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Brainstorming: Fantasy: Changing Magic
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<blockquote data-quote="Kmart Kommando" data-source="post: 4022339" data-attributes="member: 39915"><p>well, I tried to post my Arcanist that I use for Iron Heroes, but the formatting is terrible and I don't have an hour to redo it in this post. :\ </p><p>this is from the file I posted for my players.</p><p>It has plenty to do every round, whether it's a spell or not.</p><p>I had to leave out the progression, it just looks like a pile of numbers. <img src="http://www.enworld.org/forum/images/smilies/paranoid.png" class="smilie" loading="lazy" alt=":uhoh:" title="Paranoid :uhoh:" data-shortname=":uhoh:" /> </p><p>I'll attach the file, but it's unlikely anyone would want to click on an unknown source..</p><p></p><p>ARCANIST</p><p></p><p>Hit Die: 1d4+2</p><p>Skill Groups: Acedemia, Mysticism, Social, Theatrics</p><p>Skill Points at 1st level: (8 + Int mod) x4</p><p>Skill Points/level: 8+ Int mod</p><p>Weapons and Armor: Simple Weapons, no Armor</p><p>--deleted table-- 20 level progression</p><p>Spellcasting: You can use 3 of the Rites and create effects from their tables as you choose. See below for procedures.</p><p>Mana Pool: Total mana that can be held at any one time. 10 + Arcanist Class Level.</p><p>Arcane Focus: same as Psionic Focus in all ways.</p><p>Aspect of Power: as per the IH PHB, pg 69-70, choose a new one each time. You must maintain Arcane Focus and have at least 1 token in your Mana Pool to use any Aspect of Power.</p><p>New Ritual: You learn a new ritual.</p><p>Favored Ritual: Choose a Rite that you know, you gain +2 on all channeling checks for that Rite. You must choose a different Rite each time you gain this ability.</p><p>Greater Aspect of Power: as per IH PHB, pg 70, choose an Aspect you know to upgrade, or choose a new Aspect of Power to add to your abilities. </p><p>Ritual Mastery: You may cast from any of the 18 Rites.</p><p></p><p>Casting Spells:</p><p>Many of these steps are best done beforehand, with a general idea of what kinds of spells you want to cast.</p><p></p><p>Step 1: Choose the spell type. One of the Rites that you know.</p><p></p><p>Step 2: Choose the Order of Power you wish to channel. </p><p> This determines the channeling DC, and the maximum power you can use to build the spell</p><p></p><p>--deleted table-- </p><p>Step 3: Channel the Spell.</p><p> 1d20 + Arcanist Class Level + Int Modifier + Misc Mods.</p><p> a few of the misc modifiers: </p><p> cast as move action -5</p><p> cast as standard action +0</p><p> cast as fullround action +5</p><p> scarification: +1 per 1d4 self-inflicted</p><p> per spell cast in the last hour -1</p><p> Favored Ritual class ability +2</p><p> etc.</p><p></p><p>Results of the Channeling Check: If your Channeling Check meets or exceeds the DC, you gain 1 Mana Token. For each 2 points above the DC, you gain 1 more Mana Token, up to the limit of the order you chose in step 2. If you don't have enough Mana Tokens to do what you want to, you can spend more actions to make more checks and gain more Mana Tokens.</p><p></p><p>Step 4: Cast the spell. Once you have enough Mana Tokens, you use the tables in the IH Players Companion, pg 57-98, to assign effects to your spell. Casting the spell happens in the same action as the last one you used to channel the spell.</p><p> Casting Defensively: A Standard Action or Fullround Action spell provokes an AoO, but you can cast defensively with a Concentration check equal to the Channeling Check + 5.</p><p></p><p>After the spell is cast: Save DC = 10 + (The Lowest Order used to gain Tokens) + (1/3 Arcanist Class Level, round down) + CHA modifier </p><p></p><p>Example Spells:</p><p></p><p>3rd level Arcanist wants to blast a single target at short range..</p><p>step 1: choose Rite of Flame </p><p>step 2: choose 2nd Order </p><p>step 3: channeling DC 10, check is 1d20 + 3 + 3 (16 Int) + 5 (using fullround action) -1 (used 1 spell within the past hour) = 1d20 +10 average roll is 20, yielding 6 Mana tokens.</p><p>step 4: choose 30ft range (2 tokens), 1 creature (1 token), 5d6 damage (2 tokens)</p><p> with 1 token left over, he decides to add it to the target, making it 3 squares (2 tokens), to hit two enemies instead.</p><p>Save DC: 10 + 2 (2nd Order) + 2 (14 Cha) + 1(1/3 Arcanist Class level) = 15 reflex for half or 5d6 fire damage</p><p></p><p>5th level Arcanist needs to escape the city guard persuing him..</p><p>step 1: choose Rite of Travel</p><p>step 2: choose 3rd Order</p><p>step 3: channeling DC 15, check is 1d20 + 5 + 3 (16 Int) + 0 (standard action) +0 (first spell today) = 1d20 +8 rolls an 9, + 8 = 17, yielding 2 Tokens. figuring that isn't enough, he keeps moving (move action) as the guards get closer, makes another check (same bonus, nothing has changed yet) the next round. rolls better this time, a 16 + 8 = 24, yielding 6 more tokens, for a total of 8. Allocating 3 Tokens to gain a Flight effect, 2 more to get up to Levitation, Personal spell (0 tokens), duration 10 minutes (3 tokens). He then effortlessly climbs 20 ft up a sheer wall onto a roof (move action) and then uses the remaining time on the spell to jump from rooftop to rooftop to avoid the guards.</p><p>(Though, he probably could have put them to sleep or spooked them into panicking more easily)</p></blockquote><p></p>
[QUOTE="Kmart Kommando, post: 4022339, member: 39915"] well, I tried to post my Arcanist that I use for Iron Heroes, but the formatting is terrible and I don't have an hour to redo it in this post. :\ this is from the file I posted for my players. It has plenty to do every round, whether it's a spell or not. I had to leave out the progression, it just looks like a pile of numbers. :uhoh: I'll attach the file, but it's unlikely anyone would want to click on an unknown source.. ARCANIST Hit Die: 1d4+2 Skill Groups: Acedemia, Mysticism, Social, Theatrics Skill Points at 1st level: (8 + Int mod) x4 Skill Points/level: 8+ Int mod Weapons and Armor: Simple Weapons, no Armor --deleted table-- 20 level progression Spellcasting: You can use 3 of the Rites and create effects from their tables as you choose. See below for procedures. Mana Pool: Total mana that can be held at any one time. 10 + Arcanist Class Level. Arcane Focus: same as Psionic Focus in all ways. Aspect of Power: as per the IH PHB, pg 69-70, choose a new one each time. You must maintain Arcane Focus and have at least 1 token in your Mana Pool to use any Aspect of Power. New Ritual: You learn a new ritual. Favored Ritual: Choose a Rite that you know, you gain +2 on all channeling checks for that Rite. You must choose a different Rite each time you gain this ability. Greater Aspect of Power: as per IH PHB, pg 70, choose an Aspect you know to upgrade, or choose a new Aspect of Power to add to your abilities. Ritual Mastery: You may cast from any of the 18 Rites. Casting Spells: Many of these steps are best done beforehand, with a general idea of what kinds of spells you want to cast. Step 1: Choose the spell type. One of the Rites that you know. Step 2: Choose the Order of Power you wish to channel. This determines the channeling DC, and the maximum power you can use to build the spell --deleted table-- Step 3: Channel the Spell. 1d20 + Arcanist Class Level + Int Modifier + Misc Mods. a few of the misc modifiers: cast as move action -5 cast as standard action +0 cast as fullround action +5 scarification: +1 per 1d4 self-inflicted per spell cast in the last hour -1 Favored Ritual class ability +2 etc. Results of the Channeling Check: If your Channeling Check meets or exceeds the DC, you gain 1 Mana Token. For each 2 points above the DC, you gain 1 more Mana Token, up to the limit of the order you chose in step 2. If you don't have enough Mana Tokens to do what you want to, you can spend more actions to make more checks and gain more Mana Tokens. Step 4: Cast the spell. Once you have enough Mana Tokens, you use the tables in the IH Players Companion, pg 57-98, to assign effects to your spell. Casting the spell happens in the same action as the last one you used to channel the spell. Casting Defensively: A Standard Action or Fullround Action spell provokes an AoO, but you can cast defensively with a Concentration check equal to the Channeling Check + 5. After the spell is cast: Save DC = 10 + (The Lowest Order used to gain Tokens) + (1/3 Arcanist Class Level, round down) + CHA modifier Example Spells: 3rd level Arcanist wants to blast a single target at short range.. step 1: choose Rite of Flame step 2: choose 2nd Order step 3: channeling DC 10, check is 1d20 + 3 + 3 (16 Int) + 5 (using fullround action) -1 (used 1 spell within the past hour) = 1d20 +10 average roll is 20, yielding 6 Mana tokens. step 4: choose 30ft range (2 tokens), 1 creature (1 token), 5d6 damage (2 tokens) with 1 token left over, he decides to add it to the target, making it 3 squares (2 tokens), to hit two enemies instead. Save DC: 10 + 2 (2nd Order) + 2 (14 Cha) + 1(1/3 Arcanist Class level) = 15 reflex for half or 5d6 fire damage 5th level Arcanist needs to escape the city guard persuing him.. step 1: choose Rite of Travel step 2: choose 3rd Order step 3: channeling DC 15, check is 1d20 + 5 + 3 (16 Int) + 0 (standard action) +0 (first spell today) = 1d20 +8 rolls an 9, + 8 = 17, yielding 2 Tokens. figuring that isn't enough, he keeps moving (move action) as the guards get closer, makes another check (same bonus, nothing has changed yet) the next round. rolls better this time, a 16 + 8 = 24, yielding 6 more tokens, for a total of 8. Allocating 3 Tokens to gain a Flight effect, 2 more to get up to Levitation, Personal spell (0 tokens), duration 10 minutes (3 tokens). He then effortlessly climbs 20 ft up a sheer wall onto a roof (move action) and then uses the remaining time on the spell to jump from rooftop to rooftop to avoid the guards. (Though, he probably could have put them to sleep or spooked them into panicking more easily) [/QUOTE]
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