New Class: the Thurge

RogerBacon

First Post
Here is a class I threw together last month. It is an arcane spell caster who studies different domains of power (cleric domains ). He has no spell lists of his own but as he goes up in levels he acquires domains like a cleric.

The class uses spell points instead of spells per day because the group I play with uses a spell point system similar to the psion one. Spells cost the same as psions (2*spell_level – 1). If you don’t use spell points, just assume he has the same spells per day as a cleric.

Our group also uses multiple spell attacks per round with the full round action, which is why there is a column labeled “Spell actions with full attack”. You will notice that it is the same as the melee attack progression. Again, just ignore this if you don’t like it.

"Spell Roll" determines the saving roll difficulty. It uses the optional rule of rolling d20 instead of taking 10. It also uses 1/2 caster level instead of spell level, just like a monster's special ability. Our group believes a 3rd level spell thrown by a 20th level caster should be harder to save against than one thrown by a 5th level caster. If you don't like this, just use 10+spell level + stat bonus as usual.

Lastly, the class name kind of sucks, but all the good ones are already taken.

I hope the formatting holds up.

Roger Bacon

[edit] Ok the formatting got blasted to hell, so just download it if you want to see it all pretty like.
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Thurge
Ver 1.0 (8/23/02)
HD: 1d8
Spell Dice: 1d4 + Wis. bonus
Alignment: Any
Starting Gold: 6d4*10
Weapon and Armor Proficiency: Thurges are proficient in all simple weapons. Thurges are proficient in light armor. Thurges are considered Arcane spellcasters.
Prohibited Feats: none
Class Skills: As a Cleric.
Skill Points: 4 + Int bonus.
Multiclassing restrictions: none
Spellcasting Roll: 1d20 + ½ Thurge level + Wis Bonus


Lvl Base Attack Bonus Spell actions with full attack Fort Save Ref Save Will Save Max. spell level castable. Domain
1 +0 1 +2 +0 +2 1 1st Domain
2 +1 1 +3 +0 +3 1 2nd Domain
3 +2 1 +3 +1 +3 2
4 +3 1 +4 +1 +4 2 3rd Domain
5 +3 1 +4 +1 +4 3
6 +4 1 +5 +2 +5 3 4th Domain
7 +5 1 +5 +2 +5 4 5th Domain
8 +6/+1 2 +6 +2 +6 4 6th Domain
9 +6/+1 2 +6 +3 +6 5
10 +7/+2 2 +7 +3 +7 5 7th Domain
11 +8/+3 2 +7 +3 +7 6
12 +9/+4 2 +8 +4 +8 6 8th Domain
13 +9/+4 2 +8 +4 +8 7 9th Domain
14 +10/+5 2 +9 +4 +9 7 10th Domain
15 +11/+6/+1 3 +9 +5 +9 8
16 +12/+7/+2 3 +10 +5 +10 8 11th Domain
17 +12/+7/+2 3 +10 +5 +10 9 12th Domain
18 +13/+8/+3 3 +11 +6 +11 9
19 +14/+9/+4 3 +11 +6 +11 9 13th Domain
20 +15/+10/+5 3 +12 +6 +12 9 14th Domain

Base attack: The number of attacks allowed with a full action. If both spells and attacks allow more than one, then the total number of spell and weapon attacks is the lesser of the two and neither type of attack can exceed it’s maximum number of attacks allowed. Each attack takes place 5 points lower in the initiative order that the preceding attack.

Max Spell Level: This is the maximum level of spell the Thurge can cast. Meta magic can be applied to a spell by paying two extra spell points for each level the metamagic feat would normally add. This doesn’t increase the level of the spell.

Domain: A Thurge may only cast spells from a domain he knows. As the Thurge goes up in levels he opens up more domains. A Thurge can have a maximum of 14 domains. Other than these domains, a Thurge has no spell lists of his own. For example, he can not cast Cleric spells unless they happen to be on a domain he knows.
The Thurge also gets the benefits of each domain when he learns it.
 

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