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Razanir
2013-01-01, 09:39 PM
If you hadn't noticed yet, Ernir's converting spellcasting in 3.5 to psionic mechanics. Not just the UA spell points variant rule, but actually rebuilding classes. Well it inspired me to make the Pathfinder version of it. I'll make a nice pdf of it later (I installed Texmaker and everything!) but for now I'll just post stuff here.

Info on the system: Well it's built off Ernir's system (http://www.giantitp.com/forums/showthread.php?t=194002), just like Pathfinder's built off 3.5e. The main difference (besides PF v 3.5) is that I reinstated material components (1 exp = 5 gp). Well... That and the fact that I'm making all new homebrew classes and am adding a few feats. But until I have a feat or spell list of my own, use his.

First thing I've homebrewed: the Sorcerer

Alignment: Any

Hit Die: d6

Class skills: The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Fly (Dex), Knowledge (Arcana) (Int), Knowledge (Planes) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 4 + Int Modifier

SORCERER
{table=head]Level|BAB|Fort|Ref|Will|Special|SP/day|Spells Known|Max Level

1st|+0|+0|+0|+2|Cantrips, Magical Intuition, Bloodline Power, Wild Magic +1, Eschew Materials, Arcane Bond|2|2|1st

2nd|+1|+0|+0|+3||6|3|1st

3rd|+1|+1|+1|+3|Bloodline Power, Wild Magic +2|11|4|2nd

4th|+2|+1|+1|+4||17|5|2nd

5th|+2|+1|+1|+4||25|6|3rd

6th|+3|+2|+2|+5|Bloodline Power|35|7|3rd

7th|+3|+2|+2|+5|Wild Magic +3|46|8|4th

8th|+4|+2|+2|+6||58|9|4th

9th|+4|+3|+3|+6|Bloodline Power|72|10|5th

10th|+5|+3|+3|+7||88|11|5th

11th|+5|+3|+3|+7|Wild Magic +4|106|12|6th

12th|+6/+1|+4|+4|+8|Greater Bloodline Power|126|13|6th

13th|+6/+1|+4|+4|+8||147|14|7th

14th|+7/+2|+4|+4|+9||170|15|7th

15th|+7/+2|+5|+5|+9|Greater Bloodline Power, Wild Magic +5|195|16|8th

16th|+8/+3|+5|+5|+10||221|17|8th

17th|+8/+3|+5|+5|+10||250|18|9th

18th|+9/+4|+6|+6|+11|Greater Bloodline Power|280|19|9th

19th|+9/+4|+6|+6|+11|Wild Magic +6|311|20|9th

20th|+10/+5|+6|+6|+12|Bloodline Mastery|343|21|9th[/table]

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor may, however, interfere with the casting of spells.

Spell Points/Day: A Sorcerer's ability to cast spells is limited by the spell points he has available. His base daily allotment of spell points is given on the table. In addition, he receives bonus spell points per day if he has a high Charisma score. His race may also provide bonus spell points per day, as may certain feats and items.

Spells Known: A Sorcerer begins play knowing two Sorcerer spells of your choice. Each time he achieves a new level, he unlocks the knowledge of new spells. Choose the spells known from the full Sorcerer spell list. (Exceptions: See the Magical Intuition class feature. In addition, the feats Expanded Knowledge and Epic Expanded Knowledge do allow a Sorcerer to learn spells of other classes, including spells restricted to specialist Wizards.)

A Sorcerer can cast any spell he knows that has a spell point cost equal to or lower than his caster level. The number of times a Sorcerer can cast spells in a day is limited only by his daily spell points. A Sorcerer simply knows his spells; they are ingrained in his mind, though he must get a good night's sleep each day to regain all his spent spell points. The Difficulty Class for saving throws against Sorcerer spells is 10 + one-half the number of spell points spent on the spell (round up) + the Sorcerer's Charisma modifier.

Spells learned via the Sorcerer class are arcane spells.

Maximum Spell Level Known: A Sorcerer begins play with the ability to learn 1st-level spells. As he attains higher levels, a Sorcerer may gain the ability to master more complex spells, as shown on the table. To learn or cast a spell, a Sorcerer must have a Charisma score of at least 10 + the spell's level.

Cantrips (Sp): Cantrips are minor tricks that novice spellcasters use for practice. Using a cantrip requires no expenditure of spell points. You can perform one as a standard action whenever you are magically focused. This does not expend your focus.

The cantrips you can perform are:
Lifting and moving up to 5 pounds of items from a distance.
This requires concentrating on the cantrip (a standard action).
You can manipulate the moved items as if you were using one hand for the task.
Coloring, cleaning, or soiling items in a 1-foot cube.
Chilling, warming, or flavoring 1 pound of nonliving material.
Lighting an unattended object within 30' on fire.
Dimly illuminating a 5-foot radius around you, like a candle. The light emitted can be of any color, and usually appears as a small globe hovering near you.
Dealing 1d3 points of cold, electricity, fire or acid damage to a target within 30' by succeeding on a ranged touch attack against it.
Creating small objects that look crude and artificial.
The materials created by a cantrip are extremely fragile, and they cannot be used as tools or weapons.
Inscribing your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. You etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a Detect Magic spell causes it to glow and be visible. See Invisibility, True Seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible mark of this kind. Unlike other cantrips, this one is permanent (but is removable by either a Dispel Magic spell or a rigorous mundane cleaning).
Magically deciphering magical inscriptions on objects - books, Scrolls, weapons, and the like - that would otherwise be unintelligible.
Increasing your reading speed to 250 pages per minute.


Magical Intuition: A Sorcerer can select spells normally restricted to specialist Wizards as their spells known, subject to the restriction that the number of specialist spells so selected may not exceed one-third of the Sorcerer's total number of spells known. Spells known granted by the Expanded Knowledge feat or from levels in other classes are not included - they do not count towards the limit of no more than one-third of the Sorcerer's spell repertoire being specialist Wizard spells, and they do not count when determining the Sorcerer's number of spells known for this purpose. This class feature is considered a part of the Sorcerer's Spells Known class feature. Sorcerers continue to benefit from it if their Spells Known are progressed via a prestige class.

Bloodline (Varies): Each Sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 1st level, then again at 3rd level and every three levels thereafter, a Sorcerer gains his choice of one power from the bloodline's power list. Beginning at 12th level, a Sorcerer may choose from the greater power list as well.

Bloodline Mastery (Varies): At 20th level, a Sorcerer gains his bloodline mastery power.

Wild Magic (Su): A Sorcerer's intuitive understanding of magic allows him to make use of the universe's own powerful magical eddies in ways that other spellcasters can't. When casting a spell, a Sorcerer can choose to add +1 to his caster level for the spell. The boost allows the Sorcerer to augment his spells more than he normally could. However, he pays no additional spell points for the spell. The additional spell points are effectively supplied by the primal energies he is tapping into.

At 3rd level, a Sorcerer can choose to gain up to a +2 bonus to his caster level. At 7th level, he can gain a +3 bonus; at 11th level, a +4 bonus; at 15th level, a +5 bonus; and at 19th level, a +6 bonus.

Relinquishing control over a spell in this manner is dangerous, however. For each +1 added to the his caster level, there is a cumulative 5% chance of the Sorcerer suffering a magical backlash. A Sorcerer hit by a magical backlash is staggered for one round, and loses a number of spell points equal to twice the bonus gained on his caster level.

At 20th level, if the risk is greater than 10%, it drops to 10%.

Eschew Materials: A Sorcerer gains Eschew Materials as a bonus feat at 1st level.

Arcane Bond: A Sorcerer gains Familiar or Spellstaff User as a bonus feat at 1st level.

Razanir
2013-01-01, 09:40 PM
Reserved for bloodlines. I have a few written, but it takes a bit of effort to convert from LaTeX to forum code. I'll post them later when Full House and Friends aren't on

Razanir
2013-01-01, 09:43 PM
Reserved 2 white text

Razanir
2013-01-01, 09:44 PM
Reserved 3 white text

You guys should be free to post now.