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Voldecanter
2009-07-11, 02:24 AM
Aspect Magi



The touch of the divine can be found in many places within the world, some of them objects of holy power, some of them people with extraordinary powers to further the divine purposes of the Aspects (Gods) on the mortal planes. Many a temple has been run by these people , and many a crusade has been enflamed by the very same –all accomplishments of a devout follower and scholar of the divine can be attributed to the celestial arts - .The Celestial Arts, is the augmentation of the natural world and the energies of the Aspects (Gods) through internal means .The Aspect Magi are those that use the art to affect and change their surroundings for the purpose of a higher calling . A person that is gifted initially with a celestial art, and through the study of the Celestial arts, will further their craft , to invigorate and stimulate the energies of the aspects within the natural world . These individuals have a natural connection to the energies of the divine, but without practice of this 'art' they will become nothing and fade into mediocrity.

Adventures: The Aspect Magi , often set out on adventure to further a cause supported by their Aspect (God) or further the strength and beliefs of the Aspect (God) on the mortal plane . The Aspect Magi often seeks out places of divine power, where he can attain more knowledge of his Aspect and conduct further research into field study of the Celestial Arts.

Characteristics: The Aspect Magi have little combat training in which they will need to fend off the troubles of the world. Aspect Magi attain gifts directly from their Aspect (God) that help them both strengthen themselves and their allies . With their Divine Magicks , Aspect Magi have been known more than once to bring back their comrades from their deathbeds , and an Aspect Magi is never short of augmentations to help bolster those around him and to strike at those that would seek him harm .

Alignment: An Aspect Magi can be of any alignment but if the Magi is affiliated with a temple or religious organization , they tend more towards being of the lawful alignments . Some Aspect Magi in their ultimate pursuit of Divine Magicks , tend towards neutrality as they become focused on their personal paths .

Background: Most Aspect Magi were brought to a temple or Academy of the Celestial Arts when they were of very young age, for a celestial gift often shows itself in a person at a very young age . Aspect Magi gifted by the same Aspect (God) often can recognize themselves as some forms of comrades, but differences in the educations and philosophies of the Magi , tensions can occur . Aspect Magi of other Aspect may be rivals or even enemies if their agenda’s are completely incompatible or even if the Aspect Magi must dispose of another to further the strength of his own Aspect .

Races : All of the Races that take to using divine magicks , often have Aspect Magi within them . Humans are more often to take to this path for their inquisitive and adaptable nature .

Other Classes : The Aspect Magi , get along well with priests of their Aspects , and also those of other Faiths as long as the faiths are at a good standing . Aspect Magi often identify with others well, and love helping them recover from the ailments that life tends to throw at you . Those that use Arcane Magick are often found at bad side of an Aspect Magi’s judgement for Aspect Magi often see the Arcane Arts as corrupt , chaotic and an affront to the Filtering and Purifying force of the Aspects .

Role: Depending on his Choice in Gifts, the Aspect Magi , can fill the roll of Supporting Caster , Healer , or Supporting Fighting figure . His spells also can further his specialization in any of the roles mentioned above.

Aspect Magi
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+0|
+0|
+2|Celestial Connection |4|2

2nd|
+1|
+0|
+0|
+3||4|2|-

3rd|
+2|
+1|
+1|
+3|Spontaneous Casting |4|2|1|-

4th|
+3|
+1|
+1|
+4| |4|2|2|-|-

5th|
+3|
+1|
+1|
+4|Scribe Scroll , Gift of Aspect (Least)|4|3|3|-|-|-

6th|
+4|
+2|
+2|
+5|Bonus Feat |4|4|4|1|-|-|-

7th|
+5|
+2|
+2|
+5||4|4|4|2|-|-|-|-

8th|
+6/+1|
+2|
+2|
+6||4|4|4|2|1|-|-|-|-|-

9th|
+6/+1|
+3|
+3|
+6||5|5|5|3|2|1|-|-|-|-

10th|
+7/+2|
+3|
+3|
+7|Gift of Aspect (Lesser)|5|5|5|4|3|1|-|-|-|-

11th|
+8/+3|
+3|
+3|
+7||5|5|5|4|4|2|1|-|-|-

12th|
+9/+4|
+4|
+4|
+8|Bonus Feat |5|5|5|4|4|3|2|-|-|-

13th|
+9/+4|
+4|
+4|
+8||5|5|5|4|4|3|2|1|-|-

14th|
+10/+5|
+4|
+4|
+9||5|5|5|5|5|4|3|1|-|-

15th|
+11/+6/+1|
+5|
+5|
+9| Gift of Aspect (Great)|5|5|5|5|5|4|4|2|1|-

16th|
+12/+7/+2|
+5|
+5|
+10||5|5|5|5|5|4|4|3|1|-

17th|
+12/+7/+2|
+5|
+5|
+10||5|5|5|5|5|4|4|4|2|-

18th|
+13/+8/+3|
+6|
+6|
+11|Bonus Feat |5|5|5|5|5|4|4|4|2|1

19th|
+14/+9/+4|
+6|
+6|
+11||5|5|5|5|5|4|4|4|3|1

20th|
+15/+10/+5|
+6|
+6|
+12| Gift of Aspect (Greatest)|5|5|5|5|5|4|4|4|3|2[/table]

Game Rule Information

Abilities : Sanctum(Homebrewed Abilty for divine Magick please Disregard if at all possible, when refrencing Sanctum just use Wisdom for its replacement) and wisdom determines how powerful a spell an Aspect Magi can cast . Sanctum Determines how many spells he can cast per day , and how hard those spells are to resist . A high Constitution score improves an Aspect Magi’s hit points .

Hit Die : D6

Class Skills :

The cleric’s class skills ( and the key ability for each skill) are concentration (Con) , Craft (Int), Diplomacy (Cha) , Heal (Wis) , Knowledge (Arcana) (Int) , Knowledge (History) (Int) , Knowledge (religion) , profession (Wis) , and Spell craft(Int) .

Skill points at 1st Level (2 +Int modifier) x 4 .

Skill points at Each Additional Level : 2 + Int modifier .

Class Features

All of the following are class features of the Aspect Magi .
Weapon and Armour Proficiency:
Aspect Magi are proficient with all simple weapons and light armour. An Aspect Magi is also proficient with his affiliated deities’ favoured weapon.

Celestial Connection: The Aspect Magi derives his spells and gifts of Aspects from one spell list and type . The Aspect Magi can choose any of the 8 Aspects .(Or simply Choose a God and choose those spells as your spell list.)

Gifts of Aspect (Least),(Lesser),(Greater) , and (Greatest) :
At the appropriate level , the Aspect Magi can choose one of three special abilities that his study and connection to the aspects condone upon him . The Aspect Magi must choose from the appropriate category when choosing Gifts of Deity. An Aspect Magi can not choose from more than one Aspect . An Aspect Magi Must choose which Aspect he has a connection to , and this choice can not be changed .

Spells : An Aspect Magi casts divine spells , which are drawn from the Aspect Magi Spell list . However, his celestial connection may restrict him from casting certain spells. The Aspect Magi must choose one of the Eight Aspects of Magick , the Aspect Magi can only use spells of that type derived from his Spell list . An Aspect Magi must choose and prepare his spell in advance (see below) . To prepare or cast a spell , a cleric must have a wisdom and sanctum score equal to at least 10 + the spell level (wis and san 10 for 0-level spells , and so forth) . The difficulty class for a saving throw against an Aspect Magi’s spell is 10 + the spell level + Aspect Magi’s Sanctum modifier. An Aspect Magi may know any number of spells . She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook . While studying , the Aspect Magi decides which spells to prepare .

Spellbooks : An Aspect Magi must study her spellbook each day to prepare her spells . She can not prepare any spell not recorded in her spellbook . An Aspect Magi begins play with a spellbook containing 7 0 level spells . plus 3 1st level spells of your choice . For each point of sanctum bonus the Aspect Magi’s spellbook initially holds one addition level 1 spell of your choice . At each new Aspect Magi level , she gains one more spell of any spell level that she can cast (based on her new Aspect Magi level) for her spellbook .

Spontaneuous Casting :
Choose any number of spells equal to your sanctum modifier that you can currently cast . You can now cast this spell without preparing it . Simply cast the spell and cross-out the spell slot . This works in the same manner as a cleric’s spontaneous casting .

Scribe Scroll :
You gain the scribe scroll feat .

Bonus Feats :
Bonus feats may be chosen from any Meta-Magick or Item creation Feats .

Elemental Chart
1 Power
2 Fire
3 Earth
4 Air
5 Water
6 Light
7 Shadow
8 Roll Again



Gifts of Aspect (Least) :

Power :

You can gain +5 on attack rolls 1/day

+1 to natural armour class

you can fascinate 2d4 HD of creatures 2/day


Fire :

+1 caster level on spells of the fire descriptor

When you strike with a weapon you can incur 1d6 fire damage to your foe on a successful hit 1/day

Sigil of Fire : By writing a sigil in the air , you can reduce one damage incurred by damage of the fire type . Useable the number of times equal to your Sanctum Modifier .

Earth :

+1 caster level on spells of the Earth Descriptor

You can call an earth elemental as per the Summon Monster I spell , however the Earth Elemental summoned is of diminutive size .

You can split damage between you and an allied target , damage must not exceed 6 . Useable any number of times per day equal to your Sanctum Modifier .

Air:

+1 caster level on spells of the air descriptor

You gain the Air Elemental Language

Hard Air : You can deal 1d4 extra damage from an air spell equal to your Sanctum Modifier .


Water:

+1 caster level on spells of the Water Descriptor

+2 on swim checks

You can cast water Walk as a 1st level spell that lasts the number of rounds equal to your Sanctum Score .

Light:

Your Light Spells are +2 caster level when determining if they dispel darkness effects and spells .

You constantly illuminate candle like illumination when in darkness

You are able to duplicate a light spell spontaneously .


Shadow:

Your Darkness spells are +2 caster level when determining if they overcome light effects and spells .

You are able to go invisible ,as per the invisibility spell , 1/day for 2 rounds

You constantly radiate a darkness (as per the darkness spell) effect when in daylight.


Spirit :

Roll 1d8 on the elemental table and pick from the result .

You gain a +2 on will (disbelief) Checks

You gain Audieble whisper 1/day :anyone within 100 ft can hear anything you say .

Gifts of Apect (Lesser) :


Power :

You can Spontaneously Cast True Strike

You gain DR 2/+2 weapons

You deal damage equal to half your Sanctum modifier with each successful attack

Fire :

you can now prepare Fire Spells of 2cnd level or lower as if , that spell is a spell one level lower than it actually is (does not effect 0 level spells)

You gain the rage ability equal to your Sanctum Modifier per day .

You Gain Fire Dr 5/ Water Based Attacks and spells

Earth :

You are able to Heal yourself , the damage healed is Sanctum Modifier d8 . This ability is useable the number of time per day equal to your Sanctum Modifier .

Choose a number of spells that you know equal to your Sanctum Modifier , You can now use dirt and stone as matierial components for those spells .

You gain +2 on all bonuses against Earth Creatures , Attacks and Spells .

Air :

You can Feather Fall a number of times per day equal to your Sanctum Modifier.

You treat falling as if it the fall were 20 ft lower than it actually was .

You gain the Grace of those that fly in the air : + 2 on reflex saves .

Water :

You grow gills , you can now breath both water and air .

You can compel the water to defend you and your allies : In a 20 ft area , water attacks your foes dealing 5d6 damage , for 3 rounds , you can spare 1 person from this torment per caster level . Useable the number of times per day equal to your Sanctum Score .

You gain the ability to communicate with Water creatures and elementals with ease

Light :
If your light spells dispel a darkness spell , the caster of that spell takes 3d6 damage .

You gain the ability to turn undead a number of times per day equal to your sanctum modifier .

You can cast true sight a number of times per day equal to your sanctum modifier .

Shadow :

If your shadow spell overcomes a light spell , the caster of that spell takes 3d6 damage

All of your spells with a duration longer than instantaneous radiate darkness in a 10ft area .

You are able to give your enemy -2 to their next attack roll on a successful hit , you are able to do this any number of times per day equal to your sanctum modifier .

Spirit :

Roll 1d8 on the elemental table and roll on the result

Any dispel magic spell you cast counts as +2 caster level when determining if it dispels a spell .

Any number of times per day equal to your Sanctum Modifier , you can increase you Sanctum , Str , Wis and Con by 2 for a number of rounds equal to your sanctum modifier .

Gifts of Aspect (Great) :

Power :

Your strength is consider +4 to what it actually is when rolling attack rolls .

You can temporarily for a number of rounds equal to your sanctum score , lower your Wisdom , Int , or Cha score to boost your strength score equal to your sanctum modifier . Useable a number of times per day equal to your sanctum modifier .

Protection from Arrows: You become immune to non-magickal arrows for a number of rounds equal to your sanctum score . Useable any number of times per day equal to your sanctum modifier.

Fire :

You are able to conjure a black fire that deals -4 to constitution damage and 5d6 fire damage . This lasts a number of rounds equal to your sanctum score , and it can be given to additional targets equal to your sanctum score . This is useable any number of times per day equal to your sanctum modifier .

You can cast delayed blast fireball any number of times per day equal to your sanctum modifier .

You can summon a fire elemental under your control for a number of rounds equal to your sanctum modifier , useable once per day equal to your sanctum modifier .

Earth :

You can summon an earth elemental under your control for a number of rounds equal to your sanctum modifier . Useable once per day equal to your sanctum modifier .

You can cast cure critical wounds, mass , any of number of times per day equal to your sanctum modifier .

You can use Summon nature’s ally for the appropriate levels you can currently cast any number of times per day equal to your Sanctum modifier .

Air :

You can cast ethereal jaunt any number of times per day equal to your sanctum modifier .

You can cast shield of Law exept it is an air spell . Useable any number of time per day equal to your sanctum modifier.

You can cast elemental swarm as an air spell only , useable any number of times per day equal to your sanctum modifier.

Water :

You can cast shield of law expect it is a water spells , useable any number of times per day equal to your sanctum modifier .

You can cast elemental swarm as a water spell only , useable any number of times per day equal to your sanctum modifier .

Can cast Control water as per spell of the same name any number of times per day equal to your sanctum modifier .

Light :

You can cast sunburst any number of times per day equal to your sanctum modifier .

You can cast protection from energy (shadow) any number of times per day equal to your sanctum modifier .

You can cast anti-magic field(shadow spells only) any number of times per day equal to your sanctum modifier .

Shadow :

You can cast protection from energy (Light) any number of times per day equal to your sanctum modifier.

You can cast anti-magic field (Light spells only ) any number of times per day equal to your sanctum modifier .

You can cast unholy aura as a shadow spell (and it only works against light magic and creatures) useable any number of times per day equal to your sanctum modifier .

Spirit :

Roll 1d8 on elemental chart and pick the result .

You can cast protection from spells any number of times per day equal to your sanctum modifier .

You can cast Spell turning any number of times per day equal to your sanctum modifier , also add your sanctum modifier to the number of spell levels that can reflect back to the caster .

Gift of Aspect (Greatest) :

Power :

You can cast implosion any number of times per day equal to your sanctum modifier .

Your leadership score is considered +10 more than it actually is .

You can cast dominate monster any number of times per day equal to your sanctum modifier .

Fire :

You gain the combat abilities of a fire lemental found in the monster’s manual on page 95 .

You gain any number of combat abilities of a fire weird that equal your sanctum modifier /2

You can cast prismatic sphere any number of times per day equal to your sanctum modifier .

Earth :

You gain the combat abilities of an earth elemental found in the monster’s manual on page 95 .

You gain any number of combat abilities of an earth weird that equal your sanctum modifier /2

You can cast shambler any number of times per day equal to your sanctum modifier .

Air :

You gain the combat abilities of an air elemental found in the monster’s manual on page 95 .

You gain any number of combat abilities of a fire weird that equal your sanctum modifier /2

You grow beautiful wings .

Water :
You gain the combat abilities of a water elemental found in the monster’s manual on page 95 .

You gain any number of combat abilities of a water weird that equal your sanctum modifier /2 .

You gain the ability to cast Storm of Vengence as a fire spell only , any number of times per day equal to your sanctum modifier .

Light :

You can cast heal,mass any number of times per day equal to your sanctum modifier .

You can cast heal , mass any number of times per day equal to your sanctum modifier , however , you can spend targets to do the same amount of damage to a shadow creature .

You can cast freedom any number of times per day equal to your sanctum modifier . Only useable on light creatures .

Shadow :

You can cast heal , mass any number of time sper day equal to your sanctum modifier .

You can cast heal , masss any number of times per day equal to your sanctum modifier , however , you can spend targets to do the same amount of damamge to a light creature .

You can cast imprisonment on light and shadow creatures , useable any number of times per day equal to your sanctum modifier .

Spirit :

Roll 1d8 on elemental chart and pick the result .

You can cast disjunction any number of times per day equal to your sanctum modifier .

You can cast foresight any number of times per day equal to your sanctum modifier .

Ex-Aspect Magi :
Like a member of any other class , an Aspect Magi may be a multi-class character, but aspect magi face a special restriction . An Aspect Magi who gains a new class or (if already a multiclass) raises another class by a level may never again raise her Aspect Magi level , though she retains all her Aspect Magi abilties .

Sanctum :

Sanctum governs the ability and capability in which a person can channel mystic power from divine sources , This ability score is vital for those that use and work with divine magickal energies . This stat can be increased as normal.

Clerics, druids, paladins, and rangers get bonus spells based on
Their sanctum scores. The minimum sanctum score needed to cast a
cleric, druid, paladin, or ranger spell is 10 + the spell’s level. This demonstrates the characters abilities to channel divine energies.

A divine magick user uses his Sanctum Modifier when using spell craft and use magick devices that are governed with divine energies and magicks .

When a saving throw against a divine spell is needed the overall dc is (Base dc10 +Spell Level + Sanctum Mod)

Characters with a sanctum score of at least 16 have the ability to learn Ritual Magicks that replicate divine magicks .

A character needs Sanctum stat of 16 to be able to take any item creation feats(pertaining to items infused with divine magick) or Divine meta-magick feats or Faith feats .

A Divine magick user beginning at Sanctum stat 18 can use ½ his +mod 1/a day (or spread throughout the day) can increase the number of dice of his healing spells by the number of +modifier he is using (however , thus draining his Sanctum score to match the +mod that he currently has . The Sanctum score is replenished in the same manner as hit points naturally and can be restored with healing magick.) for example : Biligan the Cleric of Empream is casting a healing spell ; he has a sanctum stat of 18 and can increase the number of dice for his healing spell by 2 dice or 1 dice twice a day . Biligan chooses to increase the number of dice for a cure light wounds spell by two , thus increasing the hit points cured to 3d8 instead of the 1d8 it usually cures .

Beginning at Sanctum stat 20 The character can use 1 healing spell of 0 lvl off his spell list as a spell like ability 2/day

Beginning at Sanctum stat 22 The character can use 1 healing spell of 1 lvl off his spell list as a spell like ability 2/day

Beginning at Sanctum stat 24 The character can use 1 healing spell of 2 lvl off his spell list as a spell like ability 2/day

Beginning at Sanctum stat 26 The character can use 1 healing spell of 3 lvl off his spell list as a spell like ability 2/day

Beginning at Sanctum stat 28 The character can use 1 healing spell of 4 lvl off his spell list as a spell like ability 2/day .

Voldecanter
2009-07-11, 09:10 AM
It would be helpful if someone would give me some constructive critisism , so that I could make this class balanced if it is broken or give it a power up if it is vastly underpowered .

DracoDei
2009-07-11, 10:25 AM
It often takes a day or three for people to get around to things. If nobody has posted on it by the time it gets near the bottom of page 2, then go ahead and bump it.

Lappy9000
2009-07-11, 12:03 PM
It would be helpful if someone would give me some constructive critisism , so that I could make this class balanced if it is broken or give it a power up if it is vastly underpowered .Takes more than seven hours. And you posted it at 3am Eastern Time :smalltongue:

Regardless, I like the class, although it needs some work.

First off, you're picture is broken, at least for me. Dang thing won't load.
If Sanctum is a homebrewed thing that you're not describing here, it would be a ton easier if you just said, "Wisdom modifier" wherever it says "Sanctum." It's weird reading it right now.
Likewise, Gifts of Aspect are a bit confusing. I'd suggest ranking them as "Least, Lesser, Greater, and Greatest" or something, instead of "Lesser, Minor, Gift, Greater." Having one labeled as just "Gift seems weird."
Also, putting the four Aspect rankings into would make reading far more fluid.
What's with the huge gap between the Aspects? You get one at 1st and 4th, but not any others until 14th level.

Voldecanter
2009-07-11, 12:35 PM
Thanks for your suggestions , The reasoning for the huge gap in between the Gifts of the Aspects is to stick with the theme of , practice of the celestial arts wields great rewards , stop studying and you will fade into mediocrity , type deal .

Should the Gifts be closer or should they come at even levels ?

And how exactly do I put in spoiler tags in my work , I've been trying but I can't seem to get it to work .

Lappy9000
2009-07-11, 01:02 PM
Just use that tag below:

Spoilerific!

Spoileriffic!

*************************
For the Gifts, even levels may be a bit much. I was thinking around every 4th or every 5th level. They don't necessarily need more, just less space in between.

I do have some questions about a few of the Greater Gifts:


You gain the combat abilities of an earth elemental found in the monster’s manual on page 95 .

You gain any number of combat abilities of an earth weird that equal your sanctum modifier /2

You can cast shambler any number of times per day equal to your sanctum modifier.What does that entail, exactly? You get all of the attacks and special abilities of an elemental?

Voldecanter
2009-07-11, 01:05 PM
Well I was looking up the Elementals and Elemental Wierds and they have a section called :

Combat Abilities

This was a section in which the Elemental's special abilities were displayed and this is what I mean by you gain the Combat Abilities of an Elemental

However , for an Elemental Wierd your selection under the section of the same name is limited somewhat for those abilities are somewhat more powerful .

Realms of Chaos
2009-07-11, 10:14 PM
This is posted as a 3.5 class so it is worth mentioning that DR X/+Y doesn't exist (I think that I saw DR 2/+2 somwhere)

Voldecanter
2009-07-12, 10:45 AM
Is there anywhere I can check that myself , Because I am sure that I have seen DR X/+1 Weapons before for 3.5 , but if that's not the case I am sure it would be easy to change that .