Xuldarinar
2013-06-05, 08:44 PM
PANTHEURGE
"In my line of work, there is only one thing you need to know. Magic, in all its forms, is still magic."
GAME RULE INFORMATION
Pantheurges have the following game statistics
Abilities: Intelligence determines how powerful a 'spell' a pantheurge can cast, how many they can cast, and how hard those 'spells' are to resist. A high dexterity score is helpful, who typically wears little to no armor. A good Constitution score gives a pantheurge extra hit points, a resource they have otherwise little of.
Alignment: Any
Hit Die: d4
Class Skills
The pantheurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Psionics) (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Table 1-1: The Pantheurge
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unique 'Spells'/Day|Maximum Spell/Power level
1st|+0|+0|+0|+2|Book of Pantheurgy, Scribe Scroll|1|1st
2nd|+1|+0|+0|+3|-|2|1st
3rd|+1|+1|+1|+3|-|2|1st
4th|+2|+1|+1|+4|-|3|2nd
5th|+2|+1|+1|+4|Shifting Magic|3|2nd
6th|+3|+2|+2|+5|-|4|2nd
7th|+3|+2|+2|+5|-|4|3rd
8th|+4|+2|+2|+6|-|5|3rd
9th|+4|+3|+3|+6|-|5|3rd
10th|+5|+3|+3|+7|Shifting Magic|6|4th
11th|+5|+3|+3|+7|-|6|4th
12th|+6/+1|+4|+4|+8|-|7|4th
13th|+6/+1|+4|+4|+8|-|7|5th
14th|+7/+2|+4|+4|+9|-|8|5th
15th|+7/+2|+5|+5|+9|Shifting Magic|8|5th
16th|+8/+3|+5|+5|+10|-|9|6th
17th|+8/+3|+5|+5|+10|-|9|6th
18th|+9/+4|+6|+6|+11|-|10|6th
19th|+9/+4|+6|+6|+11|-|10|6th
20th|+10/+5|+6|+6|+12|Shifting Magic|11|6th
Table 1-2: Pantheurge Spell/Power Points
Level|Points
1st|1
2nd|2
3rd|4
4th|6
5th|8
6th|12
7th|16
8th|20
9th|24
10th|28
11th|36
12th|44
13th|52
14th|60
15th|68
16th|80
17th|92
18th|104
19th|116
20th|128
Class Features
All of the following are class features of the wizard.
Weapon and Armor Proficiency: Pantheurges are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type can interfere with a pantheurge's movements, which can cause their spells with somatic components to fail.
"Spells": A pantheurge can cast a verity of spells, which may be drawn from any arcane, divine, psionic, infusion, or mystery list. A pantheurge must choose and prepare their 'spells' ahead of time.
To learn, prepare, or cast a 'spell', the pantheurge must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for saving throw against a pantheurge's 'spell' is 10 + the spell level + the pantheurge's intelligence modifier.
Like other spell casters, a pantheurge can only cast a certain number of spells and powers each day, based upon an allotment of spell/power points. Their base daily spell allotment is given on Table 1-2. In addition, they receive bonus points if they have a high intelligence score. Spells, infusions, and mysteries cost an amount of points each, appropriate for their level. a 1st level spell, infusion, or mystery would cost as much as a 1st level power.
Unlike a bard or sorcerer, a pantheurge may know any number of spells. They prepare their spells ahead of time by getting good night's sleep and spending 1 hour studying their book of pantheurgy. At this time they select a number of spells to prepare, equivalent to the number of unique spells/day listed in the table above, plus their intelligence modifier (A 5th level pantheurge with an intelligence score of 16 could prepare 6 spells in a day). This number,however, does not count against the number of 0-level spells and fundamentals they may prepare and use.
Prepared 0-level spells and mysteries, rather than taking spell/power points, may be used a number of times per day equal to the pantheurage's intelligence modifier each.
Scribe Scroll: at 1st level, a pantheurge gains Scribe Scroll as a bonus feat. This feat enables them to create magic scrolls.
Book of Pantheurgy: A pantheurge must study their book of pantheurgy to prepare their spells. They cannot prepare any spell not recorded in their book of pantheurgy, except for read magic,which all pantheurges can prepare from memory.
A pantheurge begins play with a pantheurge containing their choice of 6 0-level spells (arcane or divine), powers, and fundamentals. They also begin with 3 1st level spells (arcane or divine), powers, infusions and/or mysteries. For each of intelligence bonus the pantheurge has, the book of pantheurgy begins with one additional 1st level spell, power, infusion or mystery. These may all be drawn from any list. They are all cast, manifested, or used as if from their original class. For instance, arcane spells and mysteries are affected by arcane spell failure, but divine spells and powers are not. At each level a pantheurge gains, they gain two new 'spells' of any spell level or levels they may cast for their book of pantheurgy. Unlike most spell casters however, they have a limitation. With exception to 0 and 1st level spells, they may only learn and cast spells, powers, and infusions if they know at least 1 spell of a lower level with the same school and cast in the same way as it. For instance, if they know Cause fear as an arcane spell, then they may learn 2nd-level arcane necromancy spells and cast them, but that doesn't grant access to 2nd-level divine necromancy spells. With mysteries, they must follow paths and in order to learn initiate mysteries they must have completed at least one path in apprentice mysteries. In order to learn master mysteries, they must have completed at least one path in initiate mysteries. A pantheurge may have the same spell recorded twice, and prepared separately, if they are different versions of the same spell. A pantheurge, for instance, could have detect magic as an arcane spell and as a divine spell separately. When preparing spells they must choose the version at that time. At any time, a pantheurge can also add spells, powers, infusions or mysteries they find in scrolls or other books to their own.
Shifting Magic: Upon reaching 5th level, and again at 10th, 15th, and 20th level, a pantheurge selects one of the options below. Each may be taken multiple times unless explicitly stated.
Bonus Feat: Upon selecting this feature, a pantheurge gains a single bonus feat, that they meet the prerequisites for, from the following list: A Metamagic feat, a Metapsionic feat, a Metashadow feat, an item creation feat, Bind Vestige, Improved Bind Vestige, Minor Utterance of the Evolving Mind, Open Greater Chakra, Open Least Chakra, Open Lesser Chakra, Practiced Binder, Shape Soulmeld, Truename Training, Utterance of the Evolving Mind, Utterance of the Crafted Tool, or Utterance of the Perfected Map.
Magic-Form Substitution: Upon selecting this feature, once per day a pantheurge may treat a single arcane spell, divine spell, psionic power, infusion, or mystery as a different type of magic. It functions as its new type for a single cast and may be affected by the appropriate meta feat (Metamagic, metashadow, metapsionic). With each additional selection of this feature, increase the number of uses per day by 1.
Meeting Prerequisites
Do to how a pantheurge functions,levels in pantheurge can qualify a character for prestige classes and feats with the following requirements.
Caster level requirements, if no type is specified.
Ability to cast spells of X level, if no type is specified.
Ability to use-powers of X level, if they know and can use powers of the appropriate level.
Ability to cast arcane or divine spells of X level, if they know and can use spells of the appropriate type and level.
Ability to cast mysteries of X level, if they know and can use mysteries of the appropriate level.
Specific spells, mysteries, powers or infusions if they know and can use them of the appropriate type.
However, a pantheurge may not be progressed by, nor qualify for, any prestige class that advances two classes at once. Classes like mystic theurge are strictly off limits.
__________________________________________________ _____________
Now that I have the class down, I need thoughts and help on balancing. I could have made this a prestige class, but I thought as a core class it would be more balanced. It being forced to share 1 resource, knowledge of lower level spells to access higher level ones, and so on. The general idea is a Wizard/Erudite/Archivist type class that can draw from almost any type of magic. I would include invocations, soulmelds, binding, ect. But, they are different enough to make adding them difficult. Besides, there are always feats and such if someone really wanted to add them.
"In my line of work, there is only one thing you need to know. Magic, in all its forms, is still magic."
GAME RULE INFORMATION
Pantheurges have the following game statistics
Abilities: Intelligence determines how powerful a 'spell' a pantheurge can cast, how many they can cast, and how hard those 'spells' are to resist. A high dexterity score is helpful, who typically wears little to no armor. A good Constitution score gives a pantheurge extra hit points, a resource they have otherwise little of.
Alignment: Any
Hit Die: d4
Class Skills
The pantheurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Psionics) (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
Table 1-1: The Pantheurge
Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unique 'Spells'/Day|Maximum Spell/Power level
1st|+0|+0|+0|+2|Book of Pantheurgy, Scribe Scroll|1|1st
2nd|+1|+0|+0|+3|-|2|1st
3rd|+1|+1|+1|+3|-|2|1st
4th|+2|+1|+1|+4|-|3|2nd
5th|+2|+1|+1|+4|Shifting Magic|3|2nd
6th|+3|+2|+2|+5|-|4|2nd
7th|+3|+2|+2|+5|-|4|3rd
8th|+4|+2|+2|+6|-|5|3rd
9th|+4|+3|+3|+6|-|5|3rd
10th|+5|+3|+3|+7|Shifting Magic|6|4th
11th|+5|+3|+3|+7|-|6|4th
12th|+6/+1|+4|+4|+8|-|7|4th
13th|+6/+1|+4|+4|+8|-|7|5th
14th|+7/+2|+4|+4|+9|-|8|5th
15th|+7/+2|+5|+5|+9|Shifting Magic|8|5th
16th|+8/+3|+5|+5|+10|-|9|6th
17th|+8/+3|+5|+5|+10|-|9|6th
18th|+9/+4|+6|+6|+11|-|10|6th
19th|+9/+4|+6|+6|+11|-|10|6th
20th|+10/+5|+6|+6|+12|Shifting Magic|11|6th
Table 1-2: Pantheurge Spell/Power Points
Level|Points
1st|1
2nd|2
3rd|4
4th|6
5th|8
6th|12
7th|16
8th|20
9th|24
10th|28
11th|36
12th|44
13th|52
14th|60
15th|68
16th|80
17th|92
18th|104
19th|116
20th|128
Class Features
All of the following are class features of the wizard.
Weapon and Armor Proficiency: Pantheurges are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type can interfere with a pantheurge's movements, which can cause their spells with somatic components to fail.
"Spells": A pantheurge can cast a verity of spells, which may be drawn from any arcane, divine, psionic, infusion, or mystery list. A pantheurge must choose and prepare their 'spells' ahead of time.
To learn, prepare, or cast a 'spell', the pantheurge must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for saving throw against a pantheurge's 'spell' is 10 + the spell level + the pantheurge's intelligence modifier.
Like other spell casters, a pantheurge can only cast a certain number of spells and powers each day, based upon an allotment of spell/power points. Their base daily spell allotment is given on Table 1-2. In addition, they receive bonus points if they have a high intelligence score. Spells, infusions, and mysteries cost an amount of points each, appropriate for their level. a 1st level spell, infusion, or mystery would cost as much as a 1st level power.
Unlike a bard or sorcerer, a pantheurge may know any number of spells. They prepare their spells ahead of time by getting good night's sleep and spending 1 hour studying their book of pantheurgy. At this time they select a number of spells to prepare, equivalent to the number of unique spells/day listed in the table above, plus their intelligence modifier (A 5th level pantheurge with an intelligence score of 16 could prepare 6 spells in a day). This number,however, does not count against the number of 0-level spells and fundamentals they may prepare and use.
Prepared 0-level spells and mysteries, rather than taking spell/power points, may be used a number of times per day equal to the pantheurage's intelligence modifier each.
Scribe Scroll: at 1st level, a pantheurge gains Scribe Scroll as a bonus feat. This feat enables them to create magic scrolls.
Book of Pantheurgy: A pantheurge must study their book of pantheurgy to prepare their spells. They cannot prepare any spell not recorded in their book of pantheurgy, except for read magic,which all pantheurges can prepare from memory.
A pantheurge begins play with a pantheurge containing their choice of 6 0-level spells (arcane or divine), powers, and fundamentals. They also begin with 3 1st level spells (arcane or divine), powers, infusions and/or mysteries. For each of intelligence bonus the pantheurge has, the book of pantheurgy begins with one additional 1st level spell, power, infusion or mystery. These may all be drawn from any list. They are all cast, manifested, or used as if from their original class. For instance, arcane spells and mysteries are affected by arcane spell failure, but divine spells and powers are not. At each level a pantheurge gains, they gain two new 'spells' of any spell level or levels they may cast for their book of pantheurgy. Unlike most spell casters however, they have a limitation. With exception to 0 and 1st level spells, they may only learn and cast spells, powers, and infusions if they know at least 1 spell of a lower level with the same school and cast in the same way as it. For instance, if they know Cause fear as an arcane spell, then they may learn 2nd-level arcane necromancy spells and cast them, but that doesn't grant access to 2nd-level divine necromancy spells. With mysteries, they must follow paths and in order to learn initiate mysteries they must have completed at least one path in apprentice mysteries. In order to learn master mysteries, they must have completed at least one path in initiate mysteries. A pantheurge may have the same spell recorded twice, and prepared separately, if they are different versions of the same spell. A pantheurge, for instance, could have detect magic as an arcane spell and as a divine spell separately. When preparing spells they must choose the version at that time. At any time, a pantheurge can also add spells, powers, infusions or mysteries they find in scrolls or other books to their own.
Shifting Magic: Upon reaching 5th level, and again at 10th, 15th, and 20th level, a pantheurge selects one of the options below. Each may be taken multiple times unless explicitly stated.
Bonus Feat: Upon selecting this feature, a pantheurge gains a single bonus feat, that they meet the prerequisites for, from the following list: A Metamagic feat, a Metapsionic feat, a Metashadow feat, an item creation feat, Bind Vestige, Improved Bind Vestige, Minor Utterance of the Evolving Mind, Open Greater Chakra, Open Least Chakra, Open Lesser Chakra, Practiced Binder, Shape Soulmeld, Truename Training, Utterance of the Evolving Mind, Utterance of the Crafted Tool, or Utterance of the Perfected Map.
Magic-Form Substitution: Upon selecting this feature, once per day a pantheurge may treat a single arcane spell, divine spell, psionic power, infusion, or mystery as a different type of magic. It functions as its new type for a single cast and may be affected by the appropriate meta feat (Metamagic, metashadow, metapsionic). With each additional selection of this feature, increase the number of uses per day by 1.
Meeting Prerequisites
Do to how a pantheurge functions,levels in pantheurge can qualify a character for prestige classes and feats with the following requirements.
Caster level requirements, if no type is specified.
Ability to cast spells of X level, if no type is specified.
Ability to use-powers of X level, if they know and can use powers of the appropriate level.
Ability to cast arcane or divine spells of X level, if they know and can use spells of the appropriate type and level.
Ability to cast mysteries of X level, if they know and can use mysteries of the appropriate level.
Specific spells, mysteries, powers or infusions if they know and can use them of the appropriate type.
However, a pantheurge may not be progressed by, nor qualify for, any prestige class that advances two classes at once. Classes like mystic theurge are strictly off limits.
__________________________________________________ _____________
Now that I have the class down, I need thoughts and help on balancing. I could have made this a prestige class, but I thought as a core class it would be more balanced. It being forced to share 1 resource, knowledge of lower level spells to access higher level ones, and so on. The general idea is a Wizard/Erudite/Archivist type class that can draw from almost any type of magic. I would include invocations, soulmelds, binding, ect. But, they are different enough to make adding them difficult. Besides, there are always feats and such if someone really wanted to add them.