PrC for a Low magic Homebrew World

Stormborn

Explorer
What follows here is a Prestige Class for my low-magic Homebrew game: Leviathan. The setting has a 17th- early18th century level of technology and while the PCs know magic is real, it is very rare. There are a few ancient artifacts to be found that have magical powers, and a few charms that give tiny or one times bonuses. The PCs are about to reach 4th level. No spellcasting classes were allowed at first level, with non-spellcasting Bard and Ranger classes available. The PCs have mainly come in contact with Cultists, all of whom serve dark powers in exchange for their magics, and know of Thaumaturges, picture Ben Franklin and Issac Newton perform Incantations. Rumors also exist of tribal shaman on distant isles with some kind of powers. The Occultist PrC is the PCs first chance to take a class with spellcasting as a component, and as they already know: magic costs.

If the ENworlders would be so kind as to render opinions, my main concern is the balance of the Occultist Abilities. Yes, we use Action Points, and No, I'm not really ready to explain Taint (don't want the players to know exactly what I mean by that yet, but they may review this class as a work in progress.)

Given that this is a Rare Magic setting, the number of Occultist running around will be tiny, and that there is likely to be an in game penalty for any obvious use of spells, what do you think?


The Occultist

Occultists are dabblers in the hidden world of magic. Many fall into this path by accident, picking up ancient tombs and lore while pursuing other goals. Once aware of the Hidden World the Occultist is driven to learn more about it. While initially the Occultist may rationalize this desire as a need to protect himself or his companions, for those who follow this path merely learning the secrets is enough. Unlike the Thaumaturge, an Occultist does not gain his knowledge through careful logical experimentation. The Occultist follows ancient teachings and long forgotten lore to learn the secrets of power. Unlike the Cultist, an Occultist does not serve or worship extra-planar entities as a source of his power, although he may at times come into contact with them, and learn from them. Some of his powers arise naturally as a by-product of his study; others come by a process of trial and error.

Requirements: To become an Occultist a character must meet the following prerequisites:
Skills: Knowledge (occult) 6 Ranks
Special: the would be Occultist must have done the following:
Studied at least 3 volumes of Occult Lore for at least 1 week each, spending 8 hours or more per day in doing so.
Cast at least 1 spell gained from this research.

Class Features:
Hit Dice: d6
Class Skills:6+Int modifier
Skill Points per Level: Appraise, Concentration, Craft, Decipher Script, Forgery, Gather Information, Knowledge (all skills, taken individually), Search, Speak Language.

Action Points per Level: 6+1/2 current character level rounded down.

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Spells and Incantations, Arcane Senses
2 +1 +0 +0 +3 Cleansing Meditations
3 +1 +1 +1 +3 Occultist Ability
4 +2 +1 +1 +4
5 +2 +1 +1 +4 Occultist Ability
6 +3 +2 +2 +5
7 +3 +2 +2 +5 Improved Occultist Ability
8 +4 +2 +3 +6
9 +4 +3 +3 +6 Improved Occultist Ability
10 +5 +3 +3 +7 Greater Occultist Ability



Spells and Incantation: Through on going research the Occultist gains 2 spells or 1 incantation (from Urban Arcana) per level. At each level the Occultists works with the DM to choose an appropriate Incantation or spells based on the resources available to the PC. These may come from any d20 source, but the DM reserves the right to restrict access or effects of any spell or incantation. Most spells, because they deal with the twisted magics of the post-Cataclysm world, cause the caster to suffer in two ways: Taint and Ability Damage.For spells from CoC, substitute Taint gain for Sanity Loss and uses Ability Damage as normal. For non-CoC spells: the caster gains 1 Point of Taint + 1 point per spell level. Any spell with the Vile or Evil descriptor causes 1d6 points of taint per level.

In general spells damage different attributes based on their type and level.

School Ability Damaged
Abjuration Con
Conjuration Str
Divination Wis
Enchantment Cha
Evocation Dex
Illusion Cha
Necromancy Con
Transmutation Str and Con (1st point applies to Str, 2nd to Con, alternating thereafter)

Spell Level Ability Damage
0 0
1-3 1
4-6 2
7-9 3

Ability scores damaged in this manner recover at the rate of 1 per day per ability; this process cannot be accelerated nor effected in anyway. Taint must be either burned or cleansed, see below.
A few rare spells cost nothing to cast. Good luck finding them.
Incantations have no cost other than those listed in the text, typically time and effort. Substitute Knowledge (occult) checks for other knowledge checks that may be listed. Failed Incantations have negative results as listed, and possibly more.
Additional spells can be learned with access to materials, sufficient time to study, and a Knowledge (occult) check of DC 15+spell level (spells w/o levels are subject to DM interpretation based on usefulness and costs.) All Incantations require a Knowledge(occult) check of DC 15 to learn, but require the appropriate resources of coure.

Arcane Senses: An Occultist begins to develop a “feel” for magic. When in the presences of magic items, spell effects, or spell casters the Occultist gets a tingling feeling along his spine. The strength and duration of this feeling depends on the nature and power of the magic in question as determined by the DM. However, once the Occultist has detected the presence of magic, he may also determine if there is corresponding Taint.

Cleansing Meditations: As the effects of Taint begin to build in an Occultist, he learns to purify himself of them. Entering into meditation requires the PC to spend 1 action point, he then must spend at least 1 hour to cleanse 1d6 points of taint. After that he may cleanse 1d6 points of taint for each additional hour making checks each hour. As long as he is not interrupted he does not need to spend another action point. Should he be interrupted he fails to cleanse the taint for that hour and must spend another action point to reenter the meditative state.

Occultist Abilities: No two occultists are the same. At 3rd and 5th level the Occultist selects one of the following abilities, reflecting the direction of his studies. Spells cast through use of the ability cost nothing, except action points as indicated.

Bonus Feat: The Occultist gains one of the following bonus feats: Skill Focus (any class skill), Scribe Scroll, Augmented Summoning (Summoning Ability is prerequisite), Combat Casting, Iron Will, Dark Speech, and Craft Charm (a new feat) . Others may be possible.

Divination: By using a focus, such as a deck of cards or crystal ball, an Occultist can gain a feel for future events. To do this indicate to the DM that you wish to attempt a divination and make a Knowledge (occultism) check at DC 15. If you succeed you may ask the DM a single question that requires a “yes” or “no “ answer. For each 5 points you beat the DC you may ask an additional question. In combat, or other distracting situations, you must succeed in a Concentration check (DC 20) to ask a question. It takes 1 full round to prepare yourself and one additional full round for each question you wish to ask.

Familiar: The Occultist gains a familiar as described in the Sorcerer section of the PHB.

Glamour: Some Occultist use arcane energies to effect the minds of others. The Occultist spends an action point to apply his level in this class to any CHA based skill check. Sense Motive becomes a class skill.

Hex: The Occultist may cast Inflict Light Wounds as a Cleric of his level once per day. Intimidate becomes a class skill.

Necromancy: The Occultist’s Arcane Senses are now attuned to undead; he may cast the spell Detect Undead at will.

Summoning: By spending an action point the Occultist can cast Lesser Planar Ally as a Cleric of his Character Level.

Telekinesis: The Occultist can cast the spell Mage Hand a number of times per day equal to his Intelligence modifier.


Improved Occultist Abilities: At 7th and 9th levels the Occultist can choose one of the following abilities if he meets the prerequisites, or he may choose ability from the previous list.

Improved Divination: By using the methods described above and spending an action point the Occultist may cast the spell Divination. Prerequisite: Divination.

Improved Glamour: Once per day the Occultist can cast Disguise Self as the spell as cast by Sorcerer of his character level. Prerequisite: Glamour.

Improved Hex: The Occultist may cast the spell Inflict Critical Wounds once per day as a Cleric of his caster level. Prerequisite: Hex.

Improved Incantations: The Occultist can reduce the number of participants needed to cast an incantation by 50 percent (minimum 2) he also reduces the number of skill checks needed by 1 (minimum 1)

Improved Necromancy: The Occultist gains the ability to cast the spell Speak with Dead once per day.

Improved Summoning: By spending an action point the occultist may cast Planar Ally as a Cleric of his character level.

Improved Telekinesis: The Occultist may now use Mage Hand at will and Levitation once per day. Prerequisite: Telekinesis.

Scrying: The Occultist may cast the spell Scry as a Sorcerer of his level once per day.

Greater Occultist Abilities: At 10th level the Occultist can choose one of the following abilities if he meets the prerequisites, or may choose any ability from either of the previous lists.

Greater Glamour: The Occultist may cast Disguise Self a number of times per day equal to his Charisma modifier and Charm Person once per day. Prerequisite: Improved Glamour.

Greater Hex: The Occultist may cast Harm as a Cleric of his level once per day. Prerequisite: Improved Hex

Greater Incantations: The Occultist can now perform Incantations that normally require multiple participants by himself. He also reduces the number of successful skill checks needed by 2 (minimum 1) Prerequisite: Improved Incantations.

Greater Necromancy: The Occultist can Turn or Destroy undead as Cleric of his level.
Prerequisite: Improved Necromancy.

Greater Summoning: By spending an action point the Occultist may cast Greater Planar Ally as a Cleric of his level. Prerequisite: Improved Summoning.

Greater Telekinesis: The Occultist may cast the spell Telekinesis once per day as a Sorcerer of his character level. Prerequisite: Improved Telekinesis
 
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I think that Taint and Ability Drain are too much. Perhaps Taint + Ability Damage? Hmm, you seem to be using the "Damage" mechanic but calling unhealable Drain. How about just calling it Damage, and getting rid of all spells that repair Ability Damage? (Lesser Restoration and so forth...)

Also, I don't like that you damage the same stat you might rely upon to cast the spell. I'd always do ability damage to a physical stat instead:

- Evocation, Transmutation, Divination: Dex --> convulsions, jitters, shakyness
- Enchantment, Illusion, Abjuration: Str --> weakness
- Conjuration, Necromancy: Con --> death! mua-ha-ha-ha-ha!

Note that this gives undead some serious power boosts, since they cannot take Con damage (or any other ability damage, by the core rules). Mua-ha-ha-ha-ha!

I don't like the Hex chain -- perhaps because I was expecting some kind of Bestow Curse power instead of just Inflict Wounds stuff. I think a better Hex chain would be Doom -> Bestow Curse -> Insanity.

There should also be a Fire chain, with Produce Flame -> Scorching Ray -> Fireball, because fire is cool!

Finally, how about a Feat or Occultism that grants a reduction in Taint & Ability Damage for specific types of magic? Like a Spell Focus that granted you limited immunity. Perhaps have Occult Shielding be an Occultist bonus? What I'm thinking of is being able to cast a few specific 1st & 2nd level spells freely, and a few specific 3rd & 4th level spells without risking instant death... or worse.

Otherwise, very interesting work. Best of luck in your campaign!

-- N
 

I think that Taint and Ability Drain are too much. Perhaps Taint + Ability Damage? Hmm, you seem to be using the "Damage" mechanic but calling unhealable Drain. How about just calling it Damage, and getting rid of all spells that repair Ability Damage? (Lesser Restoration and so forth...)


You are right, a typo on my part. It is Damage, not Drain.


"Also, I don't like that you damage the same stat you might rely upon to cast the spell. I'd always do ability damage to a physical stat instead"

You don't rely on any stat to cast a spell, not in the sense of a Sorcerer or Wizard or Cleric at least. Intelligence will effect learning new spells but not their casting. Casting Incantations relies on a skill check, so damage might hurt there, but since casting Incantations has no corresponding damage I think it works out OK.

Spell casting effect both the body and the mind of the caster due to the nature of the world.


I don't like the Hex chain -- perhaps because I was expecting some kind of Bestow Curse power instead of just Inflict Wounds stuff. I think a better Hex chain would be Doom -> Bestow Curse -> Insanity.


I have been considering changing the Hex progression to mimic the Hexbaldes class ability. Opinions?

There should also be a Fire chain, with Produce Flame -> Scorching Ray -> Fireball, because fire is cool!


Fire is cool. But flashy combat oriented spells are inappropriate for the setting. But thanks for the suggestion.

Finally, how about a Feat or Occultism that grants a reduction in Taint & Ability Damage for specific types of magic? Like a Spell Focus that granted you limited immunity. Perhaps have Occult Shielding be an Occultist bonus? What I'm thinking of is being able to cast a few specific 1st & 2nd level spells freely, and a few specific 3rd & 4th level spells without risking instant death... or worse.

I want the PCs to be afraid of Taint, and be serious about the effects of magic, but I will think about it.

Otherwise, very interesting work. Best of luck in your campaign!

Thanks for the comments.
 

The "victim" responds

I had to chime in here as the player who'll be shortly taking this Prestige Class. I'm excited about it. Our esteemed Gamemaster has kept magic very mysterious and while I know I have 7 points (at least) of Taint, I have no idea what Taint is. Glad to know I'll have a way to cleanse it! I'm currently a Bard, but without the ability to cast spells (I have some Feats tailored to this world as a substitute). I've dabbled in research in a very Call of Cthulhu way and know one spell (which I haven't gotten to cast yet), so this PrC makes a very logical progression.

Unfortunately I've played CoC too many times...makes me quite hesitant to cast unknown spells!
 

ME! said:
"Also, I don't like that you damage the same stat you might rely upon to cast the spell. I'd always do ability damage to a physical stat instead"

Stormborn said:
You don't rely on any stat to cast a spell, not in the sense of a Sorcerer or Wizard or Cleric at least. Intelligence will effect learning new spells but not their casting. Casting Incantations relies on a skill check, so damage might hurt there, but since casting Incantations has no corresponding damage I think it works out OK.

Okay, I guess I don't understand how spellcasting works in your world then... I'm not a d20 Modern guy. Perhaps you should ask about this PrC in the d20 Modern forum, so someone who knows what those are can comment intelligently?

Stormborn said:
I have been considering changing the Hex progression to mimic the Hexbaldes class ability. Opinions?

That's the -4 to everything, then -6 to everything, then -8 to everything chain?

Stormborn said:
Fire is cool. But flashy combat oriented spells are inappropriate for the setting. But thanks for the suggestion.

No problem. I do think that a flashy Fire guy would make a decent bad guy, and that flashy powers should be available but very dangerous -- Nightwings and Frost Maidens hunt those who exhibit flashy powers carelessly.

Stormborn said:
I want the PCs to be afraid of Taint, and be serious about the effects of magic, but I will think about it.

I guess your Burn Taint thing does the job already. Hrmm.

It seems like Cleansing Meditation should require a DC 15 Concentration check each hour, with a cumulative +2 DC for each consecutive hour, and that the cumulative penalty should only reset once per day -- you shouldn't be able to easily clear yourself of a lot of Taint in a single day, unless you're in a holy site or something (e.g.: in the waters above the Icy Waterfall of Unicorn Pass, which requires a DC 20 Concentration check (due to shrinkage), but burns 2d6 Taint per hour).

-- N
 

Hmmmm...Concentration checks do make some degree of sense. You are right about removing taint not being easy. I felt that spending the action point was a way to prevent the PC from thinking it easy, as the players have learned that those points are vital to their survival, not to mention that some fo the class ablities require spending a point.
 

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