PDA

View Full Version : 3.5 Prestiege Class: Novomancer (PEACH)



RndmNumGen
2010-07-20, 08:30 PM
Novomancer
Novomancy is the art of renewing or modifying certain spells to suit your needs. This is done by attuning yourself to one or more planes affiliated with the spells you are casting, which gives a bonus when casting these spells. For example, attuning yourself to the Basic planes would give bonuses to all spells you cast with the Earth, Sonic and Force descriptors. Generally spells that do not have these descriptors are not effected by the attunement, but spells which have a radically different effect may be penalized. For example, the same attunement to the Basic planes would penalize spells with the Air and Electricity descriptors.

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells Known

1st|
+0|
+0|
+0|
+2|Attunement|+1 level of existing spellcasting class

2nd|
+1|
+0|
+0|
+3|Adaptation|+1 level of existing spellcasting class

3rd|
+1|
+1|
+1|
+3|Improved Attunement|+1 level of existing spellcasting class

4th|
+2|
+1|
+1|
+4|Improved Adaptation|+1 level of existing spellcasting class

5th|
+2|
+1|
+1|
+4|Improved Attunement|+1 level of existing spellcasting class[/table]

HD: d4

Requirements:
Skills:
Knowledge (The Planes) 10 ranks

Spells:
Able to cast Conjuration spells.

Class Skills:
The novomancer's class skills (and the key ability for each skill) are
Concentration(Con), Craft(Int), Knowledge(The Planes)(Int), Profession(Int), Speak Language(---), Spellcraft(Int).

Skill Points per Level: 2 + Int modifier.

Class Features:


Attunements:
A novomancer may spend 30 minutes to attune himself to a particular plane, gaining bonuses related to that attunement as he levels up. Upon reaching 3rd level it takes only 10 minutes to attune himself to a new plane. Upon reaching 5th level, it only takes 5 minutes to attune himself. He may attune himself to any plane as often as he wants, but he can only be attuned to one plane at a time.

Dread Affinity(Death, Fear, Mind-effecting)
Lv 1:
The character casts Death, Fear and Mind-effecting spells at +1 caster level.
Lv 3:
The character gains an additional 1st and 2nd level spell slot as if from having a high ability score.
The character gains a +4 bonus to their Will save.
Lv 5:
The character gains an additional 3rd and 4th level spell slot as if from having a high ability score.
The character gains a +6 bonus to their Will save.

Wind Affinity(Air, Electricity, Sonic)
Lv 1:
The character casts Air, Electricity and Sonic spells at +1 caster level.
The character casts Earth and Force spells at -1 caster level.
Lv 3:
The character gains an additional 1st, 2nd and 3rd level spell slot as if from having a high ability score.
Lv 5:
The character gains an additional 4th and 5th level spell slot as if from having a high ability score.

Base Affinity(Earth, Sonic, Force)
Lv 1:
The character casts Earth, Sonic and Force spells at +1 caster level.
The character casts Air and Electricity spells at -1 caster level.
Lv 3:
The character gains an additional 1st and 2nd level spell slot as if from having a high ability score.
The character gains resist electricity 5.
Lv 5:
The character gains an additional 3rd and 4th level spell slot as if from having a high ability score.
The character gains DR 5/magic and resist electricity 10.

Aqueous Affinity(Water, Cold, Acid)
Lv 1:
The character casts Water, Cold and Acid spells at +1 caster level.
The character casts Electricity and Fire spells at -1 caster level.
Lv 3:
The character gains an additional 1st and 2nd level spell slot as if from having a high ability score.
The character gains resistance to cold and acid 5.
Lv 5:
The character gains an additional 3rd and 4th level spell slot as if from having a high ability score.
The character gains resistance to cold and acid 10.

Energy Affinity(Light, Electricity, Fire)
Lv 1:
The character casts Light, Electricity and Fire spells at +1 caster level.
The character casts Cold and Acid spells at -1 caster level.
Lv 3:
The character gains an additional 1st, 2nd and 3rd level spell slot as if from having a high ability score.
Lv 5:
The character gains an additional 4th and 5th level spell slot as if from having a high ability score.

Vital Affinity(Good, Law, Light)
Lv 1:
The character casts Good, Law and Light spells at +1 caster level.
The character casts Evil, Chaos and Darkness spells at -1 caster level.
Lv 3:
The character gains an additional 1st and 2nd level spell slot as if from having a high ability score.
The character gains a +4 bonus to their Fortitude save.
Lv 5:
The character gains an additional 3rd and 4th level spell slot as if from having a high ability score.
The character gains DR 5/Evil and Chaos and a +2 bonus to their Fortitude save.


Void Affinity(Evil, Chaos, Darkness)
Lv 1:
The character casts Evil, Chaos and Darkness spells at +1 caster level.
The character casts Good, Law and Light spells at -1 caster level.
Lv 3:
The character gains an additional 1st and 2nd level spell slot as if from having a high ability score.
The character gains a +4 bonus to their Reflex save.
Lv 5:
The character gains an additional 3rd and 4th level spell slot as if from having a high ability score.
The character gains DR 5/Good and Law and a +2 bonus to their Reflex save.



Adaptions:
Upon reaching 2nd level, the Novomancer gains the ability to adapt his spells in a certain way. It takes a standard action to activate or switch out one of these adaptions. Upon reaching 4th level, he may have 2 adaptions active at once, including having the same adaption twice(the bonuses stack). Adaptions must match up to the attunement the character currently has active.


Energy(Energy, Vital, Void, Wind)
Relevant spells are cast at +1 caster level.

Persist(Base, Vital, Dread)
Relevant spells have double the duration and a +4 DC to enemy attempts to Dispel.

Obstanate(Base, Aqueous, Void, Dread)
+4 to the Save DC of relevant spells and a +4 DC to enemy attempts to Counterspell.

Aggregate(Energy, Aqueous, Wind)
You may spontaneously cast any known spell from the relevant categories at -3 caster level.
Taking this adaption twice allows you to spontaneously cast relevant spells at -1 caster level.

Examples:
A Wizard 10/Novomancer 3 attunes himself to the Aqueous planes, and activates his Obstanate adaption. He then gains an extra 1st and 2nd level spell slot. To fill these slots, he studies his spellbook for 15 minutes and chooses the spells Ray of Frost for the 1st level slot(as he has no 1st-level spells with the Water, Cold or Acid descriptors) and Acid arrow for the 2nd level spell slot. When he later casts Acid Arrow, he casts it as a 14th-level Wizard would, even though he is only 13th level. The spell gains no other effects however, as Obstanate only modifies saving throws and Acid Arrow has none.

A Wizard 15/Novomancer 5 attunes himself to the Energy planes, and activates his Aggregate and Energy adaptions. He can now cast any spell he knows with the Light, Electricity or Fire descriptors, even if he doesn't have them prepared. In addition, if the spell is under 5th level he can use one of his empty spell slots granted by the affinity. However, in doing so he casts these spells as an 19th level Wizard would, due to the total -1 caster level(+1 CL from Adaption, +1 CL from Energy, -3 CL from spontaneously casting with Aggregate). However, all prepared spells he casts as a 22nd level Wizard would(He does not suffer the spontaneous casting penalty if his spells are prepared).

If that same Wizard 15/Novomancer 5 spontaneously casts spells from his 5th, 4th and 3rd level spell slots, then later attunes himself to the Vital planes, only the bonus 1st and 2nd level spell slots would be available(as he already used the 3rd, 4th and 5th level slots, even though he was attuned to a different plane).

RndmNumGen
2010-07-22, 10:10 AM
Erm... bump? Already fallen to the third page... I guess I haven't gotten any comments about how horrible it is though, so I guess that's a good thing.

DracoDei
2010-07-24, 11:34 AM
Giving out bonus low-level spell slots seems odd, but Ok.

Needs to not advance casting... or at least not spells known/slots... go ahead and advance caster level (as a variable used in calculations of spell effects, for overcoming SR, etc) so you are actually gaining something... or make the boosts and penalties from 1st level Attunement +2/-2 instead of +1/-1.

Make sure you specify that the +4 and +6 to saves don't stack.

Southern Cross
2010-07-26, 03:54 PM
Most of the Attunements grant a secondary ability-except for the Wind and Energy Attunements. Shouldn't they grant a secondary ability too?