The Dragonlance Nexus

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The Scion

D&D 3e (3.0/3.5) Rules

by Nighttree


"You are an abomination in the eyes of the Gods of Magic. A threat to your fellow mortals. As such, it is the judgment of this Conclave that you be put to death for the safety of all of Ansalon."
—Tandellis of the Red Robes, 2519 PC

The Scion is an inherent template and class that spellcasters start play with. Under most circumstances, it can only be chosen at character creation (see Becoming a Scion). Essentially a Scion is a sorcerer or mystic that has been infused with chaos magic. This lends an unpredictable and often dangerous element to their spellcasting.

Becoming a Scion: Most Scions are simply born with their abilities, and it is most common in individuals of multiple racial stock (i.e. half-breeds). Historically, there have been cases of individuals who "became" Scions after exposure to some event that infused them with chaos energies, but this is extremely rare.

Scion Template

All Scions, regardless of level, begin play with the following features and feats.

Chaotic Spellcasting Prodigy: You have an exceptional gift for magic. For purposes of determining bonus spells and saving throw DCs of spells you cast, treat your primary spellcasting ability score as 8 points higher than its actual value.

Eschew Materials: You can cast spells without using material components.

Silent Spell: You can cast spells without using verbal components. Unlike the feat, this ability does not increase the spell's effective spell level.

Intuitive Spellcasting: You cast spells spontaneously, and do not learn or memorize spells. As a result, you are free to choose spells from any arcane or divine spellcasting table at the time the spell is cast. The character is still limited to casting the normal number of spells per day.

Chaotic Ebb & Flow: Because of the chaotic energies that permeate your spellcasting, the active level of effect is random each time you cast a spell. At the beginning of casting, roll 1d20 and use the result for the spell's effective caster level. If the result is lower than the minimum caster level required for the spell, the spell fails.

Wild Magic: Any time you cast a spell it has a chance to go awry. The caster must make a Will save (DC 15 + spell level + ebb & flow result - ranks in Concentration) for the magic to function normally. Failure means that something strange happens; roll d% and consult Table 1-1: Wild Magic Effects.

Curse of Chaos: To reflect the exhaustion inherent in attempting to control chaotic energies, the character must make a Fortitude save (DC 10 + spell level) whenever the Scion needs to concentrate on a spell or use the controlled flow or tame magic abilities (described below). If the save fails, the Scion becomes fatigued. If the Scion fails another save while fatigued, he becomes exhausted. If a third save is failed, the Scion becomes unconscious.

Wild Magic Effects
Result (d%) Effect
01-19 Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.
20-23 Spell effect and level functions normally regardless of the Scion's ebb & flow result.
24-27 Spell fails, but target is pelted with a rain of small objects. All targets are blinded for one round and must make a Concentration check (DC 15 + spell level of the attempted spell) to take any action.
28-31 Random target or area of effect (determined by DM).
32-35 Spell functions normally, but does not count against the total number of spells per day.
36-39 Spell does not function, and everyone within 30 feet of the Scion must save vs. a sleep spell (as if cast by the Scion).
40-43 Spell does not function. Instead, deeper darkness and silence spells cover a 30-foot radius around the caster for 2d4 rounds.
44-47 Spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 2d4 rounds.
48-51 The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this effect as a glitterdust spell with a save DC of 10 + the level of the attempted spell.
52-59 Nothing happens, the spell does not function and the spell slot is used for the day.
60-71 The spell has its normal effect, but the spell's radius (if any) increases to a static two-mile radius centered on the caster.
72-98 The spell functions normally at a caster level determined by the Scion's ebb & flow.
99-00 The spell becomes supercharged. Save DCs against the spell are increased by +2, and the spell becomes both Empowered and Maximized (where appropriate).

Scion Class

A Scion must complete all levels of the Scion class before the character can take levels in any spellcasting class. The Scion's level progression is entirely focused on bringing the Scion's unpredictable powers under control.

Class Skills

The Scion's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Level: 2 + Int modifier.

Class Features

All of the following are features of the Scion class.

Weapon and Armor Proficiency: A Scion is not proficient with any weapons or armor.

Sorcerer Spells: A Scion has the same number of spells per day as a sorcerer of the same level.

Controlled Flow: At 2nd, 4th, 7th, 9th, and 11th level, the Scion learns to temper the energies that sometimes come crashing through him. This allows the Scion to apply a bonus or penalty to his ebb & flow roll equal to his controlled flow. If this bonus is added to a low ebb & flow roll, the effective caster level cannot exceed the caster's current level of ability.

Tame Magic: At 3rd, 5th, 6th, 8th, and 10th level, the Scion increases his control over wild magic. He gains a +1 bonus to his wild magic Will save (when rolling to see if wild magic results from a spell).

Bonus Feat: At 5th and 10th level, the Scion may select a bonus item creation or metamagic feat.

Hindrances

Metamagic Feats: All metamagic feats (excluding those gained from the Scion template) increase the wild magic Will DC by a cumulative +3. In addition, the Scion does not gain the benefits of the tame magic ability when applying a metamagic feat to a spell.

Class Penalty: Gaining control of chaos-infused energies is difficult at best. As a result, a Scion suffers a -20% penalty to all experience points applied to Scion levels before advancement.

Scion Levels
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +1 +1 +2 Scion template, sorcerer spells
2nd +1 +1 +1 +2 Controlled flow +1
3rd +2 +1 +2 +3 Tame magic +1
4th +2 +2 +2 +4 Controlled flow +2, bonus feat
5th +3 +2 +3 +5 Tame magic +2
6th +3 +2 +3 +6 Tame magic +3
7th +4 +3 +3 +6 Controlled flow +3
8th +4 +3 +4 +7 Tame magic +4, bonus feat
9th +5 +3 +4 +7 Controlled flow +4
10th +5 +4 +4 +8 Tame magic +5
11th +6 +4 +5 +8 Controlled flow +5

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