ExemplarofAvg
2011-11-07, 02:56 PM
{table=head] Level | Bab | Fort | Ref | Will | Class Abilities |Spells per Day
1|+0|+0|+0|+2|Power of the Heavenly Bodies, Celestial Shielding, Turn Undead |+1 level of existing divine spellcasting class
2|+1|+0|+0|+3|Heavens Purge (+1)|+1 level of existing divine spellcasting class
3|+2|+1|+1|+3||+1 level of existing divine spellcasting class
4|+3|+1|+1|+4|Heavens Purge (+2)|+1 level of existing divine spellcasting class
5|+3|+1|+1|+4|Lunisolar Cycle|+1 level of existing divine spellcasting class
6|+4|+2|+2|+5|Heavens Purge (+3)|+1 level of existing divine spellcasting class
7|+5|+2|+2|+5||+1 level of existing divine spellcasting class
8|+6/+1|+2|+2|+6|Heavens Purge (+4)|+1 level of existing divine spellcasting class
9|+6/+1|+3|+3|+6||+1 level of existing divine spellcasting class
10|+7/+2|+3|+3|+7|Heavens Purge (+5), Suns Grace and Moons Blessing|+1 level of existing divine spellcasting class[/table]
Hit Die: d10
Requirements:
Feats: Iron Will, Extra Turning
Spells: Able to cast 3rd level divine spells.
Domains: Must have chosen either the Sun or Moon Domain.
Class Skills: The Eclipse Mage class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Religion (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Skill Points at Each Level
4+Int modifier
Class Features
Weapon and Armor Proficiency:
Eclipse Mage's are proficient with Simple and Martial weapons, as well as Light Armor but not shields.
Spells per Day: When a new Eclipse Mage level is gained, the character gains new spells per day as if they had also gained a level in any one divine spellcasting class they belonged to previously. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that they add the level of Eclipse Mage to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before they became an Eclipse Mage, he must decide to which class he adds each level of Eclipse Mage for the purpose of determining spells per day.
Power of the Heavenly Bodies: An Eclipse Mage gains the ability to cast two domain spells per day of each level of spell they have, instead of just one domain spell from either domain available but only one from each of their domains.
Celestial Shielding: An Eclipse Mage gets their Charisma Bonus as a deflection modifier to their AC. An Eclipse Mage only gains this bonus only when they are wearing Light or no Armor.
Turn Undead: An Eclipse Mage adds their Eclipse Mage class levels to their cleric level for all purposes related to turning Undead.
Heavens Purge: At 2nd level and every other level after (4th, 6th, 8th, and 10th) Eclipse Mage gains an extra use of a Domain granted power per day. (2/day at 2nd, 3/day at 4th, and so on until 6/day at 10th)
Lunisolar Cycle: At 5th level an Eclipse Mage begins to better understand the cycle of the Sun and Moon and how they relate to each other. They discover that there is a third neutral energy that contains both positive and negative energy and that it is good, evil, lawful and chaotic in equal amounts. For all spell affects related to alignment, they can chose to be treated as good and evil, lawful and chaotic. If they spontaneously cast cure spells before they may now cast either cure or inflict if they turned or destroyed undead they may also rebuke or command them. This applies to any domain granted turning as well.
Suns Grace and Moons Blessing: An Eclipse Mage gains the ability to use the added bonuses of their Wisdom and Charisma Modifiers in place of one or the other. (Ex. To determine the bonus from their Celestial Shielding ability an Eclipse Mage would add the bonus from both their Charisma Modifier and their Wisdom Modifier as a deflection bonus to their AC, so long as they are wearing light or no Armor)
Origin&Edits
For the longest time I've wanted to play a class that has something to do with the balance between the Sun and Moon, there's the ACF in Dungeonscape for the bonus spellslot that allows you to cast one spell or another, but I feel Divine spellcasting is a better fit, (Heavenly Bodies and what not) my only wish was that the Moon Domain didn't focus on detering Lycanthropes, but I figure scouring the earth of Undead and Werebeasts is as good a cause as any for this class to help out with. And the spells have some nice flavour as well. PGtF for Moon Domain or Here (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_Moondomain&alpha=) for those that don't know of it. (I also thought I made the table right, but guess not. *sigh* everytime)
EDIT: Added more emphasis on turning, added Extra Turning as a prerequisite, but loosened to Domains to either or. Added the stack for Turn Undead.
EDIT#2: Added in Lunisolar Cycle(Working Name, suggestions?) This is the balance focused mechanic I think people said it needed. It also works as a powerful mid-capstone for those who do not wish to take full levels
1|+0|+0|+0|+2|Power of the Heavenly Bodies, Celestial Shielding, Turn Undead |+1 level of existing divine spellcasting class
2|+1|+0|+0|+3|Heavens Purge (+1)|+1 level of existing divine spellcasting class
3|+2|+1|+1|+3||+1 level of existing divine spellcasting class
4|+3|+1|+1|+4|Heavens Purge (+2)|+1 level of existing divine spellcasting class
5|+3|+1|+1|+4|Lunisolar Cycle|+1 level of existing divine spellcasting class
6|+4|+2|+2|+5|Heavens Purge (+3)|+1 level of existing divine spellcasting class
7|+5|+2|+2|+5||+1 level of existing divine spellcasting class
8|+6/+1|+2|+2|+6|Heavens Purge (+4)|+1 level of existing divine spellcasting class
9|+6/+1|+3|+3|+6||+1 level of existing divine spellcasting class
10|+7/+2|+3|+3|+7|Heavens Purge (+5), Suns Grace and Moons Blessing|+1 level of existing divine spellcasting class[/table]
Hit Die: d10
Requirements:
Feats: Iron Will, Extra Turning
Spells: Able to cast 3rd level divine spells.
Domains: Must have chosen either the Sun or Moon Domain.
Class Skills: The Eclipse Mage class skills (and the key ability for each skill) are Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Religion (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Skill Points at Each Level
4+Int modifier
Class Features
Weapon and Armor Proficiency:
Eclipse Mage's are proficient with Simple and Martial weapons, as well as Light Armor but not shields.
Spells per Day: When a new Eclipse Mage level is gained, the character gains new spells per day as if they had also gained a level in any one divine spellcasting class they belonged to previously. They do not, however, gain any other benefit a character of that class would have gained. This essentially means that they add the level of Eclipse Mage to the level of whatever other divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one divine spellcasting class before they became an Eclipse Mage, he must decide to which class he adds each level of Eclipse Mage for the purpose of determining spells per day.
Power of the Heavenly Bodies: An Eclipse Mage gains the ability to cast two domain spells per day of each level of spell they have, instead of just one domain spell from either domain available but only one from each of their domains.
Celestial Shielding: An Eclipse Mage gets their Charisma Bonus as a deflection modifier to their AC. An Eclipse Mage only gains this bonus only when they are wearing Light or no Armor.
Turn Undead: An Eclipse Mage adds their Eclipse Mage class levels to their cleric level for all purposes related to turning Undead.
Heavens Purge: At 2nd level and every other level after (4th, 6th, 8th, and 10th) Eclipse Mage gains an extra use of a Domain granted power per day. (2/day at 2nd, 3/day at 4th, and so on until 6/day at 10th)
Lunisolar Cycle: At 5th level an Eclipse Mage begins to better understand the cycle of the Sun and Moon and how they relate to each other. They discover that there is a third neutral energy that contains both positive and negative energy and that it is good, evil, lawful and chaotic in equal amounts. For all spell affects related to alignment, they can chose to be treated as good and evil, lawful and chaotic. If they spontaneously cast cure spells before they may now cast either cure or inflict if they turned or destroyed undead they may also rebuke or command them. This applies to any domain granted turning as well.
Suns Grace and Moons Blessing: An Eclipse Mage gains the ability to use the added bonuses of their Wisdom and Charisma Modifiers in place of one or the other. (Ex. To determine the bonus from their Celestial Shielding ability an Eclipse Mage would add the bonus from both their Charisma Modifier and their Wisdom Modifier as a deflection bonus to their AC, so long as they are wearing light or no Armor)
Origin&Edits
For the longest time I've wanted to play a class that has something to do with the balance between the Sun and Moon, there's the ACF in Dungeonscape for the bonus spellslot that allows you to cast one spell or another, but I feel Divine spellcasting is a better fit, (Heavenly Bodies and what not) my only wish was that the Moon Domain didn't focus on detering Lycanthropes, but I figure scouring the earth of Undead and Werebeasts is as good a cause as any for this class to help out with. And the spells have some nice flavour as well. PGtF for Moon Domain or Here (http://www.wizards.com/default.asp?x=dnd/glossary&term=Glossary_dnd_Moondomain&alpha=) for those that don't know of it. (I also thought I made the table right, but guess not. *sigh* everytime)
EDIT: Added more emphasis on turning, added Extra Turning as a prerequisite, but loosened to Domains to either or. Added the stack for Turn Undead.
EDIT#2: Added in Lunisolar Cycle(Working Name, suggestions?) This is the balance focused mechanic I think people said it needed. It also works as a powerful mid-capstone for those who do not wish to take full levels