Moonsword
First Post
Well, the idea of a guild member paying dues is extremely old, and is basically public knowledge. I didn't like the XP penalty, as it doesn't seem to balance out the benefits. This class would be a cross between a planeshifter and a guild mage. A spellpool could bew translated into a mana-well, a store of magical energy gathered by the guild. A member can gather from it as a full-round action, replacing a slot of equal value. The mechanics would need to be shifted around. I'll look at it and see what I can do. It shouldn't take too much work, after all, this is a trans-planar ability we're talking about.
Figure progression of saves, BAB, and spellcasting like that of a loremaster. Special abilities (roughly):
1st- Bonus language, guild dues
2nd- Mana well (levels 0-1)
3rd- Plane shift 1/day
4th- Mana well (levels 2-3)
5th- Extend Spell
6th- Mana well (levels 4-5)
7th- Bonus language
8th- Mana well (levels 6-7)
9th- Plane shift 2/day
10th- Mana well (levels 8-9)
Requirements:
Skills: Knowledge (arcana) 8 ranks, Spellcraft (8 ranks), Knowledge (planes) 3 ranks
Languages: 1 planar (Elemental, Infernal, Draconic [common tounge on the planes, dragons are everywhere])
Special: Must be recruited, pay 2000 gp for a member's ear ring, broach, or necklace to access the mana-well, and have visited a plane before being recruited and brought to the guild-house.
Spells: 3rd-level arcane.
If necessary, I can adjust the placement of items. This class is insanely easy to set up for epic levels (and a few of these guys running around could cause no end of havoc in the multi-verse, if properly armed). Sorcerors in particular would take this one, as it extends their flexibility. The guild would be the Planar Order or some such. The exact mana-well probabilities would be different, but your chance of finding a specific spell (within limits) is higher at higher levels, since the mana-based engineering that goes into these things is considerably more stable. The well also functions differently form a spell pool in the backgorund organization. I might require a Spellcraft check to access the pool, but a relatively easy one, just to make things more interesting.
Comments?
Figure progression of saves, BAB, and spellcasting like that of a loremaster. Special abilities (roughly):
1st- Bonus language, guild dues
2nd- Mana well (levels 0-1)
3rd- Plane shift 1/day
4th- Mana well (levels 2-3)
5th- Extend Spell
6th- Mana well (levels 4-5)
7th- Bonus language
8th- Mana well (levels 6-7)
9th- Plane shift 2/day
10th- Mana well (levels 8-9)
Requirements:
Skills: Knowledge (arcana) 8 ranks, Spellcraft (8 ranks), Knowledge (planes) 3 ranks
Languages: 1 planar (Elemental, Infernal, Draconic [common tounge on the planes, dragons are everywhere])
Special: Must be recruited, pay 2000 gp for a member's ear ring, broach, or necklace to access the mana-well, and have visited a plane before being recruited and brought to the guild-house.
Spells: 3rd-level arcane.
If necessary, I can adjust the placement of items. This class is insanely easy to set up for epic levels (and a few of these guys running around could cause no end of havoc in the multi-verse, if properly armed). Sorcerors in particular would take this one, as it extends their flexibility. The guild would be the Planar Order or some such. The exact mana-well probabilities would be different, but your chance of finding a specific spell (within limits) is higher at higher levels, since the mana-based engineering that goes into these things is considerably more stable. The well also functions differently form a spell pool in the backgorund organization. I might require a Spellcraft check to access the pool, but a relatively easy one, just to make things more interesting.
Comments?