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View Full Version : Thaumaturge: Build-Your-Own Caster [PF, PrC, Feats, Item, PEACH]



Dark.Revenant
2013-01-30, 04:28 PM
This one is fairly complicated. It was created to fit the setting of one of my campaigns, but I've had this idea (in terms of flavor) for several years.

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Thaumaturge

http://fc07.deviantart.net/fs36/f/2008/256/2/7/Casting_a_spell_by_Noxypia.jpg (http://browse.deviantart.com/?q=Casting+a+Spell#/d1m7uj0)
"Casting a Spell" by Noxypia @ deviantart.com

Those who seek power through science and engineering rather than arcane might often choose the path of the thaumaturge. Specializing in the revolutionary soul-written weapons called Sigils, thaumaturges embrace the miracle of magic through technology. Thaumaturges are self-improving and self-reliant, deliberately honing their Sigils into awesome weapons of war, often specializing to be exceptionally proficient at a role of their choosing. Some delve completely into thaumaturgy, gaining a complete mastery of Sigils and unlocking their true versatility.

Thaumaturges come from an impressively wide variety of backgrounds and occupations, due to the innate variety that Sigils can offer. However, full casters such as Wizards often scoff at the idea of Sigils, considering such a tool to be beneath them.

Role: Thaumaturges specialize in utilizing their Sigils to the utmost. By the Sigil's nature, different thaumaturges thus perform a number of combat casting rules, from support to direct assault to all-out artillery. Notably, thaumaturges are most effective against other casters due to their magic absorption abilities.

Alignment: Any.

Hit Die: d8.

Requirements

To qualify to become a thaumaturge, a character must fulfill all the following criteria.

Skills: Craft (calligraphy, paintings, or tattoos) 5 ranks.

Feats: Sigil Proficiency.

Special: Must bear a 3rd-level Sigil.

Class Skills

The thaumaturge's class skills (and the key ability for each skill) are Autohypnosis (Wis), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (Psionics) (Int), and Spellcraft (Int).

Skill Ranks at Each Level: 4 + Int modifier.

{table=head]
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
Expulsion Points |
Retention Points |
Absorption Points

1st |
+0 |
+0 |
+1 |
+1 | Sigil scribe, soulbound sigil, thaumaturgy | +1 | +0 | +0
2nd |
+1 |
+1 |
+1 |
+1 | Mana calefactor (spells) | +2 | +1 | +0
3rd |
+2 |
+1 |
+2 |
+2 | Sigil redaction (1/level) | +3 | +1 | +1
4th |
+3 |
+1 |
+2 |
+2 | Sigilcraft | +4 | +2 | +1
5th |
+3 |
+2 |
+3 |
+3 | Metafunction I | +5 | +2 | +1
6th |
+4 |
+2 |
+3 |
+3 | Mana calefactor (functions) | +6 | +3 | +2
7th |
+5 |
+2 |
+4 |
+4 | Sigil redaction (int/level) | +7 | +3 | +2
8th |
+6 |
+3 |
+4 |
+4 | High thaumaturgy | +8 | +4 | +2
9th |
+6 |
+3 |
+5 |
+5 | Metafunction II | +9 | +4 | +3
10th |
+7 |
+3 |
+5 |
+5 | Sigil mastery | +10 | +5 | +3
[/table]

Class Features

All of the following are class features of the thaumaturge prestige class.

Weapon and Armor Proficiency: Thaumaturges gain no proficiency with any weapon or armor.

Bonus Function Points
The thaumaturge gains a bonus to their Sigil's available function points according to class progression (see Thaumaturge Progression chart). These points effectively increase the total amount of function points that can be spent.

Sigil Scribe (Ex)
At 1st level, the thaumaturge gains Inscribe Magical Tattoo and Inscribe Rune as bonus feats, even if he does not meet the prerequisites.

The thaumaturge also may craft or improve a Sigil for someone else without incurring the usual crafting check DC increase.

Soulbound Sigil (Su)
At 1st level, and every level thereafter, the thaumaturge's Sigil automatically gains a level without the usual time or monetary expense needed to improve it. In addition, a thaumaturge may distribute function points to his Sigil at any moments after it is improved, rather than at the time of its improvement.

Thaumaturgy
The thaumaturge is able to make use of spells and powers from the Bard, Magus, Ranger, and Wizard/Sorcerer arcane spell lists and the Cryptic, Dread, Marksman, Psion/Wilder, Psion Discipline, Psychic Warrior, Tactician, and Vitalist psionic power lists for use in his Sigil. However, when assigning a spell or power function to the Sigil that is not in the Wizard/Sorcerer or Psion/Wilder lists, the function point cost is increased by 1.

Mana Calefactor (Su)
At 2nd level, the thaumaturge gains the ability to expend a spell from a casting class as a standard action, replenishing his Sigil's mana by an amount equal to the spell level of the expended spell.

At 6th level, this ability can be used to temporarily disable a Sigil function until the thaumaturge sleeps for 8 hours. This replenishes his Sigil's mana by an amount equal to the function point cost of the disabled function.

Sigil Redaction (Su)
At 3rd level, whenever the thaumaturge's Sigil gains a level, he may choose to remove one function from the Sigil, refunding the ability points it had cost. These refunded points may be saved for later or immediately used to acquire more Sigil function.

At 7th level, this ability can be used to refund a number of functions equal to the thaumaturge's Intelligence modifier (minimum 1) per level, instead of only one.

Sigilcraft (Ex)
At 4th level, the thaumaturge gains Sigilcraft as a bonus feat, even if he does not meet the prerequisites. If the thaumaturge already has Sigilcraft, then he may redistribute up to 10 Sigil function points instead of 5.

Metafunction (Su)
At 5th level, the thaumaturge gains the ability to temporarily modify his Sigil. As a full-round action, the thaumaturge can disable one Sigil function, gaining temporary function points equal to half the function point cost of the diabled function (rounding up). These temporary points must be immediately spent on Sigil functions, or they are otherwise wasted. Disabled Sigil functions remain unusable and ineffective until the thaumaturge sleeps for 8 hours. When this happens, the temporary Sigil functions are removed. This ability can be used a number of times per day equal to the thaumaturge's Charisma modifier.

At 9th level, this ability can be used to refund two functions at once instead of only one. The temporary points gained from both functions may be pooled together, but are still wasted if not immediately thereafter spent.

High Thaumaturgy
At 8th level, the thaumaturge is additionally able to make use of spells and powers from the Cleric/Oracle, Druid, Inquisitor, and Paladin divine spell lists for use in his Sigil. However, when assigning a divine spell to the Sigil, the function point cost is increased by 2, rather than 1. Divine spells added in this way do not require a divine focus.

Sigil Mastery (Su)
At 10th level, the thaumaturge's Sigil level is always equal to his character level, even if this would cause the Sigil to gain multiple levels or if he gains level in a class other than thaumaturge. If this would cause the Sigil to progress to a level beyond 20, then for each Sigil level above 20, in addition to the usual benefits, the Sigil gains 3 universal function points that can be freely used in any category. Without Sigil Mastery, a Sigil-bearer cannot improve his Sigil beyond Sigil Level 20.

Rev's Notes: Well, I can't think of many builds that can't take this prestige class. It goes with pretty much anything. It might not be optimized for some of those builds, but it's at least possible. This prestige class can make a build that performs any role, and it can also make any build that specializes one role. You can be a healer (sort of), a gish, a blaster, a support caster, a skill monkey, etc. You can be SAD or MAD. The prestige class doesn't add any function points to the Sigil but it lets you do a whole lot more with what you've got. You might be extremely limited in terms of how many points you've got to allocate, but you can do pretty much anything with them as a thaumaturge, especially with the eponymous class abilities granting you almost every spell list in the game.

P.S. I would have liked to name this "Magus," but Paizo already made a base class with that name. Naming it "Thaumaturge" is meant to reference the miracle of magic given to the common man (and the fact that a thaumaturge is capable of utilizing all forms of magic). "A god from the machine." See Deus Ex for themes about this.

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http://4.bp.blogspot.com/-bXxs4tQw5nM/TWWTi_iiyKI/AAAAAAAABfI/PWMYsizCyZQ/s1600/magic_circle.jpg
I don't know who made this. Couldn't find the source, even on a reverse lookup.

Sigil

Aura varies; CL varies
Slot sigil; Price 55,000 gp; Weight --

Description

This complicated set of magical runes and circuits is inscribed into the skin of its user, but is then absorbed by the soul. As such, a Sigil cannot be removed from its user once it is inscribed, though it can be suppressed with an Anti-Magic Field. A Sigil develops and grows with its user, and can change physical size and location depending on many factors. Only one Sigil may be inscribed onto an individual.

A Sigil has three functions:
-- Absorption
-- Retention
-- Expulsion

Absorption: Sigils require mana to operate, so they have a number of abilities designed to absorb energy from various sources.
Spell Absorption: As a readied action, this ability functions as dispel magic used as a Counterspell with a Caster Level equal to the Sigil Level. If the check is successful, rather than being merely dispelled, the countered spell is instead absorbed into the Sigil. As a result, the Mana Pool is replenished by an amount equal to the absorbed spell's spell level. This ability can only be used once per day per Sigil Level.
Aura Absorption: As a move action, this ability absorbs the free energy released after a spell or power is cast or manifested. If this ability is used within 1 round of a given spell or power's casting or manifestation, and if the Sigil bearer is within 10' of the caster per spell/power level, the Mana Pool is replenished by 1. This ability can be used on a spell/power that is dispelled or absorbed, but not on a spell or power that originates from the Sigil-bearer.
Ambient Absorption: As a 1-hour action, during which the Sigil-bearer is able to act normally, but not use her Sigil without cancelling the action, the Sigil can absorb mana from his environs, replenishing the Mana Pool by 1.

Retention: The Sigil holds, indefinitely, the mana that is absorbed into it. This reservoir is called Mana Pool. Sigils begin with a Mana Pool of 0 and the Mana Pool does not ever reset (unlike prepared spells). The base maximum capacity of the Mana Pool is equal to 3 + the Sigil Level.

Expulsion: This function is the raison d'être of the Sigil; it empowers the Sigil-bearer with the ability to cast spells, manifest powers, and make use of increased abilities.

{table=head]
Sigil Level |
Expulsion Points |
Retention Points |
Absorption Points |
Mana Pool

1st | 2 | 1 | 0 | 4
2nd | 4 | 2 | 1 | 5
3rd | 6 | 3 | 1 | 6
4th | 8 | 4 | 2 | 7
5th | 10 | 5 | 2 | 8
6th | 12 | 6 | 3 | 9
7th | 14 | 7 | 3 | 10
8th | 16 | 8 | 4 | 11
9th | 18 | 9 | 4 | 12
10th | 20 | 10 | 5 | 13
11th | 22 | 11 | 5 | 14
12th | 24 | 12 | 6 | 15
13th | 26 | 13 | 6 | 16
14th | 28 | 14 | 7 | 17
15th | 30 | 15 | 7 | 18
16th | 32 | 16 | 8 | 19
17th | 34 | 17 | 8 | 20
18th | 36 | 18 | 9 | 21
19th | 38 | 19 | 9 | 22
20th | 40 | 20 | 10 | 23
[/table]

Sigils have the ability to gain a number of functions in the Expulsion, Retention, and Absorption categories, corresponding to the Sigil Level. Function points may be retained (by being left unspent) for future Sigil Levels. Once spent, Sigil functions cannot be changed.

Sigil spells are always under the effect of Eschew Materials, even if the Sigil-bearer does not have that feat. Sigil spells and powers can be cast without components (verbal, somatic, cheap focus, auditory, visual, mental, olfactory, or material (psionic)) by spending 1 additional mana point per component removed. Arcane spell failure applies to Sigil spells unless the somatic component is removed. Magic and Psionic feats generally do not apply to Sigil functions. Minimum caster level requirements for Sigil spells and powers apply: caster level 1 for 1st-level functions, caster level 5 for 3rd-level functions, etc. To cast a spell or manifest a power from the Sigil, the Sigil-bearer must have an Intelligence equal to at least 10 + the spell/power level. The Difficulty Class for a saving throw against a Sigil spell or power is 10 + the spell/power level + the Sigil-bearer's Intelligence modifier.

[Expulsion Functions]
Cantrips [1 point]: Select two cantrips from the Wizard spell list. The Sigil-bearer gains the ability to cast these cantrips so long as the Mana Pool is not empty.
Talents [1 point]: Select two talents from the Psion power list. The Sigil-bearer gains the ability to manifest these talents so long as the Mana Pool is not empty.
Minor Spell [1 point]: Select one 1st-level spell from the Wizard spell list. The Sigil-bearer gains the ability to cast this spell with the caster level equal to the Sigil Level for the cost of 1 mana per cast.
Lesser Spell [2 points]: Select one 2nd-level spell from the Wizard spell list. The Sigil-bearer gains the ability to cast this spell with the caster level equal to the Sigil Level for the cost of 3 mana per cast.
Spell [3 points]: Select one 3rd-level spell from the Wizard spell list. The Sigil-bearer gains the ability to cast this spell with the caster level equal to the Sigil Level for the cost of 5 mana per cast.
Greater Spell [4 points]: Select one 4th-level spell from the Wizard spell list. The Sigil-bearer gains the ability to cast this spell with the caster level equal to the Sigil Level for the cost of 7 mana per cast.
Major Spell [5 points]: Select one 5th-level spell from the Wizard spell list. The Sigil-bearer gains the ability to cast this spell with the caster level equal to the Sigil Level for the cost of 9 mana per cast.
Grand Spell [6 points]: Select one 6th-level spell from the Wizard spell list. The Sigil-bearer gains the ability to cast this spell with the caster level equal to the Sigil Level for the cost of 11 mana per cast.
Ultimate Spell [10 points]: Select one 7th-, 8th-, or 9th-level spell from the Wizard spell list. The Sigil-bearer gains the ability to cast this spell with the caster level equal to the Sigil Level for the cost of 13, 15, or 17 mana per cast, respectively.
Minor Power [1 point]: Select one 1st-level power from the Psion power list. The Sigil-bearer gains the ability to manifest this power with the manifester level equal to the Sigil Level for the cost of 1 mana per manifestation. This power can be augmented at a 1:1 power point-to-mana ratio.
Lesser Power [2 points]: Select one 2nd-level power from the Psion power list. The Sigil-bearer gains the ability to manifest this power with the manifester level equal to the Sigil Level for the cost of 3 mana per manifestation. This power can be augmented at a 1:1 power point-to-mana ratio.
Power [3 points]: Select one 3rd-level power from the Psion power list. The Sigil-bearer gains the ability to manifest this power with the manifester level equal to the Sigil Level for the cost of 5 mana per manifestation. This power can be augmented at a 1:1 power point-to-mana ratio.
Greater Power [4 points]: Select one 4th-level power from the Psion power list. The Sigil-bearer gains the ability to manifest this power with the manifester level equal to the Sigil Level for the cost of 7 mana per manifestation. This power can be augmented at a 1:1 power point-to-mana ratio.
Major Power [5 points]: Select one 5th-level power from the Psion power list. The Sigil-bearer gainst the ability to manifest this power with the manifester level equal to the Sigil Level for the cost of 9 mana per manifestation. This power can be augmented at a 1:1 power point-to-mana ratio.
Grand Power [6 points]: Select one 6th-level power from the Psion power list. The Sigil-bearer gains the ability to manifest this power with the manifester level equal to the Sigil Level for the cost of 11 mana per manifestation. This power can be augmented at a 1:1 power point-to-mana ratio.
Ultimate Power [10 points]: Select one 7th-, 8th-, or 9th-level power from the Psion power list. The Sigil-bearer gains the ability to manifest this power with the manifester level equal to the Sigil Level for the cost of 13, 15, or 17 mana per manifestation, respectively. This power can be augmented at a 1:1 power point-to-mana ratio.
Meta-Heighten [1 point]: The Sigil-bearer may heighten a spell or power. The spell level or power level of this function is increased by the desired amount, but the mana cost is increased by 2 for each level difference. This only applies to Sigil-based spells and powers.
Meta-Empower [2 points]: The Sigil-bearer may empower a spell or power. All variable, numeric effects of an empowered function are increased by one-half, but the mana cost is increased by 2 and the action time is increased to a full-round action. This only applies to Sigil-based spells and powers.
Meta-Maximize [3 points]: The Sigil-bearer may maximize a spell or power. All variable, numeric effects of a maximized function are maximized, but the mana cost is increased by 4 and the action time is increased to a full-round action. This only applies to Sigil-based spells and powers.
Meta-Hustle [3 points]: The Sigil-bearer may hustle a spell or power. The function's action time is reduced to a move action, but the mana cost is increased by 4. This only applies to Sigil-based spells and powers.
Meta-Quicken [4 points]: The Sigil-bearer may quicken a spell or power. The function's action time is reduced to a swift action, but the mana cost is increased by 6. This only applies to Sigil-based spells and powers.
Finesse Burst [2 points]: The Sigil-bearer may spend 1 mana as a swift action to gain the use of the Weapon Finesse and Piranha Strike feats for 1 minute per Sigil Level, ignoring prerequisites.
Dodge Burst [3 points]: The Sigil-bearer may spend 2 mana as an immediate action to gain the use of the Dodge feat and Evasion ability for 1 minute per Sigil Level, ignoring prerequisites.
Power Burst [3 points]: The Sigil-bearer may spend 2 mana as a swift action to gain the use of the Power Attack, Cleave, and Great Cleave feats for 1 minute per Sigil Level, ignoring prerequisites.
Coordination Burst [4 points]: The Sigil-bearer may spend 3 mana as a swift action to gain the use of the Two-Weapon Fighting, Improved Two-Weapon Fighting, and Double Slice feats for 1 minute per Sigil Level, ignoring prerequisites.
Dimensional Burst [6 points]: The Sigil-bearer may spend 5 mana as a swift action to gain the use of the Dimensional Agility, Dimensional Assault, and Dimensional Dervish feats for 1 minute per Sigil Level, ignoring prerequisites. These feats apply to the Dimension Step spell and Fold Space power.
Time Dilation [5 points]: The Sigil-bearer may spend 1 mana as an immediate action to gain the use of the Improved Evasion ability and act as though she is under effect of the haste spell for 1 round.

[Retention Functions]
Improved Capacity [1 point]: Increase the Mana Pool capacity by 1.
Lesser Mana Battery [2 points]: Adds a secondary Mana Battery to the Sigil with a capacity of 3 mana. As a swift action, all the mana in the Mana Battery can be shunted to the Mana Pool. This Mana Battery can be recharged as if it were a separate Mana Pool. Each time this function is taken, a separate Mana Battery is added.
Mana Battery [4 points]: Adds a secondary Mana Battery to the Sigil with a capacity of 6 mana. As a move action, all the mana in the Mana Battery can be shunted to the Mana Pool. This Mana Battery can be recharged as if it were a separate Mana Pool. Each time this function is taken, a separate Mana Battery is added.
Greater Mana Battery [6 points]: Adds a secondary Mana Battery to the Sigil with a capacity of 9 mana. As a standard action, all the mana in the Mana Battery can be shunted to the Mana Pool. This Mana Battery can be recharged as if it were a separate Mana Pool. Each time this function is taken, a separate Mana Battery is added.
Overcharge [5 points]: The Mana Pool can be increased to twice its maximum capacity, but will drain by 1 mana per round at the start of the Sigil-bearer's turn until it is at or below its maximum capacity.

[Absorption Functions]
Improved Spell Absorption [1 point]: Gives the Sigil Bearer a +1 bonus to all Spell Absorption checks. This function stacks with itself.
Improved Aura Absorption [2 points]: The Aura Absorption ability replenishes 1 mana per three spell/power levels of the source spell or power (rounding up), instead of always 1 mana.
Improved Ambient Absorption [3 points]: The Ambient Absorption ability acts as a 10-minute action instead of a 1-hour action.
Greater Spell Absorption [4 points]: The Spell Absorption ability acts as greater dispel magic instead of dispel magic.
Advanced Spell Absorption [5 points]: The Spell Absorption ability gains the ability to act as dispel magic (or greater dispel magic, if Greater Spell Absorption is taken) for targeting ongoing spells instead of only being capable of Counterspell.
Feedback [6 points]: All Expulsion functions expend 1 less mana point than they would otherwise cost (minimum 1). This function cannot be taken multiple times.

All Sigils begin with a Sigil Level of 1. A Sigil's Caster Level (and thus the owner's Caster Level for all Sigil-related purposes, such as spells cast from a Sigil) is equal to its Sigil Level. The aura strength corresponds to its Caster Level, and is always of the Universal type. Dispel checks made against a Sigil take a -5 Caster Level penalty. A Sigil's Sigil Level can be increased by 1 (to a maximum equal to the Sigil-bearer's Character Level) by spending 4 days and 10,000 gp, including 8oz Thorium, to inscribe advancements to the Sigil using the same requirements as construction. A Sigil may be crafted or improved by someone other than the Sigil-bearer, but the DC of the item creation check is increased by 10. The time spent can be reduced to 2 days by increasing the DC by a further 10, or reduced to 1 day by increasing the DC by 20. Failed checks do not damage or curse the sigil; rather, the components are simply wasted.

Construction Requirements

1lb Thorium, Inscribe Magical Tattoo, Inscribe Rune, Sigilcraft, arcane mark; Cost 27,500 gp.

Rev's Notes: The Sigil functions are not complete, so can consider the exact functions you can add to be WIP. This item is rather complicated. A few things to note: Thorium is a homebrew material that can be safely excluded or replaced with something else, and any mention of Psionics is designed to be line-item-vetoed if the DM should desire; if you don't want Psionics in your campaign or if you think its inclusion in the Sigil is stupid, you can get rid of it easily without breaking anything.

Also, the cost of the Sigil is rather up in the air at this point. In my campaign, Thorium is a material that (amongst various penalties like being super-dense and thus performs exactly the opposite effect of Mithral on armor, and raising weapons up a class (light to one-handed, etc)), halves the cost of enchantments placed upon items made of Thorium. So, I deliberately made Sigils cheaper than an equivalent staff, having this in mind. You can change the cost as you desire.

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Sigil Proficiency (General)

The constant use and expertise of your Sigil lets you subconsciously optimize its mana retention and absorption, even while you sleep.

Prerequisites: Spellcraft 3 ranks, must bear a Sigil.

Benefit: Your Sigil automatically replenishes up to 1/2 of its Mana Pool (to a maximum of 1/2 of its Mana Pool) after 8 hours of sleep. Also, your Sigil's Mana Pool capacity is increased by 2.

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Sigilcraft (General)

You are adept at creating and modifying Sigils, whether for yourself or for others.

Prerequisites: Inscribe Magical Tattoo, Inscribe Rune.

Benefit: When creating or modifying a Sigil, you may redistribute up to 5 unspent function points (in total) from one or multiple categories to other ones. For example, a 3rd-level Sigil might have 2 retention points and 1 absorption point distributed to expulsion, for an overall 7 expulsion points and 1 retention point. At 7th-level, this same Sigil might have another 2 retention points distributed to expulsion, but thereafter, no more points may be redistributed.

Rev's Notes: These are a couple feats that are deceptively useful. Sigil Proficiency only gives 2 mana, but this is equivalent to gaining 2 free function points, and it also gives a nice bonus of convenience. Sigilcraft increases the possible variety of your builds by a significant amount, allowing the item to be minmaxed to a far greater degree. Will you put those points in expulsion so you can do more stuff with the Sigil, or will you dump them into absorption to get those shiny cool abilities?

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I would like general comments and concerns, but what I'm most interested in are possible abuses of this item and prestige class (abuses that a Wizard can't do, at least) that I can patch up. Keep in mind that I have not added all the different Sigil functions, but you can fill in the blanks with your head; the remaining functions will mostly give various feats and the occasional class ability for a limited time in exchange for mana. I'm open to suggestions on new Sigil functions, as well.

Dark.Revenant
2013-01-31, 06:44 PM
Reserved in case I make some more Sigil-related stuff.

It's okay to post below.