Empedocles
2012-05-05, 10:51 PM
This was inspired by another base class I saw on these forums :smallsmile: I think it was called the geomancer, or something similar, but I can't find it now. Anyways, it's basically a battle-field control warlock. Something in between the Legend tactician and the warlock, really. Frankly, it might not appeal to warlock fans, since it shouldn't play even remotely similarly to it. Also, I'm looking for a better, less generic name and aiming for Tier 3. Enjoy.
Note: Fluff will be added.
The Magi
http://i.imgur.com/mAxPZ.jpg
Magi
{table=head]Level|BAB|Fort|Ref|Will|Special |
Incantations
1st|+0|+0|+2|+2|Elemental Burst 1d6|
1
2nd|+1|+0|+3|+3|Adept|
2
3rd|+1|+1|+3|+3|Telekinesis|
2
4th|+2|+1|+4|+4|Mettle|
3
5th|+2|+1|+4|+4|Elemental Burst 2d6|
3
6th|+3|+2|+5|+5|Jaunt (Immediate 1/day)|
3
7th|+3|+2|+5|+5||
4
8th|+4|+2|+6|+6||
5
9th|+4|+3|+6|+6|Elemental Burst 3d6|
5
10th|+5|+3|+7|+7|Improved Telekinesis|
6
11th|+5|+3|+7|+7||
7
12th|+6/+1|+4|+8|+8|Jaunt (Immediate 2/day)|
7
13th|+6/+1|+4|+8|+8|Elemental Burst 4d6|
8
14th|+7/+2|+4|+9|+9||
8
15th|+7/+2/+1|+5|+9|+9||
9
16th|+8/+3|+5|+10|+10||
10
17th|+8/+3|+5|+10|+10|Elemental Burst 5d6|
10
18th|+9/+4|+6|+11|+11||
11
19th|+9/+4|+6|+11|+11|Jaunt (Immediate 3/day)|
11
20th|+10/+5|+6|+12|+12||
12
[/table]
Alignment: Any
Hit Die: 1d6
Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (all skills taken individually), Spellcraft, Tumble, Profession, Use Magic Device
Class Skills:
Class Skills
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiencies: A magi is proficient with all simple weapons and light armor.
Elemental Burst: This is the primary ability of the magi. It creates a burst of energy up to 30 feet away from him of any energy type he chooses, except sonic. It deals damage as indicated on the table above, and does not require a reflex save. However, anyone in the area of effect can make a reflex save (DC 10 + Intelligence modifier + 1/2 Magi class levels) for half damage. The burst is 10 ft. large, plus an additional 10 ft. for every 2 class levels beyond 1st the magi possesses (20 ft. at 3rd level, 30 ft. at 5th, 40 ft. at 7th, etc.). Any area effected by the elemental burst is considered difficult terrain for a number of rounds equal to twice the magi's class levels.
Adept: Magi are excellent at interacting with more traditional arcane magic, almost as if they used spells like a normal caster. They gain Spell Focus (Use Magic Device) as a bonus feat, and can always take 10 on Use Magic Device and Spellcraft checks.
Telekinesis: At 3rd level a magi gains the ability to use telekinesis on objects that weigh up to 5 lb., plus 5 lb. per class level.. He can move any object within 30 ft. plus 5 ft. per 2 class levels, except with an effective strength equal to 8 + his intelligence modifier. He can use this telekinesis to make ranged attacks with objects, which deal 1d3 points of damage if improvised or appropriate damage if a real weapon (e.g. he uses it to throw a sword). To effect an attended item, such as a sheathed or wielded sword, a magi must make a disarm attempt (it does not provoke an attack of opportunity). He is treated as wielding a two handed weapon while making a disarm attempt via telekinesis, and his effective strength while using this ability is treated as being 12 plus his intelligence modifier (for the disarm attempt only). He can also make a bull rush attempt with telekinesis as a full round action, also with a base 12 strength plus his intelligence modifier. It does not provoke an attack of opportunity. Finally, he can make trip attempts via telekinesis as a full round action that does not provoke attack of opportunity and has his effective strength treated as being 10 + his intelligence modifier. Unless otherwise noted, using telekinesis is a standard action and if only moving/throwing items, a magi is limited to moving it 30 ft. per turn (he can increase this to 50 ft. by spending a full round action using telekinesis).
Jaunt: Starting at 6th level, a magi can teleport up to 20 ft. a number of times per day equal to his intelligence modifier. He must be able to see where he is teleporting to. In addition, a number of times per day as shown on the table above, he can use this ability as an immediate action.
Improved Telekinesis: At 10th level a magi's strength is treated as being 2 points higher when using telekinesis, and if tripping, disarming, or bull rushing it is treated as being 15 plus his intelligence modifier.
Alright, I'm out of ideas. Invocations will be heavy on stuff like Evard's Black tentacles, switching stuff around, and walls. I need more ideas for class abilities then ideas for invocations.
Note: Fluff will be added.
The Magi
http://i.imgur.com/mAxPZ.jpg
Magi
{table=head]Level|BAB|Fort|Ref|Will|Special |
Incantations
1st|+0|+0|+2|+2|Elemental Burst 1d6|
1
2nd|+1|+0|+3|+3|Adept|
2
3rd|+1|+1|+3|+3|Telekinesis|
2
4th|+2|+1|+4|+4|Mettle|
3
5th|+2|+1|+4|+4|Elemental Burst 2d6|
3
6th|+3|+2|+5|+5|Jaunt (Immediate 1/day)|
3
7th|+3|+2|+5|+5||
4
8th|+4|+2|+6|+6||
5
9th|+4|+3|+6|+6|Elemental Burst 3d6|
5
10th|+5|+3|+7|+7|Improved Telekinesis|
6
11th|+5|+3|+7|+7||
7
12th|+6/+1|+4|+8|+8|Jaunt (Immediate 2/day)|
7
13th|+6/+1|+4|+8|+8|Elemental Burst 4d6|
8
14th|+7/+2|+4|+9|+9||
8
15th|+7/+2/+1|+5|+9|+9||
9
16th|+8/+3|+5|+10|+10||
10
17th|+8/+3|+5|+10|+10|Elemental Burst 5d6|
10
18th|+9/+4|+6|+11|+11||
11
19th|+9/+4|+6|+11|+11|Jaunt (Immediate 3/day)|
11
20th|+10/+5|+6|+12|+12||
12
[/table]
Alignment: Any
Hit Die: 1d6
Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (all skills taken individually), Spellcraft, Tumble, Profession, Use Magic Device
Class Skills:
Class Skills
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiencies: A magi is proficient with all simple weapons and light armor.
Elemental Burst: This is the primary ability of the magi. It creates a burst of energy up to 30 feet away from him of any energy type he chooses, except sonic. It deals damage as indicated on the table above, and does not require a reflex save. However, anyone in the area of effect can make a reflex save (DC 10 + Intelligence modifier + 1/2 Magi class levels) for half damage. The burst is 10 ft. large, plus an additional 10 ft. for every 2 class levels beyond 1st the magi possesses (20 ft. at 3rd level, 30 ft. at 5th, 40 ft. at 7th, etc.). Any area effected by the elemental burst is considered difficult terrain for a number of rounds equal to twice the magi's class levels.
Adept: Magi are excellent at interacting with more traditional arcane magic, almost as if they used spells like a normal caster. They gain Spell Focus (Use Magic Device) as a bonus feat, and can always take 10 on Use Magic Device and Spellcraft checks.
Telekinesis: At 3rd level a magi gains the ability to use telekinesis on objects that weigh up to 5 lb., plus 5 lb. per class level.. He can move any object within 30 ft. plus 5 ft. per 2 class levels, except with an effective strength equal to 8 + his intelligence modifier. He can use this telekinesis to make ranged attacks with objects, which deal 1d3 points of damage if improvised or appropriate damage if a real weapon (e.g. he uses it to throw a sword). To effect an attended item, such as a sheathed or wielded sword, a magi must make a disarm attempt (it does not provoke an attack of opportunity). He is treated as wielding a two handed weapon while making a disarm attempt via telekinesis, and his effective strength while using this ability is treated as being 12 plus his intelligence modifier (for the disarm attempt only). He can also make a bull rush attempt with telekinesis as a full round action, also with a base 12 strength plus his intelligence modifier. It does not provoke an attack of opportunity. Finally, he can make trip attempts via telekinesis as a full round action that does not provoke attack of opportunity and has his effective strength treated as being 10 + his intelligence modifier. Unless otherwise noted, using telekinesis is a standard action and if only moving/throwing items, a magi is limited to moving it 30 ft. per turn (he can increase this to 50 ft. by spending a full round action using telekinesis).
Jaunt: Starting at 6th level, a magi can teleport up to 20 ft. a number of times per day equal to his intelligence modifier. He must be able to see where he is teleporting to. In addition, a number of times per day as shown on the table above, he can use this ability as an immediate action.
Improved Telekinesis: At 10th level a magi's strength is treated as being 2 points higher when using telekinesis, and if tripping, disarming, or bull rushing it is treated as being 15 plus his intelligence modifier.
Alright, I'm out of ideas. Invocations will be heavy on stuff like Evard's Black tentacles, switching stuff around, and walls. I need more ideas for class abilities then ideas for invocations.