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The Demented One
2006-08-17, 01:41 PM
Illumian Truenamer
Illumian Truenamers focus less on erudite studies than their comrades, instead choosing to master the art of drawing power from the very Illumian Words that describe them and combining it with power drawn from their personal truenames.

HD: d6

Requirements
To take an Illumian Truenamer level, a character must be an Illumian and be about to take his 2nd, 7th, or 12th level of Truenamer.

Class Skills
Illumian Truenamers have the same class skill list and skill points per level as normal Truenamers.

{table]
LevelBAB
Fort
Ref
Will
Special
Evolving Mind
Crafted Tool
Perfected Map
2+1+0+0+3Recitation of True Power2––
7+5+2+2+5Recitation of Steady Speaking72–
12+9+4+4+8Recitation of the Undeniable Utterance1131
[/table]
Recitation of True Power (Ex)
A 2nd level Illumian Truenamer can speak his own truename to enhance his power sigils. As a full-round action that provokes attacks of opportunity, he may attempt to speak his own personal truename. If he succeeds, the bonuses granted by his power sigils are doubled for 1 minute/class level.

Recitation of Steady Speaking (Ex)
A 7th level Illumian Truenamer can speak his own truename to bolster his confidence in his skills. As a full-round action that provokes attacks of opportunity, he may attempt to speak his own personal truename. If he succeeds, he may take 10 on the next Truespeak check he makes within 10 minutes of using this ability, even though he normally could not. This replaces the standard Truenamer’s knowledge focus class feature gained at 7th level.

Recitation of the Undeniable Utterance (Ex)
A 12th level Illumain Truenamer can speak his own truename to enhance his utterances with force drawn from his power sigils. Once per day, as a full-round action that provokes attacks of opportunity, he may attempt to speak his own personal truename. If he succeeds, he automatically succeeds on the next truespeak check he makes within 10 minutes of using this ability. This replaces the standard Truenamer’s utterances learned at 12th level. From this point forward, he knows one less utterance of each lexicon than normal.

The Demented One
2006-08-17, 01:42 PM
Drow Shadowcaster
Drow Shadowcasters do not gain as much sustenance or insight from the stuff of darkness as their brethren, but they do gain subtler control over shadow. They can summon an arachnid familiar, seal off their eyes with cool shadowstuff, or entrap a foe in darkness.

HD: d6

Requirements
To take a Drow Shadowcaster level, a character must be a Drow and be about to take his 3rd, 5th, or 10th level of Shadowcaster.

Class Skills
Drow Shadowcasters have the same class skill list and skill points per level as normal Shadowcasters.

{table]
Level
BAB
Fort
Ref
Will
Special
1+0+2+0+2Fundamentals of Shadow, Apprentice Mysteries, Summon Shadow of Lolth
3+1+3+1+3Shadow Veil
5+2+4+1+4Clinging Darkness
[/table]
Summon Shadow of Lolth (Sp)
A 1st level may perform a 24 hour ritual requiring her to deal 3 points of damage to herself in order to summon a Small Monstrous Spider with the Dark template to serve as his familiar. He is treated as a Wizard of his class level for determining the special abilities of the familiar. Drow Shadowcasters in Eberron, who worship the scorpion-like aspect of the Fury known as Vulkoor, may instead summon Small Monstrous Scorpions with the Dark template as familiars. This ability replaces one of the standard Shadowcaster fundamentals learned at 1st level. From this point forward, the Drow Shadowcaster knows one less fundamental than normal.

Shadow Veil (Su)
At will as a standard action, a 3rd level Drow Shadowcaster may create a veil of shadows that wraps around his eyes, denying harsh light entrance. He loses his light blindness as long as he wears the veil. The veil lasts for 10 minutes/class level before dissipating. This replaces the standard Shadowcaster’s umbral sight gained at 3rd level. At 12th level, he gains the ability to see in magical darkness as normal, but the range of his darkvision does not extend.

Clinging Darkness (Sp)
A 5th level Drow Shadowcaster may give up his daily use of his darkness spell-like ability to instead use the clinging darkness mystery as a spell-like ability, with a caster level equal to his class level and a save DC equal to 13 plus the Drow Shadowcaster’s Cha modifier. This replaces the standard Shadowcaster’s sustaining shadow class feature gained at 5th level.

The Demented One
2006-08-17, 01:42 PM
Synad Binder
Synad Binders are used to hearing voices in their heads. The triple-minded aberrations receive a somewhat weakened bond to their vestiges, as the extraplanar beings must commune with three, rather than one minds, but the Synad’s triadic mind gives them great proficiency in brining in extra minds.

HD: d8

Requirements
To take a Synad Binder level, a character must be a Synad (From Complete Psionic) and be about to take his 3rd, 6th, or 16th level of Binder.

Class Skills
Synad Binders have the same class skill list and skill points per level as normal Binders, except that they add Knowledge (Psionics) to their list of class skills.

{table]
Level
BAB
Fort
Ref
Will
Special
Maximum Vestige Level
3+2+3+1+3Oracular Vestige2nd
6+4+5+2+5Vestige Multitask3rd
16+12+10+5+10Shuffle Vestiges8th
[/table]
Oracular Vestige (Su)
Whenever a 3rd level Synad Binder binds to a vestige, he may choose to expend his daily use of his Oracle personalities’s precognitive edge. He must also choose one supernatural ability normally granted by the vestige to give up. If he does, then he may use his Oracle personality’s precognitive edge ability once every 5 rounds, rather than once per day. This does not replace any of a standard Binder’s class features.

Vestige Multitask (Su)
A 6th level Synad Binder may expend his daily use of his Multitask ability to use any one of his vestige’s granted supernatural abilities as a swift, rather than a standard, action. This replaces the standard Binder’s soul guardian class feature gained at 6th level.

Shuffle Vestiges (Su)
Once per day as a full-round action, a 16th level Synad Binder may unbind one of his vestiges and immediately bind another vestige of the same level or lower. He does not make a binding check–instead, the pact is the same as that made with the unbound vestige. This replaces the standard Binder’s extra pact augmentation gained at 16th level. From this point forward, the Synad Binder gains one less pact augmentation when bound to a vestige.

The Demented One
2006-08-17, 01:42 PM
Truespeach Cleric
Truespeach Clerics believe that they speak the tongue of their god. Considering it the most divine of languages, they study Truespeach and its applications, using it as a channel to their god. While they lack the physical prowess of other clerics, they have no need of it with their potent truename spells and the ability to turn foes whose truenames they know. Unlike most other substitution classes, members of any race may take levels of Truespeach Cleric.

HD: d6

Requirements
To take a Truespeach Cleric level, a character must have at least 1 rank in the Truespeak skill or a racial bonus on Truespeak checks and be about to take his 1st, 6th, or 8th level of Cleric.

Class Skills
Truespeach Clerics have the same class skill list and skill points per level as normal Clerics, except that they add Truespeak to their list of class skills.

{table]
Level
BAB
Fort
Ref
Will
Special
1+0+2+0+2Utterances, Turn/Rebuke Undead, Truespeach Domain
6+4+5+2+5Utterances, Truename Communion
8+5+6+2+6Utterances, Truename Turning
[/table]
Utterances
Truespeach Cleric levels stack with your Truenamer levels, for determing the caster level of your utterances and how many utterances you know.

Truespeach Domain
1st level Truespeach Clerics gain access to the Truespeach Domain (see below). Like a planar domain, the Truespeach Domain has a stronger than normal special ability and 2 spells for every level, either of which a Truespeach Cleric may prepare in his domain slot. This replaces the standard Cleric’s two domains gained at first level.

Truespeach Domain
Granted Powers: You gain a +4 competence bonus on all Truespeak checks and automatically learn your personal truename.
Spells:
1. Bulwark of Reality*
1. Comprehend Languages
2. Augment Truefriend*
2. True Prayer of the Faithful*
3. Bane of the Archrival*
3. Tongues
4. True Prayer of the Chosen*
4. Warp Truename*
5. Beckon Monster*
5. Truename Binding, Lesser*
6. Hidden Truename*
6. Sending
7. Ritual of Renaming*
7. Truename Binding*
8. True Banishment*
8. Truename Dispel*
9. Truename Binding, Greater*
9. Word of Genesis*

*From Tome of Magic

Truename Communion (Su)
A 6th level Truespeach Cleric may discover the personal truename of a creature by entering into communion with his god. He must a number of Knowledge (Religion) checks, with a DC of 15 + (2 x the subject’s CR), equal to half the subject’s HD, minimum one. He gains a +4 sacred bonus on all these checks, and also gains a +2 synergy bonus on these checks if he has 5 ranks or more in Truespeach. All the standard DC modifiers for researching truenames applies to the DC’s of these checks. Each check made requires the Truespeach Cleric spend a week in meditation and spend 25 xp to contact his god or a suitable proxy. This does not replace any of the standard Cleric’s class features.

Turn the True Foe (Su)
An 8th level Truespeach Clerics may use his turning or rebuking to turn or rebuke any creature whose personal truename he knows as if it were undead. Doing so requires him to speak the creature’s personal truename. This replaces the standard Cleric’s BAB increase at 8th level. From this point forward, the Truespeach Cleric’s BAB is one lower than normal.

The Demented One
2006-08-17, 01:43 PM
Shadow Ninja
Shadow Ninjas utilize a unique combination of shadow magic and ki power to produce lethal effects. Though they lose some of their ability to interact with the Ethereal Plane, they gain in exchange an unseverable tie to the Plane of Shadow that lets them cut a foe’s spiritual shadow, hide in the least of shadows, or wield a blade of shadowstuff.

HD: d6

Requirements
To take a Shadow Ninja level, a character must be capable of casting apprentice level mysteries and be about to take his 5th, 8th, or 10th level of Ninja.

{table]
Level
BAB
Fort
Ref
Will
Special
5+3+1+4+1Shadowcasting, Ever-Darkening Way, Cut the Shadow
8+6+2+6+2Shadowcasting, Ever-Darkening Way, Hide in Plain Sight
10+7+3+7+3Shadowcasting, Ever-Darkening Way, Strike of the Shadow Wraith
[/table]
Shadowcasting
Shadow Ninja levels stack with Shadowcaster levels for determing the caster level of your mysteries and how many mysteries you know.

Ever-Darkening Way (Ex and Su)
All Shadow Ninjas learn a unique style of martial arts and spiritual philosophy centering around shadows and darkness. A Shadow Ninja adds his Int bonus, rather than his Wis bonus, to his armor class, and uses his Cha modifier, rather than his Wis modifier, in determining how many daily uses of his ki powers he receives.

Cut the Shadow (Su)
Whenever a 5th level Shadow Ninja successfully hits an opponent with a sudden strike, he may expend a single daily use of his ki power to deal 1 point of Con damage to that opponent unless he makes a successful Fortitude save, DC 10 + ½ the Shadow Ninja’s class level + the Shadow Ninja’s Cha modifier. Every 3 subsequent levels, he may spend an additional use of his ki powers to increase the damage by one. At 12th level, he may expend three additional uses of his ki powers to inflict Con drain, rather than Con damage. This replaces the standard Ninja’s increase to his sudden strike damage normally gained at 5th level. From this point forward, the Shadow Ninja’s sudden strike damage is 1d6 lower than normal.

Hide in Plain Sight (Su)
An 8th level Shadow Ninja can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, he can hide himself from view in the open without anything to actually hide behind. He cannot, however, hide in his own shadow. This replaces the standard Ninja’s ghost strike class feature gained at 8th level.

Strike of the Shadow Wraith (Su)
As a swift action, a 10th level Shadow Ninja may expend two daily uses of his ki powers to turn any weapon he wields into a thing of shadow, allowing the next attack he makes in that round with it to be a touch attack. This replaces the standard Ninja’s ghost step class feature gained at 10th level.

The Demented One
2006-08-17, 01:43 PM
Pact Magic Conjurer
Pact Magic Conjurers are not content to deal with the standard wizardly summoning of planar creatures. Instead, they call down the vestiges from their isolation, ripping holes in the multiverse to summon allies and planeswalk.

HD: d6

Requirements
To take a Pact Magic Conjurer level, a character must be capable of binding 1st level vestiges and be about to take his 1st, 5th, or 10th level of Conjurer.

{table]
Level
BAB
Fort
Ref
Will
Special
1+0+0+0+2Soul Binding, Scribe Scoll, Vestige Summoning
5+2+1+1+4Soul Binding, Gates of Reality
10+5+3+3+7Soul Binding, Walk the Outer Reaches
[/table]
Soul Binding
Pact Magic Conjurer levels stack with your Binder levels for determing the maximum level of vestige you can bind to and the number of vestiges you may bind at a time.

Vestige Summoning (Su)
Whenever a 1st level Pact Magic Conjurer binds to a vestige, he may choose not to gain one of its supernatural abilities. If he does, any creature he summons while bound to that vestige gains that supernatural ability. This replaces the standard Wizard’s summon familiar class feature.

Gates of Reality (Su)
As a standard action, a 5th level Pact Magic Conjurer may unbind one of his vestiges, sending it back from whence it came. He then call forth new allies from the channel the unbound vestige left through before it closes, as if he had cast a summon monster spell with a level equal to the unbound vestige’s level plus one, with a caster level equal to his class level. This replaces the standard Wizard’s bonus feat gained at 5th level.

Walk the Outer Reaches (Su)
Whenever a 10th level Pact Magic Conjurer uses magic to travel through space or the planes, he may choose to travel through the placeless reality of vestiges rather than the Astral Plane. Though he sees nothing of the vestige-home, it allows him to bypass any effect that would normally block dimensional travel, such as the dimensional lock spell. However, traveling through the realm of vestiges for even a split-second is unnerving, and you along with all creatures you brought with you must make a DC 25 Will save or be shaken for 1 minute upon arrival. This replaces the standard Wizard’s bonus feat gained at 10th level.

The Demented One
2006-08-17, 04:31 PM
Bump for completeness. Get to commenting, berks.

Lord Iames Osari
2006-08-17, 04:36 PM
I see great nift in these, D1, but I'm hardly qualified to comment, being unfamiliar with truespeech.

Gralamin
2006-08-17, 04:55 PM
Wow These look great!

Fax Celestis
2006-08-17, 04:59 PM
Except for the Shadow Magic Ninja and the Pact Magic Conjurer, I'm kinda "eh". They don't seem like interesting people to play, to me.

That being said, the two mentioned above are damn awesome. I love Pact Magic, and I love Conjurors. Combining the two = teh awesum. Question, though: does the Pact Magic Conjuror retain EBL as normal, or is there a drop there?

The other question I have: perhaps a level 20 sub-level letting you summon a vestige would be appropriate? Or would that be gamebreaking?

The Demented One
2006-08-17, 05:01 PM
That being said, the two mentioned above are damn awesome. I love Pact Magic, and I love Conjurors. Combining the two = teh awesum. Question, though: does the Pact Magic Conjuror retain EBL as normal, or is there a drop there?
Hmm...I should add that in.


The other question I have: perhaps a level 20 sub-level letting you summon a vestige would be appropriate? Or would that be gamebreaking?
In what sense? Binding one more vestige than normal, or physically summoning a vestige?

Fax Celestis
2006-08-17, 05:04 PM
In what sense? Binding one more vestige than normal, or physically summoning a vestige?
The latter.

Krimm_Blackleaf
2006-08-17, 05:34 PM
I must say I love these. I've had tome of magic for a while now and I've been waiting for people who know what they're doing to add onto these forms of magic. Good show old bean.

Nifft
2006-08-19, 07:55 PM
I've had some racial sub levels up here: http://enworld.org/showthread.php?t=161597

(on EN World, obviously ;)

-- N

The Demented One
2006-08-19, 07:59 PM
The latter.
That might be a bit...okay, there's only one way to describe that.

>:3
"JESUS CHRIST IT'S A VESTIGE! GET IN THE CAR!"

The whole point of vestiges is that they're immaterial to the point of nigh-nonexistence. Physically summoning a vestige would be epic to an anime-ish degree.

Fax Celestis
2006-08-19, 08:08 PM
One can dream, right?

The Demented One
2006-08-19, 08:17 PM
Not if you're a kalashtar! Though lesser physical avatars, proxies of a sort, might make for interesting monsters.

Fax Celestis
2006-08-19, 08:24 PM
Not if you're a kalashtar! Though lesser physical avatars, proxies of a sort, might make for interesting monsters.
That they would.

You know what I'd like to see? A psionic version of the Binder.

The Demented One
2006-08-19, 08:26 PM
That they would.

You know what I'd like to see? A psionic version of the Binder.
So basically, psionic vestiges? I'll get to it.

Fax Celestis
2006-08-19, 08:32 PM
Sweet.