Son Of Solum
Oriensolum harbors magic of all kinds; there is chaos, flame, fertility, ice, madness, life, and death.  The majority of its citizens seek merely to exist in this maelstrom, to travel the safe roads, and flee from its fury.  Sons of Solum enthusiastically embrace the harsh reality of Oriensolum.  They are the stormchasers, those who willingly follow the danger that so many others fear.  Their bond to Oriensolum and its untamed magic forever alters their own magic, in wild and weird ways.

Hit Die: d6

Requirements
-Caster Level 5th
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Skills: Survival 4 ranks and (Knowledge Nature or Local: Oriensolum 2 ranks)
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Feats: Any one heritage or spelltouched feat
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Alignment: Any nonlawful
-Special:  Must have been personally subjected to one of Oriensolum's powerful magics (Peaceful Pines' ignis weed, the Scaled Jungle's divining pool, Mephice's icy caves, etc.)

Class Skills
The Son of Solum's class skills are Concentration, Craft, Knowledge (arcana, nature, dungeoneering), Profession, Spellcraft, and Survival.
Skill points per level: 4 + Int modifier

Class Features
Spells per Day
At every level except 1st, when a level is gained in Son of Solum, the character gains spellcasting bonuses (spells per day and spells known) as if a level had been gained in his previous spellcasting class.

Sense Danger
When you are in your homeland of Oriensolum, you have a supernatural sense of the dangers inherent to the land.  You can detect threatening natural occurrences (such as a Tempest, a storm off the Burning Tears, darkwood treants, etc) within a radius of one mile per Son of Solum class level.  This effect is similar to
detect spells, in that it gives you a general feel of the strength (faint/moderate/strong/overwhelming), a vague sense of the 'type' of danger (equivalent to a school of magic), and it also gives a general feel of direction and distance (one of the eight points on the compass, and +/- 50% accuracy to the distance)

Untamed Magic

The savage magic of Oriensolum courses through your own magic, and occasionally explodes in a burst of power, sometimes resulting in a stronger effect, sometimes resulting in disaster.

Whenever you cast a spell, roll a d20 (if the spell normally requires a d20 roll, such as an attack roll, use that roll to determine the effects of Untamed Magic as well).  At 1st level, when you roll a natural 20, the strength of Oriensolum surges through you, and the spell is enhanced by a random metamagic feat, as seen below.  At 4th level, the surge occurs on rolls 19 and 20.  At 9th level, the surge occurs on rolls of 18, 19, and 20.

SURGES (roll d6)
1- Widen Spell
2- Empower Spell
3- Maximize Spell
4- Heighten +3
5- Energy Admixture (roll d10 to determine new energy type)
6- Twin Spell

If this metamagic feat is not applicable to the spell in question, instead divide the d6 roll by 2 (round up) and add this number to your caster level for the casting.

In addition, if you roll a natural 1 on the d20, the unpredictable magics of Oriensolum alter the effects of your spell.  If the spell you cast had a target other than you, you are now the target.  If the target was you, the target is now the closest potential target to you (if there is a tie for closest, determine randomly).  If the spell has no target, or cannot be re-targeted, the spell works normally, but you take 1d4 damage per spell level as tempestuous mana ravages your body and mind.  At 2nd level, you may choose whether or not to make the d20 roll for a given spell.

Feral Divination

At 2nd level, you can utilize the magic-infused flora and fauna of Oriensolum and even your own blood to see into the future.  You can cast
divination once per week as a spell-like ability; no incense is required, but a specific plant, animal, or self-sacrifice is necessary to achieve the effect.  For example, to gain knowledge about an economic venture, the rich crops from the Golden Grasses may be needed; for insight into a poison, the innards of a snake from the Scaled Jungles could be used. 

For the base chance of this divination's success, use 70% + (your Son of Solum level) + (the challenge rating of the animal/monster used OR the gp value/10 of the plant used OR the hp sacrificed/10, all up to a maximum of 10).  Sons of Solum often carry assorted bits and pieces of Oriensolum's wildlife with them, so they are prepared to cast an important divination when necessary.

Magic in the Blood

At 6th level, you gain a bonus Heritage feat or a bonus Spelltouched feat (you gain the same type of bonus feat you had to meet the requirements of the class; if you had both types when you entered the class, you can choose either type)

Spirit of Solum

Beginning at 3rd level, you can sense the vast reservoirs of mana located deep within the soil of Oriensolum; these ancient arcane spirits are what fuel Oriensolum's wild landscape, and you know how to tap into them as well.  When your spells are renewed for the day, you may choose a spirit that is available to you and adopt its traits.  These static traits last all day, or they can be 'discharged' as a standard action for a related effect. These discharges have a DC equal to 10 + (ability modifier used by your primary casting class) + (the level in Son of Solum required to use this spirit).

Brimflame
:  You have a hot fire shield active that deals 1d6 + half your Son of Solum level, round up) instead of the normal amount.  You may discharge this spirit to cause fire damage (reflex save, similar to burning hands) equal to 1d4 per 2 levels in Son of Solum to everything in a 60 foot radius (excluding you).

Soulchill
:  Same as Brimflame, but the fire shield is cold.  You may discharge this spirit to freeze everything (excluding you) in a 20 foot radius, which emulates a slow spell on monsters and people (will save, duration of 1 round per Son of Solum level or until melted by fire as a full round action) and causes appropriate materials to become brittle (partial or total loss of hardness) for the duration.

Godscorn
:  You have spell resistance to all divine spells equal to 15 + your Son of Solum level; you may not lower this resistance for beneficial spells.  In addition, while this spirit is active, all divine spells of the healing subschool cease to function on you, regardless of level (if you are undead, this instead applies to inflict spells and the like). Wands, staves, potions, etc that emulate divine spells and divine healing are are treated the same.  Arcane healing can still be applied successfully. 

You may discharge this spirit to activate the domain power of any domain granted by the Steelrelm gods, using your Son of Solum level as your cleric level (or adding it to your cleric level, if you already have levels in cleric).  Channeling such powers without proper training takes its toll, and causes 1d6 wisdom damage.  (Note: for powers such as the air domain that grant multiple turning checks per day, the discharge grants one and only one turning check, at the time of the discharge.  For powers such as healing which grant +1 to caster level, the discharge can be used in conjunction with a spell of the appropriate type as a standard action, and grants +1 caster level to that spell.  For powers that have a duration over one hour, the duration is instead exactly one hour.  Finally, a Son of Solum cannot use alignment-based powers that are opposite to his own.)

Everdeath
:  Your skin turns deathly white, and becomes tough and unfeeling.  You have a 50% chance of ignoring critical hits and sneak attacks, and gain DR 5/bludgeoning.  However, due to your desensitized nature, you receive a -2 penalty on AC, as well as a -6 penalty on spot checks, listen checks, and all dexterity-based checks.  You may discharge this spirit to infect a target with the Alabaster Death (fortitude save, see Nivecerrion).

Ragebliss
:  Ignissian rage burns through your veins.  You gain a bonus of +8 to your strength and constitution, but take a -4 penalty to AC and a -8 penalty to concentration checks.  In addition, any spell you cast that deals damage has its save DC (if it has one) increased by 1.  You may discharge this spirit to give this rage to someone else bu touching them.  If the subject is willing, the transference takes place automatically, and lasts for 3 rounds.  If the subject is unwilling, you must succeed on a touch attack; the target makes a will save to negate.  If the target fails, they receive the normal bonuses and penalties, but they are also under a confusion effect for the 3 rounds the rage lasts.  (Note:  the rage bonuses and penalties are NOT cumulative with a barbarian's rage feature, the rage spell, or any other similar rage-based effects)

The Son of Solum

Level

BaB

Fort

Ref

Will

Special

Spells per Day

1st +0 +0 +0 +2 Untamed Magic (20), Sense Danger None
2nd +1 +0 +0 +3 Feral Divination +1 level to spellcasting class
3rd +1 +1 +1 +3 Spirit of Solum (Brimflame, Soulchill) +1 level to spellcasting class
4th +2 +1 +1 +4 Untamed Magic (19) +1 level to spellcasting class
5th +2 +1 +1 +4 Spirit of Solum (Godscorn) +1 level to spellcasting class
6th +3 +2 +2 +5 Magic in the Blood +1 level to spellcasting class
7th +3 +2 +2 +5 Spirit of Solum (Everdeath) +1 level to spellcasting class
8th +4 +2 +2 +6 - +1 level to spellcasting class
9th +4 +3 +3 +6 Untamed Magic (18) +1 level to spellcasting class
10th +5 +3 +3 +7 Spirit of Solum (Ragebliss) +1 level to spellcasting class
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