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), Mordenkainens Faithful Hound, Nightmare, Passwall, Prying Eyes, Rarys Telepathic Bond, Sending Teleport, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Waves of Fatigue, Wall of Force, Wall of Stone
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), Mordenkainens Faithful Hound, Nightmare, Passwall, Prying Eyes, Rarys Telepathic Bond, Sending Teleport, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Waves of Fatigue, Wall of Force, Wall of Stone