are Shaken for 4 rounds)
Gibberish (Red, -2 control point per round, control limit 2,1d6 Sonic damage, +3 damage growth per round, mid range, affects all enemy targets within 20' from the objective, targets who fails their Saving Throws are Stunned)
Dark Core (Red, -3 control point per round, control limit 2,1d6 Magic damage [Chaos], +1d6 damage growth per round, mid range,if target fails its Saving Throw its warped away from bam battle during 4 assaults)
Knight of Solitude (Red, -1 control point per round, control limit 2,2d6 Magic damage [Law], +1d4 damage growth per round, mid range, area of 20', -3 on all Saving Throws and checks on all enemy targets whose Charisma Score is lower than the Reyvateil's if they fails their Saving Throws )
Dragon's Wrath (Red, -4 control point per round, control limit 4,1d6 Fire damage, +2d6 damage growth per round, mid range,it can blast any number of targets dealing half damage to each enemy beyond first if uncontrolled deals full damage to all friendly characters)
Calm on the Storm (Blue, -2 control point per round, control limit 1, all friendly characters who hear it get +2 on Will related throws and checks and are unaffected by Fear effects, small area around the reyvatail not including her)
Damage Vacuum (Blue, -4 control point per round, control limit 2, all friendly characters who hear it get DR-2/ if 10 or more damage are prevented on the same turn the Song finishes at the end of round, small area around the Reyvatail including her)
Effigy of Sword (Blue, -3 control point per round, control limit 1, all friendly characters who hear it get +3 on all atack and damage rolls and their Strenght and Constitution cannot be lowered by the enemy, small area around the reyvatail not including her)
Effigy of Wings (Blue, -4 control point per round, control limit 0, all friendly characters who hear it get a +3 initiative bonus [check this score on the initiave rolls and modify the order for as long as the Song is in eff] also they cannot be stunned, paralyzed or otherwise render inmovile , big area around the reyvatail not including her)
Effigy of Shield (Blue, -3 control point per round, control limit 1, all friendly characters who hear it get a +3 AC bonus and cannot be the target of atacks of oportunity, small area around the reyvatail not including her)
Chorus of Awakening (Blue, -3 control point per round, control limit 1, all friendly characters who hear it Heal 3 hit point at the end of each round, small area around the reyvatail including her)
Command Shout (Blue, -2 control point per round, control limit 1, all friendly characters who hear and are affected by characteristic and/or throw penalty heal 2 hit point at the end of each round and recover 1 point of the penalty until fully healed, small area around the reyvatail not including her)
Get Over It! (Blue, -2 control point per round, control limit 2, all friendly characters who hear it get a new Saving Throw to free themselves of any ailment they have, each time they fail that Saving Throw they gain a +1 on their next try, small area around the reyvatail not including her)
Our Bond Wont Break (Green, -2 control point , If either the Partner or the Reyvatail [or both] fail a Saving Throw of a mind-affecting Spell or ability they may try 1 more time with a +1 bonus [Partner] or +2 [Reyvatail])
I Wont Harm You (Green, 2d6 damage , If the Reyvatail loses control of a Song and that Song would cause damage to her Partner's hit points she may take 2d6 damage to prevent the damage that the Partner would suffer)
I Will Break my Limit (Green,-4 control point, If the Reyvatail may lose control of a Song her Partner may touch her if he does she gets a +2 bonus in any Concentration check she performs for controlling that Song [dont add the -4 control points spent for this Song in the penalty] for as long as her partner keeps the contact)
I Feel Your Strenght (Green, -2 control point [permanently lost when the Song is learned] , If the Partner is 20' from the reyvatail or closer the Reyvatail gets a +1 morale bonus on all Saving Throws and a +1 on her Charisma, Wisdom and Intelligence modifiers for as long as the Partner keeps close)
Our Spirits are Stronger (Green, -2 control point [permanently lost when the Song is learned] , If the Partner is 20' from the reyvatail or closer both him and the Reyvatail get a +2 morale bonus on all Saving Throws and checks as long as they keep close from each other)
Our Magic is One (Green, -3 control point [permanently lost when the Song is learned] , If the Partner is 20' from the reyvatail or closer both him and the Reyvatail get a +4 morale bonus on all Concentration Checks for Spells and Song magic for as long as they keep close from each other)
Level 3 Song Magic
Ari Tonelco (Red, -9 control point per round, control limit 3,1d12 magic damage, +1d6 damage growth per round, mid range, affects all enemy targets in range)
Gaeas Rage (Red, -6 control point per round, control limit 1,1d8 magic damage, +1d8 damage growth per round, mid range, it can affect up to 3 targets in range, if it affects a single target it deals +1d8 damage and does not allow a Saving Throw)
Tornekia (Red, -5 control point per round, control limit 0,1d8 magic damage, +1d4 damage growth per round, mid range single target, if succesfully hits its target as a free action the Reyvatail may start Casting another Red Song Magic with a growth bonus of 2 rounds)
Silver Horn(Red, -6 control point per round, control limit 3,1d8 magic damage, +1d6 damage growth per round, mid range, affects all enemies in range with a different alignment from yours, and for each difference in alignment it deals an additional 1d6 of damage [if you are Lawfull Good and the enemy is Chaotic Good you deal 2d6 adittional: 1 for Lawfull-Neutral and 1 for Neutral-Chaotic])
Angelic Harpist(Blue, -5 control point per round, control limit 1, all friendly characters who hear it Heal 50% of their total hit point rounded up at the end of each round, small area around the reyvatail including her)
Chorus of Inmortality (Blue, -8 control point per round, control limit 3, the hit points of all friendly characters who hear it cannot drop below 1, medium area around the reyvatail not including her, if Uncontrolled all other Friendly characters may drop instantly to -5 [Fortitude Save Negates CD=25])
Archtype of Perfection (Blue, -6 control point per round, control limit 1, all friendly characters who hear it Get +3 on all checks, Saving Throws, attack rolls, damage rolls and characteristics. small area around the reyvatail not including her)
ELMA-DS(Blue, -5 control point per round, control limit 0, all friendly characters who hear it become inmune to all status ailments and cannot be disarmed, grappled or tackled also all characters gain the sub-type machine [ DR-3/non-electricity, +3 bonus to AC] , small area around the reyvatail including her)
We are One (Green, -5 control point ,quick action, both Partner's and Reyvatails's hit points become a whole as they share their life energy, they both fall unconcious if the reserve goes to -1 and both die if the reserve goes to -10, this lasts 6 rounds and when activated the reserve increases by 50% rounded up [if stacked it gains 25% increase for each stack], when it ends the reserve is split evenly)
Until the Very End(Green, all control point [min 8] , If the Partner of the Reyvatail would die because of a hit or spells would drops him to -10 hit points or below and the Reyvatail can see him, she can sacrifice herself [dying at -10 hit points] to save her partner leaving him at 50% of his full health, also until the fight ends the partner does not gets the penalty for losing his Revatail, instead it gains a Rage Bonus of +10 on all Characteristic Scores, atack rolls and damage rolls until the fight ends)
Partner :
At First Level a Reyvatail may choose a Partner, this Partner must be a male and they form a bond that grows over time; the Reyvatail will sing mainly for its Partner to help him and protect him in battle, and the Partner swores to protect his Reyvatail even with his life.
This Relationship brings several benefits, each time either the Partner or the Reyvatail gain experience from any source they gain 25% more experience each (rounded up), and each time either of them gains a new level they get an additional Feat and 2 additional Skill Points. this benefits increase dependig of how close Partner and Reyvatail are to each other; they gain an aditional 25% bonus experience and 2 additional Skill Points for each of these reasons: They share the same Race, know each other from before or have a intimate relationship
A Reyvatail may choose not to have a Partner but if she does she cannot access green magic or the benefits of having a Partner.
If the either the Reyvatail or the Partner falls to -4 hit points or below during a fight, after the fight the other will lose 3 or 5 Characteristic Points distributed as he or she chooses (the Reyvatails loses 3 if the Partner falls, and the Partner loses 5 if the Reyvateil falls). If the Reyvatail dies in battle the Partner takes a permanent -3 Penalty on all his Characteristic Scores and loses 1000 exp points for failing in his duty, If a Reyvatail loses her Partner during a battle she loses 1 level and becomes an Ex-Reyvatail until she manages to reach forgiveness. The only way of recovering this lost points and Stats is if the fallen character is resurrected. This loss does not ocurrs if any of them dies naturally.
Extra Feat :
At level 2 a Reyvatail gets 1 of these feats: Improved unarmed Strike or Combat Casting. She may choose any of these even if she does not fulfills the prerequisites
Emotional :
At level 4 a Partnered Reyvatail gains the ability to feel the emotions more accurately, this grant her more control of her Song Magic. If at least 3 party members of the Reyvatail's party (including the Partner) are sharing the same "mood", the Reyvatail's Song will be altered if this happens she cannot stop the alteration:
Rage: Affects Red Song Magic, the Song Growth Rate and the consumption of control points per round will be doubled
Bravery: Affects Red Song Magic, the Song will deal an additional 1d4 of damage for each ally sharing the emotion, and the limit of control will increase by 1 for each of those.
CalmAffects Blue Song Magic, the Song consumption of control points per round will be halved
CareAffects Blue and Green Song Magic, the Song effect will increase by 50% but if the Reyvateils stops the song it cannot be used again during 3 rounds
If there are 2 or more groups of people with different emotion this ability its not activated, at lv 10 a Reyvatail gains full control of this ability being able to assimilate or ignore emotions for her Songs.
Replekia : :
At level 15 a Reyvatail its in touch with the emotional energy of the world and gains acces to the most powerfull Song Magic device, Replekia, the Planar Cannon. Once per day she may spent half the current Control Points she has to summon Replekia, this is revealed as a Canon in the sky though its really on a different plane, to be able to use it the Reyvatail must "tune" (sinchronize) her emotion with the emotions of those around her while she is casting a Red Song Magic, 6 or more people must "tune" together to activate Replekia. When activated Replekia will grant the Reyvatail the ability to Overload her Song at will, her Song's Growing rate will be doubled. The points spent during this process are supplied by Replekia so the Reyvatail just conducts the energy. After a number of round equal to the number of people "tuned" have passed Replekia activates the Song and attacks all enemies with the power of the song increased by same number of "tuned people"
For example if a song deals 1d8 damage and has a growing rate of 1d6 per round and its used in Replekia with 6 people it becomes: 2d6 per round. when its cast, 6 round after it will deal 1d8+12d6 damage to up to 6 enemies. this attack allows a Reflex Saving Throw to halve damage the DC is= 10+the level of the song+the number of tuned people+the Reyvatail's Charisma modifier.
The Reyvatail cannot cast further Song Magic during the battle she uses Replekia, if she is atacked during the use of Replekia she does not check concentration so it cannot be interrupted that way, but if she drops to -1 or lower hit points the song will deal damage to all characters on the battlefield other than the Reyvateil.
Divine Song :
At levek 20 a Reyvatail recieves power form the World Emotional Hearth itself, allowing her to use one of the Divine Songs. These Songs are not compatible with the tecnology of Replekia. She will gain one and it depends of her alignment she may use these songs only once each 2 days
Phantasmagoria: Lawfull Good, "The Power of the Heroes Gather together in the emotion of Light and Justice". Red Magic, consumes all Control Points the Reyvatails has (min 20), she must cast the song during a number of rounds equal to the number of friendly characters on the battlefield, when she cast it she may target a number of Evil and/or Chaotic creatures equal or lower to her Charisma modifier. then it deals Xd12+Y divine damage to each of them, when X is the number of friendly characters on the battlefield and Y its their total Base Atack Bonus.
Metafallica: Lawfull Neutral, "The Song of the Land Itself it makes the miracles posibles". Green Magic. Like the Spell Wish but to be cast it needs 15 Control Points ans it requieres that after the points are spent the Reyvatail must have at least 1 Control Point remaining and to be holding hands with her partner. The effects of this Song are focused about Creating, Traveling, Rebuilding, Restoring and Resurrection.
Harmonius: Lawfull Evil, "The Song of Pure Emotions, that judges those who are unwhorty". Blue magic. -7 consumption rate, no limit, while its active any Bonus or Penalty any character has, either friend or foe, becomes triple its value also those affected by this effect lose 1d8 at the end of each of their turns. if the Reyvatails Control Score drops below zero she will start to lose 1d8 hit point also. This Song may be stopped at will.
Cosmoflips: Chaotic Good, "The Song of Cleansing, that brings an end to hostiles". Blue Magic, -2 consumption rate, no limit. At the end of each round the Song remains active all enemies will lose 1 Characteristic Point at random, neither enemy can lose more that 7 Points this way. If the Reyvatail's Control Score drops to 0 or if she releases the Song all enemies with a level equal or lower to the Reyvatail's must perform a Fortitude,Reflex or Will (your choice) (CD=25), if any fails their corresponding Save it will be warped away from the battle to another Plane leaving all its belongings in this Plane. If all enemies are warped the battle ends and the Players will gain experience and treasure as normal.
Chronicle key Chaotic Neutral, "The Song of the prisoners that recluses all who deserve it" Red magic, - 3 consumption rate, no limit. At the end of each round this Song is in effect all oponents will lose 1 Dexterity point, when the Reyvateil's Control Score drops to 0 or when she releases the Song all enemies will make a Fortitude save or they will take Xd6 damage where X its the number of Dexterity point they have below normal. If a characters drops to 2 or less due to this damage it would be trapped within a magic prison and cannot take further movement actions as long as the Reyvatails remains concious.
Sublimation Chaotic Evil, "The Song of Evolution, to leave the limits behind". Red magic, -2 consumption rate, at the start of each Reyvatail's turn if she is casting this Song a single enemy will receive 1d6 damage to a single characteristic, by consuming 6 Control Points and releasing the Song you may force a target who has received this effect exactly 3 times to perform a Saving Throw (Fortitude,Reflex or Will at his choice) if his Saving is failed the soul of the creature will be sent to the Astral Plane and its Body will become energy that will be absorved by the Reyvateil increasing her Control Score by a number equal to half the creature total Hit Points. Soulless Creatures are inmune to this absorbing and they instead banished completely under those circunstances.
Ex-Reyvatails[edit]
If a Reyvatail's Partner dies and its not resurrected she loses 1 level and all the Green Magic Songs she knew, she becomes a Ex-Reyvatail, she keeps all other magic she knew but cannot form another bond to get a new partner until she takes revenge by her own hand from the responsible of the death of her Partner or if until she manages to contact her died partner to ask for forgivenesss; if he does forgives her she may wait 6 months and afterwards it may form a new bond with a new Partner, she will gain 1 level by doing so but she will not recover the lost Green Song Magic because that magic was tied to her lost Partner.
Epic Reyvatail[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | 4 additional Control Points and +3 on a single Characteristic Score | ||||||||||||||||||||||||||||||||||||||||
22nd | 2 Additional Song Magic | ||||||||||||||||||||||||||||||||||||||||
23rd | Linking Replekia | ||||||||||||||||||||||||||||||||||||||||
24th | Proficiency with 1 Simple/Martial/Exotic Weapon (no Ranged) | ||||||||||||||||||||||||||||||||||||||||
25th | 4 additional Control Points and +3 on a single Characteristic Score | ||||||||||||||||||||||||||||||||||||||||
26th | 2 Additional Song Magic | ||||||||||||||||||||||||||||||||||||||||
27th | Light Armor Proficiency | ||||||||||||||||||||||||||||||||||||||||
28th | 4 additional Control Points and +3 on a single Characteristic Score | ||||||||||||||||||||||||||||||||||||||||
29th | True Replekia | ||||||||||||||||||||||||||||||||||||||||
30th | 6 additional Control Points and +3 on a single Characteristic Score | ||||||||||||||||||||||||||||||||||||||||
<-number of skill points-> + Int modifier skill points per level. |
Replekia: The Epic Reyvatail gains 1 additonal daily use of Replekia at level 23.At 29th she may use it 2 days in a row, this requieres the Reyvatail to link herself with Replekia so she must find a way to bring Replekia to this Plane and go to Replekia itself (the Cannon its in fact a city) to link herself with Replekia's Core.
Partner: An Epic Reyvatail who is unpartnered will still be able to gain any addtional Epic quality, but Replekia will still be unaccesed. If an Epic Reyvatail has a Partner any bonus experience they will gain will be increased a 50% more.
Bonus Feats: The epic Reyvatail gains a bonus feat (selected from the list of epic Wizard or Sorcerer bonus feats treating Song as Spells) every 2 levels after 20th.
Elf Reyvatail Starting Package[edit]
Weapons: none.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Feat: Quicken Spell.
Gear: Reyvatail's Robes, backpack, 2 waterskins, bedroll, tent.
Gold: 200 po.
Campaign Information[edit]
Playing a Reyvatail[edit]
Religion: Reyvatails gains concious of the 3 Reyvatail Deities that rule the Plane of Ar Ciel as they awaken; these are Eoria (Lawfull Good, Healing and Protection), Frelia (Neutral Good, Magic and Nature) and Tyria (Chaotic Good, War and Chaos), or they may worship any music or magic related deity.
Other Classes: Reyvatail tend to get along with Warriors, Clerics and Paladins as these Classes tend to be excelent Partners. They may sometimes have rough relations with Wizards and other spellcasting Classes as they see the Reyvatatil as a volatile time bomb.
Combat: Reyvatails tend to be on the rear casting their Songs from back shielded from the enemy to be able to Sing effectively since they are fragile and tend to fail very quickly under the damage of a close-quarter battle because they feel in danger and her Songs may hit an ally.
Advancement: Reyvatails do no tend to multiclass as spellcasting classes because the Song Magic does not combines very well with arcane spells, but some Reyvatails sacrifice some of their singing potential to improve her Dexterity and Strenght and master Unarmed Combat to become usefull in both the back and the front row of battle .
Reyvatail in the World[edit]
“ | I feel your power, now you´ll embrace mine | ” |
Unpartnered Reyvatails are used to live in peacefull and small villages since they feel unsure about the world, but after they found a partner who caress and protects them she will follow him in all his adventures. The Reyvatails who never had a partner use to make themselves a place as singers in cities,. using their music as a talent and because they can easily relate to people thanks to her personalities. Evil Reyvatails are rare, but if a Reyvatail loses her Parner becomes someone to be feared, she will not stop until she takes revengue of the responsible for her lost Partner. Even if she manages to calm her vengative instincts, Reyvatails tend to become more reserved if they had lost a Partner in the past. If a Reyvatail is betrayed by her Partner She will develop an adversion for all males of that race because she will relate them to her Partner.
Organizations: Its rare for Reyvatails to associate with others, especially if they are unpartnered, as they tend to be jealous of their own kind. On the other hand Reyvatails who host dark feeling agains particulars races or persons tend to associate and form sqauds that may wreck havok driven by the desire of justice, vengeance or simply destruction.
NPC Reactions: The easygoing personality of most reyvatails makes them welcome in most places, but some people may found their lack of control around their own magic terrifying, Unpartnered Reyvatails tend to be more reserved and to atract less attention, but if they meet someone who may make a good partner they may open a bit to him to confirms if its whorty of her trust.
Reyvatails Lore[edit]
Characters with ranks in Knowledge (Arcana) can research Reyvatails to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | Reyvatails use magic through Songs, and these Songs can be equally powerfull as magic or even more powerfull. |
10 | Reyvatails may sometimes lose control of their own magic and can harm themselves or others when they do so |
15 | Some Reyvatials fight alongside a male who the call partner, this bond may be formed with anyone the Reyvatails trust enough, and adds significant beneficts to both characters. |
20 | Reyvatails have acces to powers alongside the planes, and they may wreck havok if they lose someone important because the core of their power is the power of feelings, and the power that they wield are bigger than themselves. |
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