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herrhauptmann
2009-04-07, 10:49 PM
This is getting to complicated...
Go here to see a nicely laid out mancer. http://www.giantitp.com/forums/showthread.php?t=177069



{table=Head]Level|BAB|Fort|Ref|Will|Special Abilities|-1-|-2-|-3-|-4-|-5- |-6-
1|1|2|0|2|Chosen Domain, Resist Domain 5, Domain Spell Level (DSL)|3|-|-|-|-|-
2|2|3|0|3|Cho Apotheosis (Focused Feat)|3|-|-|-|-|-
3|3|3|1|3|DSL 2-|3|3|-|-|-|-
4|4|4|1|4|Resist Domain 10|3|3|-|-|-|-
5|5|4|1|4| DSL 3, Channeled Ability 1|3|3|3|-|-|-
6|6/1|5|2|5|Cho Apotheosis (Elemental Travel)|3|3|3|-|-|-
7|7/2|5|2|5|DSL 4|3|3|3|3|-|-
8|8/3|6|2|6|Resist Domain 15|3|3|3|3|-|-
9|9/4|6|3|6|DSL 5|3|3|3|3|3|-
10|10/5|7|3|7|Channeled Ability 2, Cho Apotheosis (Elemental Visage)|3|3|3|3|3|-
11|11/6/1|7|3|7|DSL 6|3|3|3|3|3|3
12|12/7/2|8|4|8|Resist Domain 20, Cho Apotheosis (Elemental Control)|3|3|3|3|3|3
13|13/8/3|8|4|8|-|3|3|3|3|3|3
14|14/9/4|9|4|9|Cho Apotheosis (Elemental Sustenance)|3|3|3|3|3|3
15|15/10/5|9|5|9|Wield Ability 1|3|3|3|3|3|3
16|16/11/6/1|10|5|10|Resist Domain 25|3|3|3|3|3|3
17|17/12/7/2|10|5|10||3|3|3|3|3|3
18|18/13/8/3|11|6|11|Cho Apotheosis (Elemental Resilience)|3|3|3|3|3|3
19|19/14/9/4|11|6|11||3|3|3|3|3|3
20|20/15/10/5|12|6|12|Wield Ability 2, Domain Immunity|3|3|3|3|3|3

[/table]

Mancers make fierce opponents in the field of battle. Skilled fighters with the ability to further enhance their combat prowess with many varieties of elemental aspects one never can be sure just what they will encounter when facing a Mancer. One thing is sure; it will not be an easy fight.
Alignment: Earth: Any lawful, Fire: Any chaotic, Air: Any neutral, Water: Any
HD: d8
Skill Points at 1st Level: 4+Int mod
Skill Points at Each Additional Level: 4+Int
Class Skills:
Climb (Str), Concentration (Con), Climb (str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), Survival (Wis), Swim (Str).
Weapon and Armor Proficiencies: All armor and shields excluding tower, all simple and martial melee weapons, plus the dart, javelin, and sling.

{table=Head]Domain|Mancer Name|Opposed Domain|Ability 1|Ability 2|Casting Ability
Air|Aeromancer|Earth|Shock|Shocking Burst|Dex
Earth|Terramancer|Air|Corrosive|Acidic Burst|Str
Fire|Pyromancer|Water|Flaming|Flaming Burst|Int
Water|Aquamancer|Fire|Frost|Icy Burst|Con

[/table]

Chosen Domain: All Mancers select an elemental domain at the beginning of their training. The chosen element will be treated as if they are cast as divine spells. All components and costs of the spell must be included in the casting. Because of the focused nature of the Mancer class, if they multiclass into any other character class or prestige class, they can no longer continue gaining levels of Mancer unless otherwise noted.

Resist Domain (Ex): Further evolution in the body’s make-up makes it even more resilient to the chosen domain of the mancer, unnatural or not. The player gains a resistance to his/her chosen element as listed above.

Domain Spell (Sp): At the levels listed above, the Mancer chooses ONE spell a day from the appropriate spell level. High attributes offer the possibility for mancers to cast more then three spell from their element each day. If a Mancer would receive bonus spells then he may cast an additional spell beyond his normal three spell of his element. This spell can not contain any other elemental type than the element of the Mancer’s chosen domain. Example: Berne the gnome has chosen to become a Pyromancer. Since he is first level, he chooses one first level fire spell, Flame Armor, to be his Domain Spell. The next day, he decides to pray and change the spell to Touch of Fire. Depending on what element is chosen, the save DC is influenced because each element has a corresponding attribute. For earth, it is strength. For fire, it is intelligence. For water, it is constitution. Finally, for air it is dexterity. Lastly some feats my garner additional daily casts and or even the ability to cast more then one spell from each domain level.

Cho Apotheosis (Focused Feat) (Ex): The Mancer gains a bonus feat. He must chose between an Elemental feat of his Domain. (i.e. Fire Mancer would select a fire feat) or he may also select from the fighters Feat list as well. Furthermore, mancers may select from the devotion feats available in Complete Champion. He may select a devotion which matches his alignment (good, evil, law, or chaos), or the one corresponding to his Cho, his element (earth, air, fire water)

Channeled Ability (Su): At 5th level, a Mancer is granted the supernatural ability to channel special weapon abilities into a wielded weapon through prayer. With eight hours of uninterrupted meditation, a Mancer can wield a simple or martial weapon that was the focus of the prayer and bestow the listed ability to it at will. At tenth level, the Mancer can bestow the second ability at will. The weapon while empowered appears to be magical, but does not when the ability is suppressed (unless the weapon was already magical). If the chosen weapon already has the listed ability, it does not stack. The weapon chosen for focus must be at least a masterwork weapon. This ability lasts for 24 hours. (See table for correspondence).

Cho Apotheosis (Elemental Travel) (Ex): The Mancer gains an extra movement type based on their chosen element:
EARTH: Gain natural burrow speed of 30ft.
AIR: Gain natural fly speed of 30ft. w/ perfect maneuverability
FIRE: Land speed increased to 50ft. If the character’s natural speed is the same or faster, increase by 10ft.
WATER: Gain natural swim speed of 30ft.

Cho Apotheosis (Elemental Visage) (Ex): The Mancer gains an elemental visage depending on the chosen domain:
EARTH: Skin hardens, gain DR of 2/-
AIR: Small ebbs of air surround the Mancer, gain +2 deflection bonus to AC
FIRE: Constant warmth fills body, fast healing 2
WATER: Extremely fluid movement, gain +2 dodge bonus to AC

Wield Ability (Su): Starting at 15th level, a Mancer has been blessed with the supernatural gift of bestowing any simple or martial masterwork weapon he/she wields with the channeled ability. At 20th level, the Mancer can also bestow the second ability. The eight hours of meditation are still required. The weapon while empowered appears to be magical, but does not when the ability is suppressed (unless the weapon was already magical). If the chosen weapon already has the listed ability, it does not stack. This lasts for 24 hours.

Cho Apotheosis (Elemental Control) (Su): Advancing in mastery of his chosen domain, a Mancer gains the ability to turn and rebuke elementals similar to a cleric of his level. However, a mancer may turn or destroy elementals which are opposed to his domain, and may bolster, rebuke, or command elementals of his own domain. Thus, a pyromancer may rebuke, command, or bolster fire elementals, or he could turn or destroy water elementals. He may perform this action 3 times per day, +1 for each point of charisma bonus. If he has 5 ranks in Knowledge:Planes, he gains a +2 on his turning check.
This ability may be increased by use of Greater turning, extra turning, etc. A class which grants the ability to turn undead does not boost a mancers ability to turn elementals, though a class which allows him to turn elementals does. For example, a 12th level Terramancer, 3rd level cleric with earth and fire domains, may rebuke earth and turn air elementals as a 15th level cleric or mancer, and he may turn water and rebuke fire elementals as a 3rd level cleric.

Cho Apotheosis (Elemental Sustenance) (Ex): Nearing a perfect harmonious balance with his chosen domain, the Mancer can sustain himself on merely the element that he embodies. The Mancer is now immune to fatigue and constantly under the effect of a ring of sustenance, as per the magic item (DMG pg 233).

Cho Apotheosis (Elemental Resilience) (Ex): All Mancers, regardless of chosen domain, gain a +4 racial bonus to poison, sleep, paralysis, and stunning. Also, they gain a 25% chance of ignoring any critical hit or sneak attack.

Domain Immunity (Ex): At 20th level, Mancers are so in tune to their chosen domain that they are completely immune to the element associated with it and can choose to suppress this ability


1st level spells
{table=Head]Earth|Fire|Wind|Water
Mire | Burning hands|Shocking Grasp|Grease
Tremor | Lure of flame|Fingers of Wind|Obscuring Mist
Harden| Flame Shield|Benign Transposition|Refresh
[/table]

2nd level spells
{table=Head]Earth|Fire|Wind|Water
Spike Stone (minor) | Weapon of Flame|Wind Armor|Cure Serious
Granite Hide | Flame Jet|Levitate|Blur
Earthen Grasp| Body of Fire|Wind Blade|Dehydrate
[/table]

3rd level
{table=Head]Earth|Fire|Wind|Water
Meld into Stone | Fiery Rage|Blink|Displacement
Erupting Earth| Fireball|Lightning Bolt|Sleet storm
Encase in Stone| Ray of Exhaustion|Haste|******
[/table]

4th level
{table=Head]Earth|Fire|Wind|Water
Pillar of Stone | Blistering Radiance|Force Wind|Wall of ice
Spike Stone | Melt Metal|Invisibility Greater|****
Stone Skin| Fire Stride|Freedom of Movement|***
[/table]

5th
{table=Head]Earth|Fire|Wind|Water
Earths Embrace| Fireburst, greater|Cyclonic Blast|Solid Fog
Passwall | Wave of Exhaustion|Teleport|Heal
Stoneblast| Prison of Fire|Wall of Force|Cone of Cold
[/table]

6th
{table=Head]Earth|Fire|Wind|Water
Earth Wave| Magma Vent|Chain Lightning|Restoration greater
Stone Body | Spontaneous Combustion|Control Wind|Freezing Sphere
Wall of Iron| Lava Skin|Greater Teleport|****
[/table]



Spell Notes for homebrew spells
All of these notes are exactly as I was given them. haven't done anything to compare them to regular spells, yet.
The basic idea of the spells. At each spell level, a mancer has the opportunity for damage, battlefield control, buff/debuff.
Water was supposed to have a lot of completely homebrew spells, the primordial soup of life type of thing. So lots of healing/restoratives/superbuffs.
Fingers of wind:
--Wind Armor: Deflection armor bonus, 1/ every 3 caster levels. Doubled against ranged attacs
--Wind blade:
--Force Wind: Upgraded gust of wind, double everything

Components: V, S
Casting Time: 1 standard action
Range: 120 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a severe blast of air (approximately 100 mph) that originates from you, affecting all creatures in its path.

A Tiny or smaller creature on the ground is knocked down and rolled 2d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 4d6×10 feet and takes 4d6 points of nonlethal damage due to battering and buffeting.

Small creatures on the ground is knocked down and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6×10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.

Medium creatures are knocked prone by the force of the wind, or if flying are blown back 1d6×10 feet.

Large creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6×5 feet.

Huge or larger creatures may move normally within a gust of wind effect.
A gust of wind can’t move a creature beyond the limit of its range.

Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind.

The force of the gust automatically extinguishes candles, torches, open campfires and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 90% chance to extinguish those lights.

In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.

Force wind can be made permanent with a permanency spell.
--Flame Jet: Lightning bolt, but fire damage
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes

You release a powerful stroke of fiery energy that deals 1d6 points of fire damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.

The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
--Body of Fire: Like 'Body of Sun' from SC
--Melt metal: Like heat metal, fort save DC 10+.5CL + attribute. Success (see heat metal). Fail: metal melts, take damage from molten metal. magic items get magic bonus to save.
--Fire burst: Take a fire, it explodes, 1d10/CL. max is 15d10.
--Prison of Fire: Like Force cage, can do continual heat effect same a wall of fire. Touching does 1d6 fire per round
--Spontaneous Combustion, like disintegrate, success and you take fire damage
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
This spell is a sign that perhaps a mancer has reached not just the limit of his ability to draw on the raging inferno of the Plane of Fire, but that he might even being drawing a little of his power from infernal hellflames. This is demonstrated by the spells ability to burn even that which should be unburnable, such as the strongest adamantine armor. Fortunately, using even a spell such as this has no effect on the final disposition of his soul.

A thin, red ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell spontaneously, leaving behind only a trace of fine ash, and oftentimes, part of a single limb, curiously unscorched. A cremated creature’s equipment is unaffected.

When used against an object, the ray simply cremates as much as one 10-foot cube of nonliving matter (even stone and metals). Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of fire damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely cremated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

--Lava skin: Lava on skin (as DMG), your stuff is A-OK
--Magma Vent: makes volcano. medium range. 1d6 fire falls from sky, 30ft radius, for 1 round/CL. Reflex save for half. Fail 3 saves, are covered in lava, see DMG 305.


1)
Mire: Standard Action. 100ft +10/level. Up to 2 10/ft squares per level. Duration: 10 minutes per level. No SR, No Save
What was normally a relatively flat surface is now filled with gravel and rocky protrusions larger than a human head. The affected area becomes difficult terrain.
Creatures walking on the surface are affected, while those who can fly or burrow are not. Can only be cast on earth or stone. Sand, snow, wooden floors, icy floors are unaffected. Creatures larger than Large are unaffected. If cast upon a vertical rock wall, it can reduce the climb DC to as low as 15. Creatures larger Large cannot benefit from the change to climb DC.

Tremor:
Standard Action 100ft+10/level. 10ft radius Duration: 1 Round. Save: See text.
Make a trip attempt on everyone in range (or whose space overlaps with affected squares) who is in contact with ground (or stone such as bridges). Reflex save to maintain footing. Flying/hovering creatures immune to effect. Unusually stable races get (dwarves, 4legged creatures) get a +4 bonus on save. Creatures currently attempting to use balance skill automatically fail the save.
If not in contact with the ground, for example, in a tree affected by the spell, on a tightrope with one or both anchor points affected by the spell, or in a building wholely within the spell radius, You still count as if you're in the affected area. Exceptionally unstable structures may collapse under effect fo the spell, see DM for adjudication.

Harden: Similar to 'hardening' (MoF, Eberron), but lasts for 1 hour per 2 casterlevels. Raise hardness by 1 per CL.

2)
Spike stones (minor): Standard Action. As spike stones, but 1d4 damage
Granite Hide: Creature touched gains +1 Natural armor / 3 Cl. Lasts 1 hour per level.
Earthen Grasp-
<Trans[earth], VSM(tiny clay hand), 1StdAct, Closerange, 2rnds/lvl, no save, SR applies> – A Medium-sized arm of soil rises from the targeted hex of earth or sand. It attempts to Grapple any creature in its hex or one that is adjacent. If not directed by the caster, it attacks randomly. The arm has a Strength of 14 + 1 per three caster levels. The arm can make one Grapple attempt per round and does generate an Attack of Opportunity. If successful, it attempts to Pin the target, which does (1d6+Strength modifier) hp of lethal damage each round. The arm has AC 15, Hardness 4, and 3 hp per Caster level.

3)
MeltMeld into stone- Altered, allows caster and a light load.
Encase in stone- Like Freeze (DR 312) Ground opens up to swallow person. Can swallow a medium or smaller person at CL 5, large (2 mediums) at level 8, huge ( 2large or 4 medium)at 11, gargantuan at 14, colossal at 17. Reflex save to avoid. Lasts 1 round per 2 CL. Attempts to harm individual must find some way to harm stone first. Person is assumed to be at center of stone, which fills entire square. So 1 foot of stone for a medium person, 2 ft of stone for a large. While encased, person may hold breath for twice as long.
--Erupting earth: See Ice Flowers, no ice damage, max 10d6
Transmutation, Cleric6, Druid 5, mancer. Components-V/S. Casting time=1 standard action. Range: Long (400ft +40ft/level). Area: 20ft radius burst. Duration: Instantaneous. Saving Throw: Reflex half. Spell Resistance: No.
The spell causes loose rocks and dirt within the ground to explode. This flings dangerous shards and small stones through the area, turning the surface of the ground in the spell's area to dense rubble (DMG90). The shards and stones deal 1d6 points of damage per caster level (maximum 10d6).
When used in sand, the spell causes half damage (reflex for quarter), creating a large cloud of sand which is similar to an Obscuring Mist (http://www.d20srd.org/srd/spells/obscuringMist.htm) spell. However, the spell takes twice as long to dissipate under windy conditions, and is not dissipated by the casting of fire spells such as fireball, flamestrike, and wall of fire.
The spell does function on solid stone, though all damage is now bludgeoning.

4)
Pillar of stone Can't find, replacing with Land womb (Magic of Faerun). Works on stone and rock unlike regular spell, but not sand/mud/ice.
Spikestone (PHB)
Stoneskin (PHB)
5)
Earths embrace
Passwall
Stoneblast
6)
Earthwave
Stonebody
Wall of iron

fireinakasha
2010-11-13, 06:08 PM
Wow, I can't believe no one has replied to this yet. I really, really like this class.

I am a little unclear on the description for the domain/domain spell. Are you saying that, in addition to the spells listed, they also have access to the spells from the related elemental domain, but can only choose one of these spells to cast per day, in addition to their other known spells?

I think this would all be made a lot clearer if you included a seperate Spellcasting ability summary, like other spellcasting classes get.

NecroticPunch
2010-11-13, 06:30 PM
Shouldn't fire be Charisma? Fire and Charisma have always been close; I've never seen someone relate Fire to Intelligence in some way.

Gelscressor
2010-11-13, 06:34 PM
...Pardon me if I'm failing my spot check, but what does the Mancer class have to do with ''Half celestial template with a lower LA''? It looks like you mislabelled the thread.

But I do like the Mancer class, at least thematically speaking.


Shouldn't fire be Charisma? Fire and Charisma have always been close; I've never seen someone relate Fire to Intelligence in some way.

Fire Genasi get +2 to their Intelligence and actually -2 to their Charisma.

herrhauptmann
2010-11-13, 06:43 PM
Necro guys, necro
Charisma is a dump stat for all genasi, and the mancer as a houserule is the favored class for the genasi. Casting stat is made to be different for each genasi, and in a stat for which they get a boost. So air and earth have a choice dex/int, and con/str respectively, but fire and water only get int and con.

Thread was originally a question I had for homebrewers, who never responded. Turns out when you edit a thread over a year old, you can't actually change the thread title. When I edit, it does indeed tell me the title is "The Mancer" but the thread title remains.
Tired of always emailing people about the homebrew class, I put it in this old thread, and have been updating it as I work on the missing bits.

edit:
And thanks for the appreciation guys.
And please PM me responses, if this thread gets locked, I'm not sure if I'll be able to keep editing the opening post.

2nd Edit:
Just got a note from a mod, they're not going to close the thread on me, so I can keep working on this.
That said, stop responding, send me a PM if you have a question. Let this return to the depths of the forums from which it came.





{table=Head]Level|BAB|Fort|Ref|Will|Special Abilities|-1-|-2-|-3-|-4-|-5- |-6-
1|1|2|0|2|Chosen Domain, Resist Domain 5, Domain Spell Level (DSL)|3|-|-|-|-|-
2|2|3|0|3|Cho Apotheosis (Focused Feat)|3|-|-|-|-|-
3|3|3|1|3|DSL 2-|3|3|-|-|-|-
4|4|4|1|4|Resist Domain 10|3|3|-|-|-|-
5|5|4|1|4| DSL 3, Channeled Ability 1|3|3|3|-|-|-
6|6/1|5|2|5|Cho Apotheosis (Elemental Travel)|3|3|3|-|-|-
7|7/2|5|2|5|DSL 4|3|3|3|3|-|-
8|8/3|6|2|6|Resist Domain 15|3|3|3|3|-|-
9|9/4|6|3|6|DSL 5|3|3|3|3|3|-
10|10/5|7|3|7|Channeled Ability 2, Cho Apotheosis (Elemental Visage)|3|3|3|3|3|-
11|11/6/1|7|3|7|DSL 6|3|3|3|3|3|3
12|12/7/2|8|4|8|Resist Domain 20, Cho Apotheosis (Elemental Control)|3|3|3|3|3|3
13|13/8/3|8|4|8|-|3|3|3|3|3|3
14|14/9/4|9|4|9|Cho Apotheosis (Elemental Sustenance)|3|3|3|3|3|3
15|15/10/5|9|5|9|Wield Ability 1|3|3|3|3|3|3
16|16/11/6/1|10|5|10|Resist Domain 25|3|3|3|3|3|3
17|17/12/7/2|10|5|10||3|3|3|3|3|3
18|18/13/8/3|11|6|11|Cho Apotheosis (Elemental Resilience)|3|3|3|3|3|3
19|19/14/9/4|11|6|11||3|3|3|3|3|3
20|20/15/10/5|12|6|12|Wield Ability 2, Domain Immunity|3|3|3|3|3|3

[/table]

The original thread where I kept the mancer base class is getting too complicated. Too many things are in the first post, and it's difficult to edit.

Drolyt
2010-11-13, 11:00 PM
The Forum Rules were updated recently:

Bringing a thread back from "the dead." If a thread hasn't been posted in within the last six weeks, don't reply to it. Start a new topic, if you want to discuss the subject (you are welcome to link to the old thread). If you think it would be better to resurrect an old thread, PM a moderator for that subforum and wait for approval. The original poster of a creation in Homebrew (and only that poster) may revive a creation beyond the six-week threshold without prior Moderator approval.
You can revive your own thread in homebrew only. I'm not sure how this applies since someone else did the necroing, but I'm guessing if you ask the mod nicely they won't lock it. Also, I'm fairly certain I've edited posts in locked threads before. Let me check on that.
Edit: Apparently you can't edit posts in a locked thread. Oh well. Also, I think you can PM a mod to change a thread's title. Not positive on that one.
Edit 2: I'm not sure I'm being clear here. I was thinking maybe you might want the thread open for discussion, so I pointed out the new rule. Although technically someone else necroed the thread, I was thinking if you told a mod you wanted to necro it it would be fine.