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Maho-Tsukai
2010-12-06, 03:58 PM
<Fluff will be here when finished/fluff WIP>


Alignment: Any

Hit Dice: d8

Class Skills: The Dragonpact Mage's class skills (and the key ability for each skill) are: Concentration(Con), Spellcraft(Int), Knowledge(Arcana)(Int), Knowledge(Religion)(Int), Knowledge(History)(Int), Knowledge(The Planes)(Int) Bluff(Cha), Intimidate(Cha), Diplomacy(Cha), and Profession(Wis).

Skill Points at First Level: (2+ Int Modifier) x4
Skill Points at Each Additional Level: 2+Int modifier

Proficiencies: A Dragonpact Mage is proficient with all simple weapons. A Dragonpact Mage is not proficient with any kinds of armor or shields.

Dragonpact Mage
{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|Spirit Dragon Pact, Pact Boon|5|3

2nd|
+1|
+0|
+0|
+3||6|4|-

3rd|
+2|
+1|
+1|
+3|Pact Boon |6|5|-|-

4th|
+3|
+1|
+1|
+4|Advance Learning|6|6|3|-|-

5th|
+3|
+1|
+1|
+4||6|6|4|-|-|-

6th|
+4|
+2|
+2|
+5||6|6|5|3|-|-|-

7th|
+5|
+2|
+2|
+5|Pact Boon |6|6|6|4|-|-|-|-

8th|
+6/+1|
+2|
+2|
+6|Advance Learning|6|6|6|5|3|-|-|-|-|-

9th|
+6/+1|
+3|
+3|
+6||6|6|6|6|4|-|-|-|-|-

10th|
+7/+2|
+3|
+3|
+7||6|6|6|6|5|3|-|-|-|-

11th|
+8/+3|
+3|
+3|
+7|Pact Boon|6|6|6|6|6|4|-|-|-|-

12th|
+9/+4|
+4|
+4|
+8|Advance Learning|6|6|6|6|6|5|3|-|-|-

13th|
+9/+4|
+4|
+4|
+8||6|6|6|6|6|6|4|-|-|-

14th|
+10/+5|
+4|
+4|
+9 ||6|6|6|6|6|6|5|3|-|-

15th|
+11/+6/+1|
+5|
+5|
+9|Pact Boon|6|6|6|6|6|6|6|4|-|-

16th|
+12/+7/+2|
+5|
+5|
+10|Advance Learning|6|6|6|6|6|6|6|5|3|-

17th|
+12/+7/+2|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|-

18th|
+13/+8/+3|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3

19th|
+14/+9/+4|
+6|
+6|
+11|Pact Boon |6|6|6|6|6|6|6|6|6|4

20th|
+15/+10/+5|
+6|
+6|
+12|Summon Spirit Dragon Avatar|6|6|6|6|6|6|6|6|6|6[/table]

Class Features:

Spellcasting: A Dragonpact Mage is a divine spellcaster who draws her power from a pact with a quasi-divine being known as a "spirit dragon" who gives her the ability to cast divine magic. Thus, a Dragonpact Mage uses charisma as their primary casting stat. A Dragonpact Mage must have have a Cha score of 10+ a spell's level in order to cast it and the DCs for her spells are equal to 10+ the spell's level + her Cha modifier. Like a sorcerer she obtains bonus spells for a high charisma score. A Dragonpact Mage has a very limited spell knowledge and uses the same spells known progression as a Sorcerer.

Spirit Dragon Pact: A Dragonpact Mage's powers come directly from her pact with a spirit dragon which is made when she first takes up the class. Much like a deity, each Spirit Dragon possesses two "Spheres" from which a Dragonpact Mage selects her spells known. A Dragonpact Mage, at character creation, selects one Spheres as a Primary Sphere and one sphere as a Secondary Sphere. A Dragonpact Mage cannot chose a secondary sphere which is an opposition sphere to her primary sphere and cannot chose the Universal Sphere as a primary or secondary sphere. When a Dragonpact Mage chooses a primary sphere she also chooses her second opposed sphere. This can be any sphere except the universal sphere and a sphere which is already an opposed sphere for her. At least half the spells a Dragonpact Mage knows at each spell level must be from her Primary Sphere. All other spells known can be from either their Primary Sphere, Secondary Sphere or the Universal Sphere.

Pact Boon: As a Dragonpact Mage increases in power they eventually gain access to special abilities called "Pact Boons." Each sphere except for the universal Sphere possesses a special set of Pact Boons which are associated with it. A Dragonpact Mage chooses her pact boons from the pact boon list of her primary sphere pact boon list.

Advance Learning: At the indicated levels a Dragonpact Mage may gain knowledge of 1 spell from any sphere except her opposed spheres. This spell dose not count against her spells known.

<All other class features are WIP>

Spheres:
< All Spheres are a WIP>

Death

Opposed Spheres: Life and One Other

Description: The Sphere of Death possesses magic that invokes all aspects of the grave. The Death sphere possesses spells which can animate undead, scour enemies with negative energy, drain power from others, invoke the chill of the grave to smite foes and even wield death itself as a weapon. The sphere of death is one which good aligned Dragonpact Mages rarely possess due to it's sinister nature. Only the most dark and depraved individuals take up this sphere as their primary sphere as while it is certainly a road to great power the vile nature of this sphere's magics turn away the pure of heart and weak of stomach.

Sphere Spells:

Level 0: Inflict Minor Wounds, Ray of Frost, Disrupt Undead, Touch of Fatigue

Level 1: Chill Touch, Inflict Light Wounds, Curse Water, Detect Undead, Hide from Undead, Ray of Enfeeblement

Level 2: Chill Metal, Desecrate, Inflict Moderate Wounds, Command Undead, Death Knell, Blindness/Deafness, Ghoul Touch, Spectral Hand

Level 3: Inflict Seirous Wounds, Sleet Storm, Animate Dead, Halt Undead, Speak With the Dead, Diminish Plants, Ray of Exhaustion, Vampiric Touch

Level 4: Ice Storm, Inflict Critical Wounds, Wall of Ice, Antiplant Shell, Enervation

Level 5: Cone of Cold, Mass Inflict Light Wounds, Slay Living, Symbol of Pain, Waves of Fatigue

Level 6: Harm, Mass Inflict Moderate Wounds, O.'s Freezing Sphere, Antilife Shell, Circle of Death, Create Undead, Undeath to Death

Level 7: Mass Inflict Serious Wounds, Control Undead, Finger of Death, Symbol of Weakness

Level 8: Mass Inflict Critical Wounds, Polar Ray, Create Greater Undead, Horrid Wilting, Destruction

Level 9: Energy Drain, Plague of Undead, Mass Harm

(More Spells to be added soon.)

Pact Boons:

Rebuke Undead: A Dragonopact Mage who takes this boon gains the ability to Rebuke undead as an evil cleric of the same character level. This ability can be used a number of times per day equal to 3+ the Dragonpact Mage's Cha modifier.

Master of the Undead Legion: You can control 4 + your Cha modifier HD of undead for each character level you have instead of the standard 4 HD per character level. This Pact Boon becomes selectable at level 7.

Zone of Desecration: A Dragonpact Mage who takes this boon is followed around by a persistant zone of negative energy centered on her which covers an area of 10' for each character level she has. This area is considered desecrated, as if it where under the effect of the spell desecrate. This zone can be "turned on" and "tunred off" at will though it is always active unless you "turn it off." This Pact Boon becomes selectable at level 11.

All others are WIP

Life

Opposed Spheres: Death and One Other

Description: The sphere of life is one devoted to the protection and preservation of life. A Dragonpact Mage who chooses this sphere thus gains the power to heal the injured, cure disease and even resurrect the dead. In addition the sphere of life possesses spells which can cause creatures to feel empathy, inspire heroism and bring out the best features of a person's personality. In contrast to it's apposed sphere, Death, the sphere of life is usually one taken up almost exclusively by good aligned Dragonpact Mages

Sphere Spells:

Level 0: Cure Minor Wounds, Hypnotism, Detect Poison, Purify Food and Drink, Virtue

Level 1: Cure Light Wounds, Remove Fear, Sanctuary, Deathwatch, Goodberry

Level 2: Cure Moderate Wounds, Lesser Restoration, Eagle's Splendor, Enthrall, Hypnotic Pattern, Scare, Aid, Delay Poison

Level 3: Cure Seirous Wounds, Remove Blindness/Deafness, Remove Disease, Glibness, Good Hope, Heroism, Rage, Status

Level 4: Cure Critical Wounds, Restoration, Suggestion, Create Food and Water

Level 5: Mass Cure Light Wounds, Greater Heroism, Neturalize Poison

Level 6: Heal, Mass Cure Serious Wounds, Mass Eagle's Splendor, Raise Dead

Level 7: Mass Cure Serious Wounds, Regenerate, Greater Restoration, Mass Suggestion, Heroes' Feast

Level 8: Mass Cure Critical Wounds, Symbol of Persuasion, Resurrection

Level 9: Mass Heal, Sympathy, True Resurrection

(More Spells to be added soon.)


Pact Boons:

Turn Undead: A Dragonpact Mage who takes this boon gains the ability to Turn undead as a good cleric of their character level. This ability can be used a number of times per day equal to 3+ the Dragonpact Mage's Cha modifier.

All others are WIP

Artifice

Opposed Spheres: Nature and One Other

Description: The sphere of Artifice is one which is associated with civilization, construction and ingenuity. Dragonpact Mages who take up this sphere gain magic which can create objects, manipulate enviornment around them and allow them to traverse the planes. Most Dragonpact Mages from civilized lands take up this sphere as, at the least, a secondary sphere due to it's versatility. However, among more savage civilizations Dragonpact Mages with this sphere are often feared, shunned or mistrusted due to it's unnatural powers.

Sphere Spells:

Level 0: Mending, T.'s Floating Disk, Know Direction

Level 1: Magic Weapon, Mage Armor, Shield, Shield of Faith, Unseen Servant, Locate Object

Level 2: Magic Mouth, Make Whole, Web, Spiritual Weapon, Blink

Level 3: Keen Edge, Greater Magic Weapon, Secret Page, Snare, Phantom Steed, Locate Creature

Level 4: L.'s Secure Shelter, Magic Vestment, Minor Creation, O.'s Resilient Sphere, Dimension Door, Dimensional Anchor

Level 5: Fabricate, L.'s Secret Chest, Major Creation, B.'s Interposing Hand, M.'s Faithful Hound, Wall of Force, Passwalll, Plane Shift, Teleport

Level 6: Blade Barrier, Guards and Wards, B.'s Forceful Hand, Repulsion, Word of Recall

Level 7: M.'s Private Sanctum, Simulacrum, B.'s Grasping Hand, Forcecage, M.'s Sword, Ethereal Jaunt, Phase Door, Refuge, Teleport Object, Greater Teleport

Level 8: M'.s Magnificent Mansion, B.'s Clenched Fist, Dimension Lock

Level 9: B.'s Crushing Hand, Astral Projection, Etherealness, Gate, Teleportation Circle

(More Spells to be added soon.)


Pact Boons:
<WIP>

Nature

Opposed Spheres: Artifice and One Other

Description: The sphere of Nature represents the power of the natural world and all which dwell within it. A Dragonpact Adapt with the Nature sphere can control the enviornment, command the life processes and properties of plants and animals and even call the creatures of the natural world to fight by their side. Almost all Dragonpact Mages from uncivilized cultures take up this sphere though plenty of Dragonpact Mages from civilized lands who have interest and/or admiration for nature chose this as their primary sphere as well.

Sphere Spells:

Level 0: Calm Animals, Create Water, Pass without Trace

Level 1: Detect Animals or Plants, Hide from Animals, Speak with Animals, Summon Nature's Ally I, Magic Fang, Shillelagh, Entangle

Level 2: Animal Messenger, Animal Trance, Summon Nature's Ally II, Summon Swarm, Fog Cloud, Gust of Wind, Whispering Wind, Barkskin, Tree Shape, Wood Shape

Level 3: Summon Nature's Ally III, Speak with Plants, Gaseous Form, Stinking Cloud, Water Breathing, Water Walk, Wind Wall, Greater Magic Fang, Plant Growth

Level 4: Summon Nature's Ally IV, Repel Vermin, Command Plants, Air Walk, Control Water, Solid Fog, Heal Mount

Level 5: Summon Nature's Ally V, Insect Plague, Control Winds, Tree Stride, Animal Growth, Wall of Thorns

Level 6: Summon Nature's Ally VI, Commune with Nature, Ironwood, Liveoak, Transport via Plants

Level 7: Summon Nature's Ally VII, Creeping Doom, Wind Walk, Animate Plants, Changestaff

Level 8: Summon Nature's Ally VIII, Control Plants, Control Weather, Animal Shapes

Level 9: Summon Nature's Ally IX, Whirlwind, Shambler

(More Spells to be added soon.)


Pact Boons:

Animal Companion: The dragonpact mage attracts an animal companion as a druid of equal level.

Unhindered: In natural environments, the dragonpact mage's movement is no longer impaired by natural obstacles or terrain. Also, he no longer leaves any tracks if he desires.

Camouflage: Hide and move silently are now class skills for the dragonpact mage.

Hide in Plain Sight: (requires camouflage) The dragonpact mage may now attempt to hide in natural terrain even while he's being actively observed.

Thick Hide: The dragonpact mage gains a natural armor bonus to his AC equal to his Constitution modifier.

Natural Summoner: The creatures summoned by the dragonpact mage have a +3 morale bonus to hit with their attacks. The dragonpact mage's summons duration is also doubled.

Wildshape: The dragonpact mage can polymorph into a small or medium sized animal he is familiar with once per day, similar to a druid.

All others are WIP

Energy

Opposed Spheres: Mind and One Other

Description: The sphere of energy represents control over the wild and untamed energies of the world. A Dragonpact Mage who has this sphere is ablt to cast powerful offensive spells which can call forth all manner of energy such as fire, lightening and even prismatic magic to smite foes, as well as use energy to enhance their physical power and even achieve flight. This sphere is a direct, offensive sphere which is is often used by Dragonpact Mages who have a desire to crush their enemies with sheer power.

Sphere Spells:

Level 0: Mage Hand, Dancing Lights, Light, Flare

Level 1: Feather Fall, Jump, Shocking Grasp, Color Spray, Faerie Fire, Burning Hands

Level 2: Bull's Strength, Levitate, Protection from Arrows, Continual Flame, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Produce Flame, Pyrotechnics, Scorching Ray

Level 3: Call Lightening, Fly, Lightening Bolt, Daylight, Explosive Runes, Fireball, Flame Arrow, Glitterdust

Level 4: Divine Power, Searing Light, Fire Shield

Level 5: Call Lightening Storm, Overland Flight, Righteous Might, Telekinesis, Rainbow Pattern, Flame Strike, Wall of Fire

Level 6: Chain Lightening, T.'s Transformation, Sunbeam, Fire Seeds

Level 7: Mass Bull's Strength, Prismatic Spray, Delayed Blast Fireball, Fire Storm

Level 8: O.'s Telekinetic Sphere, Prismatic Wall, Scintillating Pattern, Sunburst, Incendiary Cloud

Level 9: Implosion, Prismatic Sphere, Meteor Swarm

(More Spells to be added soon.)


Pact Boons:
<WIP>


Mind

Opposed Spheres: Energy and One Other

Description: The sphere of Mind is one which draws it's power from the mind. A Dragonpact Mage with the Mind sphere gains acsses to spells that allow them to enter, manipulate and control the minds of others. The Mind sphere is often times used by those who desire control and power over others and thus is often seen as one of the more "evil" spheres. Despite this, however, many good Dragonpact Mages take up this sphere and use it's mind warping powers to subdue evil rather then dominate and enslave others.

Sphere Spells:

Spells marked with * are psionic powers converted to spells.

Level 0: Command, Daze, Lullaby, Message

Level 1: Charm Person, Cause Fear, Lesser Confusion, Sleep, Comprehend Languages

Level 2: T's Hideous Laughter, Zone of Truth, Calm Emotions, Daze Monster, Touch of Idiocy, Fox's Cunning, Detect Thoughts

Level 3: Dominate Animal, Deep Slumber, Tongues

Level 4: Charm Monster, Lesser Geass, Confusion, Crushing Despair, Fear, Discern Lies, Modify Memory, R.'s Telepathic Bond, Sending, Phantasmal Killer

Level 5: Greater Command, Dominate Person, Feeblemind, Magic Jar, Mind Fog, Song of Discorde, Dream

Level 6: Geas/Quest, Symbol of Fear, Nightmare

Level 7: Mass Charm Monster, Sequester, Mass Fox's Cunning, Symbol of Stunning

Level 8: Demand, O.'s Irresistible Dance, Antipathy, Mind Blank, True Dominate

Level 9: Dominate Monster, Weird, Mind Rape

(More Spells to be added soon.)

Pact Boons:

Crafty Manipulator: You add a bonus equal to your int modifier to all bluff, diplomacy and intimidate checks you make.

All others are WIP.

Disorder

Opposed Spheres: Order and One Other

Description: Disorder is the sphere dedicated to magics which cause chaos and upset the natural order. Dragonpact Mages who possess this sphere can change, transform and alter both living and non-living things, manipulate the laws of nature and cause great destruction. Due to the nature of this sphere it is almost exclusive to chaotic aligned Dragonpact Mages though some Dragonpact Mages who are neutral towards the law/chaos conflict may also take up this sphere for acssess to it's unique powers.

Sphere Spells:

Level 0: Open/Close, Acid Splash, Reduce Person

Level 1: Animate Rope, Grease, Entropic Shield, Enlarge Person

Level 2: Rope Trick, Spider Climb, Warp Wood, Knock, M.'s Acid Arrow, Shatter, Soften Earth and Stone

Level 3: Spike Growth, Contagion, Reduce Animal, Shrink Item

Level 4: Bestow Curse, E.'s Black Tentacles, Giant Vermin, Reincarnate, Freedom of Movement, Poison, Rusting Grasp, Mass Enlarge Person, Polymorph, Mass Reduce Person

Level 5: Blight, Cloudkill, Baleful Polymorph, Transmute Mud to Rock, Transmute Rock to Mud

Level 6: Animate Objects, Repel Wood, Acid Fog, Flesh to Stone, Stone to Flesh

Level 7: Eyebite, Disintegrate, Transmute Metal to Wood, Insanity

Level 8: Reverse Gravity, Symbol of Insanity, Polymorph Any Object

Level 9: Maze, Storm of Vengeance, Shapechange

(More Spells to be added soon.)


Pact Boons
<WIP>

Order

Opposed Spheres: Disorder and One Other

Description: The sphere of Order is one which draws it's power from the systematic nature of magic and the multiverse. A Dragonpact mage with the sphere of Order can cast spells which manipulate and control magic, use words of great power to bring down enemies and even control the very laws time and reality itself. Dragonpact Mages who possess this sphere are almost always lawful, though some Dragonpact Mages who are neural in the law/chaos conflict may also take up this sphere.

Sphere Spells:

Level 0: Detect Magic, Arcane Mark, Read Magic, Longstrider

Level 1: Identify, Magic Missile, N.'s Magic Aura, Expeditious Retreat, Hold Portal

Level 2: L.'s Trap, Arcane Lock, Cat's Grace, Hold Person, Hold Animal

Level 3: Arcane Sight, Sepia Snake Sigil, Haste, Slow

Level 4: Imbue with Spell Ability, Glyph of Warding, Remove Paralysis

Level 5: Analyze Dweomer, Mark of Justice, Permanency

Level 6: Contingency, Spellstaff, Greater Glyph of Warding, Mass Cat's Grace, Hold Monster

Level 7: Spell Turning, Greater Arcane Sight, Limited Wish, Power Word- Blind, Mass Hold Person

Level 8: Protection from Spells, Power Word- Stun, Temporal Stasis

Level 9: Wish, Mass Hold Monster, Time Stop

(More Spells to be added soon.)


Pact Boons:
<WIP>

Divine

Opposed Spheres: Earth and One Other

Description: The Divine Sphere focuses on magic dealing with the other planes of exsistence from which the Spirit Dragons themselves as well as their servants and other creatures dwell and the divine power of the Spirit Dragons. A Dragonpact Mage with this sphere can call divine power to bless allies and curse enemies, gain the omniscience of Spirit Dragons and summon creatures from other planes of existence to fight enemies. Due to the fact this sphere grants powers directly related to the Spirit Dragons themselves rather then the aspects they control this is a popular secondary sphere choice for many Dragonpact Mages. However, just as many chose this as their primary sphere due to the great power and closer connection to the source of their abilities that this sphere offers.

Sphere Spells:

Level 0: Divine Favor, Guidance, Summon Instrument/Tool

Level 1: Bane, Bless Water, Bless Weapon, Detect Secret Doors, Detect Snares and Pits, True Strike, Summon Monster I

Level 2: Augury, Consecrate, Desecrate, Gentle Repose, See Invisibility, Owl's Wisdom, Find Traps, Summon Monster II

Level 3: Helping Hand, Prayer, Clairaudience/Clairvoyance, Summon Monster III

Level 4: Divination, Arcane Eye, Detect Scrying, Scrying, Lesser Planar Binding, Summon Monster IV

Level 5: Lesser Planar Ally, Atonement, Prying Eyes, True Seeing, Contact Other Plane, Summon Monster V, Hallow, Unhallow

Level 6: Commune, Forbiddance, Find the Path, Legend Lore, Planar Binding, Summon Monster VI

Level 7: Planar Ally, Greater Scrying, Vision, D.'s Instant Summons, Summon Monster VII

Level 8: Holy Sword, Unholy Sword, Greater Planar Ally, Moment of Precience, Greater Prying Eyes, Greater Planar Binding, Summon Monster VIII

Level 9: Miracle, Foresight, Soul Bind, Summon Monster IX

(More Spells to be added soon.)


Pact Boons:
<WIP>

Earth

Opposed Spheres: Divine and One Other

Description: The Earth Sphere, despite it's title, is not exclusively based on the earth element. Rather the earth sphere is one which is focused around the mundane and the prime material plane. A Dragonpact Mage who has accesses to this sphere can control mundane substances such as stone and metal, shield themselves from magical effects and cast spells which counter, dispel and protect against magic. Earth is another common secondary choice among dragonpact mages due to the extra edge it gives them when fighting other spellcasters.

Sphere Spells:

Level 0: Magic Stone, Resistance, Erase

Level 1: Bear's Endurance, Endure Elements, Undetectable Aligenment

Level 2: Meld Into Stone, Resist Energy, Shield Other, Dispel Magic

Level 3: Stone Shape, Remove Curse, Invisibility Purge, Nondetection, Protection from Energy, Quench

Level 4: Spike Stones, Stoneskin, Death Ward, Dismissal, Break Enchantment, Lesser Globe of Invulnerability, Spell Immunity

Level 5: Wall of Stone, Disrupting Weapon, Spell Resistance

Level 6: Mass Bear's Endurance, Move Earth, Stone Tell, Wall of Iron, Banishment, Antimagic Field, Globe of Invulnerability

Level 7: Statue, Repel Metal or Stone, Greater Dispelling

Level 8: Iron Body, Trap and Soul, Greater Spell Immunity

Level 9: Earthquake, Freedom, Imprisonment, M.'s Disjunction

(More Spells to be added soon.)


Pact Boons:
<WIP>

Illusion

Opposed Spheres: Earth and One Other

Description: The sphere of Illusion is one which deals with fantasy and tricks of the mind. A Dragonpact Mage who possesses the sphere of Illusion can use their magic to trick and deceive the senses and control shadows and darkness. The illusion sphere is often favored by Dragonpact Mages who are sneaky and cunning and thus prefer subtlety to outright power.

Sphere Spells:

Spells marked with a * are slightly changed from their original state.

Level 0: Prestidigitation, Ghost Sound, Shadows

Level 1: Disguise Self, Silent Image, Ventriloquism, Darkness

Level 2: Alter Self, Mirror Image, Minor Image, Silence, Misdirection, Sound Burst, Obscure Object, Blur, Invisibility, Darkvision

Level 3: Illusory Script, Major Image, Displacement, Sculpt Sound, Invisibility Sphere, Deeper Darkness

Level 4: Hallucinatory Terrain, Illusory Wall, Shout, Greater Invisibility, Lesser Shadow Sphere*

Level 5: Mirage Arcana, Persistent Image, Seeming, Zone of Silence, False Vision, Shadow Walk

Level 6: Programmed Image, Mislead, Shadow Sphere*

Level 7: Permanent Image, Project Image, Sympathetic Vibration, Mass Invisibility

Level 8: Veil, Greater Shout, Greater Shadow Sphere*

Level 9: Screen, Wail of the Banshie, Shades

*- The "Shadow Sphere" line of spells act as the shadow conjuration/evocation spells of the same level except instead of mimicking evocation/conjuration spells they can instead mimic spells of any sphere, including opposed spheres.

(More Spells to be added soon.)


Pact Boons:
<WIP>

Universal

Opposed Spheres: N/A

Description: Due to the divine nature of Dragonpact Mages and their Spirit Dragon partners, every Dragonpact Mage has acssess to a small collection of spells which are based on the Dragonpact Mage's alignment. These spells allow a Dragonpact Mage to detect, protect against and smite creatures of opposing alignments to their own. Due to the universal nature of this sphere it has no pact boons and it's spell list is much smaller then the rest of the Spheres.

Sphere Spells:

Level 0: Detect Good/Evil/Law/Chaos

Level 1: Protection from Good/Evil/Law/Chaos

Level 2: Align Weapon

Level 3: Magic Circle against Good/Evil/Law/Chaos

Level 4: N/A

Level 5: N/A

Level 6: Dispel Good/Evil/Law/Chaos

Level 7: Holy Word, Blasphemy, Dictum, Word of Chaos

Level 8: Holy Aura, Unholy Aura, Shield of Law, Cloak of Chaos

Level 9: N/A

(More Spells MAY be added soon.)



Notes: This class was made with the intent that it is the only "fullcaster" in the campaign world. Thus the "sphere system" was created to allow the class to be able to be able to fill all the standard caster rolls in a setting with this class as the only fullcaster but yet at the same time not be able to do all those rolls at once. The Advance learning and secondary sphere features allow this class to do a bit more then it's primary sphere allows while still doing what it's primary sphere focuses on best due to the fact half their spells must be from their primary sphere and their pact boons are based around their primary sphere. The setting this class would find itself in (A homebrew setting I am creating) would have no PrCs and has the following base classes allowed:

Fighters:
Kensei (http://www.giantitp.com/forums/showthread.php?t=175230), Warblade, Crusader, Swordsage,

Skillmonkies:
Factotum, Psirogue

Casters:
Dragonpact Mage

But enough on that...more or less the Dragonpact Mage's intended balance level is Tier 2 since I intend it to be the most "powerful" class in this world yet at the same time not make the other classes feel useless. Though at the moment I think it may be too powerful..though I am not really sure. Also be aware it's a WIP, so yeah. Oh, and if you have not guessed I am limiting them to (Mostly) core spells.

Pyromancer999
2010-12-06, 05:24 PM
Is this going to involve Dragon Pacts (as in the WoTC Dragon Magic supplement)?

Maho-Tsukai
2010-12-06, 06:10 PM
No. It is actually going to involve a homebrew idea of pacts with "spirit dragons" which are quasi-divine dragons which grant spells and powers to mortals who enter into pacts with them. It's essentially going to be a divine sorcerer who serves as the only fullcaster class in it's setting.

Valameer
2010-12-08, 12:41 PM
Here's some Pact Boons for you to consider. If they are accurate to what you were looking for, I'll continue to add a few more as I think of them.

Pact Boon, Nature Sphere:
Animal Companion: The dragonpact mage attracts an animal companion as a druid of equal level.

Unhindered: In natural environments, the dragonpact mage's movement is no longer impaired by natural obstacles or terrain. Also, he no longer leaves any tracks if he desires.

Camouflage: Hide and move silently are now class skills for the dragonpact mage.

Hide in Plain Sight: (requires camouflage) The dragonpact mage may now attempt to hide in natural terrain even while he's being actively observed.

Thick Hide: The dragonpact mage gains a natural armor bonus to his AC equal to his Constitution modifier.

Natural Summoner: The creatures summoned by the dragonpact mage have a +3 morale bonus to hit with their attacks. The dragonpact mage's summons duration is also doubled.

Wildshape: The dragonpact mage can polymorph into a small or medium sized animal he is familiar with once per day, similar to a druid.

I also have a few things for you to consider. I was wondering if you would be interested in changing the "Disorder" sphere name to "War"? Perhaps "Order" would be changed to "Community" then. And the "Earth" sphere to... something - I'm still trying to come up with one.

Also, the disorder sphere as is seems more powerful than the others. It has a few spells that could easily be trimmed out and given to the nature sphere to balance it out. Giving nature Entangle, Animal Growth, and Wall of Thorns seems to fit the theme, and would make a lot of difference in the power disparity.

Maho-Tsukai
2010-12-08, 12:46 PM
I actually like that idea...and your right about those spells being more thematic for the nature Sphere. Also, in addition for Rebuking for death I had the idea to make Undead Mastery(The Dread Necro ability) a boon for death that becomes selectable at higher levels but I feel that just copying the DN's power and making it a boon is kinda a cop out despite the fact there is no DN in this setting. However, I would like some power to increse the number of undead a death DpM can control.

As for the names I do prefer those. I am sucky with names in general and usually steal them from other things(with minor alterations, of course) or don't bother with them.(I have had BBEGs who's "names" where more or less their title such as "The Dark Master")

Oh, and I have a few of the other boons up, mainly the Turn/Rebuke ones.

As for the names, War and community don't work since energy has a more war theme. However, changing energy to "combat(or war)" and mind to something like "Subtlty(Or manipulation)" would be thematic. As for Order and Disorder, Disorder could become "Chaos"(which was my original name idea.) but I feel naming it after an aligenment may be troublesome since Neturals and even lawful(by RAW) characters can take up the sphere...perhaps Entropy would be a better name? Also, I was thinking about moving Destruction to another sphere(In paticluar Death) but I am not sure if that is nessicary. I was also thinking about moving Wail of the Banshie to death and giving Illusion the weird/phantasmal killer line(Which is a better fit there.) and giving Mind either Mindrape or Monsterous Thrall as a 9th and moving Glibness from Life to Mind(It works better there as Mind is the "manipulation" sphere.)

Would these changes be good or bad?

EDIT: I have an idea for the undead increser boon, if you want to critique it:\

Master of the Legion: Your limit for creating undead animated with spells increases to three times your caster level instead of the normal two times caster level. In additon, you can control 4 + your Cha modifier HD of undead for each character level you have instead of the standard 4 HD per character level. This pact boon becomes selectable at level 7.

The idea of this boon is that it's Undead Mastery while not being Undead mastery. It seems overpowered as of now, but Undead Mastery is basicly corpsecraftter + the HD control increse so if I limit this to being selectable at level 7 onwards(one level before DN's get it) it may not be that broken compaired to Undead Mastery since Corpsecrafter(A feat) is about on par with the deathbound domain in terms of power...

Edit: I moves some things around. Disorder lost Destruction and gained Insanity and Symbol of Insanity from Mind. Mind gained Lost Weird and phantasmal killer which got swaped to Illusion(it fits better there) and in return Mind got Symbol of stunning as a level seven, Plauge of Nightmares as a level 8 and both Monsterous Thrall and Mind Rape as 9ths In addition Morality Undone was placed in Disorder which lost Blight to death. Death got Destruction at 8, lost Unholy Sword which was sent to Divine and Desecrate and Unhallow where also moved to Divine. Specteral Hand was moved from Divine to Death. Death also gained Wail of the Banshie at 9.

EDiT: Mind lost Dominate Monster and plague of nightmares. Instead at level 8it has True dominate, and at levels 6 and 9 has the psionic powers Mind Switch and True Mind Switch as divine spells(instead of psionic powers.) at their respective levels.

Edit: Magic jar moved to death, Death loses Symbol of Death and Blight. Disorder loses Morality Undone and gains back Blight.

Do these changes unballance things at all?

Also, I am looking for a better replacement spell for Monsterous Thrall in mind since it dose basicly the same thing as Mindrape but in a weaker way...any ideas would be nice.