PDA

View Full Version : A Base Class (And PrCs) for my setting [3.5, Base Class, PrCs, PEACH, WIP]



Sgt. Cookie
2013-06-07, 10:01 AM
Long story short, in my setting no Base Class give anything greater than 6th level spells, instead on order to get them you need to show some talent with a particular set of magic and become apprenticed to a stronger spell caster.

Mechanically, this is reflected with all 9th level spellcasters being eliminated as base classes, instead they become Prestige Classes, requiring certain types of spells to enter. In order to get those spells, the following Base Class is used instead:



The Dilettante

Showing a talent with all sorts of magic, from Evocation to Healing to Summoning, a Dilettante is often called an "Apprentice", as they hope to hone their magical talents to catch the attention of a fully fledged master. While their spellcasting talents are varied, they are by no means powerful, but some never choose a master. Instead preferring to remain weak, but versatile.


Game Rule Information:

Dilettantes have the following game statistics:
Abilities: Either Intelligence, Wisdom or Charisma, whichever the Dilettante chooses at first level. Constitution is also important to any class.


Alignment: Any
Hit Die: d6
Starting Age: As Bard
Starting Gold: As Sorcerer

Class Skills:

The Dilettante's skills (And the ability for each skill) are: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (All, taken individually), Profession (Wis) and Spellcraft (Int).

Skill Points at 1st Level: (4 + Int modifier) Χ 4
Skill Points at Each Additional Level: 4 + Int modifier


{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th

1st|+0|+0|+0|+2|Spellcasting Statistic|3|0|—|—|—|—

2nd|+1|+0|+0|+3||4|1|—|—|—|—

3rd|+1|+1|+1|+3|Bonus Feat|4|2|0|—|—|—

4th|+2|+1|+1|+4|Spell Boost +1|4|3|1|—|—|—

5th|+2|+1|+1|+4||4|4|2|—|—|—

6th|+3|+2|+2|+5|Bonus Feat|4|4|3|0|—|—

7th|+3|+2|+2|+5||4|4|4|1|—|—

8th|+4|+2|+2|+6|Spell Boost +2|4|4|4|2|—|—

9th|+4|+3|+3|+6|Bonus Feat|4|4|4|3|0|—

10th|+5|+3|+3|+7||4|4|4|4|1|—

11th|+5|+3|+3|+7||4|4|4|4|2|—

12th|+6/+1|+4|+4|+8|Spell Boost +3, Bonus Feat|4|4|4|4|3|0

13th|+6/+1|+4|+4|+8||4|4|4|4|4|1

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

15th|+7/+2|+5|+5|+9|Bonus Feat|4|4|4|4|4|3

16th|+8/+3|+5|+5|+10|Spell Boost +4|4|5|4|4|4|4

17th|+8/+3|+5|+5|+10||4|5|5|4|4|4

18th|+9/+4|+6|+6|+11|Bonus Feat|4|5|5|4|4|4

19th|+9/+4|+6|+6|+11||4|5|5|5|4|4

20th|+10/+5|+6|+6|+12|Spell Boost +5|4|5|5|5|4|4

[/table]


Spells Known
Spells Known
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th

1st|6|3|—|—|—|—

2nd|6|3|—|—|—|—

3rd|7|4|2|—|—|—

4th|7|4|3|—|—|—

5th|8|5|3|—|—|—

6th|8|5|4|2|—|—

7th|9|6|4|3|—|—

8th|9|6|5|3|—|—

9th|10|6|5|4|2|—

10th|10|6|6|4|3|—

11th|10|6|6|5|3|—

12th|10|6|6|5|4|2

13th|10|6|6|5|4|3

14th|10|6|6|5|5|3

15th|10|6|6|5|5|4

16th|10|6|6|5|5|4

17th|10|6|6|5|5|5

18th|10|6|6|5|5|5

19th|10|6|6|5|5|5

20th|10|6|6|5|5|5

[/table]



Class Features:
The following are considered class features of the Dilettante:

Weapon and Armour proficiency:
A Dilettante has proficiency in all Simple Weapons, but no armour.

Spells:
A Dilettante's spells are neither Arcane nor Divine and are drawn from the Dilettante's spell list. A successful Spellcraft check reveals them to be neither Arcane nor Divine. However, a Dilettante's spells are considered to be both Arcane and Divine, in regards to interacting with other spells and abilities. A Dilettante casts his spells spontaneously.

A Dilettante only knows a limited number of spells (See spoiler, above).

In order to learn or cast a spell, the Dilettante must have the appropriate ability score (See the Spellcasting Statistic feature) equal to 10 + the spell's level. Save DCs are 10 + Spell Level + the modifier of the appropriate ability score.

Spellcasting Statistic:
At first level the Dilettante chooses either Intelligence, Wisdom or Charisma. Once chosen, this cannot be changed. This ability score is used for all Dilettante spells.

Bonus Feat:
Starting at 3rd level, and every three levels thereafter, the Dilettante gains a bonus feat, that is drawn from the the list of Wizard bonus feats.

Spell Boost (Ex):
Starting at 4th level, and every four levels thereafter, the Dilettante gains a bonus to his Caster Level checks and Save DCs equal to the number indicated on the table.



Spell List:
0-level:
All from the Cleric/Wizard lists

1st level:
Animate Rope, Bless Water, Calm Animals, Cause Fear, Charm Animal, Charm Person, Chill Touch, Comprehend Languages, Cure Light Wounds, Curse Water, Disguise Self, Entangle, Expeditious Retreat, Feather Fall, Hold Portal, Identify, Inflict Light Wounds, Nystul's Magic Aura, Mage Armour, Magic Missile, Unseen Servant, Protection from Chaos/Evil/Good/Law, Shield, Shocking Grasp, Silent Image, Sleep

2nd level
Align Weapon, Alter Self, Animal Trance, Arcane Lock, Barkskin, Blur, Cure Moderate Wounds, Command Undead, Darkness, Daze Monster, Delay Poison, Detect Thoughts, Flame Blade, Fog Cloud, Ghoul Touch, Glitterdust, Hold Animal, Levitate, Locate Object, Mirror Image, Resist Energy, Restoration (Lesser), Scorching Ray, Silence, Sound Burst, Status, Tasha's Hideous Laughter

3rd level
Arcane Sight, Blink, Call Lightning, Clairaudience/Clairvoyance, Cure Serious Wounds, Daylight, Dispel Magic, Displacement, Fireball, Fly, Halt Undead, Hold Person, Inflict Serious Wounds, Illusionary Script, Invisibility Purge, Magic Circle against Chaos/Evil/Good/Law, Neutralise Poison, Nondetection, Phantom Steed, Remove Disease, Spike Growth, Stinking Cloud, Suggestion, Vampiric Touch, Wind Wall

4th level
Air Walk, Arcane Eye, Charm Monster, Confusion, Cure Critical Wounds, Death Ward, Dimension Door, Dimensional Anchor, Dismissal, Enervation, Fear, Fire Shield, Freedom of Movement, Hallucinatory Terrain, Ice Storm, Imbue with Spell ability, Inflict Critical Wounds, Locate Creature, Polymorph, Rainbow Pattern, Restoration, Rusting Grasp, Shout, Solid Fog, Stoneskin, Stone Shape

5th level
Blight, Break Enchantment, Control Winds, Cure Light Wounds (Mass), Dispel Chaos/Good/Evil/Law, Dream, Feeblemind, Hold Monster, Inflict Light Wounds (Mass), Mordenkainen’s Faithful Hound, Nightmare, Passwall, Prying Eyes, Rary’s Telepathic Bond, Sending Teleport, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Waves of Fatigue, Wall of Force, Wall of Stone

Sgt. Cookie
2013-06-07, 10:02 AM
General Rules for Dilettante PrCs

The following rules apply to all PrCs that have the "Spell Boost" prerequisite:


Levels in the PrC stack with Dilettante levels to determine Spell Boost bonus and Caster level.
Some PrCs may also provide their own Spell Boost. PrC Spell Boost STACKS, not overlaps, with Dilettante Spell Boost.
Any spells that the Dilettante possesses that appear on a PrC's spell list are considered to be possessed by that PrC and thus are cast at full Caster Level and gain any bonus that the PrC grants. Any Spells that do not, for example Cure Light Wounds on a Sorcerer, do not gain any bonuses from a PrC.
Spells that come from other books or homebrew are considered to be a part of any PrC's spell list, provided that the PrC already possesses spells of the particular school and is available to the following classes: Cleric, Druid or Wizard/Sorcerer. For example, an Enchanter has any Enchantment spell that appears in the Spell Compendium, provided that it is available to a Cleric, Druid or Wizard.
Only one PrC may be taken on either side of the Arcane/Divine split. So you could take levels in both Healer and Necromancer, but not Illusionist and Enchanter.
Whenever a PrC asks for X spells from a certain school, only spells of 1st level or higher count.




Dilettante PrCs
Sorcerer:

The Sorcerer is the Generalist, the Dilettante supreme. Versatile, powerful and always having the right trick for the situation. But such versatility has a price, he lacks the higher power of spells that other, more focused spellcasters possess.

Entry Requirements:
Spell Boost: +1
Spells: Must know 6 spells from the following schools: Abj, Conj, Ench, Evoc, Illus, Necro or Trans. No more than two spells can be from the same school.

Class Skills:
Class Skills
Skill Points at Each Level: 4 + Int modifier

Hd: D6

{table=head]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th

1st|+0|+0|+0|+2||6|6|3|—|—|—|—|—

2nd|+1|+0|+0|+3||6|6|4|—|—|—|—|—

3rd|+1|+1|+1|+3||6|6|5|3|—|—|—|—

4th|+2|+1|+1|+4||6|6|6|4|—|—|—|—

5th|+2|+1|+1|+4||6|6|6|5|3|—|—|—

6th|+3|+2|+2|+5||6|6|6|6|4|—|—|—

7th|+3|+2|+2|+5||6|6|6|6|5|3|—|—

8th|+4|+2|+2|+6||6|6|6|6|6|4|—|—

9th|+4|+3|+3|+6||6|6|6|6|6|5|3|—

10th|+5|+3|+3|+7||6|6|6|6|6|6|4|—

11th|+5|+3|+3|+7||6|6|6|6|6|6|5|3

12th|+6|+4|+4|+8||6|6|6|6|6|6|6|4

13th|+6|+4|+4|+8||6|6|6|6|6|6|6|5

14th|+7|+4|+4|+9||6|6|6|6|6|6|6|6

15th|+7|+5|+5|+9||6|6|6|6|6|6|6|6

[/table]

Spells Known
{table]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th

1st|8|5|3|—|—|—|—|—

2nd|8|6|4|—|—|—|—|—

3rd|9|6|4|3|—|—|—|—

4th|9|7|5|4|—|—|—|—

5th|10|7|5|4|3|—|—|—

6th|10|7|6|5|4|—|—|—

7th|11|7|6|5|4|3|—|—

8th|11|7|7|6|5|4|—|—

9th|11|7|7|6|5|4|3|—

10th|11|7|7|6|6|5|4|—

11th|11|7|7|6|6|5|4|3

12th|11|7|7|6|6|6|5|4

13th|11|7|7|6|6|6|5|4

14th|11|7|7|6|6|6|5|5

15th|11|7|7|6|6|6|5|5

[/table]

Sgt. Cookie
2013-06-07, 10:03 AM
Reserved for PrC's 2

Sgt. Cookie
2013-06-07, 10:05 AM
Reserved for PrC's 3

It's OK to post now.

Deaxsa
2013-06-07, 11:55 AM
-i would probably give the dilettante more spells per day(maybe make the cap 5?). if you're already neutering the spell list and what levels of spells they can cast, you may want to compensate just a BIT by letting them cast a few more spells per day.
-you should probably also slow down how quickly you get additional spell/day, i mean you are at max spells/day for 2nd level spells at the same time you are not allowed to cast only 1 spell/day of 3rd level.

-you probably do need to make the dilletante choose whether it's casting arcane or divine spells. trust me, it will come up.(spellcraft checks?) also, it's nice for flavor reasons.
you could even expand the spell list a bit for either specialization, and then make the prereqs for certain classes require things that are only in the arcane spells,(for PrC:wizard), or only in the divine version of the list (For PrC:cleric)

-what are you doing with the wild-shape ability? it's a cool ability that is loads of fun. wild shape ranger only? i'd rather not wait til level 10 so i can prestige druid and finally get wild shape.

-bards seem like they would be much more powerful than this class. plans on doing something about that class?

-may i suggest making the prestige classes 15-level PrCs? that way you can do things that are iconic and tied to certain classes (such as turn undead and wildshape) at level 6, instead of waiting longer for these abilities.

Sgt. Cookie
2013-06-07, 12:13 PM
-i would probably give the dilettante more spells per day(maybe make the cap 5?). if you're already neutering the spell list and what levels of spells they can cast, you may want to compensate just a BIT by letting them cast a few more spells per day.

Five is probably better, yeah.


-you should probably also slow down how quickly you get additional spell/day, i mean you are at max spells/day for 2nd level spells at the same time you are not allowed to cast only 1 spell/day of 3rd level.

This was my first test with that table builder, I'll slow it down a smidge.


-you probably do need to make the dilletante choose whether it's casting arcane or divine spells. trust me, it will come up.(spellcraft checks?) also, it's nice for flavor reasons.
you could even expand the spell list a bit for either specialization, and then make the prereqs for certain classes require things that are only in the arcane spells,(for PrC:wizard), or only in the divine version of the list (For PrC:cleric)

The point of a Dilettante is that he's just grasping the basics of magic, not Arcane magic or Divine. Just, magic. I'll add in a note that says Spellcraft checks reveal them to not be either Arcane or Divine in origin.

Wizards/Clerics won't technically exist, the PrCs will be more specialised than that, but the Arcane/Divine split will take effect once the Dilettante PrCs.


-what are you doing with the wild-shape ability? it's a cool ability that is loads of fun. wild shape ranger only? i'd rather not wait til level 10 so i can prestige druid and finally get wild shape.

Wild shape will be a part of the Druid-style PrC.


-bards seem like they would be much more powerful than this class. plans on doing something about that class?

No, Bards are, well, Bards. They will remain as-is. Yes, that will make them stronger than Dilettantes, but you're expected to PrC out of Dilettante into one of the "full" casters, whereas Bard would be unable to.


-may i suggest making the prestige classes 15-level PrCs? that way you can do things that are iconic and tied to certain classes (such as turn undead and wildshape) at level 6, instead of waiting longer for these abilities.

That was the idea to begin with, every will be enterable at level 6 and taken till level 20.

Sgt. Cookie
2013-06-07, 01:30 PM
The Dilettante is now finished. Now I begin work on the PrCs.

Razanir
2013-06-07, 01:59 PM
Unlimited cantrips. It's one of the changes they made in Pathfinder that I think should have been the case already.

Deaxsa
2013-06-07, 02:55 PM
Five is probably better, yeah.



This was my first test with that table builder, I'll slow it down a smidge.



The point of a Dilettante is that he's just grasping the basics of magic, not Arcane magic or Divine. Just, magic. I'll add in a note that says Spellcraft checks reveal them to not be either Arcane or Divine in origin.

Wizards/Clerics won't technically exist, the PrCs will be more specialised than that, but the Arcane/Divine split will take effect once the Dilettante PrCs.



Wild shape will be a part of the Druid-style PrC.



No, Bards are, well, Bards. They will remain as-is. Yes, that will make them stronger than Dilettantes, but you're expected to PrC out of Dilettante into one of the "full" casters, whereas Bard would be unable to.



That was the idea to begin with, every will be enterable at level 6 and taken till level 20.

two things:
1. you may want to delay getting the 5th spell until AFTER 5th level, because if they take prestige wizard, and wizard maxes out at 4 spells per level, that would be kinda weird
2. because bards(and other non-full casters) get 6th level casting (fairly naturally), may i suggest allowing the "full caster" PrC access to 7th level spells, as a kind of capstone ability? (ie: only available somewhere in the last 3 levels before epic), to show that these people are, in fact, more powerful. the other option, imo, is to very, very, VERY carefully tailor the spell lists to the PrCs. i know i'd still want to show that the full casters can do stuff a level above the bard (literally).

jm2c. otherwise, this looks like it's coming along great. are you just doing core? like, for instance, what do you plan to do bout beguilers? this may not be the direction you planned to go, but if you were able to come up with some sort of template that you could apply to a full casting class, you could simply apply that template to any full-casting class, whether it's core or not. just as an idea:


prereqs:
-X quantity of A B and C level spells, from this list: (spell list of the base class)
-Caster level 5th
-Skill Level 8th in spellcraft andskills that are core to the concept of the class (for instance: k. nature/survival(druid), sleight of hand/bluff(beguiler), K. Arcana(wizard), K.religion(Cleric), just to name a few)
-maybe some feat that fits the class, maybe not. it it's a feat the class gest for free at low levels (scribe scroll, i'm looking at you), even better.

Class Abilities:
move abilities down 3 levels, and stuff everything that doesn't fit.... blahblahblah


i'm not gonna do the whole thing right now, but the idea is that if you can make a template(that works well) instead of custom-tailoring every class, you can access full casting classes that are not core. which would be very, very cool. (and might just be less work)