WaylanderX
2012-07-25, 06:02 PM
Hello guys of the Playground,
This is my second homebrew class and as my first one worked out quite good according to the replies, I did it a little bit more complicated this time. Enter the Spellguide, a support casting class with can do kinda everything exept damage. The casting system of this class is complicated, so if you do not understand how something works, just ask me. The main principle is guiding the raw forces of magic gently to their target through beacons, which may be used up for a sudden surge in great additive power. In addition, a host of special abilities and spelllike abilities take care that this class is never without an option. Also Aid another is very important in playing this class succesfully, as you can Aid another as smaller action as you level up, making it possible to aid multiple people in the same round.
Spellguide
http://images.quizilla.com/I/IS/IST/istil/1133383704_rescuteelf.jpg
Creator Unknown
All of the splendor and power of nature is at my fingertips, you still dare to try and hurt my charges?
Miliana Stormweave - High Guide of the Covenant
Adventures: Most Spellguides begin adventuring to carry out requests bestowed on them by pelgrims who undertake long journeys to ask for their guidance and help. Some of the more adventurous Spellguides, while wholly loyal to the Nature-Arcane Covenant (Organisation native to my own campaign setting), take detours to prolong their journey outside.
Characteristics: The recalling of Flows is Wisdom based, so that will be your primary stat. A good Con score always helps, together with Int for more utility.
Alignment: By the inherent goodness of caring for your allies, Spellguides can be of any good alignment.
Religion: Reverence of the raw arcane power of nature. (Yes, nature is arcane in my campaign setting in making :P)
Background: All Spellguides are raised from a very young age as the isolated cloisters of the Covenant, raised in guiding the raw forces of nature to help and heal others. The more powerfull among them also develop seer powers and the most blessed among them can even raise the dead.
Races: Any race with is not inherently evil and/or have a body solely composed of metal.
Other Classes: They are friendly towards all other classes, except Gaolers, which they view as arrogant and unfriendly, because they bend magic to their will more brutally. This is more true for lawfull Spellguides then for Chaotic ones though.
Role: Support, in a varietty of ways.
Adaptation: However you like :P
GAME RULE INFORMATION
Spellguide have the following game statistics.
Abilities: The recalling of Flows is Wisdom based, so that will be your primary stat. A good Con score always helps, together with Int for more utility.
Alignment: Any Good
Hit Die: d8
Starting Age: Earliest Adult Age of Race
Starting Gold: 7d4x5.
Class Skills
The Spellguide class skills are Concentration, Craft, Diplomacy, Gather Information, Knowledge (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: As a Spellguide, you are proficient with all simple weapons, light armor and medium armor.
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Guiding Magic, Rivulet Flows
2nd
+1
+3
+0
+3
Master Aider, Natural Specialist
3rd
+1
+3
+1
+3
Lesser Cantrips
4th
+2
+4
+1
+4
Arcane Sightings
5th
+2
+4
+1
+4
Supreme Aider
6th
+3
+5
+2
+5
River Flows, Retributive Beacons
7th
+3
+5
+2
+5
Cantrips, Healing Sage
8th
+4
+6
+2
+6
Legendary Aider
9th
+4
+6
+3
+6
Beacon Web
10th
+5
+7
+3
+7
Seeing the Beyond, Returning the Soul
11th
+5
+7
+3
+7
Rapid Flows
12th
+6
+8
+4
+8
Lightning Aider
13th
+6
+8
+4
+8
Great Cantrips
14th
+7
+9
+4
+9
Nature's Gift
15th
+7
+9
+5
+9
Seer of All
16th
+8
+10
+5
+10
Storm Flows
17th
+8
+10
+5
+10
Calling the Essence
18th
+9
+11
+6
+11
Weather Control
19th
+9
+11
+6
+11
Returning The Creature
20th
+10
+12
+6
+12
Nature's Embrace
Guiding Magic (Ex): A Spellguide casts using a principle known as Guiding. Using so called Guidance Beacons (hereafter often just called Beacons), they give minor benefits to allies, while setting up for a powerfull spell called a Flow in the process. The strenght of Flow used varries with the amount of Beacon Stacks present on the target. Beacons count as Supernatural abilities, while Flows count as spelllike abilities.
At level one, you only have access to Rivulet Flows, at level six you gain acces to River Flows, at level eleven to Rapid Flows and at level sixteen to Storm Flows.
You can place 1 Beacon on a maximum of 3 targets per round. These Guidance Beacons can be targeted at an ally with no misschance or spellresistance interference and have a range of 10 feet per level. The Beacons can be distributed among any ally in range as long as they are within 15 feet of eachother. The maximum amount of Beacons an ally can have is 4. Their is no maximum amount of Beacons that can be in effect in 16 in total. Casting a Flow removes all Beacons on the target(s) after it takes effect. A Beacon takes a standard action to place (If you effect multiple allies at once, it is still once 1 standard action) and they persist for 5 rounds unless otherwise noted. Casting a Beacon on a target refreshes the duration and they stack till the maximum amount (Four). Beacons get stronger when you go up in level, as depicted below.
Flows Known
Level
Rivulet
River
Rapid
Storm
1st
1
-
-
-
2nd
1
-
-
-
3rd
1
-
-
-
4th
2
-
-
-
5th
2
-
-
-
6th
2
1
-
-
7th
2
1
-
-
8th
2
1
-
-
9th
3
2
-
-
10th
3
2
-
-
11th
3
2
1
-
12th
3
2
1
-
13th
3
2
1
-
14th
3
3
2
-
15th
4
3
2
-
16th
4
3
2
1
17th
4
3
2
1
18th
4
3
2
1
19th
4
4
3
2
20th
4
4
3
2
Flows per Day
Level
Rivulet
River
Rapid
Storm
1st
3
-
-
-
2nd
4
-
-
-
3rd
4
-
-
-
4th
5
-
-
-
5th
5
-
-
-
6th
6
3
-
-
7th
6
4
-
-
8th
6
4
-
-
9th
6
5
-
-
10th
6
5
-
-
11th
6
6
3
-
12th
6
6
4
-
13th
6
6
4
-
14th
6
6
5
-
15th
6
6
5
-
16th
6
6
6
3
17th
6
6
6
4
18th
6
6
6
4
19th
6
6
6
5
20th
6
6
6
5
You can recall used Flow Slots by making a Wis Check DC 15 for Rivulet Flows, DC 17 for River Flows, DC 19 for Rapid Flows and DC 21 for Storm Flows. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Chains a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.
Master Aider (Ex): A Spellguide is adept in helping others, not only in magical ways. At second level, when using the Aid another option, this is only a move action for you instead of a standard action.
Natural Specialist (Ex): At second level, because of the intense studies of nature every Spellguide must go through, she gains a bonus on all Knowledge Nature checks equal to half her class level.
Cantrips (Sp): At level 3, 7 and 13 you gain limited tricks you can use at will to help you on your journeys. These work as the spells they imitate and are spelllike abilities.
Lesser Cantrips: Light, Prestidigitation, Create Water, Ghost Sound, Resistance.
Cantrips: Dark Way, Ebon Eyes, Snowshoes, Deep Breath, Updraft
Great Cantrips: Avoid Planar Effects, Easy Trail, Scent, Swim, Shadow Radiance
Arcane Sightings (Sp): Through the connection a Spellguide has with natural energies, she can see things otherwise not seeable without magic. She gains a few spelllike abilities connected to scrying and exploration. These count as Spelllike abilities and are usable once per day each: Chain of Eyes (DC = 12+Wisdom Modifier), See Invisibility
Supreme Aider (Ex): At level five, you have become so adept in supporting your comrades, that you can now do it in the blink of an eye. When using the Aid Another option, it is only a swift action instead of a move action. In addition, You can now use aid another when standing 10 feet away from a ally or foe.
Retributive Beacon (Su): At sixth level, once per round, whenever the Spellguide places a beacon on an ally, she gains a beacon of the same type on herself automaticly.
Healing Sage (Ex):At level 7, by spending half an hour attending to a willing subject, with a successfull DC 20 healcheck, she can remove 1 of the following conditions: Blindness, Deafness and Mute. In addition, with an hour work you can effect the target as through a Remove Curse spell. At level 11, with a DC 20+HD of the target healcheck, you can remove 2d4 ability damage from a single stat. In addition, with an hour work you can affect the target as through a Break Enchantment spell. At level 15, you can also heal 1d4 ability drain with this ability instead. At level 17, you can, with an hour work, break any mental control (Till casterlevel 20) the target is affected by.
Legendary Aider (Ex): At eighth level, your skill in helping your friends is unparalelled in all of creation. Once per turn, you can use the Aid Another Action as a free action. You can only use Aid Another once per turn this way (Other Aid Another actions using swift, move or standard actions are still possible.) In addition, You can now use aid another when standing 15 feet away from a ally or foe.
Beacon Web (Su): At level 9, once every encounter you can go into a swift burst of concentration, giving all allies within 30 feet one Beacon of your choice.
Seeing The Beyond (Sp): At level 10, The Spellguide gains more clairvoyancing powers, resulting in additional options. She gains Clairvoyance/Clairaudience, Know Vulnerabilities, Arcane Eye as spelllike abilities each once per day.
Returning the Soul (Sp):At level 10, the Spellguide gains some amount of control over life and death, so much even he can call a creature back from the grave, as long as its body is more or less intact. She gains the ability to cast Raise Dead as a spelllike ability once per weeks.
Lightning Aider (Su): At level twelve, by imbuing your actions with some of your magic, you can make your support more potent. The bonus Aid Another grants is increased by 2.
Nature's Gift (Su): At level 14, you can greatly increase the duration of your flows when you meditate and cast them in a peacefull state out of combat. When meditating for 5 min, you can cast one of your flows without the Beacon stack prerequisite and the duration, if applicable, is increased to 1 min/level. The Flow is still expended as normal. The strenght of the flow is 1 level lower then the maximum you would have gotten with maximum stacks. You can only use this classfeature with flows 1 step lower then the maximum you can cast.
Seer of All (Sp): At level 15, you are at your pinnicle of power with scrying spells. You gain Greater Scying, Greater Prying Eyes each once per day.
Calling the Essence (Su): At level 17, as a fullround action, you can bestow onto 1 ally within range four stacks. This ability is usable once per encounter.
Weather Control (Su): At level 18, a Spellguide's power over nature extends to the weather. At will, she can change the current weather in a 20 mile radius. At the dm's discretion, she might get concealment in heavy rain or stall opponents with heavy winds. She cannot target any weather variables on a certain opponent, so striking someone with lightning is out of the question. The maximum windstrength she can summon are windstorm force winds.
Returning The Creature (Sp): At level 19, the Spellguide gains extreme amounts of control over life and death, so much even he can call a creature back from the dead in its totally intact former state. She gains the ability to cast True Ressurection as a spelllike ability once per two weeks.
Nature's Embrace (Su): At level 20, nature itself takes care that no harm is done to the Spellguide. She gains a permanent Sanctuary effect with a DC of 19+Wis Mod, a permanent orb of invulnerability effect, DR 10/Cold Iron, a +10 Sacred Bonus to AC and SR 10+ Spellguide level. If the Spellguide does directly harm any creature intentionally, all the bonuses fade for 1 min, after which they are active again.
This is my second homebrew class and as my first one worked out quite good according to the replies, I did it a little bit more complicated this time. Enter the Spellguide, a support casting class with can do kinda everything exept damage. The casting system of this class is complicated, so if you do not understand how something works, just ask me. The main principle is guiding the raw forces of magic gently to their target through beacons, which may be used up for a sudden surge in great additive power. In addition, a host of special abilities and spelllike abilities take care that this class is never without an option. Also Aid another is very important in playing this class succesfully, as you can Aid another as smaller action as you level up, making it possible to aid multiple people in the same round.
Spellguide
http://images.quizilla.com/I/IS/IST/istil/1133383704_rescuteelf.jpg
Creator Unknown
All of the splendor and power of nature is at my fingertips, you still dare to try and hurt my charges?
Miliana Stormweave - High Guide of the Covenant
Adventures: Most Spellguides begin adventuring to carry out requests bestowed on them by pelgrims who undertake long journeys to ask for their guidance and help. Some of the more adventurous Spellguides, while wholly loyal to the Nature-Arcane Covenant (Organisation native to my own campaign setting), take detours to prolong their journey outside.
Characteristics: The recalling of Flows is Wisdom based, so that will be your primary stat. A good Con score always helps, together with Int for more utility.
Alignment: By the inherent goodness of caring for your allies, Spellguides can be of any good alignment.
Religion: Reverence of the raw arcane power of nature. (Yes, nature is arcane in my campaign setting in making :P)
Background: All Spellguides are raised from a very young age as the isolated cloisters of the Covenant, raised in guiding the raw forces of nature to help and heal others. The more powerfull among them also develop seer powers and the most blessed among them can even raise the dead.
Races: Any race with is not inherently evil and/or have a body solely composed of metal.
Other Classes: They are friendly towards all other classes, except Gaolers, which they view as arrogant and unfriendly, because they bend magic to their will more brutally. This is more true for lawfull Spellguides then for Chaotic ones though.
Role: Support, in a varietty of ways.
Adaptation: However you like :P
GAME RULE INFORMATION
Spellguide have the following game statistics.
Abilities: The recalling of Flows is Wisdom based, so that will be your primary stat. A good Con score always helps, together with Int for more utility.
Alignment: Any Good
Hit Die: d8
Starting Age: Earliest Adult Age of Race
Starting Gold: 7d4x5.
Class Skills
The Spellguide class skills are Concentration, Craft, Diplomacy, Gather Information, Knowledge (Any), Profession, Search, Sense Motive, Spellcraft, Spot, Survival, Use Magic Device
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: As a Spellguide, you are proficient with all simple weapons, light armor and medium armor.
CLASS NAME
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1st
+0
+2
+0
+2
Guiding Magic, Rivulet Flows
2nd
+1
+3
+0
+3
Master Aider, Natural Specialist
3rd
+1
+3
+1
+3
Lesser Cantrips
4th
+2
+4
+1
+4
Arcane Sightings
5th
+2
+4
+1
+4
Supreme Aider
6th
+3
+5
+2
+5
River Flows, Retributive Beacons
7th
+3
+5
+2
+5
Cantrips, Healing Sage
8th
+4
+6
+2
+6
Legendary Aider
9th
+4
+6
+3
+6
Beacon Web
10th
+5
+7
+3
+7
Seeing the Beyond, Returning the Soul
11th
+5
+7
+3
+7
Rapid Flows
12th
+6
+8
+4
+8
Lightning Aider
13th
+6
+8
+4
+8
Great Cantrips
14th
+7
+9
+4
+9
Nature's Gift
15th
+7
+9
+5
+9
Seer of All
16th
+8
+10
+5
+10
Storm Flows
17th
+8
+10
+5
+10
Calling the Essence
18th
+9
+11
+6
+11
Weather Control
19th
+9
+11
+6
+11
Returning The Creature
20th
+10
+12
+6
+12
Nature's Embrace
Guiding Magic (Ex): A Spellguide casts using a principle known as Guiding. Using so called Guidance Beacons (hereafter often just called Beacons), they give minor benefits to allies, while setting up for a powerfull spell called a Flow in the process. The strenght of Flow used varries with the amount of Beacon Stacks present on the target. Beacons count as Supernatural abilities, while Flows count as spelllike abilities.
At level one, you only have access to Rivulet Flows, at level six you gain acces to River Flows, at level eleven to Rapid Flows and at level sixteen to Storm Flows.
You can place 1 Beacon on a maximum of 3 targets per round. These Guidance Beacons can be targeted at an ally with no misschance or spellresistance interference and have a range of 10 feet per level. The Beacons can be distributed among any ally in range as long as they are within 15 feet of eachother. The maximum amount of Beacons an ally can have is 4. Their is no maximum amount of Beacons that can be in effect in 16 in total. Casting a Flow removes all Beacons on the target(s) after it takes effect. A Beacon takes a standard action to place (If you effect multiple allies at once, it is still once 1 standard action) and they persist for 5 rounds unless otherwise noted. Casting a Beacon on a target refreshes the duration and they stack till the maximum amount (Four). Beacons get stronger when you go up in level, as depicted below.
Flows Known
Level
Rivulet
River
Rapid
Storm
1st
1
-
-
-
2nd
1
-
-
-
3rd
1
-
-
-
4th
2
-
-
-
5th
2
-
-
-
6th
2
1
-
-
7th
2
1
-
-
8th
2
1
-
-
9th
3
2
-
-
10th
3
2
-
-
11th
3
2
1
-
12th
3
2
1
-
13th
3
2
1
-
14th
3
3
2
-
15th
4
3
2
-
16th
4
3
2
1
17th
4
3
2
1
18th
4
3
2
1
19th
4
4
3
2
20th
4
4
3
2
Flows per Day
Level
Rivulet
River
Rapid
Storm
1st
3
-
-
-
2nd
4
-
-
-
3rd
4
-
-
-
4th
5
-
-
-
5th
5
-
-
-
6th
6
3
-
-
7th
6
4
-
-
8th
6
4
-
-
9th
6
5
-
-
10th
6
5
-
-
11th
6
6
3
-
12th
6
6
4
-
13th
6
6
4
-
14th
6
6
5
-
15th
6
6
5
-
16th
6
6
6
3
17th
6
6
6
4
18th
6
6
6
4
19th
6
6
6
5
20th
6
6
6
5
You can recall used Flow Slots by making a Wis Check DC 15 for Rivulet Flows, DC 17 for River Flows, DC 19 for Rapid Flows and DC 21 for Storm Flows. Each time you try to recall any slot, the DC for regaining another one becomes 2 higher. You can recall Chains a total of times of class level divided by 2 plus your Int Modifier per day regardless of succeeding or failing the check.
Master Aider (Ex): A Spellguide is adept in helping others, not only in magical ways. At second level, when using the Aid another option, this is only a move action for you instead of a standard action.
Natural Specialist (Ex): At second level, because of the intense studies of nature every Spellguide must go through, she gains a bonus on all Knowledge Nature checks equal to half her class level.
Cantrips (Sp): At level 3, 7 and 13 you gain limited tricks you can use at will to help you on your journeys. These work as the spells they imitate and are spelllike abilities.
Lesser Cantrips: Light, Prestidigitation, Create Water, Ghost Sound, Resistance.
Cantrips: Dark Way, Ebon Eyes, Snowshoes, Deep Breath, Updraft
Great Cantrips: Avoid Planar Effects, Easy Trail, Scent, Swim, Shadow Radiance
Arcane Sightings (Sp): Through the connection a Spellguide has with natural energies, she can see things otherwise not seeable without magic. She gains a few spelllike abilities connected to scrying and exploration. These count as Spelllike abilities and are usable once per day each: Chain of Eyes (DC = 12+Wisdom Modifier), See Invisibility
Supreme Aider (Ex): At level five, you have become so adept in supporting your comrades, that you can now do it in the blink of an eye. When using the Aid Another option, it is only a swift action instead of a move action. In addition, You can now use aid another when standing 10 feet away from a ally or foe.
Retributive Beacon (Su): At sixth level, once per round, whenever the Spellguide places a beacon on an ally, she gains a beacon of the same type on herself automaticly.
Healing Sage (Ex):At level 7, by spending half an hour attending to a willing subject, with a successfull DC 20 healcheck, she can remove 1 of the following conditions: Blindness, Deafness and Mute. In addition, with an hour work you can effect the target as through a Remove Curse spell. At level 11, with a DC 20+HD of the target healcheck, you can remove 2d4 ability damage from a single stat. In addition, with an hour work you can affect the target as through a Break Enchantment spell. At level 15, you can also heal 1d4 ability drain with this ability instead. At level 17, you can, with an hour work, break any mental control (Till casterlevel 20) the target is affected by.
Legendary Aider (Ex): At eighth level, your skill in helping your friends is unparalelled in all of creation. Once per turn, you can use the Aid Another Action as a free action. You can only use Aid Another once per turn this way (Other Aid Another actions using swift, move or standard actions are still possible.) In addition, You can now use aid another when standing 15 feet away from a ally or foe.
Beacon Web (Su): At level 9, once every encounter you can go into a swift burst of concentration, giving all allies within 30 feet one Beacon of your choice.
Seeing The Beyond (Sp): At level 10, The Spellguide gains more clairvoyancing powers, resulting in additional options. She gains Clairvoyance/Clairaudience, Know Vulnerabilities, Arcane Eye as spelllike abilities each once per day.
Returning the Soul (Sp):At level 10, the Spellguide gains some amount of control over life and death, so much even he can call a creature back from the grave, as long as its body is more or less intact. She gains the ability to cast Raise Dead as a spelllike ability once per weeks.
Lightning Aider (Su): At level twelve, by imbuing your actions with some of your magic, you can make your support more potent. The bonus Aid Another grants is increased by 2.
Nature's Gift (Su): At level 14, you can greatly increase the duration of your flows when you meditate and cast them in a peacefull state out of combat. When meditating for 5 min, you can cast one of your flows without the Beacon stack prerequisite and the duration, if applicable, is increased to 1 min/level. The Flow is still expended as normal. The strenght of the flow is 1 level lower then the maximum you would have gotten with maximum stacks. You can only use this classfeature with flows 1 step lower then the maximum you can cast.
Seer of All (Sp): At level 15, you are at your pinnicle of power with scrying spells. You gain Greater Scying, Greater Prying Eyes each once per day.
Calling the Essence (Su): At level 17, as a fullround action, you can bestow onto 1 ally within range four stacks. This ability is usable once per encounter.
Weather Control (Su): At level 18, a Spellguide's power over nature extends to the weather. At will, she can change the current weather in a 20 mile radius. At the dm's discretion, she might get concealment in heavy rain or stall opponents with heavy winds. She cannot target any weather variables on a certain opponent, so striking someone with lightning is out of the question. The maximum windstrength she can summon are windstorm force winds.
Returning The Creature (Sp): At level 19, the Spellguide gains extreme amounts of control over life and death, so much even he can call a creature back from the dead in its totally intact former state. She gains the ability to cast True Ressurection as a spelllike ability once per two weeks.
Nature's Embrace (Su): At level 20, nature itself takes care that no harm is done to the Spellguide. She gains a permanent Sanctuary effect with a DC of 19+Wis Mod, a permanent orb of invulnerability effect, DR 10/Cold Iron, a +10 Sacred Bonus to AC and SR 10+ Spellguide level. If the Spellguide does directly harm any creature intentionally, all the bonuses fade for 1 min, after which they are active again.