Baron Corm
2006-09-16, 12:16 PM
Maganthropes are any race of creature who are touched at birth by the essence of arcane magic. They have on them a small marking of some sort since birth. Throughout their progression of enhancing the skills they were born with, they make themselves more and more akin to raw arcane energy, and more able to manipulate it.
Maganthropes are treated as a caster class with no spells. If multiclassed to another arcane caster class, they may not learn any spells, and if multiclassed to a divine caster class, they lose all of their Maganthrope abilities. One may not multiclass to Maganthrope unless they have declared themselves born with the mark of one at character creation.
Key abilities: Constitution would be considered their key ability, as it in a strange way strengthens their magic power as well as the usual effects. Strength and Dexterity would also be useful to the Maganthrope as he usually prefers to fight instead of cast his spell-like abilities.
Skill points: 2+int modifier (2+int modifier x4 at first level)
Saves: High Will, Low Reflex, Low Fortitude
Base Attack Bonus: Same as Fighter
Hit Die: d6
Special: The Maganthrope skips getting a feat every other time he would normally get one, starting with the second time after character creation that he would get one.
Maganthrope Progression Table
Level 3: Maganthropic Missles
Level 7: Arcane Overflow, Maganbolt, Maganthropic Missles II
Level 13: One with the Force, Maganthropic Missles III
Level 17: Surge, Maganbolt II, Arcane Overflow II
Level 20: Transformation, Maganthropic Missles IV
Special Abilities
Maganthropic Missles
Starting at level three, a Maganthrope may cast a spell-like ability similar in most ways to Magic Missle. The missles have an appearance unique and similar to each individual Maganthrope. Each missle does 2d4 damage. At third level, one missle is cast, and it may be cast once per day. At 7th level, two missles are cast, and it may be cast four times per day. At 13th level, it may be cast 8 times per day. At 20th level, three missles are cast and it may be cast times per day equal to his class level. Metamagic feats may now work on Maganthropic Missles, but only up to one feat at a time, declared before casting.
The Maganthrope may cast one (or two or three later on) missle out of every hand that is not carrying a weapon or other item for each use of the ability.
A Will save must be made once for every four missles cast, with a DC equal to twice the Maganthrope's total character level. On a failed save, the Maganthrope takes 4 (force) damage for every missile he still would have been able to cast, and no more missiles are cast. At this point a Fortitude save may optionally be made with a DC at twice the Maganthrope's total character level to take no damage from the backlash. Failing this save makes you take 8 damage for each missle not yet cast. Spell Resistance applies to Maganthropic Missles.
Arcane Spell Failure applies to Maganthrope spell-like abilities.
Arcane Overflow
Starting at 7th level, a Maganthrope may activate an ability similar to Power Attack in usage. Upon using, each Maganthropic missle deals 2d4+2 damage, and each successful attack grants another attack using a d12 instead of a d20. A roll of 2-6 will cause the attack to have its effects on the Maganthrope, and a roll of 1 will count as a critical hit. A roll of 12 will always hit, as if it were a natural 20. Critical hits can not be gotten from an Arcane Overflow. A successful hit from an Arcane Overflow does not cause another Arcane Overflow.
At level 17 this ability improves. Maganthropic Missles deal 2d4+3 damage when Arcane Overflow is activated and the Maganthrope will only cause damage to himself if he rolls 2-4, but his critical multiplier counts as one more when a 1 is rolled.
Maganbolt
Upon reaching level 7, the Maganthrope may cast a spell-like ability similar in most ways to Lightning Bolt. However, this bolt deals 1d4 damage per caster level (to a maximum of 10d4) instead of the usual 1d6. In addition, the bolt may be composed of either electric, fire, cold, or acid damage. Starting at level 17, the Maganbolt may bounce to other targets as a Chain Lightning spell. A bolt may be fired out of every free hand the Maganthrope has. Maganbolt may be cast once per day per two levels of Maganthrope. Spell Resistance applies and there is no focus. The bolt has an appearance similar in theme to the Maganthrope's Maganthropic Missles, as well as streaks of lightning for electric type, streaks of flame for fire, etc. For determining the Reflex save DC, the spell level is 7 and the primary casting stat is CON. At level 20, Metamagic feats may be applied to Maganbolt, but only one at a time, declared before casting. Maganbolt II may only be applied if the INT, WIS, and CHA requirements from One With the Force have already been completed.
One with the Force
Starting at level 13, the Maganthrope gains two extra arms. They are made out of the same thing the Maganthrope is made out of, which is increasingly closer to raw arcane magic (but not quite yet). Coloring changes that you might expect occur and the Maganthrope gives off a faint light, giving a -4 to Hide checks. These arms can be used to hold weapons or anything else, and can be used in the Maganthropic Missles and Maganbolt formulae.
The arms cannot be used in a combat situation until the Maganthrope has them for a full consecutive three days with an INT and WIS score of 13+ and has been "testing them out". Casters or potions could cause these scores by keeping spells on him for three days straight, but it is not neccessarily known by anyone who hasn't figured it out that this is a requirement. The Maganthrope also gains a -4 on Charisma based checks until he has had a CHA score of 13+ for at least three days straight, on a separate timer.
Also included in One with the Force; Maganthropic Missles may gain a bonus to beat Spell Resistance equal to half of the Maganthrope's CON modifier.
Surge
Starting at level 17, the Maganthrope may enchant a weapon for 1 round/level of Maganthrope to do 1 force damage per 3 levels of Maganthrope. The "surge" of power comes all at once, and he may only cast this as a spell-like ability once per day on as many weapons as he is holding at that time.
Transformation
Upon reaching level 20, the Maganthrope gains +4 STR, +2 CON, and +4 DEX. His skin becomes even more "magic essence ish" and the light shining from him becomes slightly brighter. The mark he recieved at birth becomes pure magic essence and shines brightly. He suffers a -12 to Hide checks. He may also choose any two non-epic metamagic feats for use with this Maganthropic Missles and Maganbolt. Transformation may only be applied if the INT, WIS, and CHA requirements from One With the Force have already been completed.
Optional: This may make the class overpowered, but I wanted to give it the Elemental subtype at level 20 and give it immunity to poison, sleep, paralysis, stunning, and critical hits at different levels (Elemental Traits). Could I add part of that in somewhere..? Something like, level 3 immune to poison, level 13 immune to sleep, level 17 paralysis and stunning, level 20 critical hits.
Maganthropes are treated as a caster class with no spells. If multiclassed to another arcane caster class, they may not learn any spells, and if multiclassed to a divine caster class, they lose all of their Maganthrope abilities. One may not multiclass to Maganthrope unless they have declared themselves born with the mark of one at character creation.
Key abilities: Constitution would be considered their key ability, as it in a strange way strengthens their magic power as well as the usual effects. Strength and Dexterity would also be useful to the Maganthrope as he usually prefers to fight instead of cast his spell-like abilities.
Skill points: 2+int modifier (2+int modifier x4 at first level)
Saves: High Will, Low Reflex, Low Fortitude
Base Attack Bonus: Same as Fighter
Hit Die: d6
Special: The Maganthrope skips getting a feat every other time he would normally get one, starting with the second time after character creation that he would get one.
Maganthrope Progression Table
Level 3: Maganthropic Missles
Level 7: Arcane Overflow, Maganbolt, Maganthropic Missles II
Level 13: One with the Force, Maganthropic Missles III
Level 17: Surge, Maganbolt II, Arcane Overflow II
Level 20: Transformation, Maganthropic Missles IV
Special Abilities
Maganthropic Missles
Starting at level three, a Maganthrope may cast a spell-like ability similar in most ways to Magic Missle. The missles have an appearance unique and similar to each individual Maganthrope. Each missle does 2d4 damage. At third level, one missle is cast, and it may be cast once per day. At 7th level, two missles are cast, and it may be cast four times per day. At 13th level, it may be cast 8 times per day. At 20th level, three missles are cast and it may be cast times per day equal to his class level. Metamagic feats may now work on Maganthropic Missles, but only up to one feat at a time, declared before casting.
The Maganthrope may cast one (or two or three later on) missle out of every hand that is not carrying a weapon or other item for each use of the ability.
A Will save must be made once for every four missles cast, with a DC equal to twice the Maganthrope's total character level. On a failed save, the Maganthrope takes 4 (force) damage for every missile he still would have been able to cast, and no more missiles are cast. At this point a Fortitude save may optionally be made with a DC at twice the Maganthrope's total character level to take no damage from the backlash. Failing this save makes you take 8 damage for each missle not yet cast. Spell Resistance applies to Maganthropic Missles.
Arcane Spell Failure applies to Maganthrope spell-like abilities.
Arcane Overflow
Starting at 7th level, a Maganthrope may activate an ability similar to Power Attack in usage. Upon using, each Maganthropic missle deals 2d4+2 damage, and each successful attack grants another attack using a d12 instead of a d20. A roll of 2-6 will cause the attack to have its effects on the Maganthrope, and a roll of 1 will count as a critical hit. A roll of 12 will always hit, as if it were a natural 20. Critical hits can not be gotten from an Arcane Overflow. A successful hit from an Arcane Overflow does not cause another Arcane Overflow.
At level 17 this ability improves. Maganthropic Missles deal 2d4+3 damage when Arcane Overflow is activated and the Maganthrope will only cause damage to himself if he rolls 2-4, but his critical multiplier counts as one more when a 1 is rolled.
Maganbolt
Upon reaching level 7, the Maganthrope may cast a spell-like ability similar in most ways to Lightning Bolt. However, this bolt deals 1d4 damage per caster level (to a maximum of 10d4) instead of the usual 1d6. In addition, the bolt may be composed of either electric, fire, cold, or acid damage. Starting at level 17, the Maganbolt may bounce to other targets as a Chain Lightning spell. A bolt may be fired out of every free hand the Maganthrope has. Maganbolt may be cast once per day per two levels of Maganthrope. Spell Resistance applies and there is no focus. The bolt has an appearance similar in theme to the Maganthrope's Maganthropic Missles, as well as streaks of lightning for electric type, streaks of flame for fire, etc. For determining the Reflex save DC, the spell level is 7 and the primary casting stat is CON. At level 20, Metamagic feats may be applied to Maganbolt, but only one at a time, declared before casting. Maganbolt II may only be applied if the INT, WIS, and CHA requirements from One With the Force have already been completed.
One with the Force
Starting at level 13, the Maganthrope gains two extra arms. They are made out of the same thing the Maganthrope is made out of, which is increasingly closer to raw arcane magic (but not quite yet). Coloring changes that you might expect occur and the Maganthrope gives off a faint light, giving a -4 to Hide checks. These arms can be used to hold weapons or anything else, and can be used in the Maganthropic Missles and Maganbolt formulae.
The arms cannot be used in a combat situation until the Maganthrope has them for a full consecutive three days with an INT and WIS score of 13+ and has been "testing them out". Casters or potions could cause these scores by keeping spells on him for three days straight, but it is not neccessarily known by anyone who hasn't figured it out that this is a requirement. The Maganthrope also gains a -4 on Charisma based checks until he has had a CHA score of 13+ for at least three days straight, on a separate timer.
Also included in One with the Force; Maganthropic Missles may gain a bonus to beat Spell Resistance equal to half of the Maganthrope's CON modifier.
Surge
Starting at level 17, the Maganthrope may enchant a weapon for 1 round/level of Maganthrope to do 1 force damage per 3 levels of Maganthrope. The "surge" of power comes all at once, and he may only cast this as a spell-like ability once per day on as many weapons as he is holding at that time.
Transformation
Upon reaching level 20, the Maganthrope gains +4 STR, +2 CON, and +4 DEX. His skin becomes even more "magic essence ish" and the light shining from him becomes slightly brighter. The mark he recieved at birth becomes pure magic essence and shines brightly. He suffers a -12 to Hide checks. He may also choose any two non-epic metamagic feats for use with this Maganthropic Missles and Maganbolt. Transformation may only be applied if the INT, WIS, and CHA requirements from One With the Force have already been completed.
Optional: This may make the class overpowered, but I wanted to give it the Elemental subtype at level 20 and give it immunity to poison, sleep, paralysis, stunning, and critical hits at different levels (Elemental Traits). Could I add part of that in somewhere..? Something like, level 3 immune to poison, level 13 immune to sleep, level 17 paralysis and stunning, level 20 critical hits.