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VestigeArcanist
2012-02-25, 10:25 PM
This is a homebrew I have come up with for Harry Potter d20 (https://sites.google.com/site/harrypotterd20/home). Currently I have posted the Alchemist Class, with more to follow. Also coming is my thesis for this class and the governing principles that I will use for all additions for the game. All questions, helpful comments and constructive criticisms are welcomed.

[Edit, April 12th, 2012] Previously added was the Transfiguration Master and Combat Transfiguration feat. Also, just added is the Oracle PrC, the Combat Seer PrC, and the Astronomy Skill!


"The ancient study of alchemy is concerned with
making the Philosopher's Stone, a legendary substance
with astonishing powers. The Stone will transform any
metal into pure gold. It also produces the Elixir of Life,
which will make the drinker immortal."

—An unknown book

The Alchemist

Abilities – Constitution is the most important of all the attributes, as your character will become more are more frail with each level he takes. A high Intelliegence synergizes with the class focus on Transfiguration and Potionmaking. Wisdom and Charisma are casting stats for all wizards, and thus cannot be neglected.

Requirements
To become an Alchemist a character must fulfill the following criteria.

Skills: Charms 12 Ranks, Knowledge (Charms) 12 ranks, Knowledge (Herbology) 12 ranks, Knowledge (Magical Creatures) 8 ranks, Knowledge (Transfiguration) 12 ranks, Potionmaking 12 ranks, Transfiguration 12 ranks,

Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Potionmaking)

Hit Die – d6

Class Skills
The Alchemist's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier


Alchemist
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit

1st|
+0|
+2|
+0|
+2|The Philosopher's Stone, Flawed, Seduction of Immortality, The Price|
+2

2nd|
+1|
+3|
+0|
+3||
+2

3rd|
+1|
+3|
+1|
+3|The Philosopher's Stone, Developing||
+2

4th|
+2|
+4|
+1|
+4||
+2

5th|
+2|
+4|
+2|
+4|The Philosopher's Stone, Stable, Craft Construct|
+2

6th|
+3|
+5|
+2|
+5|The Philosopher's Stone, Emergent|
+2

7th|
+3|
+5|
+2|
+5||
+2

8th|
+4|
+6|
+2|
+6|Philosopher Stone, Imperfect, Swift Transfiguration, Swift Potionmaking, Swift Charms|
+2

9th|
+4|
+6|
+3|
+6||
+2

10th|
+5|
+7|
+3|
+7|Philosopher Stone, Perfect|
+2|[/table]

Class Features

The Philosopher's Stone:

The goal of every Alchemist. A substance of great magic and power which will ultimately grant its user both nigh unlimited wealth and immortality. In the beginning of his quest, an alchemist constructs a prototype of the Philosopher's Stone, and improves upon it as he delves deeper into his studies. The Philosopher's Stone produces an Elixir, whose properties are determined according to the stone's power. Also the stone may have other properties which may add to the Alchemist's spellcasting power.

The Elixir which provides a variety of effects. When someone drinks of the Elixir, they automatically take 1 point of constitution Damage and makes a Fortitude Save against DC 10. If the character fails, they take another point in constitution damage. One point of this Consitution damage is healed in 24 hours, with no other way of healing this particular. If the Stone produces a second Elixir is produce or a character who drank of it once takes it a second time, even from another source, within 24 hours, there is 2 points of constitution loss, with another Fortitude Save against DC 11, which will result in another 2 points damaged. If the Elixir is produce or taken a third time in 24 hours, 3 points of constitution loss, Fortitude Save of DC 13, and so on.

It takes a DC 25 Potionmaking, Transfiguration and Charms Check in succession to Create the Elixir. Also needed is a functioning cauldron, a fire, extensive potions ingredients and one hour of preparation to create. If one of these checks fail, then a faulty Elixir is produced, which will only cause the constitution damage and Fortitude saves, and no benefits. This counts as production of one Elixir in twenty-four hours. Unlimited Elixirs may be produced in this fashion.

All the Elixir's effects last for 24 hours.

The Philosopher's Stone, Flawed: Produces an Elixir which automatically stabilizes a dying character. This may be used any number of times per day.

The Philosopher's Stone, Developing: The Elixir grants its drinker the Diehard Feat. At this time, the Philosopher Stone starts granting its wielder special powers. By investing skill points in the stone, the stone grants the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Charms, Transfiguration and Potionmaking as long at the stone is used as a focus. The total number of skill points that may be invest 3 x Alchemists class level.

The Philosopher's Stone, Stable: The Philosopher's stone may now be used as a focus for the Alchemist's transfigurations. The Alchemist may now use the stone to grant permanent animation to objects. With the stone in his possession, an alchemist is treated as if he had the Craft Construct Feat.

The Philosopher's Stone, Emergent: The Elixir grants its drinker immunities to poison, disease, Ability damage and drain (outside of the Elixir, and other voluntary acts done by the drinker, i.e. rituals, blood prices and getting drunk)

Philosopher Stone, Imperfect: Swift Transfiguration, Swift Charms. Using the stone as a focus, the alchemist may cast a Transfiguration or Charm as a swift action at +10 to the DC. Each use of this ability costs the Alchemist one hit point/5 DC of the spell, which is unable to heal and remains lost for 48 hours. Quick Potionmaking. Using the Philosopher's stone as a catalyst, an alchemist may add +15 DC to potion he is Brewing and cut the time to brew it to 1/4 of the original time. As a catalyst, the stone is not affected by the potion, but it may not be used for any other purpose during this time, including the production of the Elixir.

Philosopher Stone, Perfect: Elixtir of Life. Halts all aging penalties, grants +4 to each Intelligence, Wisdom and Charisma, and +5 to Charms, Transfiguration and Potionmaking. The Philosopher's stone can now transfigure and transform another object into Gold, or another precious metal as desired, permanently. This is a base 65 Transfiguration. The Transfiguration is taxing on the body and which causes 20 points of damage which unable to be healed and remains lost for 48 hours.

Seduction of Immortality: Anyone who sips from the Elixir of life, even an imperfect one, feels the rush of its power. Everyone who tastes it becomes the obsessed with it. Ironically, those most powerful are most vulnerable, since it is within there power to create or steal a Philosopher's stone. Anyone who drinks it, even once, must make a will save of 10 + 1/2 character level + Alchemist Class level + Int score, at every level or else they must to take a level in the Alchemist Class.

Also, if a drinker of the Elixir of Life finds an opportunity to discover or find information about alchemy, a Philosopher's Stone, immortality or mastery of death arises, the same will save must be made or else the Alchemist must vigorously pursue it, even at hazard of others lives and safety. Another will save may be attempted once per hour, and an additional time after (not during or before) an encounter which jeopardizes them self (not others).

The Price

The Philosopher's Stone is produced in a week long ritual requiring a fully equipped and stocked potions lab, and a setting fitted for a weeks worth of isolated and quiet work. With all Rituals, a permanent and indelible sacrifice must be made, where the price may never be given back. The ritual, a sacrifice of blood must be made by the alchemist himself, no substitute can be had. This results in a permanent loss of 1 point of constitution. Also a large quantity of materials must be used to produce the Stone, including gold itself. The total cost of the ritual comes to 100 Galleons. The ritual must be performed each time a Philosopher's stone is created, and for each increase in the Stone's power at levels 3, 5, 6, 8 and 10.





"Transfiguration is some of the most complex and dangerous
magic you will learn at Hogwarts. Anyone messing around in my
class will leave and not come back. You have been warned."

—Minerva McGonagall
Transfiguration Master

Abilities –

Requirements
To become a Transfiguration Master a character must fulfill the following criteria.

Skills: Knowledge (Transfiguration) 12 ranks, Transfiguration 12 ranks

Feats: Fast Researcher, Skill Focus (Transfiguration), Skill Focus (Knowledge: Transfiguration)

Hit Die – d6

Class Skills
The Transfiguration Master class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier


Transfiguration Master
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit

1st|
+0|
+2|
+0|
+2|Bonus Transfiguration, Out of Nothing|
+2

2nd|
+1|
+3|
+0|
+3|Extend Transfiguration|
+2

3rd|
+2|
+3|
+1|
+3|Combat Transfiguration, Agimagus|
+2

4th|
+3|
+4|
+1|
+4|Ease of Use|
+2

5th|
+3|
+4|
+2|
+4|Transfigure Counterspell, Enduring Transfiguration|
+2 [/table]

Class Features


Bonus Transfiguration: At the first level, the Transfiguration Master gains a bonus to all Transfiguration and Knowledge (Transfiguration) checks equal to their class level.

Out of Nothing: At the first level, The Transfiguration Master may now transfigure the air where previously she could not. You add +5 to the normal check, and the spell last 1/4 of the length it would normally last.

Extend Transfiguration: At the second level, the Transfiguration Master's transfiguration's now last 1 minutue/caster level x Transfiguration Master class level.

Combat Transfiguration: At the third level, the Transfiguration Master is given the Combat Transfiguration feat.

Animagus: At the third level, the Transfiguration Master is given the Agimagus feat. The Transfiguration Master may choose an animal that has an equal hit die to himself, instead of Character level -3. If the Transfiguration Master has this feat already, then she may take another feat of her choosing.

Ease of Use: At the fourth level, all transfigurations spells are now -5 DC for the Transfiguration Master.

Transfigure Counterspell: Whenever a successful counterspell is performed (not Protego or Block with transfigured object), the Transfiguration Master, at level five, may immediately cast a transfiguration spell so long as the target is not animate, or is in the possession of someone or something animate. This may be done at every successful counterspell in a round. This spell in turn may be counterspelled by the target, though it is her own turn.

For instance, Professor McGonagall is dueling Bellatrix Lestrange. Bellatrix Lestrange fires a stunning spell at Professor McGonagall. Professor McGonagall successfully counterspells it, whips her wand around and transfigures a flying dagger aiming at Bellatrix. Bellatrix counterspells the dagger and Apparates away to safety.

Enduring Transfiguration: At this mastery, a Transfiguration Master may add +25 DC to a transfiguration check. If she succeeds, Her given transfiguration will have an infinite duration.


Certainly I knew, Minerva. But one does not parade the fact that one is All-Knowing. I frequently act as though I am not possessed of the Inner Eye, so as not to make others nervous.

Sybill Trelawney


Oracle

Abilities –

Requirements
To become an Oracle a character must fulfill the following criteria.

Skills: Divination 12 ranks, Knowledge (Astronomy) 12 ranks

Feats: True Seer, Skill Focus (Divination), Skill Focus (Astronomy)

Hit Die – d6

Class Skills
The Oracle's class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit

1st|
+0|
+0|
+2|
+2|Trance, Divination Bonus, Cost of Mind, Predestined |
+2

2nd|
+1|
+0|
+3|
+3|Detect Aura|
+2

3rd|
+1|
+1|
+3|
+3|Skill Bonus|
+2

4th|
+2|
+1|
+4|
+4|Read Aura|
+2

5th|
+2|
+2|
+4|
+4 | Spontaneous Prophecy, Cost of Senses|
+2

6th|
+3|
+2|
+5|
+5|Empowered Divination, Improved Detect Aura |
+2

7th|
+3|
+2|
+5|
+5| Walk in Fate, not by Sight, Foretelling the Brutal Truth |
+2

8th|
+4|
+2|
+6|
+6|Sensitivity to Fate, Reduce DC on Divinations, Swift Divination|
+2

9th|
+4|
+3|
+6|
+6|Live in the Future|
+2

10th|
+5|
+3|
+7|
+7|Prophecy Blurring the Line Between Fate and Freewill |
+2|[/table]

Class Features


Trance: At the first level, the Oracle gains the power to Trance. In a peaceful environment, one where the oracle may potentially rest or sleep, the Oracle may go into a trance, or a daydream-like state. After 2 hours of trance, the Oracle receives prophetic dreams, as per the true seer feat. This is not a directed act, and thus the Oracle may not choose the subject of her dream. However, upon awaking, she immediately knows if the vision she had in her trance was from the Past, Present or Future.

The Oracle may shorten the time necessary for as successful trance, by being alone and in complete silence, by burning beneficial incense, or by taking mind-altering substances. For each one of these elements, the time necessary for a successful trance is cut in half, minimum time being a half-hour.

Divination Bonus
From the first level forward, the Oracle receives a divination bonus equal to his class level.

Cost of Mind
The Life of an Oracle is taxing on the body and mind. As her Inner Eye expands, she loses grip on the reality of the here and now. At every level, the Oracle is drained of one point of Intelligence or Wisdom. The Oracle may choose to be drained of a different attribute at each level, but the choice is permanent. There is no way to regain or restore the drained points.

Predestined
Once the Oracle has seen the Beyond, she knows that she is destined to be an Oracle. The further the Oracle has Seen, the greater her conviction. Anyone who has taken a level in Oracle must make a will save of 10 + 1/2 character level + Oracle Class level + Cha score, at every level or else they must to take a level in the Oracle Class.

Detect Aura
At the second level, the Oracle may detect other people’s Auras at will. Using a standard action, the Oracle may see the aura, or life force, of all living creatures within her line of vision, up to 100 feet + 20 feet per class level. This power is unobscured by non-magical barriers less than one foot thick. If she focuses for an a full round, she may see everything 360 degrees to 100 feet + 20 feet per class level, though she is unable to pinpoint the locations of those that are would be in her line of sight. If she focuses on a specific Aura for a single round, she may determine the HD of the creature to +/-3 HD. The DM makes a hidden 1d4-1 roll when the Oracle uses this power. He adds or subtracts the number from the actual HD, which is what the Oracle perceives. There is no way, magical or otherwise, to know if this is correct, or what the DM rolled, even with divinations.

An Occulmens for sufficient power may fool or even conceal his Aura is he so chooses.

Skill Bonus
At the third level, The Oracle is able to peer into the future slightly, to help with a skill check. Make a Divination check. The result minus 15 divided by 5 equals the bonus you gain to any Skill check you do that round. You may use this ability Cha modifier + Class level times per day. You get a -2 penalty to Skill checks if you get 15 or below. Also, rolling a 1 means that you take a -10 to your all your skill checks for the next minute.

Read Aura
At Level 4, the Oracle may read peoples Auras as she reads peoples palms. As a full round Action, a Oracle may read a person’s aura within 30 ft + 5 feet per class level. Make a DC 25 Divination check. If you succeed you successfully read the person Aura. You automatically know the person’s alignment, name, birth-date and ranks in divination. In all other ways, this is like the palm reading divination ability.

Spontaneous Prophecy
At the Fifth Level, the Oracle may utter strange prophecy without meaning to, or remembering uttering at all. This most often occurs to people of great importance, or people who will be of great importance in the future, (if the prophecy causes the future or merely predicts it is a matter of scholarly debate). The only memory of a prophecy is that of momentary disorientation, similar to zoning out, or when you get up to do something and forget what you meant to do. Ergo, there is no indication to the player that a prophecy has occurred. This, of course, is up to GM discretion.

Cost of the Senses
The Oracle, for reasons of only known to herself, is driven to do an act of self mutilation. At the fifth level, the Oracle performs an 8 hour long magical ritual where she gouges her eyes out and leaves her permanently blind. This ritual may have been done violently or magically, no Oracle will ever tell of the ritual, as it is a powerful ritual, unique to each Oracle, discovered when looking beyond. No one ever observes the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.

The blindness cannot be healed or lifted in anyway. The Oracle may perceive the Auras of living plants, creatures and persons via her Detect Aura Class feature. This gives the general shape and location of the living beings, but that is all.

Using her now gouge eyeballs as a focus, she may see into the future as if she gazed into a crystal ball. She may gaze into her own future or someone else’s future in this way. The Oracle must always keep her eyes close to her. If were ever to be destroyed or taken from her possession, she would lose all her class features, and she’d still be unable to heal herself. If anyone were to gain possession of her eyes, with at least 15 ranks in divination, they would gain all the class benefits (not the costs) of that particular Oracle.

Empowered Divination
At level six, the powers of the Oracles “Inner Eye” expand in both scope and frame. Whenever the Oracle does any divination, she may perceive twice as far in the future as she could previously, she may divine information not only about that specific person, but also their blood relatives (given a +10 DC, for immediate relatives, and +10 DC for each ‘degree’ of blood separation) and, lastly, she may add +10 DC to a divination check and communicate any bonuses that she herself may receive from a divination, such as forewarning, to an ally of hers within 30 ft + 5 feet per class level.

Improved Detect Aura
At level six, the Detect Aura ability is in use by the Oracle continuously, without need of any action. A move action is necessary if the aura want to change from the line of sight to 360 degree vision. In this way, when using the line by sight version of this ability, the Oracle may negate many drawbacks of her self-inflicted blindness. With her detect Aura ability, she may observe the relative size and shape of the people around her, and most movements they make, allowing her to target and defend herself largely unimpeded in combat. She still cannot detect non-living things and cannot see barriers.

Walk in Fate, not by Sight
At level seven, the Oracle begins to gain special powers from the Eyes. By investing skill points into the Oracle’s eyes, the eyes grant the wielder additional bonuses. For every 3 points invested, the wielder gets a +1 bonus to either Divination, Counter Curses or Caster level when counter spelling, or for every four points spent, the wielder may gain +1 to AC or attack. Each eye may be used separately for this class feature, but must be kept together or neither will work and the Oracle will lose her class abilities. These effects do not stack. The total number of skill points that may be invest 3 x Oracle class level for each eye.

Foretelling the Brutal Truth
At level seven, the Oracle continues to live more by her Inner Eye in Time and thus loses her grip on reality. Whenever the Oracle meets or ‘sees’ someone, she immediately tells them there fortune as if she had read their Aura. If someone asks if the Oracle can read their fortune, the Oracle immediately incurs a vision as she would receive as if she were gazing into a crystal ball (Divination DC 25) and abruptly blurts out what she sees. A Will Save DC 20 + Class level will give the Oracle enough strength to hold back what she sees, if she desires. A Diplomacy check, DC 15 + class level, will ensure that what she says will not come out in the blunt, alienating and brutal manner that is typical of visions.

For this reason, most Oracle live as hermits, with the occasional servant, after alienating a large number of people, and causing more problems than not with their divinations.

Sensitivity to Fate
At level eight, the Oracle becomes hypersensitive to cosmic events and senses their coming. According to the GM’s discretion, the Oracle is able to identify the linchpin of a sequence of events, be it a person, object or decision that is made, and is able to vaguely foresee the events that will unfold if this linchpin goes on unmolested. Further, the Oracle will know the action that must be taken in order to forestall the doom or glory that proceeds from this turning point, though she will not know how it is to be done. The action may have to be done by another, and the Oracle must convince him with her own words. So often magic is not enough to compel a great change, as required by Time, but also an enduring intent that will weather the streams of Time itself.

Each occurrence of this ability does 2 wisdom or intelligence (whichever is higher) damage to the Oracle, and subsequent divinations using information directly gained from this class feature does an additional wisdom or intelligence damage (whichever is higher).

Reduce DC on Divination
At level eight, the Oracle uses divinations with great ease. All divinations are -5 DC as they were before.

Swift Divining
At level eight, the Oracle may use any divination as a swift action at +20 DC.

Living in the Future
At level nine, the Oracle’s powers have advanced so that she literally lives a moment ahead of everyone else. Every round, she may gain one additional standard or move action, or an additional attack at her highest BAB. To any question she may ask, she already knows the answer that will be given (provided that the answer can be given in 12 seconds or less). She also may auto-pass any reflex saves provided that she is conscious and able to move reasonably unhindered.

Blurring the Line Between Fate and Freewill
Once a month, the Oracle may seek out to create their own prophecy, for either the greater good or ill. First there is the preparation, an eight hour secret ritual, uninterrupted and unobserved. Each hour a Divination check must be made, starting at DC 5 at the first hour, +5 DC with each additional hour, concluding with DC 40. If any check fails, then the ritual must start over from the beginning. No one ever observes or interrupts the ritual, as the Oracle foresees any interruptions and ensures that it is done with absolute privacy.

The desired benefit from this ritual must be written on a piece of paper, which will be consumed during the ritual. This desire may be extremely great or trivial. This requires a belayed sacrifice, which shall be determined by the DM after the successful ritual, but it is not known to the Oracle. The sacrifice almost always requires a person’s death, someone’s sanity, several ruined lives, and a series of conflicts with no apparent end. Only after the sacrifice, can the desire come true. Because of the steep price of the ritual, Oracles usually seek great and magnificent ends for it, though some have done it for selfish and personal reasons. There is no way to foresee the results of the ritual, nor the costs, nor how long it will take to fulfill the requirements of Fate.

After the ritual, the Oracle will start getting pangs of Fate. The Oracle will feel to do certain things, say specific things to people, and cast certain spells, most of which may not seem to be of great importance of direction. These actions will put events into motion which the Oracle may not see without great difficultly, (+25 DC Divination Checks) and even then vaguely. Eventually, the events start to come together in two ways. One, the price of the ritual comes into fruitition in a manner which the Oracle sees the destruction she has wrought, with the absolute realization of her personal responsibility in the manner. Two, the benefit which she desires comes two her, sometime after the sacrifice.

Once the ritual has been successfully completed, there is no going back. Each time the Oracle ignores or tries to undo the consequences of her pangs of Fate, she takes 1 point Intelligence or Wisdom Drain, whichever is higher. These cannot be regained until she resumes following the pangs of fate. Also, since Fate takes the shortest and most efficient path possible, every time she resists Fate she receives two tasks in place of the one that she ignored, for the additional hardship she brought on.




Broaden your minds, my dears, and allow your eyes to see past the mundane!

—Sybill Trelawney


Combat Seer

Abilities –

Requirements
To become a Combat Seer a character must fulfill the following criteria.

Skills: Divination 12 ranks, Knowledge: Dark Arts 12

Feats: Combat Divination, Weapon Focus (Wand), Skill Focus (Knowledge: Dark Arts)

Hit Die – d6

Class Skills
The Combat Seer class skills are Charms (Wis), Concentration (Con), Curses and Anti-Curses (Cha), Divination (Cha), Herbology (Wis), Knowledge (Astronomy), Knowledge (Dark Arts) (Int), Knowledge (Charms), Knowledge (Magical Creatures), Knowledge (History) (Int) Knowledge (Transfiguration) (Int), Listen (Wis), Potionmaking (Int), Profession (Wis), Spot (Wis), Transfiguration (Int)

Skill Points at 1st Level – (6 + Int Modifier) x4
Skill Points at Each Additional Level – 6 + Int Modifier


Combat Seer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spell Limit

1st|
+1|
+2|
+0|
+2|Bonus to Forewarning, Battle Precognition|
+2

2nd|
+2|
+3|
+0|
+3|Deflect Spells|
+2

3rd|
+3|
+3|
+1|
+3|Bonus to Combat Divination, Drawn to Combat|
+2

4th|
+4|
+4|
+1|
+4|Dodge Spells|
+2

5th|
+5|
+4|
+2|
+4|Predetermine Combat, Return Spells|
+2 [/table]

Class Features



Bonus to Forewarning
At the first level, the Combat Seer gains a bonus when he uses his forewarning ability to gain a bonus on initiative. He adds his class level to his initiative check when using forewarning. He does not gain this if he rolls a '1'.

Battle Precognition
At the first level, the Combat Seer begins to learn battle precognition.

When in combat (i.e. not surprised or flatfooted), the Combat Seer intuitively knows immediately beforehand what spell is about to be cast on him. this does not give him enough time to warn anyone about the spell, but gives him an extra split second to counter it. The Combat Seer gains his class level to his checks when counterspelling.

As he is able to see and thus react a split second before it happens, the Combat seer gains one additional Counterspelling attempt each round.

Deflect Spells
At the second level, the Combat Seer's becomes more adept to battle precognition.

If a Combat Seer is targeted by a ranged magical attack targeted within 10 feet +5 ft per 3 class levels he may make a Divination check. If it exceeds the spell skill check done by the opposing caster, the Combat Seer successfully deflects the spell either into the air, 90 degrees to the right, 90 degrees to the left, or straight downwards as according to the wishes of the Combat Seer.

This ability uses up one counterspell attempt.

Bonus to Combat Divination
At the third level, the Combat Seer may add his class level to his AC or attack when he uses the Combat Divination Feat.

Drawn to Combat
The Combat Seer becomes obsessed with fighting. He instinctively knows where there is a fight, magical or otherwise, within 1 + 1/class level miles from him. He knows if there it is magical or nonmagical. When he percieves the fight, he must make a Will Save, DC 20 + Class Level (or DC 15 + Class level if it is a nonmagical fight) or else he must do everything in his power to get into, and win, that fight. Every three rounds he may make another will save to leave the fight, but +2 is added to the DC for each previous attempt.

Dodge Spells
At the fourth level, a combat Seer may simply choose to swiftly dodge a spell that was targeting him. This is a result of straining his magical divination capacities, and results in nonlethal damage equal to class level + Charisma Modifier. This may be used a number of times per day equal to the Combat Seer's Charisma Modifier. This may only be done once per round. This is a use of a counterspell attempt.

Predetermine Combat
All practitioners of divination are able to Peer into the Moment, but it is unable to reveal the results of combat. Through intense training in both battle and divination, the fully trained Combat Seer is not bound by such rules. In or immediately preceding combat, a Combat Seer may Peer into the Moment at +15 DC. If he succeeds, he may preroll all his attacks for the next minute (10 rounds). If, he is unsatisfied with the results of any of those rolls, may choose to withhold his attacks for the rest of that round, for additional counterspelling attempts, or to do some other action that does not require an attack roll.

Return Spells
At the fifth level, the Combat Seer's perfects his battle precognition.

Whenever he successfully deflects a spell, a Combat Seer may immediately roll an attack roll to catch and throw back the spell at the original caster. This is done immediately after a successful spell deflection and it requires an attack roll.





Additional Feats

Combat Transfiguration:Normal: Once per round, a wizard/witch can attempt to Counterspell and attack directed at them. Negating this attack requires the wizard/witch to succeed in an opposed attack roll, as well as an opposing skill check of the same type of the spell. If the wizard/witches attack roll is less than her opponent’s,and/or the skill check is less than the opponents the attack is unaffected by the counterspelling attempt and is resolved as normal. Using this initial Magical counterspelling attempt counts as an immediate action. The wizard or witch must also know the spell in question or take a -4 penalty to counterspell it.

Special: A wizard with this feat may cast a transfiguration spell in order to block an incoming attack onto there person. This may be done by animating an inanimate object to block the attack or by transfiguring an inanimate object. Make a trnsfiguration check. This check must exceed the attacker's spell check and make the transfiguration DC. In addition, you no long add +10 DC to do block the Avada Kedavra with a transfiguration. This ability can be used a number of times per round equal to counterspelling atempts you have for said round. This ability cannnot be used while flat-footed.



Additional Skill

Knowledge (Astronomy):

Deals with The planets, stars, constellation, the moon and its phases, eclipses, comets and astrology. Synergy: If you have 5 or more ranks in Knowledge (Astronomy) give +2 to all Divination checks.

Imbasel
2012-02-28, 10:50 PM
Alright here we go. Sorry for the delay in my thoughts I did some reading in the HP verse to come up with some thoughts.

The Alchemist: Let me say I like this class. By like I mean I want to make love to it. It's very cool and has elements I would have never thought of. Big kudos to you. I totally agree with the requirements for the class, the BAB and all of that type of stuff. I enjoy all of the class features and they really show how the alchemist progresses. The only comment about that is that perhaps we can make some new feats to help fill dead levels? That or perhaps a bonus to potion making or crafting skills in which case Craft needs to be added to the list. Just a thought tell me what you think of it?

A question for the class features. What are the Dark Envy, The Price in terms of what it does. Do you mean Seduction of Immortality? The rest of the class features are very neat and balanced and shows how the alchemist is giving up his life into his work in return for quite possibly far more.

Transfiguration Master: I like the requirements for the class and the saves and what not with one exception. I feel like a full BAB is a bit high for a class that isn't primarily focused on combat. I would think that a 3/4s BAB would be more appropriate. What do you think? Also, for the third level is the lack of a bonus to spell limit intentional or was it just forgotten to be put in? For the class features great work. They all look great and I especially like Transfigure Counterspell as it adds a particularly nice flair to the game and the same goes for the Combat Transfiguration feat.

VestigeArcanist
2012-02-29, 04:32 PM
The Alchemist: Let me say I like this class. By like I mean I want to make love to it. It's very cool and has elements I would have never thought of. Big kudos to you. I totally agree with the requirements for the class, the BAB and all of that type of stuff. I enjoy all of the class features and they really show how the alchemist progresses. The only comment about that is that perhaps we can make some new feats to help fill dead levels? That or perhaps a bonus to potion making or crafting skills in which case Craft needs to be added to the list. Just a thought tell me what you think of it?

I appreciate your compliments. I myself was debating the dead levels. I have failed to come up with something satisfactorily weak enough to add on to the class. In the end, I opted to keep the 4 dead levels in favor of making the Philosopher's Stone give a bonus to a given spellcasting skill. I am not too keen of diluating the high flavor of the class, nor make it more powerful than it already is. Nevertheless, if there are solid class features that gill not imbalance the class, and keep the solid flavor, the class is open to it.


A question for the class features. What are the Dark Envy, The Price in terms of what it does. Do you mean Seduction of Immortality?

Thank you for the catch on the class features. You were correct, I meant Seduction of Immortality when I typed Dark Envy in the table. The Price referred to the ongoing cost (Consitution Drain) to power and upgrade the Philosopher's Stone. The description was intergrated into the Philosopher Stone. I have now seperated the two in the interest of clarity.



Transfiguration Master: I like the requirements for the class and the saves and what not with one exception. I feel like a full BAB is a bit high for a class that isn't primarily focused on combat. I would think that a 3/4s BAB would be more appropriate. What do you think? Also, for the third level is the lack of a bonus to spell limit intentional or was it just forgotten to be put in? For the class features great work. They all look great and I especially like Transfigure Counterspell as it adds a particularly nice flair to the game and the same goes for the Combat Transfiguration feat.

I really like this class as well. The 3/4's Bab is a fair point. The lack of a spell at level 3 limit was my own fault, a typo which has been corrected.

I am currently at a lack of Ideas for classes. I told you already that I am looking into Occlumency and Legilimency, but I have gotten stuck there. I will probably list some new spells, until an idea of of brilliance strikes me.

Ultimately, I wish to craft the following PrC's
Charms Master
Potions Master- Inspired by Snape's title of course
Occlumens/Legilimens- Still debating on how to handle it this type of Magic.

Imbasel
2012-02-29, 06:20 PM
You're right on about the not needing more features. Is it ok if I post the classes on the website. I'm posting from my iPhone so I will post more in an hour.

VestigeArcanist
2012-02-29, 09:48 PM
You're right on about the not needing more features. Is it ok if I post the classes on the website. I'm posting from my iPhone so I will post more in an hour.

I decided in favor of the .75 BAB for the Transfiguration master. You may post them on the website as is. I would appreciate an acknowledgement and attribution of my contribution somewhere on the website.

Imbasel
2012-02-29, 11:12 PM
Awesome, I will post it on the main welcoming page since it is the first page everyone sees.

VestigeArcanist
2012-03-06, 10:19 AM
With the current game with Johnny O'Malley, I have the benefit of using the powerful art of divination. It is made more powerful by the fact that I am the only protagonist who bothered to invest any skills into divination, let alone max it out, and took two divination related feats.

Right now, I am realizing the awesome potential of Divination, of what it could be provided with flexible enough interpretation of the rules. These similar thoughts were in my mind when first encountered the rules concerning transfiguration, and it resulted in the creation of the Alchemist and the Transfiguration Master PrCs and the Combat Transfiguration feats. I am hereby outlining two new divination PrCs, which will be eventually published in a new thread, as would be deserving of them.

All past and future creations for the Harry Potter D20 Game should conform to each tenant of my methodology:

Magic has a price and you must give up something to gain something: This is known as the law of equivalent exchange in Full Metal Alchemist, but it is implied in the Harry Potter Series. The use of powerful magic leaves the caster exhausted, Dark Rituals require sacrifice and the greatest masters are indelibly marked by their own peculiar branch of magic in some great accident long ago. While Muggles believe that their technology gives them something for nothing, wizards have the wisdom and longevity to see the consequences of all their actions, provided that the consequences do not kill them first. This should be reflected in PrCs via opportunity costs, by requiring a number of prerequisites for entry, and/or actual cost, like the Alchemist who steadily loses constitution for steadily more powerful class features. I myself am setting a minimum of 3 feats for each one of my Prestige classes, including at least one that isn't all that optimal for a character. Fast Researcher is good for this. It is practical, but does not add any benefit as far as spellcasting or combat goes.

All creations should have some basis in the series: It is simple enough. We are building Harry Potter d20, not a parallel for D&D. Be thematic, use obscure references in Pottermore, or throwaway lines in the books and hypothesize what it could look like. We have no idea what its like to look into a crystal ball, but we we able to come up with a mechanical result if you do.

Play hard and be a humanist: I love game abuses. I enjoy looking at a list of feats and class features and ask, how can I make this in the most powerful and unorthodox manner possible. But I haven't done any of it in game, at least not till recently. That is because I am a humanist. At the beginning of a new system, you could act selfishly and exploit gaps in explanations and rules, but it will result in less dramatic tension a less enjoyable game and fewer people would want to play that that system later. So what I did, rather than build a generalist character who would go around and transfigure massive rocks immediately above my opponents, I quietly published a Prestige Class that explicitly can do that. This should be a model for future homebrews.

Set a hard and a soft limit on everything: A massive number of options is really great for creative characters, but it directs the players creative powers to creating characters rather than creative solutions, which I believe that this system should be all about. It is similar to the arcane school of Illusion in 3.5. Creative solutions abounded. However with the advent of the Shadowcraft Mage, it becomes real easy to fall into pressing the easy button. Harry Potter isn't about the easy button, it is about wits and creative thinking. Setting a hard limit to the number of prestige classes and feats available would force the creator to have only the best, most flavorful classes and feats available for general consumption, and a soft limit will be useful for all those homebrewers who would like a shot at exercising there creative skills.

As for the outlines for new PrCs, they are both divination-based. One combat oriented, the other skill and class features oriented. Names are TBD.

Class features to be considered:
Bonus to Divination skill
Bonus to Combat Divination
Empowered Divination Mechanic
Ability to forsee opponents next action
Ability to forsee the success of one's own action
Take ten even while stressed
Extend powers of Divinations


These are some of the obvious class features I am considering. Any ideas?

Imbasel
2012-03-06, 10:49 AM
First of all I love the tenets that you've put forth and I agree wholeheartedly on them.

For Divination I do not have any ideas as of right now besides one. I think the more skill themed class should focus more on divination of anything, but the current moment. Perhaps as a capstone ability once per month by making a rather high DC check they can make a prophecy?

Additionally, I won't be posting much in the IC thread tonight you can expect a post by this afternoon probably around 2:30 or 3. After that I will be going on the site and make some editing changes to make things cleaner. Additionally, I am going to revise a couple of spells and add some new ones. Some of the previous prestige classes were incompelte in terms of requirements and what skills the class provides so I will also work on that. Expect by this Friday to have at least 5 brand new spells a much needed edit to the site and something I've been contemplating for a while. That being iconic characters.

VestigeArcanist
2012-03-06, 03:16 PM
First of all I love the tenets that you've put forth and I agree wholeheartedly on them.

For Divination I do not have any ideas as of right now besides one. I think the more skill themed class should focus more on divination of anything, but the current moment. Perhaps as a capstone ability once per month by making a rather high DC check they can make a prophecy?

Additionally, I won't be posting much in the IC thread tonight you can expect a post by this afternoon probably around 2:30 or 3. After that I will be going on the site and make some editing changes to make things cleaner. Additionally, I am going to revise a couple of spells and add some new ones. Some of the previous prestige classes were incompelte in terms of requirements and what skills the class provides so I will also work on that. Expect by this Friday to have at least 5 brand new spells a much needed edit to the site and something I've been contemplating for a while. That being iconic characters.


Awesome. If you would like an extra keyboard for the site, you know where to look. One thing has been bothering me about the site is the Alchemist class. Please take 'The' out of the actual name. I realize now that it looks very wrong.

Oherwise, I am going to be working on my declared projects, and at least one secret project for Harry Potter d20

Imbasel
2012-03-06, 07:39 PM
So secret that I don't even know? That is very secretive and exciting. Let me know if you need any rule clarifications though.

VestigeArcanist
2012-03-06, 07:44 PM
I will, of course. Or make a new prestige class to include that particular rule. :smalltongue:

Imbasel
2012-03-06, 07:46 PM
That works out rather nicely then.

VestigeArcanist
2012-03-09, 10:21 PM
My preliminary thoughts on the divination Prestige classes:

What I want:
Two new PrC’s, one which uses Divination to augment his abilities in combat, the other which augments and increases his Divination powers
I want strong Flavor with concrete powers, as oppose to simple bonuses
Brilliance, grace and power, all rolled into a nice, net package.
A solid capstone ability
A power level comparable to Transfiguration Master and Alchemist
A compelling reason to complete the PrC and not go in for a dip

What I do not want:
The divination version of the Transfiguration Master and Alchemist
Powers that are more DM dependent than existing divinations


Secondary thoughts on the divination Prestige classes:
Combat Seer and Oracle are preliminary names

Combat Seer gains bonus for Combat Divination and forewarning (Levels 3 and 1, respectively)
Able to use divination to dodge spells a number of times per encounter (Level 4)
Use divination to determine all your attacks in an encounter before they occur (Capstone)
Use divination to determine the greatest threats in an encounter. Determine AC and attacks of all combatants. (Level 3)
Ability to deflect and return spells (Level 1 and Capstone)
Average Bab (?)


Oracle gains trance ability, gain the ability to recieve prophetic day dreams
Bonus on all divinations
Reduce DC on divinations
Instinctively realize who has the 'Inner Eye'
Increase range for all divinations
Prophecy ability (?)
Intuitively sense impending danger and doom
Read Auras
Involentary fortune telling
Detect "Shatter points" in events
Bonus to other skills by using divination



Tertiary thoughts on Prestige Classes:
Flavor wise, make time an independent force, which divineras and especially Oracles are tapped into
Oracle must make continual sacrifices for powers (wisdom, and/or senses)
Class Features synergizes well with themselves



Preliminary draft of class Features

Combat Seer
Level 1: Bonus to Forewarning, Deflect Spells
Level 2: Block Mid-flight
Level 3: Bonus to Combat Divination, Divine Combatants
Level 4: Dodge Spells
Level 5: Predetermine Combat, Return Spells

Oracle
Level 1: Trance, Divination Bonus, Great Cost
Level 2: Read Aura, Instinctively realize who has the 'Inner Eye'
Level 3: Bonus to other skills by using divination
Level 4: Intuitively sense impending danger and doom
Level 5: Spontaneous Prophecy, Cost of Body and Mind
Level 6: Empowered Divination, Increase range for all divinations
Level 7: Involentary fortune telling, Improved Aura Reading
Level 8: Detect "Shatter points" in events, Reduce DC on divinations
Level 9: Live in the future
Level 10: Prophecy, One with time

This is the preliminary list of class features. Most are obvious, while the rest will be described when I put up the classes.

Imbasel
2012-03-11, 12:54 PM
For the combat seer I would say at least a 3/4's BAB and maybe even a full. I am more in favor of a full as it would fit the flavor of the class well.

For the Prophecy Ability I would be interested in seeing what you create. As I have some rough ideas, but nothing that I think would work well in game yet. Words cannot describe how much I love the oracle class as I think it looks and sounds awesome and the features are very cool.

VestigeArcanist
2012-04-12, 08:38 PM
As a welcome back to Imbasel and the reintroduction of our Auror/Detective Campaign, I introduce two new PRCs, the Oracle and the Combat Seer!

(Also, a new, unexciting skill!)

Imbasel
2012-04-29, 09:53 PM
Excellent work as always. I just got off work, but tomorrow morning I will post my thoughts.

Imbasel
2012-04-30, 08:49 PM
First, of all great work as always. You've done amazing work again.

Oracle: This is my favorite class in the system hands down. It has exactly the right amounts of flavor and crunch. It perfectly encapsulates what an oracle in this system can do. I love all of the class features and they fit in nicely. They all grow in power slowly and also they help to further their power.

Combat Seer: I really like this class as it shows how divination can be used directly in combat. I'm tempted to see about making the class a d8 hit die. It is combat focused, although I'm unsure whether to bump it up since it seems to be based more off of dodging than it does toughness.

My question right now is do I have permission to post these on the site?

Also, I've gone over the site some. The layout of some of the things is weird that I posted when I started in the project. I will be changing this over the next few weeks to make it uniform. Also, some of the prestige classes lack important information or it's spread between these forums and the website. That will also be changed.

On a more fun note some new spells shall be coming this weekend. There should be 10 so that is exciting.

VestigeArcanist
2012-05-01, 02:40 PM
Thank you for your kind words. The Oracle was heavily influenced by the both the series, and the mythological Tiresias, featured most notably in the Oedipus trilogy. The combat seer started off as an hypothetical concept where a character who focuses heavily on divination uses his powers to foresee the results of the battle that he is about to fight.

As for the suggestion that the combat seer should be upgraded to a d8, I would decline. You are correct in saying that his defenses are of the dodging and not of the taking hits. Also, as I said in my recruitment thread, the number of hit points a character has is largely irrelevant after you are able to cast the stunning spell reliably. You can have 500 hit points , and a single stunning will knock you unconscious. A single Avada Kedavra will kill you!

Again, in that thread, I instituted a rule that would make Hit Points somewhat relevant. It will be play-tested (hopefully!) and perhaps will be generally adopted. And then a Combat Seer might have a larger number of hit points, from all the work he does from casting spells.

You may publish it provided that you credit me (again). Also, I would appreciate that you do a read through and correct any grammatical or spelling errors, which I am oft prone to.

I am very excited for the update of the site. I myself have been writing up some new spells for the game, but to be honest, I do not find them as interesting as creating new classes and feats. If you have any ideas or thoughts for new feats, I will be more than willing to bounce ideas with.

Imbasel
2012-05-01, 03:46 PM
Right now I've been reviewing what I've done and what I've liked. I personally in my opinion do very well in spell creation and did well with the base wizard/witch class. The other prestige classes I did are decent, but not the best. They do the job, but they could do it better.

For monster creation I haven't tried my hand at it yet. However, this Saturday will see my first monster creation it should be interesting.

Also, spells that I've written long hand, but not put on the site are:
Hair Loss Curse
Flame Freezing Charm
Glacius
Hair Thickening Charm
Incendio

Some others shall be written this week as well.

I agree with the not changing hit die and I look forward to seeing how the house rule shall affect the game. I will post the new Prestige Classes up tonight. I will do a spelling and grammar check, but it should be fine I'm sure.

What spells were you writing up out of curiosity?

For more ideas and feats I don't have a whole lot right now. I know I need more monsters which I may contribute more to seeing the reaction of the one that I post. I also will need to work on making iconic characters and the like.

VestigeArcanist
2012-05-01, 04:59 PM
Thus far, I got a hold of a list of all the spells cast in the Book/Movie series, and I am working from the most interesting of them to the least interesting. At the moment, I am wading through all the Curses/Counter-Curses. Thus far I have completed:

Anti-Apparition Charm
Anti-Apparition Jinx (Curse)
Confundus Charm (Curse)
Expulso (Curse)
Finite Incantatem (Counter-Curse)

Imbasel
2012-05-01, 05:26 PM
It'll be interesting to see how the charms and the curses for certain spells differ. Also? Would you mind posting the completed ones in the main thread?

VestigeArcanist
2012-05-01, 05:33 PM
Do you mean this thread, or is there a another thread I am unaware of?

Imbasel
2012-05-01, 05:39 PM
This one here since it is the main project thread. http://www.giantitp.com/forums/showthread.php?t=161166#post8977543

VestigeArcanist
2012-05-02, 02:51 PM
New Goals:

Figure out if subraces are possible/adviseable. Namely Muggle-born, Half-blood and Pureblood.
Continue working down the list of spells
Meditiate and brainstorm more PrC Ideas...
-Review obscure mechanics and empower them (potions?)
-Revamp/add to older PrCs (Dark Lord and Wandmaker?)
-Check out Harry Potter references (Hit Wizards? Sounds cool, but no idea what they do. Probably a Magical Swat Team. Even more awesome)
-Prepare new and exciting characters to throw at my characters for the campaign.

Imbasel
2012-05-02, 10:31 PM
I did think about subraces. Ultimately I decided against it as there didn't seem to be an ability or a power difference between the two. Perhaps the biggest would be to have pure bloods have a +2 to magical history, mudbloods a +2 to muggle studies with half having a choice of one or the other in addition to the rest of the human benefits. Also. possibly adding each respective bonuses as class skills forevermore.

Potions definitely do need to be worked on. I also need to clarify and clean up some things which will be done in the following weeks.

Some of the old classes definitely need reworking for prestige classes.

I'm all for creating new and interesting stuff and it should be fun.