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Cheiromancer's Classes
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<blockquote data-quote="Cheiromancer" data-source="post: 1624252" data-attributes="member: 141"><p>The following class has been balanced by comparing it to a rogue 2/fighter 2/wizard 8/gestalt wiz-rog 5/gestalt wiz-ftr 3.</p><p></p><p><strong>The Occultist</strong></p><p></p><p><strong>Role:</strong> Many occultists are failures in some other field of endeavor; they are the wizard’s apprentice who cannot learn any spells, the novice cleric whose faith is too weak, or the would-be bard who does not have the heart for the profession. It is not that the occultist’s talent is lacking; but it is hidden too deeply for the standard training of a character class to unlock. Resentment over this early failure tends to embitter the character, though they may put on a cheerful face.</p><p></p><p>Other occultists are scholars (experts) who feel that they have hidden talents waiting to be discovered; talents which will bring them wealth and power. They pore over old tomes and practice exotic meditation techniques in order for these powers to be uncovered. Occultists will often form secret societies in which their discoveries can be shared; occultists are natural conspirators, and are well suited to skullduggery. Still other occultists are bored aristocrats who seek the thrill of secret knowledge and the reassurance of a group of fellow strivers.</p><p></p><p>And finally, there are the occultists who are raised and trained as such; typically such occultists are also cultists of one kind or another. These cults rarely worship true deities, but may be on quite friendly terms with various fiends.</p><p></p><p>Whatever their background, occultists are convinced that there is a secret to success, and that this secret is within their grasp. Though sometimes dismissed as charlatans, dillettantes and con artists, occultists sometimes stumble onto the secrets of real magic; rarely, however, do they achieve the power of standard wizards. For this reason spell-casting occultists tend to resent wizards and sorcerers, and sometimes clerics as well. This animosity is usually kept well hidden.</p><p></p><p>The benefits of the slow path to power are not inconsiderable. Occultists are more aware of themselves and their world, and thus are harder to assail either physically, mentally, or spiritually. The most obvious of an occultist's awakened talents is arcane spellcasting. But occultists will also have a skill or weapon with which they exhibit unusual skill; this is their "knack." Even occultists who do not have a weapon knack seem unusually competent with a dagger or club; especially when they strike from surprise or from behind. </p><p></p><p><strong>Abilities:</strong> Intelligence powers an occultist’s spells, and enhances his skills. Constitution and dexterity are most important for sheer survivability.</p><p><strong>Alignment:</strong> any non-good</p><p><strong>Hit dice:</strong> d6</p><p><strong>Armor and Weapons:</strong> light armor, no shield, simple weapons</p><p><strong>Attacks:</strong> medium BAB (like a rogue)</p><p><strong>Saves:</strong> all good (like a monk)</p><p></p><p><strong>Skill points:</strong> 4 + Int modifier</p><p><strong>Class skills:</strong> Bluff, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Hide, Knowledge (any), Move Silently, Open Locks, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft.</p><p></p><p><strong>Key ability for spells:</strong> Intelligence. </p><p></p><p></p><p>Level</p><p>1. sneak attack +1d6, trap sense</p><p>2. knack</p><p>3. evasion</p><p>4. </p><p>5. familiar, spellcasting (level-4)</p><p>6. </p><p>7. </p><p>8. uncanny dodge</p><p>9. </p><p>10 wizard bonus feat</p><p>11</p><p>12 sneak attack +2d6</p><p>13 </p><p>14 knack</p><p>15</p><p>16 sneak attack +3d6</p><p>17 </p><p>18 improved uncanny dodge</p><p>19</p><p>20 wizard bonus feat</p><p></p><p><strong>Special Abilities:</strong></p><p></p><p><strong>Knack (Ex):</strong> A second level occultist gains insight into the use of a weapon or a skill. The occultist may select a weapon for which he gains Weapon Focus immediately and weapon specialization at 14th level. Alternatively, the occultist may choose a skill and is thereafter treated as having a number of ranks in the chosen skill equal to his class level plus his intelligence bonus (if any). At 14th level the occultist may "take 10" with this skill, even in stressful circumstances. A skill knack does not stack with ranks purchased with skill points. A skill knack counts for the purpose of meeting prerequisites for a feat or prestige class. </p><p></p><p><strong>Sneak attack, trap sense, evasion</strong> and <strong>(improved) uncanny dodge</strong> are as the rogue abilities. With respect to improved uncanny dodge, a rogue whose level is higher than the occultist may flank him normally.</p><p></p><p>The occultist's <strong>familiar</strong> and <strong>spellcasting</strong> is much the same as for a standard wizard 4 levels lower, except that an occultist must give up a school of magic (as a specialist wizard does) without gaining any of the benefits of specialization. An occultist may give up any school of magic except for divination. An occultist prepares his spells using a spellbook, just as a standard wizard does. Occultists suffer a chance of arcane spell failure if they wear armor when casting spells; armor is mostly for low level occultists.</p><p></p><p>At 5th level the occultist is considered a variant wizard class, and cannot multiclass with wizard. A character with levels of wizard cannot take more than 4 levels of the occultist class.</p><p></p><p><strong>wizard bonus feat:</strong> At 10th and 20th level the occultist gains a bonus feat as if he were a wizard.</p><p></p><p><strong>Ex-occultists:</strong> There is something a little off about the occultist’s approach to the world, one which does not appeal to good characters. An occultist who becomes good retains all class abilities, but cannot gain further levels as an occultist.</p><p></p><p><strong>Multiclassing:</strong> Occultists can (with a knack for disable device) easily become arcane tricksters, and those with blacker hearts are well-suited to become assassins or ur-priests.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 1624252, member: 141"] The following class has been balanced by comparing it to a rogue 2/fighter 2/wizard 8/gestalt wiz-rog 5/gestalt wiz-ftr 3. [b]The Occultist[/b] [b]Role:[/b] Many occultists are failures in some other field of endeavor; they are the wizard’s apprentice who cannot learn any spells, the novice cleric whose faith is too weak, or the would-be bard who does not have the heart for the profession. It is not that the occultist’s talent is lacking; but it is hidden too deeply for the standard training of a character class to unlock. Resentment over this early failure tends to embitter the character, though they may put on a cheerful face. Other occultists are scholars (experts) who feel that they have hidden talents waiting to be discovered; talents which will bring them wealth and power. They pore over old tomes and practice exotic meditation techniques in order for these powers to be uncovered. Occultists will often form secret societies in which their discoveries can be shared; occultists are natural conspirators, and are well suited to skullduggery. Still other occultists are bored aristocrats who seek the thrill of secret knowledge and the reassurance of a group of fellow strivers. And finally, there are the occultists who are raised and trained as such; typically such occultists are also cultists of one kind or another. These cults rarely worship true deities, but may be on quite friendly terms with various fiends. Whatever their background, occultists are convinced that there is a secret to success, and that this secret is within their grasp. Though sometimes dismissed as charlatans, dillettantes and con artists, occultists sometimes stumble onto the secrets of real magic; rarely, however, do they achieve the power of standard wizards. For this reason spell-casting occultists tend to resent wizards and sorcerers, and sometimes clerics as well. This animosity is usually kept well hidden. The benefits of the slow path to power are not inconsiderable. Occultists are more aware of themselves and their world, and thus are harder to assail either physically, mentally, or spiritually. The most obvious of an occultist's awakened talents is arcane spellcasting. But occultists will also have a skill or weapon with which they exhibit unusual skill; this is their "knack." Even occultists who do not have a weapon knack seem unusually competent with a dagger or club; especially when they strike from surprise or from behind. [b]Abilities:[/b] Intelligence powers an occultist’s spells, and enhances his skills. Constitution and dexterity are most important for sheer survivability. [b]Alignment:[/b] any non-good [b]Hit dice:[/b] d6 [b]Armor and Weapons:[/b] light armor, no shield, simple weapons [b]Attacks:[/b] medium BAB (like a rogue) [b]Saves:[/b] all good (like a monk) [b]Skill points:[/b] 4 + Int modifier [b]Class skills:[/b] Bluff, Concentration, Craft, Decipher Script, Disguise, Escape Artist, Hide, Knowledge (any), Move Silently, Open Locks, Profession, Search, Sense Motive, Sleight of Hand, Spellcraft. [b]Key ability for spells:[/b] Intelligence. Level 1. sneak attack +1d6, trap sense 2. knack 3. evasion 4. 5. familiar, spellcasting (level-4) 6. 7. 8. uncanny dodge 9. 10 wizard bonus feat 11 12 sneak attack +2d6 13 14 knack 15 16 sneak attack +3d6 17 18 improved uncanny dodge 19 20 wizard bonus feat [B]Special Abilities:[/b] [b]Knack (Ex):[/B] A second level occultist gains insight into the use of a weapon or a skill. The occultist may select a weapon for which he gains Weapon Focus immediately and weapon specialization at 14th level. Alternatively, the occultist may choose a skill and is thereafter treated as having a number of ranks in the chosen skill equal to his class level plus his intelligence bonus (if any). At 14th level the occultist may "take 10" with this skill, even in stressful circumstances. A skill knack does not stack with ranks purchased with skill points. A skill knack counts for the purpose of meeting prerequisites for a feat or prestige class. [B]Sneak attack, trap sense, evasion[/B] and [B](improved) uncanny dodge[/B] are as the rogue abilities. With respect to improved uncanny dodge, a rogue whose level is higher than the occultist may flank him normally. The occultist's [B]familiar[/B] and [B]spellcasting[/B] is much the same as for a standard wizard 4 levels lower, except that an occultist must give up a school of magic (as a specialist wizard does) without gaining any of the benefits of specialization. An occultist may give up any school of magic except for divination. An occultist prepares his spells using a spellbook, just as a standard wizard does. Occultists suffer a chance of arcane spell failure if they wear armor when casting spells; armor is mostly for low level occultists. At 5th level the occultist is considered a variant wizard class, and cannot multiclass with wizard. A character with levels of wizard cannot take more than 4 levels of the occultist class. [b]wizard bonus feat:[/b] At 10th and 20th level the occultist gains a bonus feat as if he were a wizard. [b]Ex-occultists:[/b] There is something a little off about the occultist’s approach to the world, one which does not appeal to good characters. An occultist who becomes good retains all class abilities, but cannot gain further levels as an occultist. [b]Multiclassing:[/b] Occultists can (with a knack for disable device) easily become arcane tricksters, and those with blacker hearts are well-suited to become assassins or ur-priests. [/QUOTE]
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