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<blockquote data-quote="Moonsword" data-source="post: 554812" data-attributes="member: 7174"><p>Well, the idea of a guild member paying dues is extremely old, and is basically public knowledge. I didn't like the XP penalty, as it doesn't seem to balance out the benefits. This class would be a cross between a planeshifter and a guild mage. A spellpool could bew translated into a mana-well, a store of magical energy gathered by the guild. A member can gather from it as a full-round action, replacing a slot of equal value. The mechanics would need to be shifted around. I'll look at it and see what I can do. It shouldn't take too much work, after all, this is a trans-planar ability we're talking about.</p><p></p><p>Figure progression of saves, BAB, and spellcasting like that of a loremaster. Special abilities (roughly):</p><p>1st- Bonus language, guild dues</p><p>2nd- Mana well (levels 0-1)</p><p>3rd- Plane shift 1/day</p><p>4th- Mana well (levels 2-3)</p><p>5th- Extend Spell</p><p>6th- Mana well (levels 4-5)</p><p>7th- Bonus language</p><p>8th- Mana well (levels 6-7)</p><p>9th- Plane shift 2/day</p><p>10th- Mana well (levels 8-9)</p><p>Requirements:</p><p>Skills: Knowledge (arcana) 8 ranks, Spellcraft (8 ranks), Knowledge (planes) 3 ranks</p><p>Languages: 1 planar (Elemental, Infernal, Draconic [common tounge on the planes, dragons are everywhere])</p><p>Special: Must be recruited, pay 2000 gp for a member's ear ring, broach, or necklace to access the mana-well, and have visited a plane before being recruited and brought to the guild-house.</p><p>Spells: 3rd-level arcane.</p><p></p><p>If necessary, I can adjust the placement of items. This class is insanely easy to set up for epic levels (and a few of these guys running around could cause no end of havoc in the multi-verse, if properly armed). Sorcerors in particular would take this one, as it extends their flexibility. The guild would be the Planar Order or some such. The exact mana-well probabilities would be different, but your chance of finding a specific spell (within limits) is higher at higher levels, since the mana-based engineering that goes into these things is considerably more stable. The well also functions differently form a spell pool in the backgorund organization. I might require a Spellcraft check to access the pool, but a relatively easy one, just to make things more interesting.</p><p></p><p>Comments?</p></blockquote><p></p>
[QUOTE="Moonsword, post: 554812, member: 7174"] Well, the idea of a guild member paying dues is extremely old, and is basically public knowledge. I didn't like the XP penalty, as it doesn't seem to balance out the benefits. This class would be a cross between a planeshifter and a guild mage. A spellpool could bew translated into a mana-well, a store of magical energy gathered by the guild. A member can gather from it as a full-round action, replacing a slot of equal value. The mechanics would need to be shifted around. I'll look at it and see what I can do. It shouldn't take too much work, after all, this is a trans-planar ability we're talking about. Figure progression of saves, BAB, and spellcasting like that of a loremaster. Special abilities (roughly): 1st- Bonus language, guild dues 2nd- Mana well (levels 0-1) 3rd- Plane shift 1/day 4th- Mana well (levels 2-3) 5th- Extend Spell 6th- Mana well (levels 4-5) 7th- Bonus language 8th- Mana well (levels 6-7) 9th- Plane shift 2/day 10th- Mana well (levels 8-9) Requirements: Skills: Knowledge (arcana) 8 ranks, Spellcraft (8 ranks), Knowledge (planes) 3 ranks Languages: 1 planar (Elemental, Infernal, Draconic [common tounge on the planes, dragons are everywhere]) Special: Must be recruited, pay 2000 gp for a member's ear ring, broach, or necklace to access the mana-well, and have visited a plane before being recruited and brought to the guild-house. Spells: 3rd-level arcane. If necessary, I can adjust the placement of items. This class is insanely easy to set up for epic levels (and a few of these guys running around could cause no end of havoc in the multi-verse, if properly armed). Sorcerors in particular would take this one, as it extends their flexibility. The guild would be the Planar Order or some such. The exact mana-well probabilities would be different, but your chance of finding a specific spell (within limits) is higher at higher levels, since the mana-based engineering that goes into these things is considerably more stable. The well also functions differently form a spell pool in the backgorund organization. I might require a Spellcraft check to access the pool, but a relatively easy one, just to make things more interesting. Comments? [/QUOTE]
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