desero clades
2013-07-22, 06:28 PM
Hello everyone! I'm been playing with this idea in my head for a while now and have finally decided to write it down. First let me explain a few things about the class.
This class is supposed to feel more like the sorcerer (lots of spells, less selection).
Yes, it is supposed to be weaker than the wizard and sorcerer, mainly so that you can play a mage type character without overshadowing every other classes.
I do not have everything finished, which is why I'm posting it. I'd like some help coming up with some of the abilities.
Mage
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Anima Magic: Sigil, Specialize|
2nd|+1|+0|+0|+3|Attunement: 2|
3rd|+1|+1|+1|+3|Anima Magic: Incantation|
4th|+2|+1|+1|+4|Specialization Attument|
5th|+2|+1|+1|+4|Incantation|
6th|+3|+2|+2|+5|Quick Attument|
7th|+3|+2|+2|+5|
8th|+4|+2|+2|+6|Attunement: 3, Incantation|
9th|+4|+3|+3|+6||
10th|+5|+3|+3|+7|Incantation|
11th|+5|+3|+3|+7||
12th|+6/+1|+4|+4|+8|Gathering Energies, |
13th|+6/+1|+4|+4|+8|Attunement: 4, Incantation|
14th|+7/+2|+4|+4|+9||
15th|+7/+2|+5|+5|+9|Incantation|
16th|+8/+3|+5|+5|+10|
17th|+8/+3|+5|+5|+10|Attunement: 5|
18th|+9/+4|+6|+6|+11|Incantation|
19th|+9/+4|+6|+6|+11||
20th|+10/+5|+6|+6|+12|Capstone, Incantation|
[/table]
Alignment: Any
Hit Die: 1d4
Class Skills:
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Proficiency:
Mages are able to use simple weapons. They are not trained in any armor or shields.
Anima Magic(sp): Sigils
Mages draw their power by borrowing residual energies from other planes.
At 1st level the mage may select one Fire, Frost or Earth sigil, as well as one from his selected specialization.
Using a sigil is a standard action (unless otherwise noted). The DC save (if one is allowed or required) is 10 + INT + 1/2 mage level. Mages can use this sigils an unlimited time per day. Using a sigil is similar to casting a spell, which have verbal and somatic requirements. Using a sigil provokes an attack of opportunity.
At level 3 and every odd level thereafter a mage can learn one additional sigil.
Mana:
Mages can use their own reservoir of magical energies to create stronger effects. While not being able to outright use the energies just yet, with just this small pool of mana they are able to take Anima feats. (similar to psionic feats requiring 1 PP). A mage's mana pool is equal to their mana pool plus two times their mage level.
Specialize:
In addition to having Fire, Frost and Earth sigils available to them, mages can select one more type of sigil to be able to draw powers from. They can select from shadow, arcane, lightning or death sigils.
Attunement: 2
Beginning at 2nd level a mage can attach part of the energies released when using sigils to herself, becoming attuned to that energy. When the mage reaches this level they can attune themselves to no more than 2 energies. Becoming attuned to an energy will give the mage a small benefit so long as she is attuned to the energy. A mage can remain attuned to the energy indefinitely, and can dismiss any number of attuned energies as a standard action.
To become attuned to an energy, a mage simply uses one of her sigils, and once used (taking no further action on the mage's behalf) she becomes attuned to the corresponding energy.
For example, Vriam uses the firebolt sigil against an enemy goblin. Right after using it she becomes attuned to Fire.
As a mage progresses in levels she may be able to become attuned to energies without requiring to use sigils.
Anima Magic: Incantations (sp)
Once a mage reaches 3rd level, she may begin to use incantations. An incantation requires at least 2 attuned energies and once the incantation is used the mage is no longer attuned to those energies. Along with the attuned energies, incantations require mana to be spent from the mage. An incantations mana cost is equal to the number of energies required. The save DC for an incantation (should they allow or require one) is 10 + INT modifier + 1/2 mage level. They also require verbal and somatic components. Using an incantation provokes an attack of opportunity.
At this and every indicated level a mage can learn an incantation they can use. Meaning they must meet the requirements of activating them by having the appropriate sigils and and the number of energies needed to be attuned to use. For example, at this level Vriam can only learn an incantation that requires two mana, and since she can only attune two energies.
Specialized Energy:
The mage recieves a small power depending on her specialization.
Shadow: Darkness as the spell once per day (CL equals mage level)
Death: Death Knell as the spell once per day (CL equals mage level)
Lightning: +10' land movement
Arcane: Silent Image once per day. (CL equals mage level)
Rapid Attunement:
At 6th level a mage can, as a free action, attune herself to an energy which she has available. She may do this a number of times per day equal to her INT modifier (minimum 1).
Attument: 3
At 8th level a mage can now attune up 3 energies.
Gathering Energies:
Once per day, as a full-round action, a Mage can choose a number of energies equal to the maximum number of attunements they can hold and become attuned to all of them. This ability is gained at 12th level.
Attument: 4
At 13th level a mage can now attune up 4 energies.
Attument: 5
At 18th level a mage can now attune up 5 energies.
Capstone Placeholder.
Still need to think of a good capstone.
This class is supposed to feel more like the sorcerer (lots of spells, less selection).
Yes, it is supposed to be weaker than the wizard and sorcerer, mainly so that you can play a mage type character without overshadowing every other classes.
I do not have everything finished, which is why I'm posting it. I'd like some help coming up with some of the abilities.
Mage
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+0|+0|+2|Anima Magic: Sigil, Specialize|
2nd|+1|+0|+0|+3|Attunement: 2|
3rd|+1|+1|+1|+3|Anima Magic: Incantation|
4th|+2|+1|+1|+4|Specialization Attument|
5th|+2|+1|+1|+4|Incantation|
6th|+3|+2|+2|+5|Quick Attument|
7th|+3|+2|+2|+5|
8th|+4|+2|+2|+6|Attunement: 3, Incantation|
9th|+4|+3|+3|+6||
10th|+5|+3|+3|+7|Incantation|
11th|+5|+3|+3|+7||
12th|+6/+1|+4|+4|+8|Gathering Energies, |
13th|+6/+1|+4|+4|+8|Attunement: 4, Incantation|
14th|+7/+2|+4|+4|+9||
15th|+7/+2|+5|+5|+9|Incantation|
16th|+8/+3|+5|+5|+10|
17th|+8/+3|+5|+5|+10|Attunement: 5|
18th|+9/+4|+6|+6|+11|Incantation|
19th|+9/+4|+6|+6|+11||
20th|+10/+5|+6|+6|+12|Capstone, Incantation|
[/table]
Alignment: Any
Hit Die: 1d4
Class Skills:
Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Proficiency:
Mages are able to use simple weapons. They are not trained in any armor or shields.
Anima Magic(sp): Sigils
Mages draw their power by borrowing residual energies from other planes.
At 1st level the mage may select one Fire, Frost or Earth sigil, as well as one from his selected specialization.
Using a sigil is a standard action (unless otherwise noted). The DC save (if one is allowed or required) is 10 + INT + 1/2 mage level. Mages can use this sigils an unlimited time per day. Using a sigil is similar to casting a spell, which have verbal and somatic requirements. Using a sigil provokes an attack of opportunity.
At level 3 and every odd level thereafter a mage can learn one additional sigil.
Mana:
Mages can use their own reservoir of magical energies to create stronger effects. While not being able to outright use the energies just yet, with just this small pool of mana they are able to take Anima feats. (similar to psionic feats requiring 1 PP). A mage's mana pool is equal to their mana pool plus two times their mage level.
Specialize:
In addition to having Fire, Frost and Earth sigils available to them, mages can select one more type of sigil to be able to draw powers from. They can select from shadow, arcane, lightning or death sigils.
Attunement: 2
Beginning at 2nd level a mage can attach part of the energies released when using sigils to herself, becoming attuned to that energy. When the mage reaches this level they can attune themselves to no more than 2 energies. Becoming attuned to an energy will give the mage a small benefit so long as she is attuned to the energy. A mage can remain attuned to the energy indefinitely, and can dismiss any number of attuned energies as a standard action.
To become attuned to an energy, a mage simply uses one of her sigils, and once used (taking no further action on the mage's behalf) she becomes attuned to the corresponding energy.
For example, Vriam uses the firebolt sigil against an enemy goblin. Right after using it she becomes attuned to Fire.
As a mage progresses in levels she may be able to become attuned to energies without requiring to use sigils.
Anima Magic: Incantations (sp)
Once a mage reaches 3rd level, she may begin to use incantations. An incantation requires at least 2 attuned energies and once the incantation is used the mage is no longer attuned to those energies. Along with the attuned energies, incantations require mana to be spent from the mage. An incantations mana cost is equal to the number of energies required. The save DC for an incantation (should they allow or require one) is 10 + INT modifier + 1/2 mage level. They also require verbal and somatic components. Using an incantation provokes an attack of opportunity.
At this and every indicated level a mage can learn an incantation they can use. Meaning they must meet the requirements of activating them by having the appropriate sigils and and the number of energies needed to be attuned to use. For example, at this level Vriam can only learn an incantation that requires two mana, and since she can only attune two energies.
Specialized Energy:
The mage recieves a small power depending on her specialization.
Shadow: Darkness as the spell once per day (CL equals mage level)
Death: Death Knell as the spell once per day (CL equals mage level)
Lightning: +10' land movement
Arcane: Silent Image once per day. (CL equals mage level)
Rapid Attunement:
At 6th level a mage can, as a free action, attune herself to an energy which she has available. She may do this a number of times per day equal to her INT modifier (minimum 1).
Attument: 3
At 8th level a mage can now attune up 3 energies.
Gathering Energies:
Once per day, as a full-round action, a Mage can choose a number of energies equal to the maximum number of attunements they can hold and become attuned to all of them. This ability is gained at 12th level.
Attument: 4
At 13th level a mage can now attune up 4 energies.
Attument: 5
At 18th level a mage can now attune up 5 energies.
Capstone Placeholder.
Still need to think of a good capstone.