Author Topic: The Izzet League  (Read 3856 times)

Offline Ziegander

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The Izzet League
« on: February 03, 2012, 03:52:01 PM »


The Izzet League

The Izzet League keep the water systems, the heating systems, and every other system of modern convenience and infrastructure running in Ravnica. This, however, is mundane tedium to an Izzet.

This guild is home to the masters of theoretical science, invention, and spellcraft. Their nature is a passion for discovery and knowledge, reckless curiosity, their brilliant minds jumping from one subject to another as whimsy sees fit. Many members of the Izzet could be adequately described as benign mad scientists.

Niv-Mizzet is the leader and parun of the Izzet League. He is the most intelligent being on the plane, far exceeding mortal comprehension. However, his flippant nature keeps him from simply taking over. Running the world would be tedious, after all, and Niv-Mizzet hates to be bored. He is also well-known for being the only remaining dragon on the planet; there are numerous dragon-kin, like wyverns or drakes, but as far as true dragons go, Niv-Mizzet is it. He has made numerous lesser clones of himself for unknown purposes, though his exceeding vanity may be a factor.

The uniforms of the Izzet tend toward the flamboyant, featuring shiny metals and bright fabrics dyed in the colors of their dragon leader’s scales. Niv-Mizzet is quite narcissistic after all. Further proof of the dragon’s vanity can be found in the name of the Guildhall: Nivix, the metal invented by the Firemind: Mizzium, and the name of the guild itself.

The Firemind is an extrasensory link to Niv-Mizzet’s omniscience. It is to be immersed in passionate brilliance. Not all Izzet are in tune with the Firemind though, the honor must be earned by passing a test. Niv can use this link to communicate with any member branded by it as he pleases.

The Izzet Mathmagician


Alignment: Any
Hit Die: 1d6

LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+2+2+0Magical Aptitude, Weird Science41
2nd+1+3+3+0Alchemical Tolerance, Pack Rat42
3rd+1+3+3+1Spatial Geometry +142
4th+2+4+4+1431
5th+2+4+4+1Replicate 1/day432
6th+3+5+5+24321
7th+3+5+5+2Spatial Geometry +24432
8th+4+6+6+244321
9th+4+6+6+3Replicate 2/day44332
10th+5+7+7+3444321
11th+5+7+7+3Spatial Geometry +3444332
12th+6/+1+8+8+44444321
13th+6/+1+8+8+4Replicate 3/day4444332
14th+7/+2+9+9+444444321
15th+7/+2+9+9+5Spatial Geometry +444444332
16th+8/+3+10+10+5444444321
17th+8/+3+10+10+5Replicate 4/day444444332
18th+9/+4+11+11+64444444331
19th+9/+4+11+11+6Spatial Geometry +54444444432
20th+10/+5+12+12+6Invoke the Firemind4444444444

Class Skills (2 + Int modifier): Appraise, Concentration, Craft, Decipher Script, Disable Device, Knowledge (Arcana), Knowledge (Engineering), Knowledge (Local), Knowledge (The Planes), Open Lock, Search, Spellcraft, and Use Magic Device.

Weapon & Armor Proficiencies
An Izzet Mathmagician is proficient with all simple weapons and with light armor, but not with shields.

Magical Aptitude (Ex): At 1st level an Izzet Mathmagician gains the Magical Aptitude feat as a bonus feat. He gains an additional competence bonus to Spellcraft and Use Magic Device checks equal to 1/2 his class level.

Weird Science (Ex): An Izzet Mathmagician is not a spellcaster in the true sense of the word, although for all intents and purposes he has an arcane caster level equal to his class level and his infusions are treated as, and operate almost exactly like, arcane spells. But rather than cast spells, an Izzet Mathmagician extracts Formulas and invents Devices from Infusions.

An Izzet Mathmagician can extract a Formula from or invent a Device for any Infusion he knows, expending an Infusion slot of the appropriate level when he does. If he invents a Device he may even combine multiple Infusion slots into a single Device with a variety of effects (see Devices below). An Izzet Mathmagician regains any expended Infusion slots used to extract Formulas after 8 hours, but Infusion slots expended to invent Devices are stored within those Devices and are not regained until the Device is scrapped.

An Izzet Mathmagician begins play with the knowledge of every 0-level Infusion on their list, and of a number of 1st level Infusions equal to 2 + his Intelligence modifier. He records his known Infusions in spellbooks, just like a Wizard and can add new Infusions to his spellbooks in the same ways a Wizard can add new spells to his. At every level after 1st, an Izzet Mathmagician learns two new Infusions.

The saving throw DC of any Formula extracted, or Device invented, by the Izzet Mathmagician is 10 + 1/2 his class level + his Intelligence modifier. In order to extract a Formula or invent a Device he must have an Intelligence score equal to at least 10 + Infusion level. He may receive bonus Infusion slots if he has a high enough Intelligence modifier.

Formulas
(click to show/hide)

Devices
(click to show/hide)

Izzet Mathmagician Infusion List
(click to show/hide)

Alchemical Tolerance (Ex): Starting at 2nd level, an Izzet Mathmagician has sampled and played with enough unsavory substances to provide him with a +5 alchemical bonus to saving throws against alchemical items and poisons. He also never risks poisoning himself when applying poison.

Pack Rat (Ex): At 2nd level, an Izzet Mathmagician can retrieve an item stored on his person as a move action without provoking opportunity.

Spatial Geometry (Ex): Starting at 3rd level, an Izzet Mathmagician's understanding of space, time, and trigonometry grants him a +1 bonus to attack rolls with thrown weapons and with Ray effects. This bonus increases by 1 every four levels hereafter.

Replicate (Sp): A 5th level Izzet Mathmagician has encountered several strange and fascinating magics in his adventures and has developed a way to harness their power for his own use. He is now in possession of a special invention that he may use as an immediate action any time a creature within 30ft casts a spell or uses a spell-like ability that he has successfully identified with the Spellcraft skill. If he does, then the invention absorbs ambient magical energies released by the spell or spell-like ability and records all relevant data from the casting.

Later, he may activate the invention as a standard action, releasing the magical energies and replicating the effects of the spell or spell-like ability using his own caster level. The saving throw DC of a spell or spell-like ability replicated in this way is 10 + 1/2 Izzet Mathmagician level + his Intelligence modifier. He may not use his invention to replicate the effects of a spell or spell-like ability of a level higher than his highest available Infusion, nor may he use it to replicate any supernatural ability.

At 5th level, he may only absorb the magical energy from one spell at a time and replicate a spell or spell-like ability's effects once per day before the invention needs to cool down (8 hours). If the absorbed energy isn't released within 24 hours it fades from the invention harmlessly and the recorded information regarding it is lost. As he gains levels his scientific expertise improves so that he may calibrate his invention to accept additional magical energy and replications at the rate of one extra use per day every four levels after 5th.

Invoke the Firemind (Su): At 20th level, once per day as a swift action, an Izzet Mathmagician can undergo a mystifying transformation, similar to the Lesser Dragonshape spell except that he takes the form of a Huge young adult red dragon rather than a Large young red dragon, he gains 120 temporary hit points rather than 60, and his breath weapon deals half electricity half fire damage.


Ravnica: City of Guilds
The Azorius Arbiter, the Boros Legionnaire, the Dimir Secretkeeper, the Golgari Graveborne, the Gruul Wildspeaker, the Izzet Mathmagican, the Orzhov Ghostwayman, the Rakdos Hellraiser, the Selesnya Convoker, and the Simic Visionary.
« Last Edit: February 03, 2012, 04:00:06 PM by Ziegander »