Here's a new class that i'm thinking of introducing into my campaign. Kinda like a reverse warlock, with many of the same abilities. It needs a new name though.
[sblock]Celestial Mage (or the Peacekey)
Game Rule Information
Abilities: A high Charisma score makes a celestial mage’s invocations harder to resist. High dexterity is very valuable to a celestial mage, allowing him to better aim his holy blasts, and a good Constitution score is also useful.
Alignment: Any good
Hit Die: d6
Class Skills
The celestial mage’s class skills are: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana, the planes, religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill points: 2+Int modifier
Class Features
Weapon and Armor Proficiency: celestial mages are proficient with simple weapons and with light armor, but not with shields.
Because the somatic components required for the celestial mage invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a celestial mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including holy blast, have a somatic component). A multiclass celestial mage still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A celestial mage does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the holy energy that suffuses his soul. A celestial mage can use any invocation he knows at will.
To use an invocation, the celestial mage must have a Charisma score of at least 10+the spell level equivalent. The save DC for an invocation (if it allows one) is 10+the celestial mage’s Cha bonus+spell level equivalent.
There are four levels of celestial mage invocations: least, lesser, greater, and divine. At first level the celestial mage knows one least invocation, and at certain levels, he learns more. At 6th lvl, he can learn lesser invocations. At 10th lvl, he can learn greater invocations, and at 16th lvl, he can learn divine invocations. Also, at every level the celestial mage learns a new invocation, in addition he can choose to switch an invocation he already knows with a different invocation of the same level or lesser. The old one is simply erased from his memory and he can no longer use it.
Holy blast: At first level, the celestial mage can concentrate the arcane might inside him and create a holy blast. The holy blast is a ray requiring a ranged touch attack with a range of 60 ft. It allows no save, bypasses all damage reduction and energy resistance, but is subject to spell resistance and deals only half damage to objects. The damage it deals at 1st level is 1d6, but it increases by one die every odd level (except 19th), as well as 20th lvl, when it deals 9d6. This is a weaponlike spell, and as such, certain feats that apply to weapons apply to this also. The holy blast is an Evocation [good] effect.
Healing Blast: At third level, the celestial mage can convert his holy blast into a healing blast. It works the same way (although the celestial mage’s allies would probably wish to allow it to affect them, so he probably wouldn’t need to make an attack roll) that the regular holy blast does, including damage and range, but it is positive energy (and thus heals living creatures and deals damage to undead). Unfortunately, since positive energy is more powerful and harder to control than arcane power, using a healing blast requires the celestial mage to recharge for 1d8 rounds. During this time, he cannot use either his healing blast or his holy blast (although he can use other invocations freely, except blast shape or blast essence invocations). At 7th lvl, the recharge time decreases to 1d6 rounds. At 11th lvl, it decreases to 1d4 rounds. At 15th lvl, it takes 1d2 rounds to recharge, and at 19th lvl, he can use the healing blast without limit, and doesn’t need to recharge to use either the holy or healing blast (thus making it completely at will). The healing blast is a Conjuration (healing) [good] effect.
Detect magic, Detect Evil: At 2nd level, the celestial mage can invoke detect magic and detect evil at will.
Trick Item: At 4nd lvl, the celestial mage can always take 10 on Use Magic Device checks, even when distracted or threatened.
Protection from Evil: At 4th lvl, the celestial mage can invoke protection from evil at will. He can only cast it on himself.
Magic Circle against Evil: At 8th lvl, the celestial mage can invoke magic circle against evil at will. He can only cast it on himself. This replaces the ability to use protection from evil.
Dispel Evil: At 10th lvl, the celestial mage can invoke dispel evil at will. He can only cast it on himself.
Imbue Item: At 12th lvl, the celestial mage can create magic items without knowing the spells required to create it (he must have the requisite feats though). This ability works exactly like the warlock (Complete Arcane) ability of the same name.
Table: The Celestial mage
BAB Fort. Save Ref. Save Will Save Class
Features Invocations
Known
1 +0 +0 +0 +2 Holy blast 1d6,
New invocation (least) 1
2 +1 +0 +0 +3 Detect magic, Detect evil 2
3 +2 +1 +1 +3 Holy blast 2d6
Healing blast recharge 1d8, 2
4 +3 +1 +1 +4 Trick item, Protection from evil 3
5 +3 +1 +1 +4 Holy blast 3d6 3
6 +4 +2 +2 +5 New invocation (lesser) 4
7 +5 +2 +2 +5 Holy blast 4d6,
Healing blast recharge 1d6 5
8 +6/+1 +2 +2 +6 Magic circle against evil 5
9 +6/+1 +3 +3 +6 Holy blast 5d6 6
10 +7/+2 +3 +3 +7 Dispel evil 6
11 +8/+3 +3 +3 +7 Holy blast 6d6,
Healing blast recharge 1d4,
New invocation (greater) 7
12 +9/+4 +4 +4 +8 Imbue item 8
13 +9/+4 +4 +4 +8 - 8
14 +10/+5 +4 +4 +9 Holy blast 7d6 9
15 +11/+6/+1 +5 +5 +9 Healing blast recharge 1d2 9
16 +2/+7/+2 +5 +5 +10 New invocation type (divine) 10
17 +12/+7/+2 +5 +5 +10 Holy blast 8d6 11
18 +13/+8/+3 +6 +6 +11 - 11
19 +14/+9/+4 +6 +6 +11 Unlimited Healing blast 12
20 15/+10/+5 +6 +6 +12 Holy blast 9d6 12
Celestial Mage Invocations:
The celestial mage can cast three basic types of invocations: blast essence invocations, which alter the damage and effects of the celestial mage’s holy blast; blast shape invocations, which alter the shape and targets affected of the holy blast—these invocations can also be applied to the healing blasts; and other invocations. A celestial mage can only apply one blast essence and one blast shape (one of each) invocation to his holy or healing blast at any one time.
Blast Essence Invocations
Least
Mighty Blast—same as warlock invocation Frightful Blast.
Sickening Blast—same as warlock invocation of the same name.
Lesser
Brilliant Blast—same as warlock invocation Beshadowed Blast.
Fiery Blast—same as warlock invocation Brimstone Blast.
Wintry Blast—same as warlock invocation Hellrime Blast.
Forceful Blast—deals force damage and target must make reflex save or be knocked prone.
Greater
Enchanting Blast—same as warlock invocation Bewitching Blast.
Noxious Blast—same as warlock invocation of the same name.
Corrosive Blast—same as warlock invocation Vitrolic Blast.
Divine
Radiant Blast—blast is positive energy, and deals double damage to undead. This requires a recharge time of 1d4+1 rounds before you can use a holy or healing blast.
Blast Shape Invocations
Least
Holy Spear—your holy blast has a range of 250ft.
Holy Strike—your holy blast is channeled through a melee attack.
Lesser
Holy Chain—same as warlock invocation Eldritch Chain.
Holy Sword—your holy blast becomes a dancing weapon. While in this form, you cannot use your holy or healing blast.
Greater
Holy Cone—your holy blast is a 30ft. cone, so the targets must make a reflex save for half damage.
Holy Bolt—your holy blast is a 60ft. line, so the targets must make a reflex save for half damage.
Divine
Holy Burst—your holy blast becomes a 20ft. diameter burst, so the target must make a reflex save for half damage
Other Invocations
Least
Divine Utterance—same as warlock invocation Baleful Utterance, but word spoken is one of the Creation Words.
Divine Influence—you gain +6 to bluff, diplomacy, and gather information checks for 24 hrs.
Holy Luck—same as warlock invocation Dark One’s Own Luck.
Angel’s Sight—you see normally in normal and magical darkness for 24 hrs.
Entropic Warding—same as warlock invocation of the same name.
Leaps and Bounds—same as warlock invocation of the same name.
See Unseen—same as warlock invocation of the same name.
Water Walk—you can walk on water and similar substances (as the spell) for 24 hrs.
Lesser
Charm—as spell, but range 60ft.
Curse—as spell.
Turn Undead—turn or destroy undead as a cleric of ½ caster lvl.
Retreat—same as warlock invocation Flee the Scene, but invisible for 1 round also.
Blindsense—you gain blindsense 30ft. for 24hrs.
Daylight—as spell
Walk Unseen—same as warlock invocation of the same name
Voracious Dispel—same as warlock invocation of the same name.
Divine Might—you gain a +4 enhancement bonus to any one ability score for 24hrs.
Greater
Consume Magic—same as warlock invocation Devour Magic.
Celestial Call—same as warlock invocation Warlock’s Call
Greater Blink—as spell, but self only
Divine Hand—as telekinesis
Holy Will—as suggestion
Divine
Holy Discorporation—same as warlock invocation Dark Discorporation, but turns into swarm of glowing globes of light.
Holy Vision—same as warlock invocation Dark Foresight
Holy Storm—as firestorm, but half of the damage dealt is normal damage.
Change—as polymorph(self only) or baleful polymorph.
Retributive Invisibility—same as warlock invocation of the same name.
[/sblock]
[sblock]Celestial Mage (or the Peacekey)
Game Rule Information
Abilities: A high Charisma score makes a celestial mage’s invocations harder to resist. High dexterity is very valuable to a celestial mage, allowing him to better aim his holy blasts, and a good Constitution score is also useful.
Alignment: Any good
Hit Die: d6
Class Skills
The celestial mage’s class skills are: Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana, the planes, religion) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int) and Use Magic Device (Cha).
Skill points: 2+Int modifier
Class Features
Weapon and Armor Proficiency: celestial mages are proficient with simple weapons and with light armor, but not with shields.
Because the somatic components required for the celestial mage invocations while wearing light armor without incurring the normal arcane spell failure chance. However, like arcane spellcasters, a celestial mage wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure (all invocations, including holy blast, have a somatic component). A multiclass celestial mage still incurs the normal arcane spell failure chance for arcane spells received from levels in other classes.
Invocations: A celestial mage does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the holy energy that suffuses his soul. A celestial mage can use any invocation he knows at will.
To use an invocation, the celestial mage must have a Charisma score of at least 10+the spell level equivalent. The save DC for an invocation (if it allows one) is 10+the celestial mage’s Cha bonus+spell level equivalent.
There are four levels of celestial mage invocations: least, lesser, greater, and divine. At first level the celestial mage knows one least invocation, and at certain levels, he learns more. At 6th lvl, he can learn lesser invocations. At 10th lvl, he can learn greater invocations, and at 16th lvl, he can learn divine invocations. Also, at every level the celestial mage learns a new invocation, in addition he can choose to switch an invocation he already knows with a different invocation of the same level or lesser. The old one is simply erased from his memory and he can no longer use it.
Holy blast: At first level, the celestial mage can concentrate the arcane might inside him and create a holy blast. The holy blast is a ray requiring a ranged touch attack with a range of 60 ft. It allows no save, bypasses all damage reduction and energy resistance, but is subject to spell resistance and deals only half damage to objects. The damage it deals at 1st level is 1d6, but it increases by one die every odd level (except 19th), as well as 20th lvl, when it deals 9d6. This is a weaponlike spell, and as such, certain feats that apply to weapons apply to this also. The holy blast is an Evocation [good] effect.
Healing Blast: At third level, the celestial mage can convert his holy blast into a healing blast. It works the same way (although the celestial mage’s allies would probably wish to allow it to affect them, so he probably wouldn’t need to make an attack roll) that the regular holy blast does, including damage and range, but it is positive energy (and thus heals living creatures and deals damage to undead). Unfortunately, since positive energy is more powerful and harder to control than arcane power, using a healing blast requires the celestial mage to recharge for 1d8 rounds. During this time, he cannot use either his healing blast or his holy blast (although he can use other invocations freely, except blast shape or blast essence invocations). At 7th lvl, the recharge time decreases to 1d6 rounds. At 11th lvl, it decreases to 1d4 rounds. At 15th lvl, it takes 1d2 rounds to recharge, and at 19th lvl, he can use the healing blast without limit, and doesn’t need to recharge to use either the holy or healing blast (thus making it completely at will). The healing blast is a Conjuration (healing) [good] effect.
Detect magic, Detect Evil: At 2nd level, the celestial mage can invoke detect magic and detect evil at will.
Trick Item: At 4nd lvl, the celestial mage can always take 10 on Use Magic Device checks, even when distracted or threatened.
Protection from Evil: At 4th lvl, the celestial mage can invoke protection from evil at will. He can only cast it on himself.
Magic Circle against Evil: At 8th lvl, the celestial mage can invoke magic circle against evil at will. He can only cast it on himself. This replaces the ability to use protection from evil.
Dispel Evil: At 10th lvl, the celestial mage can invoke dispel evil at will. He can only cast it on himself.
Imbue Item: At 12th lvl, the celestial mage can create magic items without knowing the spells required to create it (he must have the requisite feats though). This ability works exactly like the warlock (Complete Arcane) ability of the same name.
Table: The Celestial mage
BAB Fort. Save Ref. Save Will Save Class
Features Invocations
Known
1 +0 +0 +0 +2 Holy blast 1d6,
New invocation (least) 1
2 +1 +0 +0 +3 Detect magic, Detect evil 2
3 +2 +1 +1 +3 Holy blast 2d6
Healing blast recharge 1d8, 2
4 +3 +1 +1 +4 Trick item, Protection from evil 3
5 +3 +1 +1 +4 Holy blast 3d6 3
6 +4 +2 +2 +5 New invocation (lesser) 4
7 +5 +2 +2 +5 Holy blast 4d6,
Healing blast recharge 1d6 5
8 +6/+1 +2 +2 +6 Magic circle against evil 5
9 +6/+1 +3 +3 +6 Holy blast 5d6 6
10 +7/+2 +3 +3 +7 Dispel evil 6
11 +8/+3 +3 +3 +7 Holy blast 6d6,
Healing blast recharge 1d4,
New invocation (greater) 7
12 +9/+4 +4 +4 +8 Imbue item 8
13 +9/+4 +4 +4 +8 - 8
14 +10/+5 +4 +4 +9 Holy blast 7d6 9
15 +11/+6/+1 +5 +5 +9 Healing blast recharge 1d2 9
16 +2/+7/+2 +5 +5 +10 New invocation type (divine) 10
17 +12/+7/+2 +5 +5 +10 Holy blast 8d6 11
18 +13/+8/+3 +6 +6 +11 - 11
19 +14/+9/+4 +6 +6 +11 Unlimited Healing blast 12
20 15/+10/+5 +6 +6 +12 Holy blast 9d6 12
Celestial Mage Invocations:
The celestial mage can cast three basic types of invocations: blast essence invocations, which alter the damage and effects of the celestial mage’s holy blast; blast shape invocations, which alter the shape and targets affected of the holy blast—these invocations can also be applied to the healing blasts; and other invocations. A celestial mage can only apply one blast essence and one blast shape (one of each) invocation to his holy or healing blast at any one time.
Blast Essence Invocations
Least
Mighty Blast—same as warlock invocation Frightful Blast.
Sickening Blast—same as warlock invocation of the same name.
Lesser
Brilliant Blast—same as warlock invocation Beshadowed Blast.
Fiery Blast—same as warlock invocation Brimstone Blast.
Wintry Blast—same as warlock invocation Hellrime Blast.
Forceful Blast—deals force damage and target must make reflex save or be knocked prone.
Greater
Enchanting Blast—same as warlock invocation Bewitching Blast.
Noxious Blast—same as warlock invocation of the same name.
Corrosive Blast—same as warlock invocation Vitrolic Blast.
Divine
Radiant Blast—blast is positive energy, and deals double damage to undead. This requires a recharge time of 1d4+1 rounds before you can use a holy or healing blast.
Blast Shape Invocations
Least
Holy Spear—your holy blast has a range of 250ft.
Holy Strike—your holy blast is channeled through a melee attack.
Lesser
Holy Chain—same as warlock invocation Eldritch Chain.
Holy Sword—your holy blast becomes a dancing weapon. While in this form, you cannot use your holy or healing blast.
Greater
Holy Cone—your holy blast is a 30ft. cone, so the targets must make a reflex save for half damage.
Holy Bolt—your holy blast is a 60ft. line, so the targets must make a reflex save for half damage.
Divine
Holy Burst—your holy blast becomes a 20ft. diameter burst, so the target must make a reflex save for half damage
Other Invocations
Least
Divine Utterance—same as warlock invocation Baleful Utterance, but word spoken is one of the Creation Words.
Divine Influence—you gain +6 to bluff, diplomacy, and gather information checks for 24 hrs.
Holy Luck—same as warlock invocation Dark One’s Own Luck.
Angel’s Sight—you see normally in normal and magical darkness for 24 hrs.
Entropic Warding—same as warlock invocation of the same name.
Leaps and Bounds—same as warlock invocation of the same name.
See Unseen—same as warlock invocation of the same name.
Water Walk—you can walk on water and similar substances (as the spell) for 24 hrs.
Lesser
Charm—as spell, but range 60ft.
Curse—as spell.
Turn Undead—turn or destroy undead as a cleric of ½ caster lvl.
Retreat—same as warlock invocation Flee the Scene, but invisible for 1 round also.
Blindsense—you gain blindsense 30ft. for 24hrs.
Daylight—as spell
Walk Unseen—same as warlock invocation of the same name
Voracious Dispel—same as warlock invocation of the same name.
Divine Might—you gain a +4 enhancement bonus to any one ability score for 24hrs.
Greater
Consume Magic—same as warlock invocation Devour Magic.
Celestial Call—same as warlock invocation Warlock’s Call
Greater Blink—as spell, but self only
Divine Hand—as telekinesis
Holy Will—as suggestion
Divine
Holy Discorporation—same as warlock invocation Dark Discorporation, but turns into swarm of glowing globes of light.
Holy Vision—same as warlock invocation Dark Foresight
Holy Storm—as firestorm, but half of the damage dealt is normal damage.
Change—as polymorph(self only) or baleful polymorph.
Retributive Invisibility—same as warlock invocation of the same name.
[/sblock]
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