PDA

View Full Version : Scarlet Thaumaturge [3.5 Base Class]



ianzb
2013-12-20, 03:42 AM
So yeah... I'm a big fan of the old-school Final Fantasy job/class systems. This is an amalgamation of different iteration of the Red Mage. I'm fairly certain that I've balanced it pretty well, but could use other's insight. I've been holding on to this one since before the "Complete..." series of supplements came out, but I like it better than most of the martial spellcaster classes that WotC put forth.


Scarlet Thaumaturge
"What do you need? Yeah, I can probably do that."

Healing, Harming and Pointy things all rolled up in a nice little red hat.

Adventures: Most Scarlet Thaumaturge operate as mercenaries, offering to fill in as healers, nukers, support or even melee combatants as needed. While others find their niche within adventuring groups devoted to a cause. Their reasons for adventuring are as varied as their party roles.

Characteristics: They have a flair for style. The Scarlet Thaumaturge tends to get noticed as the most flamboyant or gallant adventurers in any party. Often sporting bright red and black gear as a badge of their class moniker. This is not to be confused with a chaotic demeanor, as the class can attract members of any alignment.

Alignment: Any

Religion: The Scarlet Thaumaturges tend to follow deities with Magic as one of their primary portfolios.

Background: Unlike most spell casters, the Scarlet Thaumaturge do not gain their power through study, innate ability, or even Divine Favor- they strike a pact with the fundamental force of Magic its self. This unique arrangement twists the way in which they interact with magic, forever barring them from manipulating the aether in any other method than those granted by this class. The Scarlet Thaumaturge trades the ability to cast a multitude of spells for the ability to cast more proficiently and the ability to defend against their enemies spells. To make up for their limited spell longevity, they have developed their martial prowess in order to aid them when their spells run dry.

Races: Any race can become a Scarlet Thaumaturge, though the more humble races, like Dwarves, tend to be turned off by their flashy aesthetics.

Other Classes: Tend to get along great with Bards. Paladins find them distasteful, and Rogues can go either way depending on whether they can keep from bringing too much unwanted attention.

Role: See Adventures

Adaptation: I think I've managed to make them Generic enough to fit any WotC campaign setting, but if anyone wants to use them in their own game world, they are free to change whatever they want.

GAME RULE INFORMATION
Scarlet Thaumaturges have the following game statistics.
Abilities: Charisma is vital to the Scarlet Thaumaturge's ability to cast spells. All Scarlet Thaumaturge spells are cast as Arcane spells and depend on Charisma to determine save DC’s. Strength and Constitution are also important to the Scarlet Thaumaturge, as they rely on their skill with a sword just as much as they rely on their spells.
Alignment: Any
Hit Dice: d6
Starting Age: As Bard
Starting Gold: As Fighter
Restrictions: Due to their unique spell casting methods, a Scarlet Thaumaturge may never gain the spell casting benefits of other classes. Taking levels in any class that grants a spell casting ability instead acts as if they've received another level of Scarlet Thaumaturge for the purpose of determining spells per day and spells known.

Class Skills
The Scarlet Thaumaturge's class skills (and key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int),Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Swim (Str) and Spell craft (Int).

Skill points at 1st Level: (2 + Intelligence modifier) x4
Skill points at each additional level: 2+ Intelligence modifier

Table 1-1 Scarlet Thaumaturge
{table="head"]
Level|
Base Attack|
Fort|
Ref|
Will|
Special|

1|
+0|
+0|
+0|
+2|
Magic Defense 1|

2|
+1|
+0|
+0|
+3|
Offensive Magic 1|

3|
+2|
+1|
+1|
+3||

4|
+3|
+1|
+1|
+4|
Magic Defense 3|

5|
+3|
+1|
+1|
+4||

6|
+4|
+2|
+2|
+5|
Quick Spell|

7|
+5|
+2|
+2|
+5|
Magic Defense 6|

8|
+6/+1|
+2|
+2|
+6|
Offensive Magic 3|

9|
+6/+1|
+3|
+3|
+6||

10|
+7/+2|
+3|
+3|
+7|
Magic Defense 9|

11|
+8/+3|
+3|
+3|
+7||

12|
+9/+4|
+4|
+4|
+8||

13|
+9/+4|
+4|
+4|
+8|
Magic Defense 12|

14|
+10/+5|
+4|
+4|
+9|
Offensive Magic 5|

15|
+11/+6/+1|
+5|
+5|
+9|
Instant Spell|

16|
+12/+7/+2|
+5|
+5|
+10|
Magic Defense 15|

17|
+12/+7/+2|
+5|
+5|
+10||

18|
+13/+8/+3|
+6|
+6|
+11||

19|
+14/+9/+4|
+6|
+6|
+11|
Magic Defense 18|

20|
+15/+10/+5|
+6|
+6|
+12|
Offensive Magic 7|
[/table]


Level|0|1|2|3|4|5|6|7|8|9
1|2|-|-|-|-|-|-|-|-|-|
2|2|1|-|-|-|-|-|-|-|-|
3|3|2|-|-|-|-|-|-|-|-|
4|3|2|1|-|-|-|-|-|-|-|
5|3|3|2|-|-|-|-|-|-|-|
6|3|3|2|1|-|-|-|-|-|-|
7|3|3|3|2|-|-|-|-|-|-|
8|3|3|3|2|1|-|-|-|-|-|
9|3|3|3|3|2|-|-|-|-|-|
10|3|3|3|3|2|1|-|-|-|-|
11|3|3|3|3|3|2|-|-|-|-|
12|3|3|3|3|3|2|1|-|-|-|
13|3|3|3|3|3|3|2|-|-|-|
14|3|3|3|3|3|3|2|1|-|-|
15|3|3|3|3|3|3|3|2|-|-|
16|3|3|3|3|3|3|3|2|1|-|
17|3|3|3|3|3|3|3|3|2|-|
18|3|3|3|3|3|3|3|3|2|1|
19|3|3|3|3|3|3|3|3|3|2|
20|3|3|3|3|3|3|3|3|3|3|



Level|0|1|2|3|4|5|6|7|8|9|
1|4|-|-|-|-|-|-|-|-|-|
2|4|1|-|-|-|-|-|-|-|-|
3|5|2|-|-|-|-|-|-|-|-|
4|5|2|1|-|-|-|-|-|-|-|
5|5|3|2|-|-|-|-|-|-|-|
6|5|3|2|1|-|-|-|-|-|-|
7|5|4|3|2|-|-|-|-|-|-|
8|5|4|3|2|1|-|-|-|-|-|
9|5|5|4|3|2|-|-|-|-|-|
10|5|5|4|3|2|1|-|-|-|-|
11|5|5|4|4|3|2|-|-|-|-|
12|5|5|4|4|3|2|1|-|-|-|
13|5|5|4|4|4|3|2|-|-|-|
14|5|5|4|4|4|3|2|1|-|-|
15|5|5|4|4|4|4|3|2|-|-|
16|5|5|4|4|4|4|3|2|1|-|
17|5|5|4|4|4|4|3|3|2|-|
18|5|5|4|4|4|4|3|3|2|1|
19|5|5|4|4|4|4|3|3|3|2|
20|5|5|4|4|4|4|3|3|3|3|



Class Abilities

Weapon and Armor Proficiency: Scarlet Thaumaturges are proficient with all Simple and Martial Weapons. They are proficient with Light Armor and shields (except Tower Shields).

Spells: A Scarlet Thaumaturge casts Arcane spells, which are drawn from the Scarlet Thaumaturge Spell list. He can cast any spell he knows without preparing it ahead of time. Scarlet Thaumaturges do not require material components for their spells.

To learn or cast a spell, a Scarlet Thaumaturge must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Scarlet Thaumaturges spell is 10 + the spell level + the Scarlet Thaumaturges charisma modifier.

Like other spellcasters, a Scarlet Thaumaturge can cast only a certain number of spells of each level per day. His daily allotment is given on table 1-2: Spells per Day. The Scarlet Thaumaturge receives bonus spells per day based on exceptional charisma scores.

Upon reaching 4th level, and at every even numbered Scarlet Thaumaturge level after that, A Scarlet Thaumaturge can choose to learn a new spell in place of one he already knows. In effect, the Scarlet Thaumaturge “loses” the old spell in exchange for the new one. The new spells level must be of the same level as that of the spell being exchanged, and it must be at least two levels lower than the highest level spell that the Scarlet Thaumaturge can cast.

Magic Defense: Beginning at 1st level and every 3rd level after that, the Scarlet Thaumaturge gains a/an supernatural/extraordinary (can't decide which works better) resistance to magical spells and attacks. The Scarlet Thaumaturge ignores the 1st point of hit point damage from spells, magical weapon enhancements, and any other magical source. The amount of damage ignored increases to 3 points at level 4, 6 points at level7, 9 points at level 10, 12 points at level 13, 15 points at level 16 and 18 points at level 19.

Offensive Magic: Starting at 2nd level, the Scarlet Thaumaturges spells become more powerful. At 2nd level the Difficulty Class to resist the Scarlet Thaumaturges spells increases by 1, and the Scarlet Thaumaturge gains an inherent +1 to any caster checks (such as dispel magic attempts and over coming Spell Resistance). This bonus increases to 3 at 8th level, 5 at 14th level, and 7 at level 20.


Quick Spell:

Instant Spell:


First things first- I am aware that some of these spells are granted at different levels than usual. Inflict spells and "debuffs" come easier than the cure and elemental spells.

All spells are as per PHB 3.5 except where noted.

0 level spells-
Acid Splash-
Create Water-
Cure Minor Wounds-
Dancing Lights-
Daze-
Guidance-
Inflict Minor Wounds-
Flare-
Light-
Ray of Frost-
Resistance-
Touch of Fatigue-

1st level spells-
Bane-
Bless-
Burning Hands-
Cause Fear-
Chill Touch-
Color Spray-
Doom-
Endure Elements-
Entropic Shield-
Expeditious Retreat-
Feather Fall-
Inflict Light Wounds-
Jump-
Magic Weapon-
Obscuring Mist-
Ray of Enfeeblement-
Shield-
Shocking Grasp-
Sleep-
True Strike-

2nd level spells-
Aid-
Align Weapon-
Bears Endurance-
Blur-
Bulls Strength-
Cats Grace-
Cure Light Wounds-
Daze Monster-
Eagles Splendor-
Flaming Sphere-
Fog Cloud-
Fox’s Cunning-
Ghoul Touch-
Glitterdust-
Gust of Wind-
Inflict Moderate Wounds-
Invisibility-
Melf’s Acid Arrow-
Owls Wisdom-
Protection from Arrows-
Resist Energy-
Scare-
Sound Burst-
Touch of Idiocy-
Web-

3rd level spells-
Bestow Curse-
Blindness/Deafness-
Blink-
Deep Slumber-
Displacement-
Dispel Magic-
Fireball-
Flame Arrow-
Haste-
Hold Person-
Identify-
Inflict Serious Wounds-
Lightning Bolt-
Magic Vestment-
Magic Weapon, Greater-
Phantom Steed-
Protection from Elements-
Ray of Exhaustion-
Sleet Storm-
Slow-
Vampiric Touch-
Water Breathing-
Water Walk-
Wind Wall-

4th level spells-
Air Walk-
Confusion-
Crushing Despair-
Cure Moderate Wounds-
Dimensional Anchor-
Fire Shield-
Freedom of Movement-
Ice Storm-
Inflict Critical Wounds-
Poison-
Shout-
Solid Fog-
Spell Immunity-
Stone Skin-
Wall of Fire-
Wall of Ice-

5th level spells-
Cone of Cold-
Cloudkill-
Dismissal-
Feeblemind-
Hold Monster-
Inflict Light Wounds, Mass-
Invisibility, Greater-
Mind Fog-
Nightmare-
Phalanx- New Spell, see description
Refresh, Lesser- New Spell, see description
Waves of Fatigue-

6th level spells-
Acid Fog-
Chain Lightning-
Blade Barrier-
Cure Serious Wounds-
Dispel Magic, Greater-
Eyebite-
Flesh to Stone-
Forbiddance-
Harm-
Inflict Moderate Wounds, Mass-
Otiluke’s Freezing Sphere-
Repulsion-

7th level spells-
Banishment-
Circle of Death-
Cure Critical Wounds-
Delayed Blast Fireball-
Hold Person, Mass-
Inflict Serious Wounds, Mass-
Insanity-
Refresh- New Spell, see description
Reverse Gravity-
Waves of Exhaustion-

8th level spells-
Antimagic Field-
Dimensional Lock-
Disintegrate-
Earthquake-
Fire Storm-
Inflict Critical Wounds, Mass-
Incendiary Cloud-
Iron Body-
Phalanx, Greater- New spell, See description
Polar Ray-
Shout, Greater-
Sunburst-
Spell Immunity, Greater-

9th level spells-
Foresight-
Hold Monster, Mass-
Implosion-
Meteor Swarm-
Refresh, Greater- New Spell see description
Resurrection-
Soul Bind-
Storm of Vengeance-
Time Stop-
Wail of the Banshee-



I swear, I will finish this soon. Critiques on what is there so far are welcome. Also any input on what kind of abilities these should be would be awesome.