Godskook
2009-04-12, 07:29 PM
Ok, I've spent a while reading and re-reading the guides concerning the Mystic Theurge and Arcane Hierophant. Now, if the theurge were the only dual-progression class out there, I'd leave it be, and say fine, it may be below-par, but its better at its niche than anything else. That was five seconds before I found out that Arcane Hierophant does it all better, but shafts non-druids on the deal. My goal is to make something that is more general and less powerful than the AH, but at the same time, is a solid improvement on the Theurge's abilities.
v 0.1
Battle Sage
-----------
HD: d6
Requirements:
To qualify to become a Battle Sage, a character must fulfill all the following criteria.
-Skills
6 ranks in Knowledge(arcana), 6 ranks in Knowledge(nature) or Knowledge(religion)
RAI: nature for druids and rangers, religion for clerics and paladins
-Spells
Able to cast 2nd-level divine spells and 2nd-level arcane spells in two different classes.
-Special
The arcane and divine classes used to access the Battle Sage are referred to as the parent classes from here on out.
Class Skills
The battle sage is considered to have all the class skills of its parent battle and sage classes. In addition, it also has Concentration (Con), Craft (Int), Profession (Wis), and Spellcraft (Int).
2 + Int modifier.
Class Features
All of the following are features of the battle sage prestige class.
-Weapon and Armor Proficiency
Mystic theurges gain no proficiency with any weapon or armor.
-Spells per Day
A battle sage adds his battle sage level to the level of each parent class, for the purpose of determining spells per day.
-Merging Feats
A Battle Sage gains the ability to learn Merging feats.
Battle Sage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2
2nd|
+1|
+0|
+0|
+3|Merging Feat
3rd|
+1|
+1|
+1|
+3
4th|
+2|
+1|
+1|
+4|Merging Feat
5th|
+2|
+1|
+1|
+4
6th|
+3|
+2|
+2|
+5|Merging Feat
7th|
+3|
+2|
+2|
+5
8th|
+4|
+2|
+2|
+6|Merging Feat
9th|
+4|
+3|
+3|
+6
10th|
+5|
+3|
+3|
+7|Merging Feat
11th|
+5|
+3|
+3|
+7
12th|
+6|
+4|
+4|
+8|Merging Feat
13th|
+7|
+4|
+4|
+8
14th|
+8|
+4|
+4|
+9|Merging Feat[/table]
Arcane Armor, Light [Merging]
Prerequisites: Armor proficiency(Light armor)
Benefits: You may cast in light armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.
Arcane Armor, Medium [Merging]
Prerequisites: Armor proficiency(medium armor)
Prerequisites: Arcane Armor, Light
Benefits: You may cast in medium armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.
Arcane Armor, Heavy [Merging]
Prerequisites: Armor proficiency(heavy armor)
Prerequisites: Arcane Armor, Medium
Benefits: You may cast in heavy armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.
Special:
Classy familiar [Merging][Pet]
Prerequisites: Summon familiar
Benefits: You now determine your familiar's abilities based on your character levels instead of your class levels. This overrides all other familiar adjustments, except those that apply to a single-class character.
Normal: Familiars only benefit from levels in a class that already grants a familiar.
Special: You may not have more than Pet feat at a time.
Special: Whenever you may gain a feat, you may also substitute one [Pet] feat for another.
Classy Companion [Merging][Pet]
Prerequisites: Animal Companion
Benefits: You now determine your companion's abilities based on your character levels instead of your class levels. This overrides all other companion adjustments, except those that apply to a single-class character.
Normal: Animal companions only benefit from levels in a class that already grants a familiar.
Special: You may not have more than Pet feat at a time.
Special: Whenever you may gain a feat, you may also substitute one [Pet] feat for another.
Arcane Weapon [Merging]
Prerequisites: Weapon proficiency(equipped weapon)
Benefits: You cast your spells using your weapon to gesture.
Normal: ?
Special:
Arcane Shield[Merging]
Prerequisites: Shield proficiency
Prerequisites: Arcane Weapon
Benefits: You may cast arcane spells while wearing a shield without risking arcane spell failure.
Normal: Casting while wearing a shield risks ASF.
v 1.1Arcane Apostle
-----------
HD: d6
Requirements:
To qualify to become a Arcane Apostle, a character must fulfill all the following criteria.
-Skills
8 ranks in Knowledge(arcana), 8 ranks in Knowledge(religion)
-Spells
Able to cast 2nd-level divine spells and 2nd-level arcane spells
-Class features
Must have the specialist (or a focused specialist) spellcasting feature.
Must have the ability to turn/rebuke undead.
Class Skills
The Arcane Apostle's class skills are Concentration (Con), Craft (Int), Decipher Script(), Diplomacy(Cha), Heal(), Knowledge(all), Profession (Wis), and Spellcraft (Int).
2 + Int modifier.
Class Features
All of the following are features of the Arcane Apostle prestige class.
-Weapon and Armor Proficiency
An Arcane Apostle gains no proficiency with any weapon or armor.
Arcane Apostle
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Unified theories, Greater Domains, Arcane Armor, Sacred Companion
2nd|
+1|
+0|
+0|
+3|Dual Casting
3rd|
+1|
+1|
+1|
+3|Orb of Preparation
4th|
+2|
+1|
+1|
+4|Greater Orb of Preparation
5th|
+2|
+1|
+1|
+4|
6th|
+3|
+2|
+2|
+5|Ease of preparation
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|
9th|
+4|
+3|
+3|
+6|Integrated Understanding
10th|
+5|
+3|
+3|
+7|Aura of Divine Authority[/table]
Unified Theories
When you take your first take Arcane Apostle, pick an existing arcane casting class and a divine casting class which you can cast 2nd level spells in. Your caster level in these classes is equal to your levels in that class plus your levels in Arcane Apostle + 1.
Aura of Divine Authority(Su)
When active, an Arcane Apostle's alignment, purpose, and deity is instantly known to everyone within 60'. This gives a +10 bonus to diplomacy checks made to acquire assistance in the pursuit of your deity's goals against followers of that deity. It gives a +5 bonus to intimidation checks against anyone of an opposing alignment.
Greater Domains
Select any two new cleric domains, provided they do not conflict with your deity or with your alignment. They do not have to be domains of your deity. Add these to your list of cleric domains. You lose one divine spell slot per level and gain two additional domain spell slots per level. You may now spontaneously convert domain slots into spells as if they were regular divine spell slots.
Special: If you choose the War Domain, you may choose your own 'favored' weapon for the purpose of feats gained. You may not choose a domain more than once.
New spells
At 3rd level, an Arcane Apostle adds Orb of Preparation to his divine spell list. At 4th, he adds Greater Orb of Preparation.
Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No
Caster selects the level of this spell when he prepares it. Creates an magical orb that can store up to X*2 spell levels worth of spells. The caster can then cast desired spells into the orb. Chosen spells must have a range of touch or personal. Targets are chosen as the spell is cast into the orb, and must be either the caster or an object on his person(as for magic weapon). When the orb is smashed, all stored spells take effect. Smashing it is a standard action and requires one empty hand(not wearing a shield/hold a weapon). If the caster is hasted, he may smash it as a swift action, but the hand he uses to smash it can not be used for anything else this round.
While an orb continues to exist, the caster does not regain the spell-slot used to cast it, nor does he regain spell-slots from spells cast into it. The orb acts as Ioun Stone with 0 hardness and 1 hp.
Special: A caster may only have one Orb at a time.
Greater Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No
As Orb of Preperation, but can target any player whose alignment does not offend his deity or code of conduct.
Arcane Armor
An Arcane Apostle may ignore 5% ASF/class level(max 50%). This only affects armor that he is proficient with.
Sacred Companion
An Arcane Apostle uses his HD to determine his familiar's abilities. He also gains the improved familiar feat, and may apply the celestial or fiendish template to his current familiar if he has the good or evil domain as his domain, respectively, by completing a 1-hour ritual and using up 500gp in material components.
Integrated Understanding
You receive +2 bonus to Int and Wis scores for the purpose of determining bonus spells, spell DC, spellcraft checks, will saves and spells you may cast.
Dual Casting
If you have not used your move action(s) for this turn, you may cast a second spell this turn as a standard action. Doing so prevents you from taking a move action this turn.
Special: You may not dual cast spells from opposing schools(Conjuration and Necromancy, Divination and Illusion, Abjuration and Evocation, Transmutation
and Enchantment).
Special: You may not dual cast two divine spells or two arcane spells.
Ease of preparation
You may cast any number of orbs of preparation spells at the same time.
Code of conduct:
An Arcane apostle of a given god is subject to all the same restrictions as a cleric of that god. An Arcane Apostle who grossly violates the code of conduct required by his god loses all spells and class features. He cannot thereafter gain levels as an Arcane Apostle of that god until he atones.
More to come.
v 0.1
Battle Sage
-----------
HD: d6
Requirements:
To qualify to become a Battle Sage, a character must fulfill all the following criteria.
-Skills
6 ranks in Knowledge(arcana), 6 ranks in Knowledge(nature) or Knowledge(religion)
RAI: nature for druids and rangers, religion for clerics and paladins
-Spells
Able to cast 2nd-level divine spells and 2nd-level arcane spells in two different classes.
-Special
The arcane and divine classes used to access the Battle Sage are referred to as the parent classes from here on out.
Class Skills
The battle sage is considered to have all the class skills of its parent battle and sage classes. In addition, it also has Concentration (Con), Craft (Int), Profession (Wis), and Spellcraft (Int).
2 + Int modifier.
Class Features
All of the following are features of the battle sage prestige class.
-Weapon and Armor Proficiency
Mystic theurges gain no proficiency with any weapon or armor.
-Spells per Day
A battle sage adds his battle sage level to the level of each parent class, for the purpose of determining spells per day.
-Merging Feats
A Battle Sage gains the ability to learn Merging feats.
Battle Sage
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2
2nd|
+1|
+0|
+0|
+3|Merging Feat
3rd|
+1|
+1|
+1|
+3
4th|
+2|
+1|
+1|
+4|Merging Feat
5th|
+2|
+1|
+1|
+4
6th|
+3|
+2|
+2|
+5|Merging Feat
7th|
+3|
+2|
+2|
+5
8th|
+4|
+2|
+2|
+6|Merging Feat
9th|
+4|
+3|
+3|
+6
10th|
+5|
+3|
+3|
+7|Merging Feat
11th|
+5|
+3|
+3|
+7
12th|
+6|
+4|
+4|
+8|Merging Feat
13th|
+7|
+4|
+4|
+8
14th|
+8|
+4|
+4|
+9|Merging Feat[/table]
Arcane Armor, Light [Merging]
Prerequisites: Armor proficiency(Light armor)
Benefits: You may cast in light armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.
Arcane Armor, Medium [Merging]
Prerequisites: Armor proficiency(medium armor)
Prerequisites: Arcane Armor, Light
Benefits: You may cast in medium armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.
Arcane Armor, Heavy [Merging]
Prerequisites: Armor proficiency(heavy armor)
Prerequisites: Arcane Armor, Medium
Benefits: You may cast in heavy armor without risking arcane spell failure.
Normal: Casting in armor risks ASF.
Special:
Classy familiar [Merging][Pet]
Prerequisites: Summon familiar
Benefits: You now determine your familiar's abilities based on your character levels instead of your class levels. This overrides all other familiar adjustments, except those that apply to a single-class character.
Normal: Familiars only benefit from levels in a class that already grants a familiar.
Special: You may not have more than Pet feat at a time.
Special: Whenever you may gain a feat, you may also substitute one [Pet] feat for another.
Classy Companion [Merging][Pet]
Prerequisites: Animal Companion
Benefits: You now determine your companion's abilities based on your character levels instead of your class levels. This overrides all other companion adjustments, except those that apply to a single-class character.
Normal: Animal companions only benefit from levels in a class that already grants a familiar.
Special: You may not have more than Pet feat at a time.
Special: Whenever you may gain a feat, you may also substitute one [Pet] feat for another.
Arcane Weapon [Merging]
Prerequisites: Weapon proficiency(equipped weapon)
Benefits: You cast your spells using your weapon to gesture.
Normal: ?
Special:
Arcane Shield[Merging]
Prerequisites: Shield proficiency
Prerequisites: Arcane Weapon
Benefits: You may cast arcane spells while wearing a shield without risking arcane spell failure.
Normal: Casting while wearing a shield risks ASF.
v 1.1Arcane Apostle
-----------
HD: d6
Requirements:
To qualify to become a Arcane Apostle, a character must fulfill all the following criteria.
-Skills
8 ranks in Knowledge(arcana), 8 ranks in Knowledge(religion)
-Spells
Able to cast 2nd-level divine spells and 2nd-level arcane spells
-Class features
Must have the specialist (or a focused specialist) spellcasting feature.
Must have the ability to turn/rebuke undead.
Class Skills
The Arcane Apostle's class skills are Concentration (Con), Craft (Int), Decipher Script(), Diplomacy(Cha), Heal(), Knowledge(all), Profession (Wis), and Spellcraft (Int).
2 + Int modifier.
Class Features
All of the following are features of the Arcane Apostle prestige class.
-Weapon and Armor Proficiency
An Arcane Apostle gains no proficiency with any weapon or armor.
Arcane Apostle
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Unified theories, Greater Domains, Arcane Armor, Sacred Companion
2nd|
+1|
+0|
+0|
+3|Dual Casting
3rd|
+1|
+1|
+1|
+3|Orb of Preparation
4th|
+2|
+1|
+1|
+4|Greater Orb of Preparation
5th|
+2|
+1|
+1|
+4|
6th|
+3|
+2|
+2|
+5|Ease of preparation
7th|
+3|
+2|
+2|
+5|
8th|
+4|
+2|
+2|
+6|
9th|
+4|
+3|
+3|
+6|Integrated Understanding
10th|
+5|
+3|
+3|
+7|Aura of Divine Authority[/table]
Unified Theories
When you take your first take Arcane Apostle, pick an existing arcane casting class and a divine casting class which you can cast 2nd level spells in. Your caster level in these classes is equal to your levels in that class plus your levels in Arcane Apostle + 1.
Aura of Divine Authority(Su)
When active, an Arcane Apostle's alignment, purpose, and deity is instantly known to everyone within 60'. This gives a +10 bonus to diplomacy checks made to acquire assistance in the pursuit of your deity's goals against followers of that deity. It gives a +5 bonus to intimidation checks against anyone of an opposing alignment.
Greater Domains
Select any two new cleric domains, provided they do not conflict with your deity or with your alignment. They do not have to be domains of your deity. Add these to your list of cleric domains. You lose one divine spell slot per level and gain two additional domain spell slots per level. You may now spontaneously convert domain slots into spells as if they were regular divine spell slots.
Special: If you choose the War Domain, you may choose your own 'favored' weapon for the purpose of feats gained. You may not choose a domain more than once.
New spells
At 3rd level, an Arcane Apostle adds Orb of Preparation to his divine spell list. At 4th, he adds Greater Orb of Preparation.
Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No
Caster selects the level of this spell when he prepares it. Creates an magical orb that can store up to X*2 spell levels worth of spells. The caster can then cast desired spells into the orb. Chosen spells must have a range of touch or personal. Targets are chosen as the spell is cast into the orb, and must be either the caster or an object on his person(as for magic weapon). When the orb is smashed, all stored spells take effect. Smashing it is a standard action and requires one empty hand(not wearing a shield/hold a weapon). If the caster is hasted, he may smash it as a swift action, but the hand he uses to smash it can not be used for anything else this round.
While an orb continues to exist, the caster does not regain the spell-slot used to cast it, nor does he regain spell-slots from spells cast into it. The orb acts as Ioun Stone with 0 hardness and 1 hp.
Special: A caster may only have one Orb at a time.
Greater Orb of Preperation
Conjuration (create)
Level: clericX
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Close
Effect: Creates personal orb
Duration: Instantaneous
Saving Throw: No(Harmless)
Spell Resistance: No
As Orb of Preperation, but can target any player whose alignment does not offend his deity or code of conduct.
Arcane Armor
An Arcane Apostle may ignore 5% ASF/class level(max 50%). This only affects armor that he is proficient with.
Sacred Companion
An Arcane Apostle uses his HD to determine his familiar's abilities. He also gains the improved familiar feat, and may apply the celestial or fiendish template to his current familiar if he has the good or evil domain as his domain, respectively, by completing a 1-hour ritual and using up 500gp in material components.
Integrated Understanding
You receive +2 bonus to Int and Wis scores for the purpose of determining bonus spells, spell DC, spellcraft checks, will saves and spells you may cast.
Dual Casting
If you have not used your move action(s) for this turn, you may cast a second spell this turn as a standard action. Doing so prevents you from taking a move action this turn.
Special: You may not dual cast spells from opposing schools(Conjuration and Necromancy, Divination and Illusion, Abjuration and Evocation, Transmutation
and Enchantment).
Special: You may not dual cast two divine spells or two arcane spells.
Ease of preparation
You may cast any number of orbs of preparation spells at the same time.
Code of conduct:
An Arcane apostle of a given god is subject to all the same restrictions as a cleric of that god. An Arcane Apostle who grossly violates the code of conduct required by his god loses all spells and class features. He cannot thereafter gain levels as an Arcane Apostle of that god until he atones.
More to come.