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TheLonelyScribe
2011-02-03, 03:29 PM
Influenced by the excellent book Shades of Grey (not really a lot to do with it though, apart from the swatches). Hue, Value and Chroma come from this: http://en.wikipedia.org/wiki/Munsell_color_system

The Chromatist
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th

1st|
+0|
+0|
+0|
+0|Colours, Source, 'Hueless' Spells, Power|5|3

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

3rd|
+2|
+1|
+1|
+1||6|5

4th|
+3|
+1|
+1|
+1||6|6|3

5th|
+3|
+1|
+1|
+1|Extra Value|6|6|4

6th|
+4|
+2|
+2|
+2||6|6|5

7th|
+5|
+2|
+2|
+x|Source Feat|6|6|6

8th|
+6/+1|
+2|
+2|
+2||6|6|6|3

9th|
+6/+1|
+3|
+3|
+3|Source Metamagic|6|6|6|4

10th|
+7/+2|
+3|
+3|
+3|Extra Hue|6|6|6|5

11th|
+8/+3|
+3|
+3|
+3|Second Source Feat|6|6|6|6

12th|
+9/+4|
+4|
+4|
+4||6|6|6|6|3

13th|
+9/+4|
+4|
+4|
+4|Create Swatches|6|6|6|6|4

14th|
+10/+5|
+4|
+4|
+4||6|6|6|6|5

15th|
+11/+6/+1|
+5|
+5|
+5|Extra Hue|6|6|6|6|6

16th|
+12/+7/+2|
+5|
+5|
+5||6|6|6|6|6|3

17th|
+12/+7/+2|
+5|
+5|
+5|Chroma Burst|6|6|6|6|6|4

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

19th|
+14/+9/+4|
+6|
+6|
+6|Permanency|6|6|6|6|6|6

20th|
+15/+10/+5|
+6|
+6|
+6|True Power|7|7|7|7|7|7[/table]

Abilities: Wisdom determines how powerful a colour a chromatist can project and how many colours she can project per day. Charisma affects how hard the colours are to resist. Strength helps the chromatist to fight when his colours run out.
Alignment: Any
Hit Die: d6

Class Skills
The chromatist's class skills are Appraise, Concentration, Craft, Knowledge (arcana), Profession and Spellcraft
Skill Points per Level: 2 + Int modifier

Class Features
Weapon and Armour Proficiency: Chromatists are proficient with all simple weapons and light armour.

Colours: A chromatist casts arcane spells, which he calls 'colours'. These manifest as opaque lines of colour emerging from their source (see below). He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell a chromatist must have a Wisdom score equal to at lest 10+the spell level. The Difficulty Class for a saving throw against a chromatist's spell is 10+the spell level+the chromatist's Charisma modifier.
The chromatist's base daily spell allotment is given above. In addition she receives bonus spells per day if she has a high Charisma score (see table 1-1: Ability Modifiers and Bonus Spells, p8 PHB).
A chromatist's selection of spells is at first extremely limited. A sorcerer begins play knowing spells of one hue (blue, green or red (there are others for different books)), one value (light or dark) and all three chromas (bright, medium and dull). At level 5, 10 and 15 the chromatist becomes able to cast spells from additional hues or values.
Unlike a wizard or cleric, a chromatist need not prepare spells in advance. He can cast any spell he knows at any time assuming he has not yet used up his spells per day for that spell level.

'Colourless' Spells: On the spell list there is a group of spells which has no colour, and are just called 'colourless'. These spells are available to all chromatists from 1st level.

Source: If the chromatist chose blue for their first hue the rays of colour come from their eyes, and they get a good will save. If they chose green the colours come from their chest and they get a good fortitude save. If they chose red the colours come from their hand and they get a good reflex save.

Power: If the chromatist chose blue for their first hue they can expend a spell slot to use the following ability: Touch grants +2d4 bonus per slot level to a particular d20 check (0-level slots count as 0.5). If they chose green they can expend a spell slot to use the following ability: Touch heals 2d4 damage per slot level (0-level slots count as 0.5). If they chose red they can expend a spell slot to use the following ability: Ranged touch attack that deals 2d4 damage per slot level (0-level slots count as 0.5).

Extra Value: The chromatist can cast spells of the other value as well as her current value.

Source Feat: If the chromatist's source is the eyes they gain the feat 'Eschew Materials'. If it is the hand they gain the feat 'Combat Casting', and if it is the chest they gain the feat 'Endurance'. If they already have the feat they would gain, they instead gain a bonus feat of their choice for which they meet the prerequisites.

Source Metamagic: Eyes gain Quicken Spell, hands gain Empower Spell, and chests gain Extend Spell. These metamagic feats can be applied spontaneously, ignoring the rule that spontaneous casters must take a full round to cast a metamagic spell. The rule still applies to metamagic feats gained any other way. If the chromatist already has the feat they would gain, they instead gain a bonus feat of their choice for which they meet the prerequisites.

Extra Hue: The chromatist can cast spells from an extra hue.

Second Source Feat: Eyes gain Improved Counterspell, hands gain Spell Penetration (or Greater Spell Penetration if they already have spell penetration) and chests gain Great Fortitude. If they already have the feat they would gain, they instead gain a bonus feat of their choice for which they meet the prerequisites.

Create Swatches: The chromatist can make swatches. See below for more info.

Chroma Burst: By expending an extra spell slot one higher than the higher-level spell they want to cast, a chromatist can project two colours at once.

Permanency: They chromatist can cast permanency on any spell it applies to once per day. This is not a spell-like ability, it is a spell, but it doesn't use up a spell slot.

True Power: If the first colour the chromatist chose was red, they can choose any sort of damage they or one of their party have been a target of as the type of damage they deal with their power. If the first colour the chromatist chose was blue they can now give the d20 bonus for that particular purpose for 1d6 rounds when they use their power. If the first colour the chromatist chose was green they cure all non-magical diseases and neutralise all non-magical poisons in the target when they use their power. Damage already done by the disease/poison is not reversed.

Spell List by Colour:

Light, Bright Red: Acid Splash, Magic Missile, Acid Arrow, Lightning Bolt, Ice Storm, Cone of Cold
Light, Medium Red: Flare, Colour Spray, Glitterdust, Major Image, Hallucinatory Terrain, Permanent Image
Light, Dull Red: Dancing Lights, Silent Image, Invisibility, Invisibility Sphere, Rainbow Pattern, Seeming
Dark, Bright Red: Daze, Cause Fear, Daze Monster, Hold Person, Confusion, Hold Monster
Dark, Medium Red: Ray of Frost, Chill Touch, Flaming Sphere, Fireball, Wall of Fire, Flame Strike
Dark, Dull Red: Touch of Fatigue, Ray of Enfeeblement, Touch of Idiocy, Ray of Exhaustion, Enervation, Waves of Fatigue
Light, Bright Blue: Read Magic, Identify, See Invisibility, Dispel Magic, Shadow Conjuration, Permanency
Light, Medium Blue: Mage Hand, Unseen Servant, Levitate, Fly, Air Walk, Telekinesis
Light, Dull Blue: Create Water, Grease, Web, Sleet Storm, Ice Storm, Transmute Rock to Mud/Mud to Rock
Dark, Bright Blue: Mending, Magic Weapon, Shatter, Keen Edge, Minor Creation, Major Creation
Dark, Medium Blue: Detect Magic, Alarm, Detect Thoughts, Tongues, Locate Creature, Telepathic Bond
Dark, Dull Blue: Disrupt Undead, Detect Undead, Command Undead, Hold Undead, Animate Dead, Slay Living
Light, Bright Green: Virtue, Shield of Faith, False Life, Magic Vestment, Death Ward, Spell Resistance
Light, Medium Green: Purify Food and Drink, Bless/Curse Water, Delay Poison, Remove Disease, Restoration, Break Enchantment
Light, Dull Green: Resistance, Mage Armour, Protection from Arrows, Wind Wall, Resilient Sphere, Bigby's Interposing Hand
Dark, Bright Green: Guidance, Divine Favour, Aid, Prayer, Spell Immunity, Dispel Chaos/Evil/Good/Law
Dark, Medium Green: Detect Poison, Detect Secret Doors, Locate Object, Clairaudience/Clairvoyance, Scrying, Prying Eyes
Dark, Dull Green: Open/Close, Hold Portal, Knock, Tiny Hut, Secure Shelter, Wall of Force
Colourless: Light, Obscuring Mist, Darkvision, Daylight, Solid Fog, Shadow Conjuration

Swatches
Swatches are magical items. They take one day to make for each 1,000 gp in the price. To create a swatch a chromatist must spend 1/25 of the item's price in xp and half of the item's price in gp. A swatch can be made with any spell that is harmless and can affect a creature. It affects any creature that looks at it for as long as it takes to cast the spell, but it can be covered up. The chromatist must know the spell, but those with the green hue can use cure spells as well. The base price of a swatch is 8000*the caster level of the swatch*the level of the spell contained.

rayne_dragon
2011-02-03, 03:56 PM
I rather like this class, it's kinda neat.

What I don't understand is why bother to segregate spells by chroma if every chromatist starts out able to cast them? It doesn't make sense because it creates needless categories and makes the spell list more complex and confusing.

Also, when you said Chromatist, I'd been hoping for someone specializing in the prismatic spells. It'd be kind of neat if you'd give them access to some of them once they have all three hues. I'm highly biased in this matter though, since prismatic spells are my favourites.

IcarusWings
2011-02-03, 05:08 PM
Haven't looked at the class yet, will do soon, but if it is anywhere near as cool as Shades of Grey, then it will be Awesome.