Rystil Arden
First Post
unleashed said:Okay, time to post my interest.
Well you know plenty about me, my playing style, and that I post more than once a day...
As for concept well I'm thinking a Human Swashbuckler, disowned or on the outer with his family (landed aristocracy, powerful merchants, merchant-lords, or even the ruling family if you'd allow me to go that far), though I'm not completely fixated on the concept yet as I'd like to hear more about your Bard and Caster variants. You know my love of spellcasters from your other games...come to think of it I haven't yet chosen a non-caster in one of your games.
I'll be using my unleashed account on invisible castle for rolls, which you'll recall I set up a while back and haven't used yet.
Oops! I saw this post and then forgot to respond (D'oh! Sorry about that--this is why I shouldn't be talking on Skype, typing on trillian, and posting here at once). Swashbucklers are cool.
Bards:
You know my Troubadour variant Bard. The other variants all have no spells Skald (full base attack bonus but fewer skill points), Minstrel (more songs, but more Bardic than Troubadour), and Herald (8 skill points, some Heraldic stuff)
Casters (Caveat--not meant to be balanced with Wizard--they're from a setting where if someone knows Necromancy (for instance), it's a big deal):
[SBLOCK=Enchantress]The Enchantress
BAB Ref Fort Will Special
+0 +0 +0 +2 Spellcasting, Fey Magic, Summon Familiar
+1 +0 +0 +3
+2 +1 +1 +3 Vitality Channeling
+2 +1 +1 +4
+3 +2 +1 +4
+4 +2 +2 +5
+4 +2 +2 +5 Psyche Channeling
+5 +3 +2 +6
+6 +3 +3 +6
+6 +4 +3 +7
+7 +4 +3 +7
+8 +4 +4 +8
+8 +5 +4 +8
+9 +5 +4 +9
+10 +6 +5 +9
+10 +6 +5 +10
+11 +6 +5 +10
+12 +7 +6 +11
+12 +7 +6 +11
+13 +8 +6 +12
Spellcasting: The enchantress is very similar to the sorcerer in the way spells are cast, with a few exceptions. Enchantresses have two Major Arcana: Enchantment and Illusion. An enchantress may learn one additional spell from each of her Major Arcana for each spell level. The Minor Arcana for the enchantress are Divination and Abjuration. An enchantress may cast spells of levels 0-2 from her Minor Arcana, but only when she has achieved one experience level more than necessary to cast spells of her Major Arcana (i.e. 1, 2, 5). Example: Nimue, a 2nd level Enchantress knows 7 0-level spells (Da, Gho So, Arc Mar, Det Ma, Pres, Re Ma, Res) and 4 1st level spells (Cha Per, Cha Se, Tr Str, Shi). An enchantress may not learn any spells that are in neither her Major Arcana nor her Minor Arcana
Fey Magic: The enchantress casts her Major Arcana spells with the power of her fey ancestry and as such can cast any enchantment or illusion spell without somatic or (usually) material components to it. The verbal components are simply wordless series of inflections that can be applied to almost any sentence without notice. No one notices this unless she fails her Bluff check DC 20 (or an opposed roll if they are actively paying attention to her speech).
Energy Channeling: When an enchantress has run out of her usable spells per day of a particular level, she may choose to continue casting spells from her Major Arcana using Energy Channeling. If she does so, each spell cast deals to the enchantress an amount of temporary Constitution damage equal to the spell’s level (this effectively allows the enchantress to cast cantrips from her Major Arcana at will). This temporary ability damage cannot be healed by any spells, and must be recovered naturally.
Psyche Channeling: Same as Energy Channeling, but the enchantress may choose to deal temporary Wisdom damage instead of Constitution damage. [/SBLOCK]
I can't find Magician, but it is similar to Enchantress, but it gets Conjuration instead of Enchantment and summoning abilities instead of channeling.
[SBLOCK=Witch]Warlock/Witch
BAB Ref Fort Will Special
+0 +0 +0 +2 Spellcasting, Supernatural Pact, Spirit Familiar
+1 +0 +0 +3 Cooperative Magic
+2 +1 +1 +3
+3 +1 +1 +4 Familiar Manifestation
+3 +1 +1 +4
+4 +2 +2 +5
+5 +2 +2 +5
+6 +2 +2 +6 Otherworldly Consultation
+6 +3 +3 +6
+7 +3 +3 +7
+8 +3 +3 +7
+9 +4 +4 +8
+9 +4 +4 +8
+10 +4 +4 +9
+11 +5 +5 +9
+12 +5 +5 +10
+12 +5 +5 +10
+13 +6 +6 +11
+14 +6 +6 +11
+15 +6 +6 +12
Spellcasting: Witches ask for spells each day like a cleric from their list of spells known, which are updated innately upon levelling like a sorcerer. Because of the desire for quick power among most witches, they receive new spells at odd-numbered levels. Witches can learn Conjuration spells, Enchantment spells, Illusion and Abjuration spells of levels 0-2, and whatever spells are their patron's two favoured spells for that level. Evil witches often pick up the Necromancer prestige class to add some Necromancy spells to their repertoire.
Supernatural Pact: The witch has made a pact with an outsider or powerful fey to gain spellcasting abilities. Because of this, the witch is obligated to fulfill her end of the bargain at all times or her power is forfeit. Whimsical or cruel patrons can choose not to follow through on their end whenever they desire.
Spirit Familiar: This disembodied incorporeal servant of the witch's patron provides advice but also spies on the witch for the patron. Although familiars' ultimate loyalties lie with the patron, witches who treat their familiars exceptionally well have been known to forge bonds deep enough to cause the familiar to betray the patron for the witch's sake.
Cooperative Magic: Legends abound of witches forming covens to cast their most powerful spells, perhaps because of this ability. When witches of second level or greater gather in a group of three, they may choose to form a cooperative group. If they do so, all of the participating witches choose spells as normal, and the spells are added to the cooperative pool. Any of the three witches can cast any spell in the pool assuming they are high enough level to do so, using that spell up. However, if any of the three witches is killed, all of the spells in the pool for that day are lost, and the other witches must immediately make a DC 20 Fortitude save or be knocked unconscious by the backlash. If one of them is merely knocked unconscious, she simply ceases to contribute her spells to the pool.
Familiar Manifestation: The witch's familiar gains the ability to manifest itself physically as a fey or outsider appropriate for the witch's patron.
Otherworldly Consultation: The witch, who otherwise has no access to divination unless
her patron grants divination spells as favoured spells or she has levels in Oracle, may contact other agents of her patron to help her answer a question once a week. Since the agent may or may not know the answer and could be incorrect, this is similar to a weaker form of Contact Other Plane. [/SBLOCK]
The following PrCs are intended to augment these three classes
[SBLOCK=Necromancer]Necromancer
BAB Ref Fort Will Special
+0 +0 +0 +2 Necromantic Spellcasting
+1 +0 +0 +3 Undead Servant
+1 +1 +1 +3 Mask of Undeath
+2 +1 +1 +4 Undead Legion
+2 +1 +1 +4 Sturdy Soul
+3 +2 +2 +5 Undead Horde
+3 +2 +2 +5 Master of the Undead
+4 +2 +2 +6 Resilient Soul
+4 +3 +3 +6 Cursed Flesh
+5 +3 +3 +7 Death's Embrace
Reqs-
Skills- Knowledge[Arcana] 8 ranks, Intimidate 4 ranks, Concentration 6 ranks
Feats- Iron Will, Spell Focus[Necromancy]
Spellcasting-Able to cast 3rd-level arcane spells
Necromantic Spellcasting: The Necromancer can now cast Necromancy spells in addition to whatever spells she could normally cast. If she has only a limited number of spells known, however, she must still add the spells to her repertoire as usual, and in fact she may only add Necromancy spells for any level gained in this class.
Undead Servant: The Necromancer gains the aid of a mindless medium-sized skeleton vassal. The vassal has Hit Dice equal the Necromancer's and half of her hit points. Once the Necromancer gains Mask of Undeath, her skeleton may grow to size Large if she chooses, and when she attains Cursed Flesh, it may become size Huge. This servant does not count towards her maximum number of undead controlled.
Mask of Undeath: The Necromancer has studied around undead to the point where she has accumulated a minor undead aura around herself. Mindless undead consider her as an undead and will not attack unless assaulted, Detect Undead registers her as a faint aura, and greater undead can be fooled with a successful Disguise Check.
Undead Legion: The Necromancer's improved control over undead allows her to control three times her Hit Dice worth of undead, rather than twice.
Sturdy Soul: The Necromancer's strained soul has become inured to the dangers of the undead. She no longer suffers ill effects of undead extraordinary and supernatural attacks other than ability drain, energy drain, and instant death. This immunity extends to lich and ghoul paralysis, for example.
Undead Horde: The Necromancer has become an expert at commanding multiple undead, now able to control four times her hit dice.
Master of the Undead: The Necromancer has a powerful command over all but the most willful undead creatures. Any undead must succeed at a successful Will Save (DC 10 + class level in Necromancer + Charisma bonus) in order to attack the Necromancer. Additionally, the Necromancer can issue insinuating commands to any undead as a standard action. This spell-like ability acts as Suggestion, but can only be used against undead and uses the Necromancer's charisma bonus as the key stat, regardless of the Necromancer's original class.
Resilient Soul: The Necromancer's soul has withstood horrors that few can even imagine. She is now immune to all effects listed under Sturdy Soul plus energy drain and ability drain.
Cursed Flesh: The Necromancer's study with the undead is so intense that her body begins to develop the characterstics of undeath. She is now treated as an undead with respects to negative and positive energy (e.g. Healed by Cause Wounds spells). Additionally, her body stiffens like a corpses' giving her +2 Natural Armour and -2 Dexterity.
Death's Embrace: The Necromancer's study of undeath has reached the pinnacle that she can achieve in life. Her constant meditation in near-death state allows her to decsively control her body's precarious perch on the cusp between life and death. She is now immune to all death effects and 50% immune to Sneak Attack and critical hits (a la Fortification).[/SBLOCK]
[SBLOCK=Sorceress]The Sorceress
+0 +0 +0 +2 Spellcasting, Supreme Arcana: Choice
+1 +0 +0 +3 Spirit Link
+2 +1 +1 +3 Energy Channeling
+2 +1 +1 +4 Mastery of Channeling
+3 +2 +2 +4 Eldritch Channeling
Reqs-
Gender: ♀
Spellcasting: The ability to cast 6th level arcane spells
Feats: Eldritch Magic,
Class Features: Vitality Channeling, Psyche Channeling
Special: Must perform a special quest to attain the Supreme Arcana
Spellcasting: A Sorceress may select her Supreme Arcana from any school, although avoiding Enchantment and Illusion is a good idea. Supreme Arcana schools have the same characteristics as Major Arcana schools with the following additions. Supreme arcane spells can be cast at one level lower than spells of other schools (every odd level rather than even). Since the sorceress does not have any spells for that level, she can only do this if her Charisma warrants her bonus spells for that level. In addition to learning one Supreme Arcana spell per spell level, a Sorceress also learns one additional Supreme Arcana spell per total caster level. Each spell selected for a previous must be chosen as if the sorceress had chosen them at that level, so all of the spells may not be selectable at the sorceress’s maximum spell level (for instance, the first two must be level 1, the next two can be level 2, etc). Finally, all spells from the sorceress’s Supreme Arcana can be subjected to up to one metamagic feat she knows without raising the casting time and have a +1 on DCs and SR checks.
Spirit Link: A 2nd level Sorceress can link her spirit to her Major and Supreme Arcana spells, extending their duration at the cost of her own well-being. For each duration of 10 / spell level (round down) x the increment type (e.g. round, minute, hour), the Sorceress suffers 1 point of temporary Constitution or Wisdom damage. This damage cannot be removed by any spell and must recover naturally (it doesn't begin to recover until the spell is ended in the case of long duration spells).
Energy Channeling: At 3rd level, a Sorceress can channel her own essence into a Supreme Arcana spell to make it even more potent than usual. The DC and Spell Resistance check can be increased by any number up to half the Sorceress’s level (round up). However, the Sorceress suffers an equal amount of temporary Constitution or Wisdom damage. This damage cannot be removed by any spell and must recover naturally.
Mastery of Channeling: A 4th level Sorceress masters the art of channeling. When channeling for any Supreme Arcana spell, the Sorceress can choose to suffer ability damage to any ability and the damage is reduced by half, rounded up (this means that the Sorceress can cast 1st level Supreme Arcana spells at will).
Eldritch Channeling: A 5th level sorceress is the undisputed master of her chosen Supreme Arcana. As such, she can control the very eldritch essence of this sort of magic. Mastery of Channeling’s ability to halve ability damage costs does not affect Eldritch Channeling, although the Sorceress may still choose to apply the damage to any of her six statistics. The effects of her mastery vary according to the school-
Abjuration: As a free action, the Sorceress can take temporary damage to any one ability score equal to the level of an incoming spell to affect it as if by Spell Turning. Also, she can take an amount of temporary ability damage equal to any weapon’s total equivalent enhancement bonus + 1 to negate all damage from one successful attack with that weapon.
Conjuration: The Sorceress can summon forth any creature she wishes for a cost of temporary ability damage = to the creature’s CR/2. This can be used to call forth a specific creature, but if it is unwilling to come, it gets a Will Save DC 20 + Cha Bonus. At the sorceress’s option, the summoning can become a permanent creation, but in that case, the ability damage is permanent and irreversible until the creature is destroyed. No creature created in this way will turn on the summoner.
Divination: The Sorceress can see into the near future, allowing her to anticipate events in combat. She can gain an insight bonus to any attack roll, saving throw, or skill check, or gain a one round insight bonus to AC, each of which is equal to the amount of temporary ability damage that she takes x2 and in any case, she cannot channel more than her sorceress level worth of ability damage in this way per roll.
Enchantment: More delicate than Domination, the Sorceress can control the emotions of beings towards other things (this often includes devotion towards the sorceress, but can also entail hatred towards former friends, etc). The only problem is that it takes a long time to cast (10 minutes). The target gets a Will Save DC 20 + Cha Bonus. Each attempt of this effect costs 1 point of temporary ability damage. A success only lasts for 10 minutes / level, but it can be renewed at an additional expenditure of ability damage (from the same stat) or made permanent if the temporary ability damage is transformed into ability drain.
Evocation: The Sorceress can emit radiant bolts of raw eldritch energy that are hazardous to her enemy’s health. The bolts deal 1d6 damage per Sorceress level + 1d6 damage per point of ability damage if AoE or 1d6 damage per Sorceress level + 2d6 damage per point of temporary ability damage, divided in any way among any number of targets. The targets each get a Reflex Save DC 20 + Cha Bonus for half damage (if AoE) or she has to make a Ranged Touch Attack (if targetted). In any case, the Sorceress may not spend more than twice her Sorceress level worth of ability damage on any single one of these attacks.
Illusion: The Sorceress has delved so deep into the realm of Illusion that she is capable of creating illusions that are real to all intents and purposes (like Shadow Magic but 100% real). They still detect as illusions, and foolish adversaries can disbelieve them, but damage dealt by these illusions is real. In order to create real illusions, the Sorceress infuses them with her own life energy, taking 1 point of temporary ability damage for something random, or 1/2 point per CR for something with CR. Illusions can be made permanent as long as the temporary damage is made into permanent ability damage. These illusions can be programmed or follow commands, but even though they are real, they have no mind of their own and are incapable of independent decision-making.
Necromancy: The Sorceress is infused with the pure Negative Energy of death. As such she can avert her own death even when it should occur. At the cost of one temporary ability damage per hour, the Sorceress’s body remains unconscious but intact no matter what damage or death effects occur against her. The only thing that can defeat this effect is disintegration. Additionally, the Sorceress can Rebuke Undead as a cleric with the same effective caster level, at the cost of 3 temporary ability damage per attempt.
Transmutation: The sorceress has mastered the art of changing herself to such an extent that she can do so at will. She can change minor features as a free action at no cost, can change into any other creature as a standard action at no cost, can change into an object for a cost of 1 temporary ability damage, and can emulate the extraordinary abilities of her new shape for 2 points of temporary ability damage per minute. She can choose to either keep her physical ability scores or replace them with the average for her new form. If she mixes, and matches, it costs her 1 point of temporary ability damage. She can remain in whatever form she chooses for as long as she wants.[/SBLOCK]
[SBLOCK=Oracle]Oracle
+0 +0 +0 +2 Divinatory Spellcasting, Prescient Defense
+1 +0 +0 +3 Clairvoyant Whispers
+1 +1 +1 +3 Promethean Glimpse 1/day
+2 +1 +1 +4 Uncanny Dodge (Dex to AC)
+2 +1 +1 +4 Spontaneous Prophecy
+3 +2 +2 +5 Promethean Glimpse 2/day
+3 +2 +2 +5 Whispers of Eternity
+4 +2 +2 +6 Uncanny Dodge (Cannot be flanked)
+4 +3 +3 +6 Promethean Glimpse 3/day
+5 +3 +3 +7 Sibylline Foresight
Reqs: Skills- Knowledge[History] 10 ranks, Knowledge[Arcana] or Knowledge[Religion] 10 ranks, Knowledge[Local] 10 ranks, Knowledge[Any] 8 ranks, Sense Motive 8 ranks, Gather Information 8 ranks
Feats- Gift of Prophecy
Spellcasting- Ability to cast 5th level spells, including at least one Divination spell of 3rd level or above
Divinatory Spellcasting: The Oracle can now cast Divination spells in addition to whatever spells she could normally cast. If she has only a limited number of spells known, however, she must still add the spells to her repertoire as usual.
Prescient Defense: The Oracle has a sixth sense that warns her of impending blows. She gains her Wisdom bonus to Armour Class. If she is flat-footed or immobile, she loses this bonus.
Clairvoyant Whispers: The Oracle constantly hears whispers of otherworldly insight, and now she has practised at listening to them until she can pick out those that are relevant to a particular sort of activity. Each day the Oracle may choose to gain a +1 insight bonus on either Attack Rolls, Armour Class, Reflex Saves, Fortitude Saves, Will Saves, or Skill Checks
Promethean Glimpse: The world seems to blur as the Oracle is privy to two possible futures, choosing the one she prefers. The Oracle may reroll any one roll (her own or another's) as an immediate action. She may choose which result to keep.
Spontaneous Prophecy: The Oracle is sometimes overtaken by a prophetic frenzy, causing her to foretell the future in cryptic phrases and images.
Whispers of Eternity: The Oracle's ability to make out the whispers has improved. She may now choose a different choice from her Clairvoyant Whispers ability to gain a +2 insight bonus.
Sibylline Foresight: Once a day, the Oracle reaches the pinnacle of her ability, able to see all possible outcomes of any single action she makes. This effectively allows her to instantly take 20 on any one roll as an immediate action.[/SBLOCK]