description
Some spellcasters seek the secrets of magic, pursuing the power to make the impossible possible. Others are born with magic in their blood, commanding unbelievable forces as effortlessly as they breathe. Ceruleans sit mostly among the former as they seek to meld the Cerulean storm with their own knowledge of arcane arts. These Ceruleans seek to discover the mysterious laws of magic and through will and expertise bend the storm and those within to their whims. Ceruleans are the most careless with casting as they have no choice to hide what they’re doing, and no magic can resist their control once they’ve delved into the storm’s entities to gain the knowledge.
Role: Ceruleans are seekers of power. They constantly seek out new entities of the storm to discover how they can bend the energy to their will. They are often jewelers as they need to have the ability to create a blue lens to store the energy for use later. Many Ceruleans are seen as reckless, more concerned with the potency of magic than the ramifications of unleashing such power.
Alignment: Any Chaotic alignment due to the storm’s chaotic nature
Hit Die: d6.
Parent Class(es): Sorcerer and wizard.
Starting Wealth: 2d6 x 10 gp (average 70 gp).
Class Skills
The Cerulean’s class skills are Appraise (Int), Craft (Jewelry or something that allows working out a blue glass lens) (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at each Level: 2 + Int modifier.
Class Features
Spells Per Day | ||||||||||||||
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | +0 | +0 | +0 | +2 | Storm Energy, Cerulean exploit, cantrips, consume spells | 2 | – | – | – | – | – | – | – | – |
2 | +1 | +0 | +0 | +3 | — | 3 | – | – | – | – | – | – | – | – |
3 | +1 | +1 | +1 | +3 | Cerulean exploit | 4 | – | – | – | – | – | – | – | – |
4 | +2 | +1 | +1 | +4 | — | 4 | 2 | – | – | – | – | – | – | – |
5 | +2 | +1 | +1 | +4 | Cerulean exploit | 4 | 3 | – | – | – | – | – | – | – |
6 | +3 | +2 | +2 | +5 | — | 4 | 4 | 2 | – | – | – | – | – | – |
7 | +3 | +2 | +2 | +5 | Cerulean exploit | 4 | 4 | 3 | – | – | – | – | – | – |
8 | +4 | +2 | +2 | +6 | — | 4 | 4 | 4 | 2 | – | – | – | – | – |
9 | +4 | +3 | +3 | +6 | Cerulean exploit | 4 | 4 | 4 | 3 | – | – | – | – | – |
10 | +5 | +3 | +3 | +7 | — | 4 | 4 | 4 | 4 | 2 | – | – | – | – |
11 | +5 | +3 | +3 | +7 | Cerulean exploit, greater exploits | 4 | 4 | 4 | 4 | 3 | – | – | – | – |
12 | +6/+1 | +4 | +4 | +8 | — | 4 | 4 | 4 | 4 | 4 | 2 | – | – | – |
13 | +6/+1 | +4 | +4 | +8 | Cerulean exploit | 4 | 4 | 4 | 4 | 4 | 3 | – | – | – |
14 | +7/+2 | +4 | +4 | +9 | — | 4 | 4 | 4 | 4 | 4 | 4 | 2 | – | – |
15 | +7/+2 | +5 | +5 | +9 | Cerulean exploit | 4 | 4 | 4 | 4 | 4 | 4 | 3 | – | – |
16 | +8/+3 | +5 | +5 | +10 | — | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | – |
17 | +8/+3 | +5 | +5 | +10 | Cerulean exploit | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | – |
18 | +9/+4 | +6 | +6 | +11 | — | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 |
19 | +9/+4 | +6 | +6 | +11 | Cerulean exploit | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
20 | +10/+5 | +6 | +6 | +12 | Magical supremacy | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Spells Prepared
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
1st | 4 | 2 | – | – | – | – | – | – | – | – |
2nd | 5 | 2 | – | – | – | – | – | – | – | – |
3rd | 5 | 3 | – | – | – | – | – | – | – | – |
4th | 6 | 3 | 1 | – | – | – | – | – | – | – |
5th | 6 | 4 | 2 | – | – | – | – | – | – | – |
6th | 7 | 4 | 2 | 1 | – | – | – | – | – | – |
7th | 7 | 5 | 3 | 2 | – | – | – | – | – | – |
8th | 8 | 5 | 3 | 2 | 1 | – | – | – | – | – |
9th | 8 | 5 | 4 | 3 | 2 | – | – | – | – | – |
10th | 9 | 5 | 4 | 3 | 2 | 1 | – | – | – | – |
11th | 9 | 5 | 5 | 4 | 3 | 2 | – | – | – | – |
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | – | – | – |
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | – | – | – |
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | – | – |
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | – | – |
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | – |
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | – |
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Terrain Type | Low Int | Average Int | High Int |
d10 | Failure (1-5) On a Nat 1 add -1 spell/level to the bonus below. | Close Call (6 – 15) | High Roller (16+) On a Nat 20 add +1 spell/level to the bonus below. |
Lush (10) | -1 spell/level | Usual spells/level | +3 spells/level |
Abundant (8-9) | -1 spell/level | Usual spells/level | +2 spells/level |
Fertile (5-7) | -1 spell/level | Usual spells/level | +2 spells/level |
Infertile (2-4) | -2 spells/level | Usual spells/level | +1 spell/level |
Barren (1) | -2 spells/level | Usual spells/level | +1 spell/level |
Weapon and Armor Proficiencies: Ceruleans are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a Cerulean’s gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor). Any weapon used must be able to be held with one hand, not for an attack, but something you can hold in just one hand in a relaxing position. For example, the quarterstaff is a 2 handed weapon, but it can be held in one in a resting position.
Spells: A Cerulean casts arcane spells drawn from the sorcerer/wizard spell list, presented in Chapter 10 of the Core Rulebook. A Cerulean must prepare her spells ahead of time, but unlike a wizard, her spells are not expended when they’re cast. Instead, she can cast any spell that she has prepared consuming a spell slot of the appropriate level, assuming she hasn’t yet used up her spell slots per day for that level.
To learn, prepare, or cast a spell, the Cerulean must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a Cerulean’s spell is 10 + the spell’s level + the Cerulean’s Intelligence modifier.
A Cerulean can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–1. In addition, she receives bonus spells per day if she rolls a high Intelligence roll (see the table above). Any Cerulean can have a bad day and lack the ability to gather enough energy that day
A Cerulean may know any number of spells, but the number she can prepare each day is limited. At 1st level, she can prepare four 0-level spells and two 1st-level spells each day plus anything from the storm gathering. At each new Cerulean level, the number of spells she can prepare each day increases, adding new spell levels as indicated on Table 1–2. The number of spells a Cerulean can prepare each day is affected by her Intelligence score and the amount of storm energy they can pull into the lens. Feats and other effects that modify the number of spells known by a spellcaster instead affect the number of spells a Cerulean can prepare.
A Cerulean must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour storing energy. While storing, the Cerulean decides what spells to prepare and refreshes her available spell slots for the day. These spells can be held until all the storm energy is used. At that time the Cerulean must get 8 hours of sleep and an hour pulling in the storm energy.
A Cerulean can choose to apply any metamagic feats she knows to a prepared spell as she casts it, with the same increase in casting time (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook). However, she may also prepare a spell with any metamagic feats she knows and cast it without increasing casting time, like a wizard it must be the spell prepared with the metamagic and it loses the metamagic feat becoming a normal spell you can choose for use in a spell slot. She cannot combine these options—a spell prepared with metamagic feats cannot be further modified with another metamagic feat at the time of casting (unless she has the storm mixing Cerulean exploit).
Blue Lens: A Cerulean must store power in their lens each day to prepare it for spell use. She can’t prepare any spell not recorded in her spellbook (basically a tome for recalling spells taught by the storm), except for read magic (which all Ceruleans can prepare from memory). The blue glass lens is used in place of material components.
A Cerulean begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The Cerulean also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new Cerulean level, she gains two new spells of any spell level or levels that she can cast (based on her new Cerulean level) for her spellbook. At any time, a Cerulean can also add spells found in wizards’ or other Ceruleans’ spellbooks to her own (see Arcane Magic Writings). A wizards’ spellbook requires translating to the language of the storm.
Storm Energy (Su): A Cerulean has a pool of storm energy stored in a blue lens that she can draw upon to fuel her Cerulean exploits and enhance her spells. The blue lens can hold a maximum amount of storm energy equal to 3 + the Cerulean’s level. Each day, when preparing spells, the Cerulean’s lens fills with raw chaotic energy, gaining a number of points equal to 3 + 1/2 her Cerulean level. Any points carry over from the prior day, and it takes a rerolling of your ability to call the storm basically resetting the lens to empty allowing you to choose new spells to prepare, but at the risk of losing some spell slots. She can also regain these points through the consume spells class feature and some Cerulean exploits. The Storm Energy can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the Cerulean lens are used to fuel many of the Cerulean’s powers. In addition, the Cerulean can expend 1 point from her Storm Energy as a free action whenever she casts a Cerulean spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Cerulean Exploits: By bending and sometimes even breaking the rules of magic, the Cerulean learns to exploit gaps and exceptions in the laws of magic. Some of these exploits allow her to break down various forms of magic, adding their essence to her Storm Energy. At 1st level and every 2 levels thereafter, the Cerulean learns a new Cerulean exploit selected from the list. A Cerulean exploit cannot be selected more than once. Once a Cerulean exploit has been selected, it cannot be changed. Most Cerulean exploits require the Cerulean to expend points from her Storm Energy to function. Unless otherwise noted, the saving throw DC for a Cerulean exploit is equal to 10 + 1/2 the Cerulean’s level + the Cerulean’s Charisma modifier.
See the Cerulean Exploits section for a full list of Exploits from all sources.
Cantrips: Ceruleans can prepare a number of cantrips, or 0-level spells, each day as noted on Table 1–2. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su): At 1st level, a Cerulean can expend an available Cerulean spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to her Storm Energy equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir’s maximum are lost.
Greater Exploits: At 11th level and every 2 levels thereafter, a Cerulean can choose one of the following greater exploits in place of a Cerulean exploit.
See the Cerulean Exploits section for a full list of Exploits from all sources.
Magical Supremacy (Su): At 20th level, the Cerulean learns how to convert her Storm Energy into spells and back again. She can cast any spell she has prepared by expending a number of points from her Storm Energy equal to 1 + the level of the spell to be cast instead of expending a spell slot. When she casts a spell in this fashion, she treats her caster level as 2 higher than normal, and the DCs of any saving throws associated with the spell increase by 2. She cannot further expend points from her Storm Energy to enhance a spell cast in this way.
Unwelcome attention: Watched carefully by sorcerer-monarchs who are afraid these Ceruleans will release Rajaat and Tithian.
Cannot disguise spellcasting: As all spells cast through the blue lens has a blue light and a crackling noise which makes disguising it as something else impossible.
Significant penalties to spellcasting: if the blue glass lens is destroyed the Cerulean will act as a Preserver 2 levels lower and require components for the spells.
Storm Calling: The Cerulean has a 5% chance per level to cause a spontaneous Tyr-storm each day that the wizard casts 2 spells within 12 miles of each other.
Storm Capturing: The Cerulean has the option, if they have a second lens, to try and pull a Tyr storm into the empty second lens. A failure draws the storm immediately over the head of the Cerulean.
Who is That: Once per month, the Cerulean must make a Wisdom check at -2 to ignore the voices in the storm. Failure shifts their alignment one step toward evil. Evil wizards must perform a service for the Cerulean Storm and the things that live in it.
Alternate Capstones
Source Chronicle of Legends pg. 28
When a character reaches the 20th level of a class, she gains a powerful class feature or ability, sometimes referred to as a capstone. The following section provides new capstones for characters to select at 20th level. A character can select one of the following capstones in place of the capstone provided by her class. Some capstones are for specific classes, while others are for a range of classes that qualify for them. In some cases, a capstone specifies what ability it replaces. A character can’t select a new capstone if she has previously traded away her class capstone via an archetype. Clerics and wizards can receive a capstone at 20th level, despite not having one to begin with.
Deep Magics (Su)
Source Chronicle of Legends pg. 31
At 20th level, the character’s repertoire of spells deepens dramatically. She gains an additional spell known for each spell level she can cast. A character of any class with spells known can select this capstone.
Deep Reservoir (Su)
Source Chronicle of Legends pg. 28
At 20th level, the Cerulean has enough power to blast things all day long. Her Storm Energy increases by 10, and she gains 5 additional points each day when preparing her spells.
Perfect Body, Flawless Mind (Ex)
Source Chronicle of Legends pg. 31
At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability.
The Boss (Ex)
Source Chronicle of Legends pg. 30
At 20th level, the character has become more than just a lone hero—she has become one of the senior figures of her field, with powers and responsibilities to match. The character becomes one of the leading figures in some manner of group or organization, as appropriate to the campaign and the setting. A wizard might become the dean of an arcane university or mages’ guild, a fighter could command a mercenary army or a city guard, a cleric might lead a major temple or her own sect, and so forth. The player and the GM should work together to determine the specifics. The character gains the Leadership feat if she does not already have it, and the number of followers that the feat grants is multiplied by 10 (although depending on the campaign and setting, the position may grant other powers as well). If multiple characters in a party select this capstone, the GM may consider pooling them to grant the players a particularly large and powerful organization, such as a small kingdom. Characters of any class can select this ability.
Walking Library (Ex)
Source Chronicle of Legends pg. 31
At 20th level, the character becomes a small, mobile athenaeum of occult scraps and lore. The character adds 100 spell levels’ worth of spells to his spellbook or familiar and gains a +4 insight bonus on all Knowledge skills. Characters of any class that prepares spells from a spellbook or familiar can select this ability.
With This Sword (Ex)
Source Chronicle of Legends pg. 31
At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.
Won’t Stay Dead (Ex)
Source Chronicle of Legends pg. 31
At 20th level, the character becomes a paragon of resilience. Once per week, if the character is killed, petrified, or otherwise removed from play, the character manages to survive by some dint of skill or luck and returns at the end of the combat or the scene (GM’s discretion). The player and the GM should work together to ensure that the method of the character’s survival is at least vaguely plausible, if unlikely. Characters of any class can select this ability.
Favored Class Options
Aarakocra: Add 1/6 to the number of points the Cerulean gains in her Storm Energy each day.
Dwarf: Add 1/4 to the Cerulean’s effective class level when determining the effects of the storm barrier and infused weapon Cerulean exploits.
Elf: Increase total number of points in the Cerulean Storm Energy by 1.
Half-Elf: When casting Cerulean enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Halfling: Gain 1/6 of a new Cerulean exploit.
Half-Giant: Gain a +1 bonus on concentration checks made due to taking damage while casting Cerulean spells.
Human: Add one spell from the Cerulean spell list to the Cerulean’s spellbook. The spell must be at least 1 spell level below the highest level the Cerulean can cast.
Lapith: When the Cerulean casts an illusion (shadow) spell that deals a percentage of its damage or effect against nonbelievers, increase this amount by 2% (to a maximum of 100%).
Mul: Add 1/4 to the Cerulean’s effective class level when determining the effects of any two Cerulean exploits that the Cerulean has.
Pterran: Add 1/4 to the Cerulean’s level for the spell resistance exploit.
Tari: Add 1/3 to the number of times per day the Cerulean can use the consume magic items exploit.
Thri-Kreen: When casting Cerulean enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.