Sourcemaster2
First Post
Here's one of my few base classes. I tried posting it on a few other forums, but couldn't get much feedback. It's a bit odd, focusing on high versatility mixed with unchangable spell choices. Like the wizard, it is stuck with whatever it chooses, but like the sorcerer, it only acquires new ones upon leveling. Countering this is the lack of a set spell per day table; the imbuer can specialize its selection with few direct limits. Also, the class is unable to use both metamagic and item creation feats, as well as having spells that can't be ID'd with spellcraft-but neither can they ID the spells of others easily. For potential flaws: the spell progression might need to be staggered, so that it doesn't gain both a Su and new spell level at the same level. It's definitely unusual, so help is appreciated.
There are many paths to mastery of magic. Some look to the gods, drawing power from divine sources. Others are born with arcane talents, or study mystic tomes. Another path, only recently discovered, is the magic of the imbuer. Imbuers have a powerful and personal connection with magic. They gain their abilities through study of beings with magical powers, such as dragons, fey, or demons. Even the learned spells of wizards, sorcerers, druids, or clerics can be of interest to them. By gaining a mystical affinity for various kinds of magic, imbuers find a resonation within themselves, drawing power from their own essence, giving them access to certain spells. These spells are cast not through arcane formulae or faithful prayers, but through certain individual-specific phrases and gestures, drawn from an innate understanding of the necessary magic. With enough time, an imbuer can even obtain a few supernatural abilities.
Hit Die: d4.
Class Features
All of the following are class features of the imbuer.
Weapon and Armor Proficiency: Imbuers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Class Skills
The imbuer's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (arcana) (Int), Decipher Script(Int), Search(Int), Sense Motive(Wis), Spot(Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
SG (Spells Gained): Every time an Imbuer gains a level, he acquires a certain number of spells per day. These spell points (for lack of a better term) can be used to gain either a new spell or to increase the uses per day of an ability he already possesses. An Imbuer cannot choose spells of a level higher than his level allows. The formula for gaining spells is:
*spell level X uses per day = point cost
*orisons or cantrips cost 1/2 the uses per day chosen, rounded down, with a minimum of 1
Max Lvl(Sp) is the highest level spell available at this level.
Max Uses: This is the maximum uses per day a spell can be raised to.
*note: The levels that a new Su are available are the only levels that one can be chosen; at other levels, only spells are gained.
Level----SG-----Max Lvl----Special-------------------Max Uses
1--------3---------1----------------------------------------3
2--------3--------------------------------------------------3
3--------3---------2--------(Su)----------------------------3
4--------3--------------------------------------------------4
5--------5---------3----------------------------------------4
6--------5------------------(Su)----------------------------4
7--------5---------4----------------------------------------5
8--------5--------------------------------------------------5
9--------7---------5--------(Su)----------------------------5
10-------7--------------------------------------------------6
11-------7---------6----------------------------------------6
12-------7------------------(Su)----------------------------6
13-------9---------7----------------------------------------7
14-------9--------------------------------------------------7
15-------9---------8--------(Su)----------------------------7
16-------9--------------------------------------------------8
17------11---------9----------------------------------------8
18------11------------------(Su)----------------------------9
20------11--------------------------------------------------9
Su 1(level 3)
Telepathy: A creature with this ability can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Low-Light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Fast Healing 1: A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. This ability can be chosen multiple times, each selection increasing fast healing by 1.
Su 2(level 6)
Gaze of Control: Charm Person, sleep, or command as the spell, useable 3 times per day.
Spell Resistance 5:A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it.To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. This ability can be chosen multiple times, each selection adding 5 to spell resistance.
Resistance to Energy 5: A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, fire, or electricity). This ability can be chosen multiple times, each selection adding 5 to the chosen resistance.
Disguise Self: A character with this ability can use illusion(as disguise self cast at their class level) to assume another form. This ability lasts for one hour per day per imbuer level, which can be divided as desired.
Su 3(level 9)
Ray:This form of special attack works like a ranged attack. Hitting with a ray attack requires a successful ranged touch attack roll, ignoring armor, natural armor, and shield and using the creature’s ranged attack bonus. Ray attacks have no range increment. Maximum range is 30 feet, damage can be 1d8 of fire, cold, or electricity (type chosen upon acquiring ability), useable 3+class level times per day
Alternate Form: The character can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the character does not regain hit points for changing form and can only assume the form of one creature (chosen upon acquiring ability). The character can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Su 4(level 12)
Water Breathing: A character with this ability can breathe underwater as the spell water breathing, as well as having a swim speed of 50.
Flight: A creature with this ability can cease or resume flight as a free action.
Su 5(level 15)
Regeneration: A creature with this ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a 3hp a round. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Su 6(level 18)
Breath Weapon: A breath weapon attack of an "old" dragon of the character's choice, useable 2+1/4 class level times per day
All opinions and questions are welcome.
The Imbuer
There are many paths to mastery of magic. Some look to the gods, drawing power from divine sources. Others are born with arcane talents, or study mystic tomes. Another path, only recently discovered, is the magic of the imbuer. Imbuers have a powerful and personal connection with magic. They gain their abilities through study of beings with magical powers, such as dragons, fey, or demons. Even the learned spells of wizards, sorcerers, druids, or clerics can be of interest to them. By gaining a mystical affinity for various kinds of magic, imbuers find a resonation within themselves, drawing power from their own essence, giving them access to certain spells. These spells are cast not through arcane formulae or faithful prayers, but through certain individual-specific phrases and gestures, drawn from an innate understanding of the necessary magic. With enough time, an imbuer can even obtain a few supernatural abilities.
The Imbuer
Alignment: Any.Hit Die: d4.
Class Features
All of the following are class features of the imbuer.
Weapon and Armor Proficiency: Imbuers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.
Class Skills
The imbuer's class skills (and the key ability for each skill) are Concentration (Con), Knowledge (arcana) (Int), Decipher Script(Int), Search(Int), Sense Motive(Wis), Spot(Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
SG (Spells Gained): Every time an Imbuer gains a level, he acquires a certain number of spells per day. These spell points (for lack of a better term) can be used to gain either a new spell or to increase the uses per day of an ability he already possesses. An Imbuer cannot choose spells of a level higher than his level allows. The formula for gaining spells is:
*spell level X uses per day = point cost
*orisons or cantrips cost 1/2 the uses per day chosen, rounded down, with a minimum of 1
Max Lvl(Sp) is the highest level spell available at this level.
Max Uses: This is the maximum uses per day a spell can be raised to.
*note: The levels that a new Su are available are the only levels that one can be chosen; at other levels, only spells are gained.
Level----SG-----Max Lvl----Special-------------------Max Uses
1--------3---------1----------------------------------------3
2--------3--------------------------------------------------3
3--------3---------2--------(Su)----------------------------3
4--------3--------------------------------------------------4
5--------5---------3----------------------------------------4
6--------5------------------(Su)----------------------------4
7--------5---------4----------------------------------------5
8--------5--------------------------------------------------5
9--------7---------5--------(Su)----------------------------5
10-------7--------------------------------------------------6
11-------7---------6----------------------------------------6
12-------7------------------(Su)----------------------------6
13-------9---------7----------------------------------------7
14-------9--------------------------------------------------7
15-------9---------8--------(Su)----------------------------7
16-------9--------------------------------------------------8
17------11---------9----------------------------------------8
18------11------------------(Su)----------------------------9
20------11--------------------------------------------------9
Su 1(level 3)
Telepathy: A creature with this ability can communicate telepathically with any other creature within 100 feet that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Low-Light Vision: A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.
Fast Healing 1: A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. This ability can be chosen multiple times, each selection increasing fast healing by 1.
Su 2(level 6)
Gaze of Control: Charm Person, sleep, or command as the spell, useable 3 times per day.
Spell Resistance 5:A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it.To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. This ability can be chosen multiple times, each selection adding 5 to spell resistance.
Resistance to Energy 5: A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, fire, or electricity). This ability can be chosen multiple times, each selection adding 5 to the chosen resistance.
Disguise Self: A character with this ability can use illusion(as disguise self cast at their class level) to assume another form. This ability lasts for one hour per day per imbuer level, which can be divided as desired.
Su 3(level 9)
Ray:This form of special attack works like a ranged attack. Hitting with a ray attack requires a successful ranged touch attack roll, ignoring armor, natural armor, and shield and using the creature’s ranged attack bonus. Ray attacks have no range increment. Maximum range is 30 feet, damage can be 1d8 of fire, cold, or electricity (type chosen upon acquiring ability), useable 3+class level times per day
Alternate Form: The character can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the character does not regain hit points for changing form and can only assume the form of one creature (chosen upon acquiring ability). The character can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Su 4(level 12)
Water Breathing: A character with this ability can breathe underwater as the spell water breathing, as well as having a swim speed of 50.
Flight: A creature with this ability can cease or resume flight as a free action.
Su 5(level 15)
Regeneration: A creature with this ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a 3hp a round. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.
Su 6(level 18)
Breath Weapon: A breath weapon attack of an "old" dragon of the character's choice, useable 2+1/4 class level times per day
All opinions and questions are welcome.