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[Class, LoA] Symbol

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[Class, LoA] Symbol

Postby Fax » Mon Jan 17, 2011 2:58 pm

 ! Fax wrote:
Originally created by Lappy9000. Minor editing by myself, mostly formatting and bringing it in line with recent d20r changes.

The symbol is named as such for her devotion to an ancient source of arcane magic. Through a ceremonial rite, she becomes a physical representation of the power granted to her through her legacy of arcane power, gaining magical prowess beyond any mundane fighter. Often fierce and exotic, a symbol stands out among the ordinary crowd with their powerful demeanors and striking appearances.
Adventurers: Most symbols take up the mantle of an adventurer in order to further their Arcane Legacy ability, becoming one step closer to their final transformation. The unique skills of a symbol make them appealing to military powers, and many symbols gladly accept such roles. During a battle, it is not uncommon to find a symbol on the front lines with the fighters, only to drop back later and join the wizards from the back of the company.
Characteristics: A symbol is essentially a martial warrior with arcane abilities as well. The Legacy rite that a symbol has dedicated her to both protects her and grants her powers that no other martial class can duplicate. Her Captivating Auras help her allies on the front lines, and her spellcasting provides backup for herself or her companions. While not as sturdy as a fighter or a barbarian, a symbol can nevertheless pull her weight in a fight, leaving her as an essential member to any team.
Alignment: A symbol can be of any alignment, although some have preconceptions regarding their alliances. For example, a symbol taking the Draconic Heritage rite would most likely emulate the alignment of one of the true dragons.
Background: All symbols are united by the powers that have been granted them. Some have been raised by dragons as exarches; others have been blessed by elemental or fey magic, while others still have delved into the lost arcane lore of the giants.
Races: Any race can be a symbol, and every race has some members who are attracted to the powers that a symbol gains.
Other Classes: In combat, symbols serve as powerful martial combatants, delivering powerful blows with regular melee attacks as well as using natural weaponry or magic.

The Symbol
Symbols have the following game statistics.
Abilities: Charisma adds to the exotic appeal of symbols, as well as allowing her to cast spells. Being a martial class, Strength is important as well as Dexterity, for symbols lack the heavy armor of other sturdy brawlers.
Alignment: Any.
Hit Die: d8
Starting Gold: 3d4 ×10 (75 gp)

Table: The Symbol
LevelBABFortRefWillSpecialSpells Per Day
1st+1+0+0+0Ancestral Familiarity, Arcane Legacy, Armored Mage (light), Cantrips----
3rd+3+1+1+1Physical Manifestation3---
4th+4+1+1+1Arcane Legacy3---
6th+6/+1+2+2+2Physical Manifestation43--
7th+7/+2+2+2+2Armored Mage (medium)43--
8th+8/+3+2+2+2Arcane Legacy, Spellrite432-
9th+9/+4+3+3+3Physical Manifestation443-
10th+10/+5+3+3+3Inheritance of the Ancients543-
12th+12/+7/+2+4+4+4Arcane Legacy, Physical Manifestation6432
13th+13/+8/+3+4+4+4Recondite Grace (light)6532
15th+15/+10/+5+5+5+5Physical Manifestation7643
16th+16/+11/+6/+1+5+5+5Arcane Legacy7643
18th+18/+13/+8/+3+6+6+6Physical Manifestation8754
19th+19/+14/+9/+4+6+6+6Recondite Grace (medium)8754
20th+20/+15/+10/+5+6+6+6Final Transformation8754

Class Skills and Prowess
Skill Sets: A symbol is trained in the Mage set and selects one other skill set to be trained in.
Prowess: 4 per level.

Class Features
All the following are class features of the symbol:

Weapon and Armor Proficiencies: Symbols are proficient with all simple weapons, with any other three weapon groups and with light and medium armor and shields (but not tower shields).

Ancestral Familiarity (Ex) [Arcane]: Symbols are more familiar with the bases of magic than most people, gaining bonuses from their unique knowledge. A Symbol adds her class level as an insight bonus on all Knowledge (arcana) checks. She also gains a new language, as well as a bonus to either her hit dice or one of her saving throws, based upon her Arcane Legacy rite, as listed below.
Rite of Draconic Heritage: The Symbol learns Draconic, and her base Will Save changes to the good progression (2 + 1/2 Symbol level)

Rite of Elemental Power: Symbol learns one of the following: Aquan, Auran, Ingan, or Terran, and she adds her Hero Value to her hit point total when determining hit points.

Rite of Fey Shadow: The Symbol learns Sylvan, and her base Reflex Save changes to the good progression (2 + 1/2 Symbol level).

Rite of Giant's Legacy: The Symbol learns Giant, and her base Fortitude Save changes to the good progression (2 + 1/2 Symbol level)

Arcane Legacy (Su) [Arcane, Progressing]: A symbol gains her arcane powers through a ceremonial rite to a totem of ancient arcane power. A symbol chooses one of the following arcane legacy rites at first level and cannot change it thereafter: Rite of Draconic Heritage, Rite of Elemental Power, Rite of Fey Shadow, or Rite of Giant’s Legacy. A symbol picks a single power from her Arcane Legacy at 1st level and another every 4th level thereafter (except 20th level).

Once an Arcane Legacy power is used, no other powers can be used for 1d4 rounds. Unless otherwise stated, utilizing a power gained from an Arcane Legacy is a standard action that does not provoke an attack of opportunity. If the power is ranged, it has an increment of 20 feet unless stated otherwise. The DC of an Arcane Legacy power is 10 + symbol level + Cha modifier.

Rite of Draconic Heritage:
Chromatic Ferocity: As a ranged touch attack you unleash a ray of random energy, dealing damage equal to 1d10/2 symbol levels. Roll 1d6 to determine the energy type: 1=Acid, 2=Cold, 3=Electricity, 4=Fire, 5=Sonic, 6=Pick one of the previous five.

Dragon's Breath: You exhale a breath attack which deals damage equal to 1d8/2 symbol levels. A symbol can select either a a 40 foot Line or a 20 foot cone of an energy type whenever she uses the power (Acid, Cold, Electricity, or Fire). A creature can attempt a Reflex save for half damage.

Metallic Ascendancy: Your skin takes on a metallic shine as you gain 2d6/2 symbol levels temporary hit points. These hit points last until they are lost from damage or until you use another Arcane Legacy power.

Roar of the Drake: You unleash a furious bellow powerful enough to knock even the strongest opponents to the ground, dealing 1d6/2 symbol levels of Sonic damage to creatures within a 20 foot cone. A creature affected by the roar must also succeed a Fortitude save or be knocked prone.

Wings of the Wyvren: Your arms fuse with weapon and armor to become enormous dragon wings. As a melee attack you batter your opponent with both wings, dealing 1d8/2 symbol levels of Bludgeoning damage and flinging you backwards into any unoccupied square within 5 feet/2 symbol levels. Moving in this manner does not provoke an attack of opportunity.

Rite of Fey Shadow:
Adder's Kiss: As a melee touch attack, you impart a potent toxin into your opponents veins, dealing ability damage equal to 1d2/2 symbol levels. Roll a 1d6 to determine the ability affected: 1=Strength, 2=Constitution, 3=Dexterity, 4=Intelligence, 5=Wisdom, 6=Charisma. A creature can attempt a Fortitude save for half damage.

Dreamfell: As a melee touch attack, you fill your opponent with the lethargic torpor of autumn slumber, dealing 2d4/2 symbol levels of untyped damage. Additionally, you gain a number of temporary hit points equal to the damage dealt. These hit points last until they are lost from damage or until you use another Arcane Legacy power.

Feyfrost: As a melee touch attack, you grip your opponent with a touch of winter incarnate, dealing 1d4/2 symbol levels of cold damage. A creature must also attempt a Fortitude save or take an Initiative penalty equal to half your symbol level for a number of rounds equal to half the damage dealt.

Petal Blades: Flowering petals of spring beauty fall from your person and fly towards your opponents. You can fling two bursts of razor-sharp petals as a ranged touch attack at any target within a 20 foot radius. Each burst deals 1d4 points of slashing damage. You can fling two additional bursts every 2 symbol levels.

Radiant Passion: You unleash a burning ring of blazing multi-colored flame of summer's glory, dealing fire damage to all creatures within a 10 foot radius equal to 1d6/2 symbol levels. A creature can attempt a Reflex save for half damage.

Rite of Elemental Power:
Boiling Brand: You create a swirling tendril of blistering water around your body that lashes out at an opponent. As a normal melee attack, the tendril deals 1d4/2 symbol levels Bludgeoning damage and an additional 1d6/2 symbol levels of fire damage.

Clay Splatter: You create a surging mass of semi-hardened clay that is flung at an opponent. As a normal melee attack, the clay deals 1d6/2 symbol levels Bludgeoning damage. A creature must also attempt a Fortitude save or take an Initiative penalty equal to half your symbol level for a number of rounds equal to half the damage dealt.

Flaywind Burst: You create a screaming gust of powerful winds and cutting sand that deal 2d4/2 symbol levels Slashing damage to any creature within a 40 foot line. A creature can attempt a Reflex save for half damage.

Scorching Debris: As a ranged touch attack, you create a storm of burning sand that showers an opponent, dealing 1d6/2 symbol Slashing levels damage and an additional 1d4/2 symbol levels of fire damage.

Whispering Ice: You create slender icy crystals that fly towards an opponent on a silent breeze. As a ranged touch attack, these crystals deal 2d4/2 symbol levels cold damage and an additional 1d4/2 symbol levels of piercing damage if the creature is flat-footed, flanked, or otherwise denied their Dexterity bonus to AC.

Rite of Giant's Legacy:
Astral Hurl: As a ranged touch attack, you summon forth a meteor from the heavens, dealing 1d10/2 symbol levels bludgeoning damage.

Call the Elements: You summon forth a 20 foot cone of an energy type selected whenever you use the power (Acid, Cold, Electricity, Fire, or Sonic) which deals 1d8/2 symbol levels damage. A creature can attempt a Reflex save for half damage.

Force of a Titan: With a mighty clap, you create a powerful shockwave that deals 1d4/2 symbol levels of force damage to creatures within a 20 foot cone. A creature must also attempt a Fortitude save or be dazed for 1 round/2 symbol levels.

Mammoth Crush: As a melee touch attack, you pulverize your opponent, dealing 2d6/2 symbol levels bludgeoning damage.

Rock Salvo: As a ranged attack, you grab a handful of dirt, sand, dust, rock, or any like material, you fling the debris at your opponent as it turns into a barrage of rocks which deal 2d6/2 symbol levels bludgeoning damage.

Armored Mage (Ex) [Martial]: At 1st level, a symbol gains the ability to ignore arcane spell failure while light armor and light shields and at 7th level she can ignore arcane spell failure for medium armor. Skill check penalties for wearing armor still apply, and the ability to ignore arcane spell failure only applies when casting symbol spells.

Cantrips (Sp) [Arcane]: A symbol knows a number of 0th level symbol spells (cantrips) equal to their Charisma modifier. These spells are usable as spell-like abilities at will.

Spells [Arcane, Progressing]: A symbol casts arcane spells, which are drawn from the symbol spell list. She must prepare spells before casting them. To prepare or cast a spell, a symbol must have a Charisma score equal to at least 10 + the spell's level. The Difficulty Class for a saving throw against a symbol's spell is 10 + the spell level + the symbol's Charisma modifier.

Like other spellcasters, a symbol can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the class table. In addition, she receives bonus spells per day if she has a high Charisma score.

She can cast any spell she has prepared at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 5th level symbol can prepare three 1st level and one 2nd level spells. She can cast 1st level spells three times and 2nd level spells two times in the course of the day. She might end up using the same 1st level spell three times, or one 1st level spell two times and another 1st level spell one time, or any combination that adds up to three uses of any of her 1st level spells. If a symbol knows any metamagic feats, she applies them to her spells when she prepares her spells for the day.

A symbol may recover spell slots by resting for four hours--uninterrupted sleep, meditation, or light study are all suitable means of rest. She may only do so once a day.

At 1st level, a symbol has no caster level. At 2nd level and higher, her caster level is one-half her symbol level.

Prepared Spells [Arcane, Progressing]: A symbol prepares a limited number of spells of each level: she may cast these spells spontaneously as long as she has spell slots capable of casting them. Use the table below to determine how many spells a symbol may prepare of each level. A symbol does not receive additional preparation slots for having a high Charisma score.

A symbol may change her prepared spells when she recovers her spell slots.


Spellrite (Sp) [Lore, Progressing]: At 2nd level and every third level afterwards (5th, 8th, 11th, 14th, and 17th), a symbol masters one of the spells from the symbol spell list that she can cast, and can now cast it at-will as a spell-like ability.

Physical Manifestation (Ex) [Arcane]: Making a pact through a ceremonial rite flooded the symbol with a torrent of arcane energy. After some time, that very magical power has begun to affect the symbol’s physical appearance. At 3rd level, a symbol picks a single manifestation, gaining Altered Appearance automatically. Every third level after (6th, 9th, 12th, 15th, and 18th), a symbol picks another manifestation. Unless otherwise stated, manifestations can only be taken once.
Altered Appearance (Automatic): Becoming a symbol has given you a more exotic appearance. This change is purely cosmetic and can be major or relatively insignificant, and is usually (but not necessarily) based upon a symbol's Arcane Legacy rite. For example, a symbol of Draconic Heritage may have dusty-red scales, lizard-like eyes, and bright orange hair. The altered appearance of a symbol varies greatly from individual to individual. This ability is technically limited only by imagination, however it's the DM's call as to what constitutes a purely cosmetic change.

Bladed Body: You gain a single natural weapon that you do not already possess. Use the values below to determine the damage of the natural weapon. You are considered proficient with these attacks.

You may choose between 1 bite attack, 2 claw attacks, 1 gore attack (useable only on a charge), or 2 slam attacks.

SizeBite DamageClaw DamageGore DamageSlam Damage

All natural weapons deal normal damage based upon your size. The first natural weapon earned through this manifestation counts as a primary natural weapon, while any gained thereafter count as secondary natural weapons. This manifestation can be taken multiple times. Each time it applies to a different natural weapon.

Energy Resistance: You gain Energy Resistance 2 to a single energy (Acid, Cold, Electricity, Fire, or Sonic) type of your choosing. This manifestation can be taken multiple times. Each time it applies to a different energy type.

Evasion: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead takes no damage. Evasion can be used only if you are unencumbered and wearing light, medium, or no armor. If you are unconscious or otherwise helpless, you do not gain the benefit of Evasion.

Faded Form: You have become less attached to the physical world and are always considered to have concealment, as the blur spell.

Fast Movement: You gain a +10 enhancement bonus to your base land speed. You keep this ability only if you are unencumbered and wearing light, medium, or no armor. This manifestation can be taken multiple times. Its effects stack.

Flawless Soul: You become immune to diseases and poisons of all kinds, including magical ones, such as Mummy Rot and Cackle Fever.

Toughened: Your body becomes more resilient to damage, giving you a +2 bonus to natural armor. This manifestation can be taken multiple times. Its effects stack.

Wings: You grow a set of wings (these can be bird wings, draconic wings, wings of steel, bat wings, wings of translucent color, insect wings, or whatever you deem the wings to look like. However, once picked, the details of the wings cannot be changed). You can use these wings to slow your fall as the feather fall spell, as long as you are unencumbered, and wearing light or no armor. This manifestation can be taken a second time, allowing you to glide, moving 20 feet forward for every 5 feet you descend, effectively a 'flying' speed of 40 feet with Average maneuverability. If taken a third time, the manifestation grants you a flight speed of 60 feet with Good maneuverability. You cannot make use of your wings when carrying a heavy load or while wearing medium or heavier armor.

Inheritance of the Ancients (Su) [Lore]: At 10th level, a symbol gains a bonus equal to her Charisma bonus (if any) on all saving throws.

Recondite Grace (Su) [Martial]: At 13th level, a symbol can add her Charisma bonus (if any) as an insight bonus to her Armor Class as long as she is wearing light or no armor. At 19th level, this bonus applies to medium armor as well.

Final Transformation (Ex) [Arcane]: Upon reaching 20th level, a symbol has received the full benefit of her arcane legacy and physical manifestation. She is able to cast transformation once per day. In addition, a symbol gains one of the following in accordance with their Legacy Rite.
Rite of Draconic Heritage: Your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of a chosen energy type (Acid, Cold, Electricity, Fire, or Sonic). You also gain blindsense 20 feet.

Rite of Elemental Power: Elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage of a chosen energy type (Acid, Cold, Electricity, Fire, or Sonic).

Rite of Fey Shadow: Your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. You can cast shadow walk once per day.

Rite of Giant's Legacy: Your body increases in size to match the giantkin of old. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you treated as one size category larger if doing so is advantageous to you. You are also considered to be one size larger when determining special attacks based on size (such as improved grab or swallow whole) can affect you. You are also able to use larger sized weapons without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change your size category. You also gain immunity to damage of a chosen energy type (Acid, Cold, Electricity, Fire, or Sonic).

Symbol Spell List

0 Level Spells:
Create Water: Creates 2 gallons/level of pure water.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (-1 penalty on attack rolls).
Ghost Sound: Figment sounds.
Guidance: +1 on one attack roll, saving throw, or skill check.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Message: Whispered conversation at distance.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Touch of Fatigue: Touch attack fatigues target.

1st Level Spells:
Disguise Self: Changes your appearance.
Endure Elements: Exist comfortably in hot or cold environments.
Enlarge Person: Humanoid creature doubles in size.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly. .
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Mage Armor: Gives subject +4 armor bonus.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Pass Without Trace: One subject/level leaves no tracks.
Reduce Person: Humanoid creature halves in size.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Silent Image: Creates minor illusion of your design.
Summon Monster I: Calls extraplanar creature to fight for you.

2nd Level Spells:
Darkness: 20-ft. radius of supernatural shadow.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Levitate: Subject moves up and down at your direction.
Minor Image: As Silent Image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).'
Scare: Panics creatures of less than 6 HD.
See Invisibility: Reveals invisible creatures or objects.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Summon Monster II: Calls extraplanar creature to fight for you.

3rd Level Spells:
Blink: You randomly vanish and reappear for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly
Greater Magic Weapon: +1/four levels (max +5).
Hold Person: Paralyzes one humanoid for 1 round/level
Keen Edge: Doubles normal weapon’s threat range
Major Image: As Silent Image, plus sound, smell and thermal effects
Meld into Stone: You and your gear merge with stone.
Sleet Storm: Hampers vision and movement.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.

4th Level Spells:
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Control Water: Raises or lowers bodies of water.
Dimension Door: Teleports you short distance.
Fear: Subjects within cone flee for 1 round/level
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Greater Invisibility: As Invisibility, but subject can attack and stay invisible.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusionary Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Rusting Grasp: Your touch corrodes iron and alloys.
Summon Monster IV: Calls extraplanar creature to fight for you.
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Re: [Class, LoA] Symbol

Postby Fax » Mon Jan 17, 2011 3:44 pm

TO DO: Change spellcasting to paladin mechanic.
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Re: [Class, LoA] Symbol

Postby Fax » Tue Jan 18, 2011 10:06 am

Spellcasting updated, elemental resists and some other things switched to new system.
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