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[Discipline] Solaris Arcanum

For the Scrolls of Reshar campaign setting by Golden-Esque

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[Discipline] Solaris Arcanum

Postby Golden-Esque » Sun Nov 07, 2010 12:36 pm

Solaris Arcanum Discipline


The Solaris Arcanum discipline is an ancient martial art; perhaps even the first true art, as many references to the once-dead fighting style are scattered throughout ruins hidden deep until the sands of time. Unlike virtually every other martial discipline, the Solaris Arcanum utilizes the arcane in its styles, so only the most skilled Battle Mages can make use of the abilities Solaris Arcanum has to offer. Solaris Arcanum adepts are masters of spell and steel alike, and they use this understanding to augment their martial attacks with and against magical abilities. The adepts of Solaris Arcanum were and still are most well-known for their impressive ability to seamlessly combine these radically different practices.

In ages long-forgotten, there was a great race known as the Dekala, who turned their backs on their gods at the beckon of power. This power was eldritch teachings, and with their newfound knowledge of the arcane, the ancient people created a martial discipline with utilizes these arcane gifts, known as the Solaris Arcanum discipline. Following the inevitable destruction of their society, the discipline was lost to the ages until the legendary Jade Phoenix came upon thirteen mages; all that were left from a famed order that, together, had banished a mighty abomination from the world into a tightly-knit demiplane. Even prior to their confrontation with this monster, the order was bent on searching for the lost Solaris Arcanum discipline, and after losing so much, the Jade Phoenix, last master of the old ones, granted the thirteen this gift. They became the Jade Phoenix Mages; souls that were bound by the phoenix to be constantly reborn in order to protect the world from the threat they had sealed away long before, but over a million lifetimes, their weapon of choice was always Solaris Arcanum.

The key skill of the Solaris Arcanum discipline is Spellcraft, as the knowledge of spells and magic is the most important aspect of this rather unusual discipline. Adepts of Solaris Arcanum prefer light weight weapons over all others as they are easier to make use of while spellcasting and the favored weapons of the Solaris Arcanum discipline are: dagger, katara, stiletto, shortsword, and sickle.

Becoming a Solaris Arcanum Adept


Magi automatically gain access to the Solaris Arcanum discipline, as their order was originally founded by one of the thirteen Jade Phoenix Mages who mastered the discipline, and all martial maneuvers associated with the Solaris Arcanum discipline are listed as being Magus maneuvers. However, any other martial adept with skill in the arcane is able to become an adept of the Solaris Arcanum discipline. For any class other than a Magus to gain access to the Solaris Arcanum discipline, they must first meet the following prerequisites:

  • Weapon Proficiency: The martial adept must have Weapon Proficiency with at least one of the Solaris Arcanum discipline’s Associated Weapons (see above).
  • Skills: The martial adept must have a minimum of 2 ranks in the Spellcraft skill, the Solaris Arcanum discipline’s key skill.
  • Ability Score: The martial adept must either have an Intelligence or Charisma score of 13 or greater. The score must be the same one that determines the adept’s effectiveness with their spells or spell-like abilities (e.g. Intelligence for Wizards, Charisma for Sorcerers; see below).
  • Spellcasting: It is impossible to learn maneuvers from the Solaris Arcanum discipline without knowledge of the arcane arts. The adept must be able to cast 1st level arcane spells or use a spell-like ability.

Special Rule – Enflare


All martial abilities in the Soalris Arcanum discipline, with the exception of the Arcana Strike maneuvers, have the ability to benefit from the infusion of arcane energy into the ability, a technique known as enflare. In order to enflare a maneuver, the Solaris Arcanum adept must expend a prepared spell, a spell slot, or a spell-like ability to supply their maneuver with the necessary arcane power needed to function. The expended spell must have a spell level of at least 1st level; 0-level spells cannot be expended as part of an enflare as they do not have enough energy to activate the special effects. Solaris Arcanum maneuvers can be enflared in two ways, either through Initiation or Activation, as described below.

Initiation: Maneuvers that are enflared as part of their initiation must have their spells expended before the maneuver is initiated. This means that prepared spells, spell slots, or spell-like abilities are lost and then attack rolls, saving throws, etc are made. If the maneuver misses, is resisted, or otherwise fails the expended spell used to enflare the maneuver is not refunded.

Activation: Maneuvers are enflared as part of an action are usually ongoing effects, namely stances. These maneuvers require a specific action to enflare them, but doing so does not usually provoke an attack of opportunity. If the enflare effect fails for whatever reason, the expended spell is not refunded.

List of Solaris Arcanum Maneuvers


1st Level Maneuvers
  • Arcanum Shield – (Counter): Use a Spellcraft check to counterspell a spell.
  • Balefire Blast – (Strike): Ray deals 1d4 damage +1d4/5 ranks in Spellcraft.
  • Blur Step – (Stance): Attackers have a 20% miss chance against you.
  • Eye for Magic – (Stance): Allows at-will Detect Magic, gain +2 bonus on saves against magic.
  • Jadefire Infusion – (Boost): +1 to all attack and damage rolls.
  • Solarian Pierce – (Strike): Ignores AC bonuses granted by spells.

2nd Level Maneuvers
  • Critical Arcanum – (Boost): Next touch ability can deal critical damage.
  • Flare of the Phoenix – (Strike): Deals +1d6 points of fire damage and dazes target.
  • Jadefire Flame – (Boost): Deals +2d6 jadefire damage.
  • Solarian Hex – (Strike): Deals 1 point of Str, Dex, and Con damage.

3rd Level Maneuvers
  • Awe of the Phoenix – (Stance): Creatures take -2 to hit and damage you.
  • Caress of the Phoenix – (Counter): Nullifies spell effects against you.
  • Jadefire Flash – (Strike): Make 1d4 attacks that deal 2d4 additional jadefire damage.
  • Mantle of Solaris – (Stance): Spells affect you as if they were 2 caster levels lower.
  • Repel the Brutish – (Counter): Repositions a creature that damages you.
  • Soaring Phoenix – (Boost): Attack gains +10 reach or +10 to range increment.

4th Level Maneuvers
  • Arcana Strike – (Strike): Cast a 2nd level or lower touch spell as part of a full attack.
  • Condemn Magic – (Strike): Deals damage equal to a spellcaster's caster level and gives them a 10% spell failure chance for 5 rounds.
  • Jadefire Blast – (Strike): Deal 2d4 jadefire damage +2d4/5 ranks in Spellcraft in a burst.
  • Solaris Retribution – (Counter): Deals half of the damage dealt to you by an attacking creature.

5th Level Maneuvers
  • Gift of the Magus – (Stance): Increases the duration of spells that target you.
  • Incinerate the Unworthy – (Strike): Deals 1d6 jadefire damage; damage increases with difference in caster level.
  • Jadefire Conflagration – (Boost): Deal additional 1d6/5 initiator levels damage.
  • Solarian Shattering – (Strike): Attack ignores active spell effects; attempts to dispel them.
  • Thousand Lives of the Phoenix – (Stance): Replace skill ranks with your ranks in Spellcraft.

6th Level Maneuvers
  • Greater Arcana Strike – (Strike): Cast a 3rd level or lower touch spell as part of a full attack.
  • Jadefire Spiral – (Strike): Line attack deals 6d6 jadefire damage.
  • Solarian Curse – (Strike): Deals 1d4 points of Str, Dex, and Con damage.

7th Level Maneuvers
  • Jadefire Holocaust – (Strike): Full attack deals 3d6 additional jadefire damage per strike; successful strikes unleash a burst of jadefire.
  • Solarian Devastation – (Strike): As Solarian Shattering, except dispelled spells hinder target.
  • Solarian Overdrive – (Sublime Power): Take Str damage to regain expended spells.

8th Level Maneuvers
  • Arcana Incineration – (Sublime Power): Shatter spell effects as if using Disjunction.
  • Balefire Explosion - (Strike): Emanation deals 1d4 damage +1d4/5 ranks in Spellcraft.
  • Embrace of the Jadefire Phoenix – (Stance): Gain the qualities of the phoenix.
  • Empowered Arcana Strike – (Strike): Cast a 4th level or lower touch spell as part of a full attack.
  • Stance of Arcane Enlightenment – (Stance): Gain a +4 bonus to your caster level.

9th Level Maneuvers
  • Razing of the Jade Phoenix – (Strike): Phoenix's flames incinerate foe.
"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."




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Re: [Discipline] Solaris Arcanum

Postby Golden-Esque » Sun Nov 07, 2010 12:36 pm

Description of Solaris Arcanum Maneuvers



Arcana Incineration
Solaris Arcanum (Sublime Power)
Level: Magus 8
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: Instantaneous

“You’re a bit more manageable without magic, hrm?”

After you initiate this maneuver all active magical effects on the creature immediate end as if you had cast a Disjunction spell on them. This maneuver cannot be used to destroy magical objects and it does not suppress the properties of those items; it only dismisses all active magic effects on the creature. Permanent magic effects on the creature (such as through the Permanency spell) are suppressed for 1 round per initiator level you possess. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to target a number of secondary creatures with this effect equal to the level of the expended spell. Secondary targets are allowed a Will save (DC equals 18 + your Intelligence modifier) to avoid this effect. All secondary targets must be within 30 feet of you and the primary target.

Arcana Strike
Solaris Arcanum (Strike)
Level: Magus 4
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous

“What good is magic if you can’t find the time to use it?”

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, if it hits, you can also cast a touch spell or a ranged touch spell of 2nd level or lower at the target creature. This spellcasting des not provoke attacks of opportunity, as it is flawlessly intertwined with the initiation of this maneuver. If you made a melee attack with this maneuver, you must cast a touch spell and if you made a ranged attack, you must cast a ranged touch spell. This maneuver is a supernatural ability.

Arcanum Shield
Solaris Arcanum (Counter)
Level: Magus 1
Prerequisites: None
Initiation Action: 1 immediate action
Range: Personal
Target: One creature
Duration: Instantaneous

Solaris Arcanum adepts are well-versed in arcane combat; both with and against magic.

You can only initiate this maneuver when a creature you can see is casting a spell or manifesting a power. You must first identify the action as spellcasting or manifestation with a Spellcraft check or a Psicraft check, as appropriate. If your check succeeds, you can attempt to counter spell as if you had readied Dispel Magic against the spellcaster. Use the highest value between your initiator level and your caster/manifester level to determine the strength of your counterspell. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to gain a bonus on your dispel check equal to that spell’s spell level.

Awe of the Phoenix
Solaris Arcanum (Stance) [Mind-Affecting]
Level: Magus 3
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Will negates

Few can muster the courage to stand before the awesome glow of the Jade Phoenix.

While you are in this stance, at the start of each of your turns all creatures within 30 feet of you must make a Will save (DC 13 + your Intelligence modifier). On a failed save, the creature takes a -2 penalty on attack rolls and damage rolls made against you until the start of your next round. This stance is a supernatural ability.

Enflare: After initiating this stance, as an immediate action you can expend a prepared spell, a spell slot, or a spell-like ability to increase the penalty attackers suffer by -1 per level of the sacrificed spell. In addition, if you expend spell energy this way, on a failed save the creature is still overwhelmed by awe and takes a -2 penalty on attack and damage rolls for 1 round.

Balefire Blast
Solaris Arcanum (Strike) [Fire]
Level: Magus 1
Prerequisites: None
Initiation Action: 1 standard action
Range: 30ft
Target: One creature
Duration: Instantaneous

By unleashing a blast of arcane energy, a Solaris Arcanum adept is able to quickly turn the tides to their favor.

As part of this maneuver, make a ranged touch attack. If it hits, you deal 1d4 points of fire damage, plus 1d4 additional points of damage per 5 ranks in Spellcraft you possess. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to deal an additional 1d4 points of damage per level of the expended spell.

Balefire Explosion
Solaris Arcanum (Strike) [Fire]
Level: Magus 8
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Personal
Area: Emanation 30ft
Duration: Instantaneous
Saving Throw: Reflex partial

Black fire, while not the most favored of the Solaris Arcanum adept’s techniques, is incredibly potent and dangerous.

As part of this maneuver, all creatures within 30 feet of you (excluding yourself) must make a Reflex save (DC 18 + your Intelligence modifier). On a failed save, the creature takes 1d4 points of damage plus an additional 1d4 points of damage per two ranks in Spellcraft you possess. Half of this damage is fire damage. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: After you have initiated this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to cause a number of creatures that failed their saving throw against this maneuver to explode with balefire, dealing 1d4 points of damage per 6 ranks in Spellcraft you possess to all creatures within 10 feet of them. The exploding creature is not exempt from this effect, though all affected creatures can attempt a Reflex save to halve this damage. You can only cause a creature to explode once per initiation of this maneuver.

Blur Step
Solaris Arcanum (Stance)
Level: Magus 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“They can’t hit what they can’t see.”

While you are in this stance, all attacks made against you have a 20% chance to miss. This is treated like concealment for the purpose of effects, except that it stacks with similar bonuses (including concealment) and you cannot make Stealth checks from this bonus. This stance is a supernatural ability.

Enflare: After initiating this stance, as a swift action you can expend a prepared spell, a spell slot, or a spell-like ability to increase the stance’s miss chance to 50% until the start of your next turn.

Caress of the Phoenix
Solaris Arcanum (Counter)
Level: Magus 3
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

“As long as my flame burns brightly within, no harm will befall you.”

You can only initiate this maneuver when you are the target of a spell or spell-like ability. You are immune to all of that spell or spell-like ability’s effects. In order to use this maneuver, you must first successfully identify the spell by making a Spellcraft check. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to gain a bonus on your Spellcraft check to identify the spell equal to the expended spell’s level.

Condemn Magic
Solaris Arcanum (Strike)
Level: Magus 4
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: 5 rounds
Saving Throw: Will partial

“What could you hope to accomplish, to storm brazenly into my domain? To employ magic? Against me?”

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage, plus 1 additional point of damage per caster level or manifester level the creature possesses. In addition, the struck creature must make a Will save (DC 14 + your Intelligence modifier). On a failed save, the creature suffers a 10% ability failure chance when casting spells for 5 rounds. This maneuver is a supernatural ability.

Enflare: As an immediate action, while a creature is affected by the ability failure chance granted by this maneuver, you can expend a prepared spell, a spell slot or a spell-like ability to increase the spell failure chance by 5% per level of the expended spell until the end of the turn.

Critical Arcanum
Solaris Arcanum (Boost)
Level: Magus 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

Of all the magic at their disposal, most Solaris Arcanum adepts become exceptionally deadly with spells that require a single touch.

After initiating this maneuver, the next touch attack or ranged touch attack spell that you cast or supernatural maneuver that you initiate increases it’s critical threat range by +1 and will deal an additional x2 damage on a successful critical hit. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase the critical threat bonus granted by this spell by +1 per level of the expended spell. In addition, for every 3 spell levels the expended spell possessed, the critical damage multiplier increases by x1.

Embrace of the Phoenix
Solaris Arcanum (Stance)
Level: Magus 8
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
Saving Throw: Reflex negates

“The phoenix hope, can wing her way through the desert skies, and still defying fortune's spite; revive from ashes and rise.”

While you are in this stance, you gain the embrace of the Jade Phoenix, granting you a +8 racial bonus on Perception checks and the ability to see as if under the effect of a See Invisibility spell. In addition, all of your melee attacks deal 1d6 additional points of fire damage, and all creatures in squares you threaten must make a Reflex save at the start of your turn (DC 18 + your Intelligence modifier) or take 4d6 points of fire damage. A successful save prevents this damage. This stance is a supernatural ability.

Enflare: If you are in this stance when you are reduced to 0 hit points or fewer (even if you die) you can expend all of your prepared spells, spell slots, and spell-like abilities as well as all of your readied martial maneuvers to activate this enflare effect. 5 minutes after you have died, if your body has not been completely destroyed (such as through a Disintegrate spell or some other means) you immediately return from the dead, as if you had a Resurrection spell cast upon you. You receive 1 negative level upon returning to life and all of your expended abilities remain expended. You can reduce the amount of time you have to wait before this effect restores you to life by 1 round per level of the combined abilities expended (1 minute equals 10 rounds for a total of 50 rounds that can be reduced).

Empowered Arcana Strike
Solaris Arcanum (Strike)
Level: Magus 8
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

The most powerful of Solaris Arcanum adepts can easily channel devastating spells through their weapons.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, you can also cast a touch spell or a ranged touch spell of 6th level or lower at the target creature. This spellcasting des not provoke attacks of opportunity, as it is flawlessly intertwined with the initiation of this maneuver. You can cast a touch spell or a ranged touch spell regardless of whether you make a ranged attack or a melee attack. This maneuver is a supernatural ability.

Eye for Magic
Solaris Arcanum (Stance)
Level: Magus 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Solaris Arcanum adepts are specifically trained in the arts of magic identification.

While you are in this stance, you can cast Detect Magic as an immediate action, using your initiator level as your caster level if it is higher. In addition, while you are in this stance, you gain a +2 resistance bonus on all saving throws against spells. This maneuver is a supernatural ability.

Enflare: After initiating this stance, as an immediate action you can expend a prepared spell, a spell slot, or a spell-like ability in order to cast Detect Magic, revealing all of the qualities of any magic auras you discover as if you had been concentrating on them for 3 rounds. In addition, your resistance bonus on saving throws increases by an amount equal to the level of the expended spell. This benefit lasts for 3 rounds.

Flare of the Phoenix
Solaris Arcanum (Boost) [Fire]
Level: Magus 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You’d be hard-pressed to find adepts with more flare then the Solaris Arcanum practices; in all meanings of the word.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage plus an additional 1d6 points of fire damage. In addition, the struck creature must make a Fortitude save (martial check equals 1d20 + ½ your initiator level + your Intelligence modifier). On a failed save, the creature becomes dazed for 1 round. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to gain a bonus on your martial check against the target’s Fortitude save equal to the expended spell’s level.

Gift of the Magus
Solaris Arcanum (Stance)
Level: Magus 5
Prerequisites: Two Solaris Arcanum maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“But in a last word to the wise of these days let it be said that of all who give gifts these two were the wisest. O all who give and receive gifts, such as they are wisest. Everywhere they are wisest.”

You can only initiate this stance during an encounter. When you cast a spell on a friendly target that provides them a bonus to their attack and damage rolls, their ability checks, their skill checks, their Armor Class, their Combat Maneuver Defense, or their saving throws, that buff’s duration is ignored and it instead lasts for as long as you assume this stance, and once this stance ends, all buffs affected by it also end. This stance is a supernatural ability.

Enflare: When this stance ends, you can expend a prepared spell, a spell slot, or a spell-like ability to allow all spell effects that would normally end with this stance the ability to linger onward for a number of rounds equal to the expended spell’s level.

Greater Arcana Strike
Solaris Arcanum (Strike)
Level: Magus 6
Prerequisites: Two Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

Solaris Arcanum adepts favor the use of weapon spells that deal tremendous damage in addition to their normal attacks.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, you can also cast a touch spell or a ranged touch spell of 4th level or lower at the target creature. This spellcasting des not provoke attacks of opportunity, as it is flawlessly intertwined with the initiation of this maneuver. You can cast a touch spell or a ranged touch spell regardless of whether you make a ranged attack or a melee attack. This maneuver is a supernatural ability.

Incinerate the Unworthy
Solaris Arcanum (Strike) [Fire]
Level: Magus 5
Prerequisites: Two Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

“There’s simply so much you’ll never know. I weep for you.”

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition; compare your caster level to the struck creature’s caster level or manifester level. If your caster level is greater, you deal 1d6 points of damage per two levels higher your caster level is. Half this damage is fire damage.

You use the caster level that you used to qualify for this martial discipline’s prerequisites or your unmodified caster level with the spell-like ability you use to qualify for this discipline’s prerequisites. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to cause this ability to immediately threaten a critical hit whenever you strike a creature whose caster or manifester level is lower than your caster level.

Jadefire Blast
Solaris Arcanum (Strike) [Fire]
Level: Magus 4
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 standard action
Range: Personal
Area: Emanation 30ft
Duration: Instantaneous
Saving Throw: Reflex half

“Take cover, she’s gonna blow!”

As part of this maneuver, all creatures within 30 feet of you must make a Reflex save (DC 14 + your Intelligence modifier). On a failed save, a creature takes 2d4 points of damage, plus an additional 2d4 points of damage per 5 ranks of Spellcraft you possess. Half of the damage dealt is fire damage. A successful save halves the damage dealt. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase either the range of this ability by 5 feet per level of the expended spell or increase the damage by 1d4 per level of the expended spell.

Jadefire Conflagration
Solaris Arcanum (Boost) [Fire]
Level: Magus 5
Prerequisites: Two Solaris Arcanum maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

The pyres of the Jade Phoenix arouse lust in its allies and fear in its enemies.

After initiating this maneuver, all of your weapon attacks made this round deal an additional 1d6 points of damage per five initiator levels you possess. Half of this damage is fire damage. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to deal the additional damage done by this maneuver to one creature per level of the expended spell. All secondary targets receive Reflex saves for half damage (DC equals 15 + your Intelligence modifier) and must be within 15 feet of the target creature.

Jadefire Flame
Solaris Arcanum (Boost) [Fire]
Level: Magus 2
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

The fires conjured by Solaris Arcanum adepts is fueled by magic, and it takes on the verdant color that names the order of adepts famous for using it.

After initiating this maneuver, you deal an additional 2d6 points of damage with any weapons you have equipped. This damage is dealt once per action and half this damage is fire damage. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to allow the jadefire flames to apply to additional attacks. You can deal this damage a number of times per round equal to 1 + the spell’s level. You must make a successful attack in order to deal this damage.

Jadefire Flash
Solaris Arcanum (Strike) [Fire]
Level: Magus 3
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 full round action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

“Every tongue of flame is a thousand knives, and every knife a thousand strikes.”

As part of this maneuver, roll 1d4 and make a number of attacks at your highest attack bonus equal to the result. If it hits, your attack deals normal weapon damage plus an additional 2d4 points of damage. Half of this additional damage is fire damage. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase the additional damage you deal by 1d4 per level of the expended spell.

Jadefire Holocaust
Solaris Arcanum (Strike) [Fire]
Level: Magus 7
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 full round action
Range: Weapon’s range; see text
Target: One creature; see text
Duration: Instantaneous
Saving Throw: Reflex negates

“Sha i’naur en’gurtha alacoia.”

As part of this maneuver, make a full attack with an equipped weapon. If it hits, you deal normal weapon damage plus an additional 3d6 points of fire damage per successful attack. In addition, each time you successfully strike a creature with an attack made as part of this maneuver, all creatures within 10 feet of you or your target creature must make a Reflex save (DC 17 + your Intelligence modifier). On a failed save, the creature takes 3d6 points of fire damage. A creature must make a separate save against each instance of this emanation. You and the target creature are immune to this damage. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase the radius of this maneuver’s emanation effect by 5 feet per level of the expended spell.

Jadefire Infusion
Solaris Arcanum (Boost)
Level: Magus 1
Prerequisites: None
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

“The essence of the Jade Phoenix invigorates the body.”

After initiating this maneuver, you gain a +1 bonus on attack and damage rolls you make. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase the bonus granted by this maneuver by an amount equal double the level of the expended spell.

Jadefire Spiral
Solaris Arcanum (Strike)
Level: Magus 6
Prerequisites: Two Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Personal
Area: Line 40ft
Duration: Instantaneous

The Solaris Arcanum adept launches a blazing missile of green fire directly down a line of enemies, incinerating them in turn.

As part of this maneuver, all creatures in the target area must make a Reflex save (DC 16 + your Intelligence modifier). On a failed save, the creature takes 6d6 points of damage. Half of this damage is fire damage. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to cause this maneuver to leave a trail of flame in its wake. All squares that the Jadefire Spiral targets have a pillar of green fire erupt from them; this effect is treated as a Wall of Fire spell, except that it uses your initiator level as your caster level and it lasts for a number of rounds

Mantle of Solaris
Solaris Arcanum (Stance)
Level: Magus 3
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“While you’re at it, why don’t you smother those flames over there with a dishrag, love?”

While you are in this stance, whenever you are affected by a spell or spell-like ability, reduce its effective caster level by 2. This applies to any numeric effects the spell has, such as its spell check, the damage it deals, and so on. The exception to this rule is the spell’s range; this stance does not affect the range at which the spell can target you. This stance is a supernatural ability.

Enflare: While you are in this stance, as an immediate action you can expend a prepared spell, a spell slot, or a spell-like ability to increase the caster level reduction by 1 per level of the expended spell until the end of the turn this ability was used on.

Razing of the Jade Phoenix
Solaris Arcanum (Strike) [Fire]
Level: Magus 9
Prerequisites: Four Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Weapon's range
Target: One creature
Duration: Instantaneous; see text
Saving Throw: Fortitude partial; see text

The cleansing fires of the Jade Phoenix bring both life and death to those that are consumed by them.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage plus 2d6 damage per initiator level you possess. Half of this damage is fire damage, while the other half is typeless. If this maneuver reduces your target to 0 hit points or less, their body is immediately incinerated and reduced to ash. This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to wash the creature in cleansing fire, reforging their slate. In addition to the maneuver’s non-enflared effects, the slain creature must make a Fortitude save (DC 19 + the expended spell's level). On a failed save, the creature takes an additional 2d6 points of damage per level of the expended spell.

In addition, if a living creature is reduced to 0 or fewer hit points by this maneuver, its body is reduced to ash, but from those ashes the creature is reborn. The creature is transformed into an infant of its race with no memories of its previous life. It’s original personality ceases to exist and not even a Miracle, Reality Revision, or Wish spell can restore them (though these spells can gather the individuals memories into a new soul and create a new body, if used twice). Only an intelligent creature native to the Mortal Realms can be reborn this way, and creatures from the following creature types cannot be redeemed by this maneuver: aberration, ooze, plant, vermin, and undead.

Repel the Brutish
Solaris Arcanum (Counter)
Level: Magus 3
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

“I can stand brute force, but brute reason is quite unbearable. There is something unfair about its use. It is hitting below the intellect.”

You can only initiate this maneuver against an adjacent creature that deals damage to you with an attack. Make a reposition combat maneuver, substituting your attack bonus for your initiator level and your Strength modifier for your Intelligence modifier (if either is higher). This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase the range that you can reposition a creature, allowing the maneuver to be used against a creature attacking you from a range of up to 10 feet per level of the expended spell.

Soaring Phoenix
Solaris Arcanum (Boost)
Level: Magus 3
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You cannot put enough distance between yourself and a Solaris Arcanum adept.

After initiating this maneuver, you can choose one of the following effects: increase the reach of all equipped melee weapons by 10 feet or increase the range increment of all equipped ranged weapons by 10 feet. This maneuver is a supernatural ability.

Enflare: As a swift action, while this maneuver is expended you can expend a prepared spell, a spell slot, or a spell-like ability whose level is equal to or greater then this maneuver’s level to immediately gain its benefit as if it were readied.

Solarian Curse
Solaris Arcanum (Strike)
Level: Magus 6
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

“Curses, foiled again!”

As part of this maneuver, make a single weapon attack. If it hits, you deal your normal weapon damage. In addition, the creature must make a Will save (DC 16 + your Intelligence modifier). On a failed save, the creature takes 1d4 points of Strength, Dexterity, or Constitution damage (your choice). This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to select 1 additional ability modifier (Strength, Dexterity, or Constitution) to deal 1d4 points of ability damage to.

Solarian Devastation
Solaris Arcanum (Strike)
Level: Magus 7
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

“Woe to he who dreams of glorious life, for he shall only know pain and ruin before death.”

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, ignore the effects of all spells, spell-like abilities, powers, and psi-like abilities active on the creature when you resolve this attack. In addition, you can immediately attempt to dispel all active effects on the target, as if you were using Dispel Magic. You can use your initiator level as your caster level if it is higher. For every effect that is dispelled this way, the struck creature takes a cumulative -2 penalty on attack and damage rolls, skill checks, and ability checks for 1 round. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase the number of rounds that the accumulating penalty that the target creature obtains as a result of you succeeding on a dispel check by a number of rounds equal to the expended spell’s level.

Solarian Hex
Solaris Arcanum (Strike)
Level: Magus 2
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

“Not feeling very bright now, are we?”

As part of this maneuver, make a single weapon attack. If it hits, you deal your normal weapon damage. In addition, the creature must make a Will save (DC 12 + your Intelligence modifier). On a failed save, the creature takes 1 point of Intelligence, Wisdom, or Charisma damage (your choice). This maneuver is affected by spell resistance. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to increase the ability damage this maneuver deals to 1d4+1. If you expend at least a 3rd level spell, this damage increases to 1d6+1, and if you expend at least a 6th level spell, this damage increases to 1d8+1.

Solarian Overdrive
Solaris Arcanum (Sublime Power)
Level: Magus 7
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Raw power seldom has no repercussions.

As part of initiating this maneuver, you select a single prepared spell, spell slot, or spell like ability and deal 2 points of Constitution damage per level of the expended spell to yourself. If you use this ability to regain uses of a spell-like ability, you only regain one of your daily uses of it. If you are immune to Constitution damage, you may instead pay 8 hit points per level of the expended spell. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to reduce the amount of Constitution damage taken by 1 per level of the expended spell (minimum 0 damage) or reduce the amount of hit point damage taken by 2 per level of the expended spell.

Solarian Pierce
Solaris Arcanum (Strike)
Level: Magus 1
Prerequisites: None
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

Solaris Arcanum adepts excel at slipping through the magical defenses their enemies grant themselves.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, ignore any bonuses to Armor Class that the target creature is gaining from spells, spell-like abilities, powers, or psi-like abilities. This maneuver only negates direct increases to Armor Class; for example, it will negate the Armor Class bonus from the Mage Armor spell, but not the Dexterity bonus to Armor Class granted by the Cat’s Grace spell. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to make this effect linger on your weapons. All attacks made for a number of rounds equal to the level of the expended spell ignore Armor Class bonuses granted by magic, spell-like, psionic, or psi-like effects.

Solarian Shattering
Solaris Arcanum (Strike)
Level: Magus 5
Prerequisites: Two Solaris Arcanum maneuvers
Initiation Action: 1 standard action
Range: Weapon’s range
Target: One creature
Duration: Instantaneous

The most trained of Solaris Arcanum adepts see magic as a thin veil to be pushed aside when attacking.

As part of this maneuver, make a single weapon attack. If it hits, you deal normal weapon damage. In addition, ignore the effects of all spells, spell-like abilities, powers, and psi-like abilities active on the creature when you resolve this attack. In addition, you can immediately attempt to dispel all active effects on the target, as if you were using Dispel Magic. You can use your initiator level as your caster level if it is higher. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to add the expended spell’s level to your dispel check to dispel any active effects on the target struck by this maneuver.

Solaris Retribution
Solaris Arcanum (Counter)
Level: Magus 4
Prerequisites: One Solaris Arcanum maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: Attacking creature
Duration: Instantaneous

There is such a thing as tempting the gods. The forces of retribution are always listening. They never sleep.

You can initiate this maneuver whenever you take damage as a result of an attack made by another creature. You immediately deal half of the damage done to you to the attacking creature. This maneuver is a supernatural ability.

Enflare: When you initiate this maneuver, you can expend a prepared spell, a spell slot, or a spell-like ability to deal an additional 1 point of damage per level of the expended spell. In addition, the additional damage dealt by the enflare effect is unavoidable; no source can negate, absorb, or reduce the damage.

Stance of Arcane Enlightenment
Solaris Arcanum (Stance)
Level: Magus 8
Prerequisites: Three Solaris Arcanum maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

“The longer you insist upon confronting me, the more agonizing you will find defeat.”

While you are in this stance, increase your caster level with all spells you cast by +4. This bonus only increase numeric effects and does not grant new spells known, spells per day, class features, bonuses to your familiar, etc. However, while you are in this stance, you can increase the maximum caster level bonuses of your spells (if any) by an amount equal to this stance’s bonus. This stance is a supernatural ability.

Enflare: While you are in this stance, you can expend a prepared spell, a spell slot, or a spell-like ability as a swift action to increase this stance’s bonus to your caster level by half of the expended spell’s level (minimum +1).

Thousand Lives of the Phoenix
Solaris Arcanum (Stance)
Level: Magus 5
Prerequisites: Two Solaris Arcanum maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

For one that has lived a thousand lives, all tasks are the same.

When you assume this stance, select a skill other than Spellcraft. While you are in this stance, you replace your ranks in Spellcraft with your ranks (if any) in the selected skill. You can use that skill as if you were trained in it, even if you possess no actual ranks in the skill. You can select a new skill each time you enter this stance. This stance is a supernatural ability.

Enflare: When you initiate this stance, you can expend a prepared spell, a spell slot, or a spell-like ability to apply this stance’s benefit to a number of skills equal to 1 + the expended spell's level.
"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."




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Re: [Discipline] Solaris Arcanum

Postby Golden-Esque » Sun Nov 07, 2010 12:41 pm

Author's Notes
The Solaris Arcanum discipline has heavily influences from many sources. First and foremost, the Solaris Arcanum discipline makes many references to the Jade Phoenix Mages, a really flavorful and interesting organization that first appeared in the Tome of Battle. When I first created the Solaris Arcanum discipline, as seen here on Giant in the Playground Games, I constructed it with the idea that it was a discipline that expended arcane energy first, and the Jade Phoenix lore added itself in later on. Now that I'm redoing the disicpline, I wanted to make sure that the Jade Phoenix Mages were much more prominent both in the fluff and in the maneuvers themselves. I hope you see that in the discipline.

Also, this discipline wouldn't be possible without Pyrefiend's Witch Razor discipline. I didn't draw as heavily from Pyrefiend's work as I did on other martial disciplines (which you'll see soon enough), but there is some Witch Razor flavor here, and I wanted to give him the credit he deserves. It gets easier with practice, but making up 40-odd martial maneuvers is sometimes challenging.

Finally, yes. This discipline's base class is the Magus, a class that technically hasn't been unleashed in Pathfinder for playing yet. I have one of the copies of the playtested version, and I must say they've come along nicely with the class. It's what the Warmage should have been, in my opinion. However, down the road (when more of the Disciplines are filled in) I'm going to be posting my own take on the Pathfinder Magus that uses this discipline with spellcasting.

As always, you can view the Solaris Arcanum discipline here.
"You're waiting for a train. A train that will take you far away. You know where you hope the train will take you, but you can't be sure. But it doesn't matter because we'll be together."




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