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Grod_The_Giant
2013-12-31, 06:25 PM
Mage of the Unseen Hand

Hit Die: d6
Skills: The Mage of the Unseen Hand's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) Χ4.
Skill Points at Each Additional Level: 4 + Int modifier.



Level
BAB
Fort
Ref
Will
Special
0 lv
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Mage's Hand
5
3
—
—
—
—
—
—
—
—


2nd
+1
+0
+0
+3
Invisible Spell
6
4
—
—
—
—
—
—
—
—


3rd
+1
+1
+1
+3
Mage's Arm
6
5
3
—
—
—
—
—
—
—


4th
+2
+1
+1
+4
Eclectic Learning
6
6
4
—
—
—
—
—
—
—


5th
+2
+1
+1
+4
Mage's Will
6
6
5
3
—
—
—
—
—
—


6th
+3
+2
+2
+5
Eclectic Learning
6
6
6
4
—
—
—
—
—
—


7th
+3
+2
+2
+5
Versatile Will
6
6
6
5
3
—
—
—
—
—


8th
+4
+2
+2
+6
Eclectic Learning
6
6
6
6
4
—
—
—
—
—


9th
+4
+3
+3
+6
Split Will
6
6
6
6
5
3
—
—
—
—


10th
+5
+3
+3
+7
Eclectic Learning
6
6
6
6
6
4
—
—
—
—


11th
+5
+3
+3
+7
Mage's Telekinesis
6
6
6
6
6
5
3
—
—
—


12th
+6/+1
+4
+4
+8
Eclectic Learning
6
6
6
6
6
6
4
—
—
—


13th
+6/+1
+4
+4
+8
Telekinetic Trick
6
6
6
6
6
6
5
3
—
—


14th
+7/+2
+4
+4
+9
Eclectic Learning
6
6
6
6
6
6
6
4
—
—


15th
+7/+2
+5
+5
+9
Telekinetic Trick
6
6
6
6
6
6
6
5
3
—


16th
+8/+3
+5
+5
+10
Eclectic Learning
6
6
6
6
6
6
6
6
4
—


17th
+8/+3
+5
+5
+10
Telekinetic Trick
6
6
6
6
6
6
6
6
5
3


18th
+9/+4
+6
+6
+11
Eclectic Learning
6
6
6
6
6
6
6
6
6
4


19th
+9/+4
+6
+6
+11
Telekinetic Trick
6
6
6
6
6
6
6
6
6
5


20th
+10/+5
+6
+6
+12
Telekinetic Minions, Eclectic Learning
6
6
6
6
6
6
6
6
6
6



Weapon and Armor Proficiencies: A Mage of the Unseen Hand is proficient with all simple weapons, but not with any type of armor or shield.

Spells: A Mage of the Unseen Hand casts arcane spells, which are drawn from the Mage of the Unseen Hand spell list below. When he gains access to a new level of spells, he automatically knows all the spells for that level on the Mage's spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his Eclectic Learning class feature (see below) as he increases in level.

To cast a Mage of the Unseen Hand spell, the Mage must have an Intelligence score of 10 + the spell's level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Mage's spell is 10 + the spell's level + the Mage's Int modifier. Like other spellcasters, a Mage of the Unseen Hand can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given on the table above. In addition, he receives bonus spells for a high Intelligence score (PH 8).

A Mage of the Unseen Hand need not prepare spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level.

Mage's Hand (Su): A Mage of the Unseen Hand may use mage hand, as the spell, as a supernatural ability. This ability may be used any number of times per day, with a caster level equal to his class level.

Invisible Spell: At second level, a Mage of the Unseen Hand may choose to hide the visual manifestation of his spells. Material components and focuses remain visible, but other aspects of the spells, such as the wall in a wall of force or hand of a Bigby's grasping hand spell, are invisible. This ability only applies to spells from the Mage's original class list, or to spells he learned through Eclectic Learning with the Force descriptor— other spells may not be affected by this ability. This ability counts as the Invisible Spell feat for all purposes and prerequisites.

Mage's Arm (Su): Beginning at 3rd level, a Mage of the Unseen Hand may use greater mage hand, as the spell, as a supernatural ability. This ability may be used any number of times per day, with a caster level equal to his class level.

He may use this ability as a standard action to strike a foe. Treat this as a ranged touch attack with a Medium range (100 ft. + 10 ft./level), inflicting 1d6 damage/3 class levels.

Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Mage of the Unseen Hand learns one spell from the Sorcerer/Wizard list. If the spell has the Force descriptor, he learns it at its normal level. If it does not, he learns it one level higher than normal. He must be able to cast the spell at its adjusted level in order to learn it.

Mage's Will (Su): Beginning at 5th level, a Mage of the Unseen Hand can use his magic in place of his muscles. He may manifest a sort of telekinetic arm, with a reach of five feet per point of his Intelligence modifier, and a Strength score equal to his Intelligence score. This is effectively a third limb.

In addition, when casting spell with the Force description that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by one-half your Intelligence modifier (rounded down).

Versatile Will (Su): Beginning at 7th level, when acting through his telekinetic arm, a Mage of the Unseen Hand may act as though he had a base attack bonus equal to two-thirds his caster level (as a cleric's), and a number of ranks in any Dexterity-based skill equal to one-half his caster level. He does not, however, gain the ability to make trained-only checks with skills he is untrained in. Finally, his telekinetic arm is proficient with simple and martial weapons, and with shields (including tower shields). A Mage may use a shield in his telekinetic arm without incurring arcane spell failure chance, although he must keep it within his space to use it.

Split Will (Su): Beginning at 9th level, a Mage of the Unseen Hand may use his Mage's Will ability to manifest any number of telekinetic arms, up to a maximum of one-half his Intelligence modifier. He also gains Multiweapon Fighting as a bonus feat.

Mage's Telekinesis: Beginning at 11th level, a Mage of the Unseen Hand may use telekinesis, as the spell, as a supernatural ability. This ability may be used any number of times per day, with a caster level equal to his class level and a save DC of 10 + 1/2 Mage of the Unseen Hand level + Intelligence modifier.

Telekinetic Trick: At 13th level, and at every subsequent odd-numbered level, a Mage of the Unseen Hand selects one of the following options:


Sustained Concentration (Ex): A Mage of the Unseen Hand with this trick becomes adept at moving and fighting while maintaining his telekinesis ability. It only takes a move action, not a standard action, to use the sustained force version of telekinesis (or simply to maintain concentration so the ability doesn't end). The Mage can even cast another spell while maintaining concentration on telekinesis, but doing so requires a successful Concentration check as if he were distracted by a nondamaging spell (Concentration check DC equal to the save DC of telekinesis). It still takes a standard action to use the combat maneuver or violent thrust versions of the ability, however.

Improved Violent Thrust (Ex): A Mage of the Unseen Hand with this trick makes the violent thrust version of telekinesis becomes more effective. He uses his caster level in place of his base attack bonus when making the attack roll, and he uses his Intelligence modifier as a bonus on damage rolls if he hurls weapons at the target. Finally, using a violent thrust no longer ends the telekinesis effect.

Telekinetic Flight (Ex): A Mage of the Unseen Hand with this trick can use the sustained force version of telekinesis to lift himself and willing creatures into the air. With a move action, he can move 20 feet with perfect maneuverability and can move willing creatures as well. The Mage doesn't have to move all the creatures he's lifting in the same direction, but any lifted creatures plummet to the ground if they move more than 40 feet from the master of the unseen hand. He can lift one Medium or smaller creature (carrying up to its maximum load) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. Unlike the form of flight granted by the fly spell, telekinetic flight ends immediately and abruptly if disrupted by dispel magic or a lapse in the Mage's concentration. Without telekinesis to support them, creatures fall to the ground immediately, taking 1d6 points of damage per 10 feet fallen (maximum 20d6).

Fling Skyward (Ex): A Mage of the Unseen Hand with this trick can use the violent thrust version of telekinesis to hurl a creature straight up. A target is allowed a Will save (and spell resistance) to negate the effect. The master of the unseen hand can lift a creature into the air a maximum distance of 10 feet per caster level. At the beginning of the character's next action, the creature falls to the ground, taking 1d6 points of damage per 10 feet fallen and being knocked prone. In addition, falling creatures must make a Fortitude save (with a DC of 10 + 1/2 class level+ Intelligence modifier) or be stunned for one round.

Telekinetic Minions (Sp): Beginning at 20th level, a Mage of the Unseen Hand may construct minions out of pure telekinetic force. Doing so takes one minute of concentration, and requires you to expend a spell slot. The summoned minion is an Astral Construct of a level equal to the sacrificed spell slot. These minions are Force effects, allowing them to interact normally with ethereal and insubstantial creatures and objects.

You may maintain up to one minion per point of your Intelligence modifier at a time. These minions last as long as you are conscious and choose to sustain them, but you cannot regain the expended spell slot until the minion is dismissed or destroyed. If a minion is destroyed, you take 2d6 points of damage per level of the spell slot expended to power the minion.

Mage of the Unseen Hand Spells

0-Level Mage of the Unseen Hand Spells (Cantrips)

Detect Magic: Detects spells and magic items within 60 ft.
Launch Bolt (SpC): Launches a crossbow bolt up to 80 ft.
Launch Item (SpC): Hurls Fine item up to Medium range.
Light: Object shines like a torch.
Mage Hand: 5-pound telekinesis.
Open/Close: Opens or closes small or light things.
Read Magic: Read scrolls and spellbooks.


1st Level Mage of the Unseen Hand Spells

Backbiter (SpC): Weapon strikes wielder.
Bigby’s Tripping Hand (PHB2): Hand trips subject.
Feather Fall: Objects or creatures fall slowly.
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Hold Portal: Holds door shut.
Mage Armor: Gives subject +4 armor bonus.
Mage Hand, Greater (SpC): As mage hand, but medium range and up to 40 lb.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Scatterspray (SpC): Group of small objects flies apart in a burst.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Shieldbearer (SpC): Shield floats near subject to offer protection.
Slide (SpC): Move subject 5 feet.
Unseen Servant: Invisible force obeys your commands.


2th Level Mage of the Unseen Hand Spells

Battering Ram (SpC): Deals 1d6 damage plus bull rush.
Bigby’s Striking Fist (PHB2): Hand deals 1d6 nonlethal damage/2 levels (max 5d6) and knocks subject back.
Bigby’s Warding Hand (PHB2): Hand of force slows opponent.
Blast of Force (SpC): Attack deals 1d6 damage/2 levels (max 5d6).
Earthbind (SpC): Subject creature can’t fly.
Fly, Swift (SpC): Gain fly speed of 60 ft. for 1 round.
Force Ladder (F) (SpC): Creates an immobile ladder of force.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Slapping Hand (SpC): Hand makes creature provoke attacks of opportunity.
Slide, Greater (SpC): Move subject 20 feet.
Whirling Blade (SpC): Hurled slashing weapon magically attacks all foes in 60-ft. line.


3th Level Mage of the Unseen Hand Spells

Bigby’s Disrupting Hand (PHB2): Hand disrupts opponent’s spellcasting.
Chain Missile (SpC): Multiple missiles deal 1d4+1 damage each, then strike secondary targets.
Dispel Magic: Cancels magical spells and effects.
False Gravity (SpC): Travel on a solid surface as if that surface had its own gravity.
Fly: Subject flies at speed of 60 ft.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Mage Armor, Greater (SpC): Gives subject +6 armor bonus.
Mage Armor, Mass (SpC): As mage armor, but one creature/level.
Manyjaws (SpC): One set of jaws/level attacks enemies for 1d6 damage.
Servant Horde (SpC): Create 2d6 unseen servants +1/level (max +15).
Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.
Steeldance (SpC): Blades hover around you and attack foes.
Tiny Hut: Creates shelter for ten creatures.


4th Level Mage of the Unseen Hand Spells

Crushing Grip (PHB2): Subject takes –2 on attacks, checks, saves, and AC and –20 ft. penalty to speed, might be paralyzed.
Defenestrating Sphere (F) (SpC): Cloudy gray sphere knocks enemies prone, hurls them upward for subsequent falling damage.
Floating Disk, Greater (SpC): As floating disk, but you can ride it.
Force Claw (SpC): Claw of force guards an area, making opportunity attacks.
Force Missiles (SpC): Unerring missiles of force strike for 2d6 damage and explode in a burst.
Forceward (SpC): Creates a sphere of force that protects against force effects and keeps out incorporeal creatures.
Forcewave (SpC): Bull rushes all creatures within 10 ft.
Orb of Force (SpC): Globe of force deals 1d6/level damage (max 10d6).
Resilient Sphere: Force globe protects but traps one subject.
Sword of Deception (SpC): Blade of energy attacks independently, deals 1d4 damage, penalizes subsequent save.
Vortex of Teeth (SpC): 3d8 points of damage due to force per round to all creatures in the area.
Wingbind (SpC): A net of force entangles the subject, causing it to fall from the sky.


5th Level Mage of the Unseen Hand Spells

Bigby's Interposing Hand: Hand provides cover against one opponent.
Cyclonic Blast (SpC): Deals 1d6 damage/level, knocks down creatures.
Dance of Blades (PHB2): A weapon attacks on its own.
Fly, Mass (SpC): One creature/level flies at speed of 60 ft.th Level Mage of the Unseen Hand Spells
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Raise from the Deep (SpC): Creature or sunken ship made buoyant.
Shard Storm (SpC): Blast deals 3d6 damage to creatures in area.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Wall of Force: Wall is immune to damage.


6th Level Mage of the Unseen Hand Spells

Bigby's Forceful Hand: Hand pushes creatures away.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Mage’s Sword (F): Floating magic blade strikes opponents.
Ooze Puppet (SpC): You telekinetically control an ooze.
Rejection (SpC)


7th Level Mage of the Unseen Hand Spells

Forcecage (M): Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Reverse Gravity: Objects and creatures fall upward.
Submerge Ship (SpC): You control ship mentally while it travels underwater.


8th Level Mage of the Unseen Hand Spells

Bigby's Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.


9th Level Mage of the Unseen Hand Spells

Bigby's Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Black Blade of Disaster (SpC): Floating magic weapon disintegrates subjects.



New Feat
Outsized Will
Prerequisite: Split Will class feature
Benefit: To some, quantity matters more. You prefer Quality. When manifesting telekinetic limbs using your Split Will class feature, you may instead create a single, larger limb. For every four points of your Intelligence modifier, your telekinetic limb counts as one size category larger.
Credit for the idea goes to Yasahiro

Zman
2014-01-01, 11:15 PM
Eclectic Learning, "he learns it one level higher than normal" is poorly worded. Maybe "counts a spell one level higher than normal" would be better. Very powerful effect, giving access to 8th level spells pretty much makes him Tier2 by default. Maybe equal to 1/2 effective Wizard level for determining spell access. That should knock him down to Tier3.

Versatile Will, are Clerics 3/4 BAB? Or did one of your fixes change that? It's also a bit interesting, having your shield tens of feet away and still gaining a shield bonus. What if the reach was limited to a weapon.


Overall I like the class, definitely has a unique feel and flavor. I'd like to see some bonus for shield and or Mage armor. He has a lot of offense, but doesn't gain a measurable defensive advantage.

Also, I think Telekinesis could be available a level early.

Maybe some short ranged blast of force at will attack. Something similar to an Eldritch blast, but a Short Ranged d4+1 Damage/2 Levels requiring a Ranged Touch attack. Not as good as available spells, but reusable.

Also, Flying skyward has the potential for almost 2d6/level damage which is pretty significant. I could see 10'/level with a saveable Prone or stun effect.


As is I see a pretty strong Tier3 class without access to 8th level spells, with I see a slightly weaker but solid Tier2. Most of the raw power of a sorcerer with a ton of his own tricks.

Grod_The_Giant
2014-01-02, 12:06 AM
Eclectic Learning, "he learns it one level higher than normal" is poorly worded. Maybe "counts a spell one level higher than normal" would be better. Very powerful effect, giving access to 8th level spells pretty much makes him Tier2 by default. Maybe equal to 1/2 effective Wizard level for determining spell access. That should knock him down to Tier3.
Mmm... I have to disagree on that one. Aside from a few irredeemably broken spells, I think the one spell level delay is enough that it doesn't cross that line. (Dance on it, sure, but pretty much all casters do that).


Versatile Will, are Clerics 3/4 BAB? Or did one of your fixes change that? It's also a bit interesting, having your shield tens of feet away and still gaining a shield bonus. What if the reach was limited to a weapon.
They still have a medium BAB. Cleric is the example always quoted in monster entries, which is why I used it here. Never thought about the shield being yards away, though.


Overall I like the class, definitely has a unique feel and flavor. I'd like to see some bonus for shield and or Mage armor. He has a lot of offense, but doesn't gain a measurable defensive advantage.
Not a bad thought.


Also, I think Telekinesis could be available a level early.
From a balance perspective, sure. But it'd mess up my neat little "ability, eclectic learning, ability, eclectic learning" pattern.


Maybe some short ranged blast of force at will attack. Something similar to an Eldritch blast, but a Short Ranged d4+1 Damage/2 Levels requiring a Ranged Touch attack. Not as good as available spells, but reusable.
Mmm...


Also, Flying skyward has the potential for almost 2d6/level damage which is pretty significant. I could see 10'/level with a saveable Prone or stun effect.
Hmm, hadn't thought of that one.

tarkisflux
2014-04-16, 05:25 PM
A Mage of the Unseen Hand casts arcane spells, which are drawn from the Seer spell list below.

Emphasis mine. Typo in the spellcasting writeup?

Grod_The_Giant
2014-04-16, 05:51 PM
Emphasis mine. Typo in the spellcasting writeup?
I don't know what you're talking about, no. <shifty eyes>

TheTeaMustFlow
2014-07-30, 03:03 PM
I want to play one of these in a high-tech campaign. I wonder, how many hands do you need to operate a tank? :smallbiggrin:

TiaC
2014-08-05, 03:32 AM
No Thunderlance on the spell list? Also, the last few levels could really use a few more spells. Lash of Force, Maw of Chaos... (http://dndtools.eu/spells/?name=&range=&spell_resistance=&area=&duration=&saving_throw=&casting_time=&school__slug=&sub_school__slug=&descriptors__slug=force&verbal_component=1&somatic_component=1&material_component=1&arcane_focus_component=1&divine_focus_component=1&xp_component=1&rulebook__slug=&description=&class_levels__slug=&spellclasslevel__level=6&spellclasslevel__level=7&spellclasslevel__level=8&spellclasslevel__level=9&domain_levels__slug=&_filter=Filter)

Telekinetic Flight could stand to be a bit faster.

Mage's Will and company allow for insane Int-SAD. At 9th level, an optimized character can reach 26 Int. He can wield a masterwork greatsword with all four arms for +15/+10 (2d6+20) with 20' reach and Greater mage Armor offering +10 AC. That is pretty good for a full caster with minimal investment.