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The Potentates began life as a group of curious arcanists whose
amoral outlook on life allowed them to pursue avenues of research
not open to other wizards. Based in the land of Sorostrae, these
wizards were allied with the Arcanum Incognita but many of them
chaffed at the power and influence that church held over wizardry.
They sought to find a way to break free of the shackles of the Arcanum
Incognita - to no longer be dependent upon them for resources and
spells. They were wizards who wanted to become like sorcerers. They
wanted all the versatility and the freedom of sorcery but not the
price.
This research was kept secret from the Arcanum Incognita. The ruling
members of the Potentates, including a powerful transmuter called
Elsabette Morketh, moved their research from Sorostrae to the tiny
island of Varosh many miles to the south. The choice of this island
was not a coincidence. Inside the volcano of Varosh dwelt a being
a such great power it was worshipped as a god by the local fire
giants. This divine energy of this creature, Vargus, leaked away
into the ground tainting the earth and the minerals within. The
mithril that the Potentates could mine on Varosh had peculiar qualities
that they could use to their advantage.
The Potentates created a process by which a sorcerer could be magically
connected to a wizard as a living battery. A set of special mithril
bracelets and necklace was placed on the sorcerer, and a linked
bracelet on a Potentate. The potentate was gifted with complete
dominion over the sorcerer and could use the sorcerer's life energy
to spontaneously cast magic through the link.
For several seasons the Potentates remained on the island perfecting
the process, although Morketh and the others realised that this
was only a short term solution. Their sorcererous thralls often
died, and there was a limited number of sorcerers available to them.
On 48 First Snow 199 the Desideratum Veritas raided Varosh and broke
the ring of Potentates. Many potentates were killed, and the others
fled. This was not the end of the story however, for over the following
years separate cells of Potentates existed still practising their
terrible ways. On 40 Brightday 204, Morketh and many other Potentates
returned to Varosh to continue their experiments. However, their
presence was discovered and thanks to the intervention of the Chosen
of Narramc and the Arcanum Incognita Varosh (and the Potentates)
were destroyed on 10 Dark Days 204. However, although broken, the
Potentates have not been destroyed. And it is possible that some
wizards in Urova still practice this foul process.
Game Rule Information
Potentate is a new prestige class created for the Iourn setting,
although it is easily adapted to other settings. The following game
related statistics apply to the Potentate. Note that these statistics
make use of my house rules, and some work may need to be done to
convert the class into standard D&D.
Hit Die: d4
Requirements
To qualify to become a Potentate, a character must fulfil all of
the following criteria:
Alignment: Any non-good.
Spellcraft: 10 ranks
Knowledge (arcana): 10 ranks
Feats: Heighten spell or any two other metamagic feats
Spells: Must be an arcane spell-caster who has to prepare
spells in advance, and have the power to cast fourth level spells.
Special: Must belong to the Potentate group originally formed
on the island of Varosh and have access to bracelets and necklace
spun from the Vargus-enchanced mithril.
Class Skills
The class skills of a Potentate, and the key abilities for those
skills, are as follows: Concentration (Con); Craft (Int); Decipher
Script (Int); Knowledge, all skills (Int); Profession (Wis); Speak
Language; Spellcraft (Int)
Skill Points at Each Level: 4 + Int modifier.
Class Features
Weapon and Armour Proficiency: Potentates gain no additional
proficiency in weapons or armour.
Spells per day: At each Potentate level the characters gains
new spell-points and casting ability as if she had also gained a
level in an arcane spell-casting class she belonged to before adding
the prestige class. This only applies to arcane spell-casting classes
that are required to prepare their spells in advance. She does not,
however, gain any other benefits a character of that class would
enjoy, such as bonus feats. If a character had more than one such
spell-casting class before becoming a Potentate, she can choose
which class to advance. Levels of Potentate and previous arcane
spell-casting classes stack when determining the power of the character's
familiar, caster level and spell-points.
Potentate Resources: A first level Potentate has access
to the organisation of the Potentates. Depending when in the Iourn
time-line you are playing, these resources can be great or small.
The character has access to the Potentate support structure and
may be able to ask for aid, new spells and the use of laboratories
for preferential rates (or even free). She has her own set of mithril
bracelets and necklaces enough for all the thralls she owns. She
begins play with a thrall (see below). Should this thrall die the
Potentates may be able to replace it, or to suggest a means for
acquiring a new one.
Sorceress Thrall: The potentate begins play with a single
thrall. This thrall is normally a sorcerer of seventh level (average
39 hit points), but may be higher or lower at the discretion of
the GM. As long as the necklace and bracelets are attached to the
thrall it is under the permanent influence of a dominate person
spell with the following differences: when faced with an order that
goes against the thrall's nature it may make a will saving throw
at DC 30 to ignore that one command. This minor mutiny does not
free the thrall, it is still as much under the command of the Potentate
as it was before. The thrall can be commanded into self-descructive
or suicidal acts in the same manner. There is never any chance of
the thrall shaking off the mental dominion. If the thrall moves
more than 100 feet per Potentate level from its master then it falls
into a catatonic stupor and will do nothing, until it is brought
within range. A dispel magic cannot affect the bracelets and necklace.
A Mordenkainen's disjuncture may destroy them, using the rules for
destroying artefacts.
In addition to Vampiric Casting (see below) the Potentate can cause
the thrall to feel intense pain. This is frequently used as a punishment.
Thralls cannot use their own spell casting powers and, although
they can speak, many choose not to. Over time, the thralls develop
a perverse loyalty to their Potentate. Only the Potentate who controls
the thrall may remove the bracelets. Potentates cannot share thralls.
Vampiric Casting (Su): From second level, the Potentate
can draw power through the link to her Sorceress Thrall, using the
thrall's life-energy to power spells. In order for this to work,
the thrall must be within 100 feet per Potentate level and be wearing
the mystical bracelets and necklace; the Potentate must be wearing
the linked bracelet.
So linked, the Potentate may cast any spell in her repetoire without
preparation in a manner similar to a sorcerer. Metamagic feats applied
to spells cast in this manner increase the casting of 'one action'
spells to a full round action. For each spell level cast through
the link, the thrall takes one point of damage. For example, if
the Potentate cast a seventh level spell, the thrall would take
seven points of damage. This damage cannot be healed by any known
magical means, including Wish. However, the damage will heal naturally,
albeit slowly. The thrall will naturally heal this damage at one
point per day.
Often, Potentates cannot wait to allow their thralls to recover.
A thrall reduced to zero hit points has had its internal organs
liquefied by the Vampiric Casting. It melts into a puddle of fleshy
goo and boils away in one round. Only true resurrection is capable
of restoring to life someone who has suffered this fate. The mystical
bracelets and necklace are not harmed by this process and can be
transferred to another thrall.
At 2nd level the Potentate gains the ability to use Vampiric Casting
to cast any of her first level spells through the link. The Potentate's
proficiency increases with each level of the prestige class, until
ninth level spells can be drawn through the link at 10th level.
Obviously, if the Potentate has an insufficient caster level to
a cast a spell, that spell cannot be cast using Vampiric Magic regardless
of the Potentate's class level. For example, a Figher 8/Wizard 3/Potentate
10 has the effective spell casting power of a 13th level wizard.
He can cast no more than seventh level spells, regardess of the
fact that, as a 10th level Potentate, he has the capacity to power
ninth level spells from his thrall.
Note that the Vampiric Magic ability is in addition to any spell
casting ability the Potentate already has. For example, a Wizard
7/Potentate 10 has the effective spell casting power of a 17th level
wizard, with a large number of spell-points that are used for the
purpose of preparing spells. The Potentate can still prepare and
cast spells in this manner without harming her thrall. As a 10th
level Potentate, this character can also draw life-energy from her
thrall and cast up to ninth level spells without having to prepare
them, but this does not affect her spell-point total or her currently
prepared spells.
Additional Thrall: At level five, and every five levels
there-after the Potentate gains the ability to command additional
thralls. This is very useful for the Potentate that does not wish
to kill its thralls as it enables one or more to be left 'fallow'
to recover from the process of Vampiric Casting. The Potentate can
control two thralls at 5th level, three thralls at 10th and so on.
|
Class
Level
|
Base
Attack
Bonus
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Spells per day
|
|
1
|
+0
|
+0
|
+0
|
+2
|
Potentate Resources; Sorcerous Thrall |
+1 level of existing class
|
|
2
|
+1
|
+0
|
+0
|
+3
|
Vampiric Casting 1 |
+1 level of existing class
|
|
3
|
+1
|
+1
|
+1
|
+3
|
Vampiric Casting 2 |
+1 level of existing class
|
|
4
|
+2
|
+1
|
+1
|
+4
|
Vampiric Casting 3 |
+1 level of existing class
|
|
5
|
+2
|
+1
|
+1
|
+4
|
Vampiric Casting 4; Additional Thrall |
+1 level of existing class
|
|
6
|
+3
|
+2
|
+2
|
+5
|
Vampiric Casring 5 |
+1 level of existing class
|
|
7
|
+3
|
+2
|
+2
|
+5
|
Vampiric Casting 6 |
+1 level of existing class
|
|
8
|
+4
|
+2
|
+2
|
+6
|
Vampiric Casting 7 |
+1 level of existing class
|
|
9
|
+4
|
+3
|
+3
|
+6
|
Vampiric Casting 8 |
+1 level of existing class
|
|
10
|
+5
|
+3
|
+3
|
+7
|
Vampiric Casting 9; Additional Thrall |
+1 level of existing class
|
See Also:
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