Alexin
2004-07-19, 07:26 PM
So far, all I have done is the rough outline for the (very untested for balance) PrC. As I haven't gotten around to flavor text, I'll start with a brief explaination instead.
1. The PrC class is designed to do a very odd thing: Focus on casting healing spells while not being a divine caster. The only class that will work as a base class for this is a bard, since they do possess some healing spells.
2. "Alexin" is an archaeic word for a substance that is a part of the immune system's use of antibodies. (To be honest, I'm not 100% sure what.) I'm using it as if it meant "Healing Thing" or "Healer" in general, because, well, it's my screen name, and it fits my PrC. ^^
Without further adeu (sp?), behold: The Arcane Alexin!
Arcane Alexin
Hit Die: d4
Requirements
To qualify to become an arcane alexin, a character must fulfill all of the following criteria.
Alignment: Any non-lawful, non-evil.
Skills: Knowledge (Arcana) 4 ranks, Heal 4 ranks, Perform (Any) 8 ranks.
Feats: Skill Focus (Heal).
Spells: Ability to cast Cure Light Wounds as an Arcane spells.
Class Skills
The arcane alexin’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Arcane Alexin
{table]
Level B. A. B. Fort Ref Will Special Spells/Day
1st +0 +0 +0 +2 Perform Arcane Rite, Arcane Rite: Cure Light Wounds (DC 12) +1 Bard
2nd +1 +0 +0 +3 Arcane Rite: Aid (DC 14) +1 Bard
3rd +1 +1 +1 +3 Arcane Rite: Cure Moderate Wounds (DC 16) +1 Bard
4th+2+1+1+4Arcane Rite: Remove Blindness/Deafness (DC 20)+1 Bard
5th+2+1+1+4Arcane Rite: Cure Serious Wounds (DC 20)+1 Bard
6th+3+2+2+5Arcane Rite: Remove Disease (DC 20)+1 Bard
7th+3+2+2+5Arcane Rite: Cure Critical Wounds (DC 22)+1 Bard
8th+4+2+2+6Arcane Rite: Raise Dead (DC 25)+1 Bard
9th+4+3+3+6Arcane Rite: Heal (DC 30)+1 Bard
10th+5+3+3+7Arcane Rite: Resurection (DC 40)+1 Bard
[/table]
Class Features
All of the following are Class Features of the Arcane Alexin.
Weapon and Armor Proficiency: An arcane alexin gain no proficiency with any weapon or armor. An arcane alexin can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane alexin wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do).
Spells per Day/Spells Known: When a new arcane alexin level is gained, the character gains new spells per day and spells known as if she had also gained a level of bard. She does not, however, gain any other benefit a character of that class would have gained. You may trade out known spells as a bard does when your level of bard and level of arcane alexin equal 8, and every 3 levels after that. (I know this is sloppily written and could allow loopholes; any suggestions for rewording?)
Perform Arcane Rites: An arcane alexin may perform one arcane rite per level. Additionally, an arcane alexin may use two bardic music for the purpose of performing an Arcane Rite. (For example, a level 10 Bard / 10 Arcane Alexin could perform 10 bardic musics and 10 arcane rites, 6 bardic musics and 12 arcane rites, 15 arcane rites, etc.) All spells cast using Arcane Rites count as arcane spells instead of divine spells. Rites whose normal spell requires material components must use up these components in the process of the Rite.
Performing an Arcane Rite is a full-round action that provokes an attack of opportunity. When performing an Arcane Rite, first choose the Arcane Rite you are attempting, and the target upon which you are using the Arcane Rite. Then, make a Perform check against the DC listed by the spell. If you beat the DC, the spell works on the target normally, as if cast by a Cleric of equal level to your combined levels in Bard and Arcane Alexin, with the exception that the spell counts as arcane magic instead of divine. If you roll below the DC, you succeed at casting no spell.
If you roll a natural 20 on the perform check or beat the check DC by more than 20, replace the spell performed by the Rite with the spell listed for Critical Rites. A Spellcraft check (DC 10) may be made to instead cast the Rite in its normal form. Similarly, if you roll a natural 1 on the perform check or miss the check DC by more than 20, replace the spell performed by the Rite with the spell listed for Fumbled Rites. A Spellcraft check (DC 20) may be made to instead cast no spell.
{table]
RiteDCCritical RiteFumbled Rite
1 - Cure Light Wounds12Mass Cure Light Wounds (Centered on Self)Inflict Light Wounds (Self)
2 - Aid16Prayer (Centered on Self)Doom (Self)
3 - Cure Moderate Wounds16Mass Cure Moderate Wounds (Centered on Self)Inflict Moderate Wounds (Self)
4 - Remove Blindness/Deafness20Remove Blindness/Deafness AND Lesser Restoration (Target)Blinded and Deafened for 1 day (Self)
5 - Cure Serious Wounds20Mass Cure Serious Wounds (Centered on Self)Inflict Serious Wounds (Self)
6 - Remove Disease20Remove Disease AND Remove Curse (Target)Infected with Mummy Rot (Self)
7 - Cure Critical Wounds22Mass Cure Critical Wounds (Centered on Self)Inflict Critical Wounds (Self)
8 - Raise Dead25Resurrection (Target); no additional material components neededSummon 1d4 hostile Spectres around the corpse
9 - Heal30Mass Heal (Centered on Self)Harm (Self)
10 - Resurrection40True Resurrection (Target); no additional material components neededSummons 1 undead of any kind the DM desires around the corpse. The DM is suggested to choose as if she or he possessed an Evil alignment, or at the very least Chaotic Neutral.[/td][/table].
----
I realize this class needs alot of work on balance, especially with the DC based spellcasting; still, what do ya'll think?
1. The PrC class is designed to do a very odd thing: Focus on casting healing spells while not being a divine caster. The only class that will work as a base class for this is a bard, since they do possess some healing spells.
2. "Alexin" is an archaeic word for a substance that is a part of the immune system's use of antibodies. (To be honest, I'm not 100% sure what.) I'm using it as if it meant "Healing Thing" or "Healer" in general, because, well, it's my screen name, and it fits my PrC. ^^
Without further adeu (sp?), behold: The Arcane Alexin!
Arcane Alexin
Hit Die: d4
Requirements
To qualify to become an arcane alexin, a character must fulfill all of the following criteria.
Alignment: Any non-lawful, non-evil.
Skills: Knowledge (Arcana) 4 ranks, Heal 4 ranks, Perform (Any) 8 ranks.
Feats: Skill Focus (Heal).
Spells: Ability to cast Cure Light Wounds as an Arcane spells.
Class Skills
The arcane alexin’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.
Table: The Arcane Alexin
{table]
Level B. A. B. Fort Ref Will Special Spells/Day
1st +0 +0 +0 +2 Perform Arcane Rite, Arcane Rite: Cure Light Wounds (DC 12) +1 Bard
2nd +1 +0 +0 +3 Arcane Rite: Aid (DC 14) +1 Bard
3rd +1 +1 +1 +3 Arcane Rite: Cure Moderate Wounds (DC 16) +1 Bard
4th+2+1+1+4Arcane Rite: Remove Blindness/Deafness (DC 20)+1 Bard
5th+2+1+1+4Arcane Rite: Cure Serious Wounds (DC 20)+1 Bard
6th+3+2+2+5Arcane Rite: Remove Disease (DC 20)+1 Bard
7th+3+2+2+5Arcane Rite: Cure Critical Wounds (DC 22)+1 Bard
8th+4+2+2+6Arcane Rite: Raise Dead (DC 25)+1 Bard
9th+4+3+3+6Arcane Rite: Heal (DC 30)+1 Bard
10th+5+3+3+7Arcane Rite: Resurection (DC 40)+1 Bard
[/table]
Class Features
All of the following are Class Features of the Arcane Alexin.
Weapon and Armor Proficiency: An arcane alexin gain no proficiency with any weapon or armor. An arcane alexin can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, an arcane alexin wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do).
Spells per Day/Spells Known: When a new arcane alexin level is gained, the character gains new spells per day and spells known as if she had also gained a level of bard. She does not, however, gain any other benefit a character of that class would have gained. You may trade out known spells as a bard does when your level of bard and level of arcane alexin equal 8, and every 3 levels after that. (I know this is sloppily written and could allow loopholes; any suggestions for rewording?)
Perform Arcane Rites: An arcane alexin may perform one arcane rite per level. Additionally, an arcane alexin may use two bardic music for the purpose of performing an Arcane Rite. (For example, a level 10 Bard / 10 Arcane Alexin could perform 10 bardic musics and 10 arcane rites, 6 bardic musics and 12 arcane rites, 15 arcane rites, etc.) All spells cast using Arcane Rites count as arcane spells instead of divine spells. Rites whose normal spell requires material components must use up these components in the process of the Rite.
Performing an Arcane Rite is a full-round action that provokes an attack of opportunity. When performing an Arcane Rite, first choose the Arcane Rite you are attempting, and the target upon which you are using the Arcane Rite. Then, make a Perform check against the DC listed by the spell. If you beat the DC, the spell works on the target normally, as if cast by a Cleric of equal level to your combined levels in Bard and Arcane Alexin, with the exception that the spell counts as arcane magic instead of divine. If you roll below the DC, you succeed at casting no spell.
If you roll a natural 20 on the perform check or beat the check DC by more than 20, replace the spell performed by the Rite with the spell listed for Critical Rites. A Spellcraft check (DC 10) may be made to instead cast the Rite in its normal form. Similarly, if you roll a natural 1 on the perform check or miss the check DC by more than 20, replace the spell performed by the Rite with the spell listed for Fumbled Rites. A Spellcraft check (DC 20) may be made to instead cast no spell.
{table]
RiteDCCritical RiteFumbled Rite
1 - Cure Light Wounds12Mass Cure Light Wounds (Centered on Self)Inflict Light Wounds (Self)
2 - Aid16Prayer (Centered on Self)Doom (Self)
3 - Cure Moderate Wounds16Mass Cure Moderate Wounds (Centered on Self)Inflict Moderate Wounds (Self)
4 - Remove Blindness/Deafness20Remove Blindness/Deafness AND Lesser Restoration (Target)Blinded and Deafened for 1 day (Self)
5 - Cure Serious Wounds20Mass Cure Serious Wounds (Centered on Self)Inflict Serious Wounds (Self)
6 - Remove Disease20Remove Disease AND Remove Curse (Target)Infected with Mummy Rot (Self)
7 - Cure Critical Wounds22Mass Cure Critical Wounds (Centered on Self)Inflict Critical Wounds (Self)
8 - Raise Dead25Resurrection (Target); no additional material components neededSummon 1d4 hostile Spectres around the corpse
9 - Heal30Mass Heal (Centered on Self)Harm (Self)
10 - Resurrection40True Resurrection (Target); no additional material components neededSummons 1 undead of any kind the DM desires around the corpse. The DM is suggested to choose as if she or he possessed an Evil alignment, or at the very least Chaotic Neutral.[/td][/table].
----
I realize this class needs alot of work on balance, especially with the DC based spellcasting; still, what do ya'll think?