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TheFamilarRaven
2014-01-22, 12:42 AM
Old class I know, but I'm hoping to refine a bit more, and am open to suggestions for abilites/improvements. So i've updated the table, added a few more Void Powers, and re-read to make sure everything was spick-and-spam. But I could have missed something, so PEACh away!


Change Log


The Void Scriptor

A Void Scriptor studies the very fabric of existence; The Void. By studying the origin of all magic, Void Scriptors have an understanding of the Void that is only surpassed by the Gods and the highest beings of the outer planes. While a wizard may trod down the path of arcane knowledge, and a cleric is infused with divine power, the Void Scriptor gains power directly from the void, blending divine and arcane magic.

Adventures: Void Scriptors are typically hermits, living isolated lives of study and contemplation. Although rarely, there are some who venture forth. The motivations may very, often times though it is to acquire more knowledge of the Void, and gain the power to wield that knowledge. Void Scriptors prefer adventures that uncover secrets and reveal mysteries. They are not typically content with coin alone.

Characteristics: A Void Scriptor is a cross between Divine magic, and arcane. They manipulate the Void with both careful study and shear force of will to cast their spells. However, a mind short of a God cannot fully comprehend the intricacies of the void, and therefore they are limited to a few schools of magic. But they make up in knowledge what they lack in versatility.

Alignment: With a appreciation of study and discipline, many Void Scriptors tend towards lawful, much like a wizard. But their hermit-like nature causes many Void Scriptors to lean towards neutral. However, a Void Scriptor may be of any alignment.

Religion: Although they circumvent deities when gaining divine spells, they are not typically agnostic. Many Void Scriptors pay at least homage to Eemer, God of knowledge and creativity, or Narsus, Guardian of the Planes. Evil Void Scriptors are often disciples of Malox.

Background: Void Scriptors begin their careers early in their life, for it often requires many years of training to master the art of Void Scripting. It is not unheard of for Void Scriptors to take on apprentices, and some Void Scriptors manage to teach themselves the art through the study of ancient tomes. Many apprentice Void Scriptors come from isolated settlements, where their masters live as hermits. Whereas self taught Void Scriptors come from well populated cities, boasting vast libraries.

Races: Void Scriptors typically emerge from the more civilized races. Races that hail from Fynlaw and the Republic of Myzandus have the most access to the tomes and training needed to become Void Scriptors. The Venmera of Venor, too, possess the knowledge. However it is jealously guarded by the Church of Malox.

Other Classes Void Scriptors are usually awkward around people in general. However, as a caster they appreciate fighters and barbarians to soak up damage for them while they lend their magical support. Other casters tend to shy away from Void Scriptors, as they often argue about the nature of magic. But depending on a Void Scriptor's choice of schools, they can make up for any thing the current party casters do not have

Role: A Void Scriptor's role varies with their spell selection, much like a wizard or cleric. They can be the party's biggest damage dealers, lobbing spells that destroy enemies in fiery explosions. Or masters of deception, using illusion and enchants to thwart foes.

Game Rule Information

Void Scriptors have the following game statistics.
Abilities Intelligence is a Void Scriptor's best attribute, as it determines the strength and number of spells they can cast. Charisma is also note worthy as it affects certain class features. Constitution always helps make up for low hit dice, and Dexterity as well since it grants additional armor.
Alignment Any
Hit Die d4

Class Skills
The class skills for the Void Scriptor, (and the key abilities for each) are Appraise (INT), Concentration (CON), Craft (Any) (INT), Decipher Script (INT), Diplomacy (CHA), Knowledge (Arcana) (INT), Knowledge (Religion) (INT), Knowledge (The Planes) (INT), Spellcraft (INT), Use Magic Device (CHA).
Skill Points at 1st Level: 2 + INT Mod X 4
Skill Points Per Level: 2 + INT Mod

* = Choose One

Class Table



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Void Casting, Void Sight, Void Writing
3
1
-
-
-
-
-
-
-
-


2nd
+1
+0
+0
+3
-
4
2
-
-
-
-
-
-
-
-


3rd
+1
+1
+1
+3
Dedication
4
2
1
-
-
-
-
-
-
-


4th
+2
+1
+1
+4
-
4
3
2
-
-
-
-
-
-
-


5th
+2
+1
+1
+4
Void Power
4
3
2
1
-
-
-
-
-
-


6th
+3
+2
+2
+5
Dedication, Expanded Knowledge
4
3
3
2
-
-
-
-
-
-


7th
+3
+5
+2
+5
By Heart
4
4
3
2
1
-
-
-
-
-


8th
+4
+2
+2
+6
-
4
4
3
3
2
-
-
-
-
-


9th
+4
+3
+3
+6
Dedication
4
4
4
3
2
1
-
-
-
-


10th
+5
+3
+3
+7
Void Power
4
4
4
3
2
2
-
-
-
-


11th
+5
+3
+3
+7
-
4
4
4
4
3
2
1
-
-
-

12th
+6/+1
+4
+4
+8
Dedication, Expanded Knowledge
4
4
4
4
3
2
2
-
-
-


13th
+6/+1
+4
+4
+8
-
4
4
4
4
4
3
2
1
-
-


14th
+7/+2
+4
+4
+9
-
4
4
4
4
4
3
3
2
-
-


15th
+7/+2
+5
+5
+9
Dedication, Void Power
4
4
4
4
4
4
3
2
1
-


16th
+8/+3
+5
+5
+10
-
4
4
4
4
4
4
3
3
2
-


17th
+8/+3
+5
+5
+10
-
4
4
4
4
4
4
4
3
2
1


18th
+9/+4
+6
+6
+11
Dedication
4
4
4
4
4
4
4
3
3
2


19th
+9/+4
+6
+6
+11
-
4
4
4
4
4
4
4
4
3
3


20th
+10/+5
+6
+6
+12
Void Power, Void Mastery
4
4
4
4
4
4
4
4
4
4



Armor and Weapon Proficiency: The Void Scriptor is not proficient with any armor or shields, but they are proficient with all simple weapons.

Void Casting SU): A Void Scriptor is adept at manipulating some of the specific magical energies that make up the Void. Starting at 1st level, a Void Scriptor chooses 2 schools of magic, (they may not choose universal, as they automatically know universal). These schools of magic are drawn from the wizard's list. Once chosen, they may not replace these schools. They learn every spell off of the Wizard, Cleric and Druid spell lists that are of the same school as their chosen two, and may prepare them as a wizard does.

However, even when they limit the energies they can wield, mere mortals can not draw magic from the Void very efficiently. In order to cast their spells, Void Scriptors transcribe their mystical knowledge into Runebooks. Runebooks remain blank until runes are written in them. Once the runes are cast, they disappear from the tome and the runes must be written again. This is a delicate and precise process that can only be done during an uninterrupted rest.

Void Scriptors cast spells by reading their runes aloud from their tomes. Therefore, spells cast by a Void Scriptor have no somatic component and do not incur spell failure from armor, unless the spell requires a touch attack (even ranged) or an object or creature to be touched. However, all spells that do NOT usually have a verbal component, now do. A Void Scriptor must be able to read from his Runebook and speak the words drawn within in order to cast spells. Blinded or silenced Void Scriptors can not cast spells, as well as Void Scriptors who are grappled, (unless they can still see and read aloud from their tome).

Void Scriptors use a special ink to write their runes. This ink costs 10 gold pieces and is good for 100 spell-levels worth of runes written, (treat 0th level spells as 1/2 a spell level). A Void Sciptor may only write as many runes per day as he can prepare, as dictated by his class level, regardless of how much time or Runebooks a Void Scriptor has.

The Void Scriptor must have an intelligence score equal to (10 + the spell's level) in order to cast spells of that level. The DC to resist a Void Sciptor's spells, and the amount of bonus spells he gains, is determined by his intelligence.

Void Sight SU): The Void Scriptor has honed his magical sense to the point where detecting the power of the Void is as easy as breathing. They may cast Detect Magic and Read Magic at will as spell-like abilities, regardless on whether or not they chose Divination as one of their schools. However, he may only detect the magical auras of his chosen schools. In addition, he gains a +2 circumstance modifier to his spellcraft checks when identifying spells and effects of his chosen schools.

Void Writing EX): When drawing their runes within their Runebooks, a Void Scriptor may choose to make either a knowledge (Arcana) or Knowledge (Religion) check in order to improve his spells for the day. The DC is equal to (10 + [Spell Level x 5]). Success means that the Void Scriptor's spells are cast at +1 caster level. In addition, for every 10 points the check exceeds the DC, the caster level is increased by another 1.

The spell chosen must correlate with the knowledge used. I.e, if the Void Scriptor used knowledge (Arcana) to improve his spells, then only his arcane spells are cast at a higher caster level.

However, instead of choosing Knowledge (Arcana) or Knowledge (religion), a Void Scriptor may instead attempt to improve both his arcane AND divine spells, using Knowledge (The Planes). However, the DC is equal to (20 + [Spell Level x 5]). Success means that both types of spells are improved. Again, for every 10 points the check exceeds the DC, the caster level increases by 1.

Some spells are considered both Divine and Arcane, such as Summon Monster, in this case, a Void Scriptor must choose if he is preparing that spell as an Arcane spell, or a Divine one.

Void Writing is attempted only once per rest, the result determines how many improved spells of any level a Void Scriptor gains. For example, Kairus, a 1st level Void Scriptor, rolls a 26 on his Knowledge (Arcana) check, so his cantrips are treated 2 caster levels higher and additionally his first level spells are treated as 2 caster levels higher as well.

By using this ability a Void Scriptor can "over-clock" his spells, by improving the caster level beyond the regular cap. For example, on a successful knowledge (arcana) roll of 25, a level 10 Void Scriptor could improve his fireball spell to deal 11d6 points of damage. The maximum bonus to caster level is equal to 1/2 CHA Mod (minimum 1).

Dedication EX): Void Scriptors are avid scholars. Starting at 3rd level, and every three levels thereafter, a Void Scriptor may add +1 to one of his knowledge skills.

Void Power SU): Starting at 5th level, and every five levels levels thereafter, a Void Scriptor may choose a special power drawn from the list below. Some powers may be taken more than once.



Burn Runes SU): The Void Scriptor may expend one additional prepared rune in order to deal extra damage with a spell. The additional damage is equal to 1d6 + CHA Mod, plus an additional 1d6 per level of the spell burned. For example, if Kairus burns a 4th level spell, he deals an additional 5d6 + CHA Mod points of damage. The additional damage is always the same energy type as the augmented spell. I.e, if Kairus burned his 4th level spell to augment a Fireball, he deals an additional 5d6 + CHA Mod points of fire damage. If the spell does not deal direct damage, such as the Fear spell, then the damage is un-typed, but the extra damage is reduced to 1d4 per level of the spell burned. This power may only be used to augment spells that directly affect a target. Scrying and similar spells that do not directly affect the target can not be augmented by this ability.

The Extra damage is added to the total damage of the spell, in other words, spells that have multiple attacks or projectiles, (such as scorching ray or magic missile) do not have their separate attacks augmented individually. The extra damage dice are not affected by meta-magics, such as Maximize Spell or Empower Spell.


Destabilize Spell SU): The Void Scriptor chooses one of his known schools. He is now treated as having the Improved Counter-Spell feat when countering spells of the chosen school. Additionally, a number of times per day equal to (1 + CHA Mod), the Void Scriptor may counter a spell by using a spell of the same school that is one spell-level lower than the one being countered. For example, Kairus has selected Evocation as one of his schools, he can now counter an enemy Lightning Bolt with Scorching Ray. This ability maybe taken multiple times, each time it applies to a different known school.


Force Field SU): The energies of the Void swell around the Void Scriptor, granted him a deflection bonus to armor class equal to his Charisma modifier.


Fortify Spell SU): The Void Scriptor chooses one of his known schools, he can fortify one of his spells from that school a number of times equal to (1 + CHA Mod) per day. Doing so forces any caster attempting to counter one of the Void Scriptor's spells to have the Improved Counter-Spell feat. Additionally, the caster attempting the counter must use a spell 1 spell-level higher than normally required by the Improved Counter-Spell feat. In other words, if Kairus casts Fireball, the enemy must have improved Counter-Spell, and use a 5th level spell.

Also, the Void Scriptor gains a +4 competence bonus when making caster level checks to prevent his spells from being dispelled by the Dispel Magic spell, and similar effects. This ability may be taken multiple times, each time it applies to a different school.


Null Void SU): The Void Scriptor can temporarily sever a creature's connection to the Void a number of times per day equal to his CHA Mod. The affected creature can not cast spells, use spell like abilities, and any spell effects they are under and magic items they have are suppressed (not dispelled). However, during this time the target is not affected by any spells cast upon them, and magic items used against them do not add any of their properties. A Will save (DC 10 + 1/2 Void Scriptor levels + CHA Mod) Negates the effect. The effect lasts a number of rounds equal to (1 + CHA Mod).


Rune Shield SU): The Void Scriptor may cause his runes to leap from his book and surround him. By sacrificing one of his prepared runes, he may negate a number of spell levels worth of spells equal to the spell-level sacrificed. However, the rune negates only spells of the same school as the rune sacrificed. He may cast this multiple times provided he has runes to use, however, he must choose a different school of magic if their is already a rune shield around him. The runes last a number of rounds equal to (1 + CHA Mod).


Void Focus SU): This ability works like, and stacks with spell focus. The Void Sciptor may choose one of his schools of magic, and increase the DC to resist his spells of that school by 1. He may choose this power multiple times, but it's effects do not stack, instead, the Void Scriptor chooses a new school to empower.


Void Crafting SU): This Void Power requires the Void Scriptor to have any item creation feat, such as Craft Magic Arms and Armor or Forge Ring. Upon choosing this power, the Void Scriptor selects one of his original schools. Whenever he crafts an item that requires a spell of the chosen school, half the XP and Gold costs. This ability may be taken multiple times, each time it applies to a different school.


Clever Scripting EX): By taking this ability, the Void Scriptor may choose one spell of 4th level or lower from one of his chosen schools. He gains such a mastery over the runes needed to cast the spell, that he can now work them into other runes he writes of the same school. He may now spontaneously cast the chosen spell in place of another spell of the same school. Doing so still uses up the original runes. This ability may be taken multiple times, each time it applies to a different spell.

Expanded Knowledge SU): By 6th level, the Void Scriptor has gained enough power to manipulate more magical energies. He may select another school of magic, (which must be different than the schools he has already chosen). He then learns all the spells of that school, as the Void Casting class feature. However, he only has access to spells that are 2 spell-levels lower than the highest spell level he can cast.

For example, at 1st level, Kairus chose Evocation and Conjuration as his two schools, at 6th level he decides he wants to learn divination. At 6th level, Kairus has access to 3rd level evocations and conjurations, so he now as access to Divination cantrips and orisions, as well as 1st level spells of that school.

At 12th level the Void Scriptor gains this ability again, and may choose a new school, but the spell-level he has access to is now 4 spell-levels lower than his highest.

By Heart EX): By 7th level, a Void Scriptor has become very familiar with the power he wields. He no longer needs to read from his Runebook when casting a prepared spell that is four spell-levels lower than the highest spell-level he can cast of that school. He must still be able to speak the words however. By Heart only applies to the two original schools the Void Scriptor learned, and not any new schools gained by Expanded knowledge.

For example, Kairus, who is a 7th level Void Scriptor, has access to 4th level spells of the Evocation and Conjuration schools. He may now cast his prepared cantrips and orisons from those schools without reading aloud from his Runebook. But he still must read aloud when casting his divinations.

Void Mastery SU): By 20th level, the Void Scriptor has mastered one aspect of the Void. He may choose one of his original two schools, he can now perform a number of abilities with that chosen school


The Void Scriptor may burn two of his runes of the chosen school, in order to cast a spell of that same level from a school he knows. For example, Kairus may burn two of his 9th level evocation runes, in order to cast a 9th level divination, even though he can not normally cast 9th level divination spells, due to the Expanded Knowledge class feature.


A number of times per day, equal to (1 + CHA Mod), the Void Scriptor may counter any spell, regardless of it's school, with his chosen Void Mastery. Follow the same rules as the Improved Counter-Spell feat when using this ability (regardless if the Mastered school is the same school chosen with the Destabilize Spell Void Power. (You may still follow the rules for Destabilize spell when countering spells of the same school as the Void Mastery).


The Void Scriptor is the very essence of the energy of his chosen Void Mastery. Whenever he is affected by a spell of his chosen Void Mastery, the Void Scriptor is entitled to a caster level check against the opposing caster, (The Void Scriptor gains a +5 competence bonus to this check). Failure means the spell functions normally, success mean the spell is simply negated. However, if the check succeeds there is also a chance (70% - [5% per level of the Spell]) that the Void Scriptor may absorb the spell. He may hold on to the spell a number of rounds equal to (1 + CHA Mod). If the absorb attempt fails, the spell is merely negated. The Void Scriptor may negate or absorb no more in spell levels than his Void Scriptor levels worth of spells per day.




Important Notes

Prestige Classes and the Void Scriptor
The Void Scriptor qualifies for any prestige Class that requires either arcane or divine spells. However, if he advances in a class that only advances either arcane or divine spellcasting, he only learns spells of that nature, and he may still only cast spells from his selected schools.

Runebooks: These heavy bound tomes contain thick pages of vellum, which, oddly enough, have a slightly violet hue. The covers are made of ebony wood, and reinforced with iron bands. Runebooks are the conduits which channel the magic of Void Scriptors.

Needless to say, because of this, they are very sturdy. They weigh 5 pounds, and have 25 hitpoints and hardness of 10. A 1st level Void Scriptor starts the game with a free Runebook, but otherwise they cost 250 gold due to the rarity and careful craftsmanship.

Speaking Their Spells: Because Void Casting requires verbal components for every spell, Void Scriptors may not take the Silent Spell, meta-magic feat, nor use Rods of Silence or similar items/effects.


The fluff and mechanics of the Void Scriptor remain the same. With a few alterations.

-Bump hitdice up to d6, instead of a d4

-Class skills are: Appraise (INT), Craft (INT), Diplomacy (CHA) Knowledge (Arcana, Religion, Planes) (INT), Linguistics (INT), Spellcraft (INT), Use Magic Device (CHA)

--And of course, the spells are drawn from the Cleric, Druid and Wizard lists of Pathfinder, not 3.5

anacalgion
2014-01-22, 06:44 PM
PEACHing time!



Game Rule Information

Void Scriptors have the following game statistics.
Abilities Intelligence is a Void Scriptor's best attribute, as it determines the strength and number of spells they can cast. Charisma is also note worthy as it affects certain class features. Constitution always helps make up for low hit dice, and Dexterity as well since it grants additional armor.
Alignment Any
Hit Die d4

Class Skills
The class skills for the Void Scriptor, (and the key abilities for each) are Appraise (INT), Bluff* (CHA) Concentration (CON), Craft (Any) (INT), Decipher Script (INT), Diplomacy* (CHA), Intimidate* (CHA), Knowledge (Arcana) (INT), Knowledge (Religion) (INT), Knowledge (The Planes) (INT), Spellcraft (INT), Use Magic Device (CHA).
Skill Points at 1st Level: 4 + INT Mod X 4
Skill Points Per Level: 4 + INT Mod

* = Choose One

4+int skill points on a full caster may be a little much. The choose one bit of the social skills is a little odd, why'd you decide to go with that?



Class Table

{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +0 | +0 | +0 | +2 | Void Casting, Void Writing | 3 | 1 | - | - | - | - | - | - | - | -
2nd | +1 | +0 | +0 | +3 | - | 3 | 2 | - | - | - | - | - | - | - | -
3rd | +1 | +1 | +1 | +3 | Dedication | 4 | 2 | 1 | - | - | - | - | - | - | -
4th | +2 | +1 | +1 | +4 | - | 4 | 3 | 2 | - | - | - | - | - | - | -
5th | +2 | +1 | +1 | +4 | Void Power | 4 | 3 | 2 | 1 | - | - | - | - | - | -
6th | +3 | +2 | +2 | +5 | Dedication | 4 | 3 | 3 | 2 | - | - | - | - | - | -
7th | +3 | +2 | +2 | +5 | By Heart | 4 | 4 | 3 | 2 | 1 | - | - | - | - | -
8th | +4 | +2 | +2 | +6 | - | 4 | 4 | 3 | 3 | 2 | - | - | - | - | -
9th | +4 | +3 | +3 | +6 | Dedication | 4 | 4 | 4 | 3 | 3 | 1 | - | - | - | -
10th | +5 | +3 | +3 | +7 | Void Power |4 | 4 | 4 | 3 | 3 | 2 | - | - | - | -
11th | +5 | +3 | +3 | +7 | - | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | -
12th | +6/1 | +4 | +4 | +8 | Dedication | 4 | 4 | 4 | 4 | 4 | 3 | 2 | - | - | -
13th | +6/1 | +4 | +4 | +8 | - | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | -
14th | +7/2 | +4 | +4 | +9 | - | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | -
15th | +7/2 | +5 | +5 | +9 | Dedication, Void Power | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | -
16th | +8/3 | +5 | +5 | +10 | - | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | -
17th | +8/3 | +5 | +5 | +10 | - | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1
18th | +9/4 | +6 | +6 | +11 | Dedication | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2
19th | +9/4 | +6 | +6 | +11 | - | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3
20th | +10/5 | +6 | +6 | +12 | Void Power | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4[/table]

Armor and Weapon Proficiency: The Void Scriptor is not proficient with any armor or shields, but they are proficient with all simple weapons.

Everything looks good here.



Void Casting SU): A Void Scriptor is adept at manipulating some of the specific magical energies that make up the Void. Starting at 1st level, a Void Scriptor chooses 3 schools of magic, (they may not choose universal, as they automatically know universal). They learn every spell from their school, regardless of the spell being arcane, divine, or restricted to certain classes, and may prepare them as a wizard does, , however, they may not learn the Lesser Miracle, or Miracle spells.

Yowza. That's a lot of spells. Why did you put Lesser Miracle and Miracle off limits? There's no real reason to take evocation at that rate with only three schools available.



However, even when they limit the energies they can wield, mere mortals can not draw magic from the Void very efficiently. In order to cast their spells, Void Scriptors transcribe their mystical knowledge into Runebooks. Runebooks remain blank until runes are written in them. Once the runes are cast, they disappear from the tome. This is a delicate and precise process that can only be done during an uninterrupted rest.

Void Scriptors cast spells by reading their runes aloud from their tomes. Therefore, spells cast by a Void Scriptor have no somatic component and do not incur spell failure from armor, unless the spell requires a touch attack (even ranged) or an object or creature to be touched. A Void Scriptor must be able to read from his Runebook in order to cast spells. Blinded or silenced Void Scriptors can not cast spells, as well as Void Scriptors who are grappled, (unless they can still see and read their tome).

Void Scriptors use a special ink to write their runes. This ink costs 10 gold pieces and is good for 100 spell-levels worth of runes written. Void Scriptors may only write as many runes as limited by their class level, regardless of how many Runebooks or time they have. Spells that require material components with a gold value must still be bought in order for a Void Scriptor to cast the spell.

So if I'm reading this correctly, they "prepare" spells once by writing them in the book, and then carry it around? If ink only costs 10 gold, they could potentially have a lot of spells ready. UNLESS what you're saying is that they can never have more runes written than they can cast spells in one day. It's a little unclear. If that's your intention, could you make it a little more obvious? Otherwise you've got a full caster that can cast any spell off of any list spontaneously.



Void Writing EX): When drawing their runes within their Runebooks, a Void Scriptor may choose to make either a knowledge (Arcana) or Knowledge (Religion) check in order to prepare additional spells for the day. The DC is equal to (10 + [Spell Level x 5]). Success means the additional spell is prepared. In addition, For every 10 points above the initial DC, the Void Scriptor prepares another extra spell.

The spell chosen must correlate with the knowledge used. I.e, if the Void Scriptor used knowledge (Arcana) to prepare additional spells, the additional spell must be arcane.

However, instead of choosing Knowledge (Arcana) or Knowledge (religion), a Void Scriptor may instead attempt to prepare both 1 additional arcane AND divine spell, using Knowledge (The Planes). However, the DC is equal to (20 + [Spell Level x 5]). Success means that both spells are prepared. Again, for every 10 points the check exceeds the DC, another arcane and divine spell are prepared.

Void Writing is attempted only once per rest, the result determines how many additional spells of any level a Void Scriptor may prepare. For example, Kairus, a 1st level Void Scriptor, rolls a 20 on his Knowledge (Arcana) check, so he may prepare 2 additional cantrips and 1 addition 1st level arcane spell.

While it's a neat mechanic (and it really is, I like it), the class doesn't need more spells. It's a full caster with instant access to every list. That's already really strong.



Dedication EX): Void Scriptors are avid scholars. Starting at 3rd level, and every three levels thereafter, a Void Scriptor may add +1 to one of his knowledge skills.

Cool. Not much to say here.



Void Power SU): Starting at 5th level, and every five levels levels thereafter, a Void Scriptor may choose a special power drawn from the list below. Some powers may be taken more than once.


Burn Runes SU): The Void Scriptor may expend one additional prepared rune in order to deal extra damage with a spell. The additional damage is equal to 1d6 + CHA Mod, plus an additional 1d6 per level of the spell burned. For example, if Kairus burns a 4th level spell, he deals an additional 5d6 + CHA Mod points of damage. The additional damage is always the same energy type as the augmented spell. I.e, if Kairus burned his 4th level spell to augment a Fireball, he deals an additional 5d6 +CHA Mod points of fire damage. If the spell does not deal direct damage, such as the Fear spell, then the damage is un-typed. This power may only be used to augment spells that directly affect a target. Scrying and similar spells that do not directly affect the target can not be augmented by this ability.


Destabilize Spell SU): The void Scriptor chooses one of his known schools. He is now treated as having the Improved CounterSpell feat when countering spells of the chosen school. Additionally, a number of times per day equal to (1 + CHA Mod), the Void Scriptor may counter a spell by using a spell of the same school that is one spell-level lower than the one being countered. For example, Kairus has selected Evocation as one of his schools, he can now counter an enemy Lightning Bolt with Scorching Ray. This ability maybe taken multiple times, each time it applies to a different known school.


Force Field SU): The energies of the Void swell around the Void Scriptor, granted him a deflection bonus to armor class equal to his Charisma modifier.


Fortify Spell SU): The Void Scriptor chooses one of his known schools, he can fortify one of his spells from that school a number of times equal to (1 + CHA Mod) per day. Doing so forces any caster attempting to counter one of the Void Scriptor's spells to have the Improved Counter-Spell feat. Additionally, the caster attempting the counter must use a spell 1 spell-level higher than normally required by the Imroved Counterspell feat. In other words, if Kairus casts [Fireball[/i], the enemy must have improved Counterspell, and use a 5th level spell.

Also, the Void Scriptor gains a +4 competence bonus when making caster level checks to prevent his spells from being dispelled by the Dispel Magic spell, and similar effects. This ability may be taken multiple times, each time it applies to a different school.


Null Void SU): The Void Scriptor can temporarily sever a creature's connection to the Void a number of times per day equal to his CHA Mod. The affected creature can not cast spells, use spell like abilities, and any spell effects they are under and magic items they have are suppressed (not dispelled). However, during this time the target is not affected by any spells cast upon them, and magic items used against them do not add their properties. A Will save (DC 10 + 1/2 Void Scriptor levels + CHA Mod) Negates the effect. The effect lasts a number of rounds equal to (1 + CHA Mod).


Rune Shield SU): The Void Scriptor may cause his runes to leap from his book and surround him. By sacrificing one of his prepared runes, he may absorbed a number of spells equal to the spell-level sacrificed. However, the rune absorbs only spells of the same school as the rune sacrificed. He may cast this multiple times provided he has runes to use, however, he must choose a different school of magic if their is already a rune shield around him. The runes last a number of rounds equal to (1 + CHA Mod).



Void Focus SU): This ability works like, and stacks with spell focus. The Void Sciptor may choose one of his schools of magic, and increase the DC to resist his spells of that school by 1. He may choose this power multiple times, but it's effects do not stack, instead, the Void Scriptor chooses a new school to empower.

These are really great class features. I like them a lot. They're useful and not overly strong, except that the class could already give the wizard a run for its money.



By Heart EX): By 7th level, a Void Scriptor has become very familiar with the power he wields. He no longer needs to read from his Runebook when casting a spell that is four spell-levels lower than the highest spell-level he can cast.

For example, Kairus, who is a 7th level Void Scriptor, has access to 4th level spells. He may now cast his cantrips and orisons without reading from his Runebook.

So in essence you can cast any spells 4 levels below your highest level off of any arcane or divine list? That's a little nuts. The bookkeeping would be intense. Something happens? Spend 10 minutes searching for the perfect spell. I don't know, this feels a little too strong.



Void Mastery SU): By 20th level, the Void Scriptor has mastered one aspect of the Void. He may choose one of his chosen schools, he can now cancel any spell or effect that originates from that school as a free action (but only once per round). Or, the Void Scriptor may empower any spell or effect of the chosen school, as per the Empower meta-magic feat, at no additional spell slot cost. He may only cancel or empower as many spell-levels per day as his Void Scriptor levels.

Neat. I like this, the flavor is cool, although why only Empower, and why cancelling effects? It feels a little limited.

All in all, I like the class. It's effective for what it does, and there's some great fluff. I think one way you might try and balance it a little (if you want) is to give them fewer schools to start, maybe one or two, and then gradually give them more, but maybe restrict access to higher level spells. For example you start with say Conjuration, and then at 5th level you grab Necromancy, but you can't cast 3rd level Necromancy spells until you reach 7th level, and then at 9th level you get Illusion or something as well, but your spells for that school are delayed as well. That way you can do a bit more with other schools, but you don't have the incredibly flexibility you might otherwise have.

TheFamilarRaven
2014-01-22, 10:03 PM
PEACHing time!

YAY!!!

Reading over your comments, i think my biggest problem was that the wording of the class features were unclear (For instance, By Heart was never meant that you gain all spells 4 levels lower than your highest spell level as spontaneous spells). I'll be fixing a lot of the wording.



4+int skill points on a full caster may be a little much.

Yeah, I was thinking the same thing. Fixed it.


The choose one bit of the social skills is a little odd, why'd you decide to go with that?

As a DM I typically allow for every class to have at least one social skill (bluff diplomacy and intimidate), because it never really made sense to me that a wizard couldn't be good at scaring people, without resorting to spells. If you don't think I should keep it then I'll get rid of it, but as It stands I don't think it's overpowered.






Yowza. That's a lot of spells. Why did you put Lesser Miracle and Miracle off limits? There's no real reason to take evocation at that rate with only three schools available.

I banned Miracle for flavor reasons. I was under the impression that in addition to emulating spells, it can temporary summon forth a deity to do something cool, (like avert a natural disaster). reading over the spell I see that's not the case, so I'll add it back to the list.



So if I'm reading this correctly, they "prepare" spells once by writing them in the book, and then carry it around? If ink only costs 10 gold, they could potentially have a lot of spells ready. UNLESS what you're saying is that they can never have more runes written than they can cast spells in one day. It's a little unclear. If that's your intention, could you make it a little more obvious? Otherwise you've got a full caster that can cast any spell off of any list spontaneously.

Again, another case of my wording being awkward (stupid wording!). I meant that they can only prepare as many spell as limited by there class, regardless of how much time or Runebooks they have.



While it's a neat mechanic (and it really is, I like it), the class doesn't need more spells. It's a full caster with instant access to every list. That's already really strong. What if I up the DC, and gave it another effect, such as increasing the saving throug hDC by one point?

I don't know, it's just I was really proud of this ability when I wrote it. I understand that they shouldn't be casting more spells than a wizard, but they're also very limited in the spell schools they can cast from.





These are really great class features. I like them a lot. They're useful and not overly strong, except that the class could already give the wizard a run for its money.



So in essence you can cast any spells 4 levels below your highest level off of any arcane or divine list? That's a little nuts. The bookkeeping would be intense. Something happens? Spend 10 minutes searching for the perfect spell. I don't know, this feels a little too strong.

The intent was that when you PREPARE a spell that is 4 spell levels lower than your highest spell level, you didn't need to read from your tome. Not that every spell could be cast any time. I'll re-word.



Neat. I like this, the flavor is cool, although why only Empower, and why cancelling effects? It feels a little limited.




All in all, I like the class. It's effective for what it does, and there's some great fluff.

I AM the fluffiest.


I think one way you might try and balance it a little (if you want) is to give them fewer schools to start, maybe one or two, and then gradually give them more, but maybe restrict access to higher level spells. For example you start with say Conjuration, and then at 5th level you grab Necromancy, but you can't cast 3rd level Necromancy spells until you reach 7th level, and then at 9th level you get Illusion or something as well, but your spells for that school are delayed as well. That way you can do a bit more with other schools, but you don't have the incredibly flexibility you might otherwise have.

I think I might ... That's a good idea. Thanks again for your help, I'll update the class post haste!

TheFamilarRaven
2014-01-22, 10:36 PM
Change Log


Quick link to the class table

1/22/2014

Re-worded Void Casting, limited starting schools to 2

Re-worded Void Writing, different effect to be determined

Added expanded knowledge

Re-worded By Heart

1/23/2014 12:00pm PST

Re-worded Void Casting

Re-worked Void Writing, now increases caster level and DC

Re-worked Expanded Knowledge, reduced spell level gap to 2 and 4, rather than 3 and 5

Re-worded/re-worked By Heart, By Heart now only applies to the original two schools the Void Scriptor chose

Re-worked Void Mastery, now grants three abilities for chosen school

To do list:

Re-word Void Casting/writing to be more concise
Possibly re-work Void Writing
Possibly Re-work Void Mastery
Include stats for Runebooks


Updated 1/30/2014 5:30PM PST

-Crossed things off on the "To Do list"
-Actually did some of the things on "the to do list"
- Re-worked Void Writing, now only affects caster level, but can over-clock beyond regular spell caps.
- Reworked the Burn Runes Void Power, now the un-typed damage is 1d4 per spell level burned,
- Added stats for Runebooks, and added a clause that prevents Void Scriptors from using silent spells.
- fixed a previously missed spells per day error on the table.

to do list

get re-evaluted ...
and possibly tiered


Updated 7/11/2014
-Updated Class table
-Added Void Crafting to Void Powers
-Added Clever Scripting to Void Powers

anacalgion
2014-01-22, 11:22 PM
Awesome! I like the changes, and I'd love to play one of these. Great stuff. Fix your quotes...

CryWolfCorrupt
2014-01-23, 12:43 PM
I love the flavor, as I enjoy anything focused on "the Void" and it fascinates me. Love the work and will now commence PEACHing.


This is a class idea have been throwing around in my mind for a few months and I finally decided to write it up for review. The basic idea is that it is a mystic theruge type base class. Please PEACH, please note there may be a few grammar errors :smallbiggrin:


The Void Scriptor

A Void Scriptor studies the very fabric of existence; The Void. By studying the origin of all magic, Void Scriptors have an understanding of the Void that is only surpassed by the Gods and the highest beings of the outer planes. While a wizard may trod down the path of arcane knowledge, and a cleric is infused with divine power, the Void Scriptor gains power directly from the void, blending divine and arcane magic.

Adventures: Void Scriptors are typically hermits, living isolated lives of study and contemplation. Although rarely, there are some who venture forth. The motivations may very, often times though it is to acquire more knowledge of the Void, and gain the power to wield that knowledge. Void Scriptors prefer adventures that uncover secrets and reveal mysteries. They are not typically content with coin alone.

Characteristics: A Void Scriptor is a cross between Divine magic, and arcane. They manipulate the Void with both careful study and shear force of will to cast their spells. However, a mind short of a God cannot fully comprehend the intricacies of the void, and therefore they are limited to a few schools of magic. But they make up in knowledge what they lack in versatility.

Alignment: With a appreciation of study and discipline, many Void Scriptors tend towards lawful, much like a wizard. But their hermit-like nature causes many Void Scriptors to lean towards neutral. However, a Void Scriptor may be of any alignment.

Religion: Although they circumvent deities when gaining divine spells, they are not typically agnostic. Many Void Scriptors pay at least homage to Eemer, God of knowledge and creativity, or Narsus, Guardian of the Planes. Evil Void Scriptors are often disciples of Malox.

Background: Void Scriptors begin their careers early in their life, for it often requires many years of training to master the art of Void Scripting. It is not unheard of for Void Scriptors to take on apprentices, and some Void Scriptors manage to teach themselves the art through the study of ancient tomes. Many apprentice Void Scriptors come from isolated settlements, where their masters live as hermits. Whereas self taught Void Scriptors come from well populated cities, boasting vast libraries.

Races: Void Scriptors typically emerge from the more civilized races. Races that hail from Fynlaw and the Republic of Myzandus have the most access to the tomes and training needed to become Void Scriptors. The Venmera of Venor, too, possess the knowledge. However it is jealously guarded by the Church of Malox.

Other Classes Void Scriptors are usually awkward around people in general. However, as a caster they appreciate fighters and barbarians to soak up damage for them while they lend their magical support. Other casters tend to shy away from Void Scriptors, as they often argue about the nature of magic. But depending on a Void Scriptor's choice of schools, they can make up for any thing the current party casters do not have

Role: A Void Scriptor's role varies with their spell selection, much like a wizard or cleric. They can be the party's biggest damage dealers, lobbing spells that destroy enemies in fiery explosions. Or masters of deception, using illusion and enchants to thwart foes.

Game Rule Information

Void Scriptors have the following game statistics.
Abilities Intelligence is a Void Scriptor's best attribute, as it determines the strength and number of spells they can cast. Charisma is also note worthy as it affects certain class features. Constitution always helps make up for low hit dice, and Dexterity as well since it grants additional armor.
Alignment Any
Hit Die d4

Class Skills
The class skills for the Void Scriptor, (and the key abilities for each) are Appraise (INT), Bluff* (CHA) Concentration (CON), Craft (Any) (INT), Decipher Script (INT), Diplomacy* (CHA), Intimidate* (CHA), Knowledge (Arcana) (INT), Knowledge (Religion) (INT), Knowledge (The Planes) (INT), Spellcraft (INT), Use Magic Device (CHA).
Skill Points at 1st Level: 2 + INT Mod X 4
Skill Points Per Level: 2 + INT Mod

* = Choose One

Class Table

{table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +0 | +0 | +0 | +2 | Void Casting, Void Writing | 3 | 1 | - | - | - | - | - | - | - | -
2nd | +1 | +0 | +0 | +3 | - | 3 | 2 | - | - | - | - | - | - | - | -
3rd | +1 | +1 | +1 | +3 | Dedication | 4 | 2 | 1 | - | - | - | - | - | - | -
4th | +2 | +1 | +1 | +4 | - | 4 | 3 | 2 | - | - | - | - | - | - | -
5th | +2 | +1 | +1 | +4 | Void Power | 4 | 3 | 2 | 1 | - | - | - | - | - | -
6th | +3 | +2 | +2 | +5 | Dedication, Expanded Knowledge | 4 | 3 | 3 | 2 | - | - | - | - | - | -
7th | +3 | +2 | +2 | +5 | By Heart | 4 | 4 | 3 | 2 | 1 | - | - | - | - | -
8th | +4 | +2 | +2 | +6 | - | 4 | 4 | 3 | 3 | 2 | - | - | - | - | -
9th | +4 | +3 | +3 | +6 | Dedication | 4 | 4 | 4 | 3 | 3 | 1 | - | - | - | -
10th | +5 | +3 | +3 | +7 | Void Power |4 | 4 | 4 | 3 | 3 | 2 | - | - | - | -
11th | +5 | +3 | +3 | +7 | - | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | -
12th | +6/1 | +4 | +4 | +8 | Dedication, Expanded Knowledge | 4 | 4 | 4 | 4 | 4 | 3 | 2 | - | - | -
13th | +6/1 | +4 | +4 | +8 | - | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | -
14th | +7/2 | +4 | +4 | +9 | - | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | -
15th | +7/2 | +5 | +5 | +9 | Dedication, Void Power | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | -
16th | +8/3 | +5 | +5 | +10 | - | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | -
17th | +8/3 | +5 | +5 | +10 | - | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1
18th | +9/4 | +6 | +6 | +11 | Dedication | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2
19th | +9/4 | +6 | +6 | +11 | - | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3
20th | +10/5 | +6 | +6 | +12 | Void Power, Void Mastery | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4[/table]

Armor and Weapon Proficiency: The Void Scriptor is not proficient with any armor or shields, but they are proficient with all simple weapons.
Standard. Looks good.


Void Casting SU): A Void Scriptor is adept at manipulating some of the specific magical energies that make up the Void. Starting at 1st level, a Void Scriptor chooses 2 schools of magic, (they may not choose universal, as they automatically know universal). These schools of magic are drawn from the wizard's list. Once chosen, they may not replace these schools. They learn every spell off of the Wizard, Cleric and Druid spell lists that are of the same school as their chosen two, and may prepare them as a wizard does.

However, even when they limit the energies they can wield, mere mortals can not draw magic from the Void very efficiently. In order to cast their spells, Void Scriptors transcribe their mystical knowledge into Runebooks. Runebooks remain blank until runes are written in them. Once the runes are cast, they disappear from the tome and the runes must be written again. This is a delicate and precise process that can only be done during an uninterrupted rest.

Void Scriptors cast spells by reading their runes aloud from their tomes. Therefore, spells cast by a Void Scriptor have no somatic component and do not incur spell failure from armor, unless the spell requires a touch attack (even ranged) or an object or creature to be touched. However, all spells that do NOT usually have a verbal component, now do. A Void Scriptor must be able to read from his Runebook in order to cast spells. Blinded or silenced Void Scriptors can not cast spells, as well as Void Scriptors who are grappled, (unless they can still see and read aloud from their tome).

Void Scriptors use a special ink to write their runes. This ink costs 10 gold pieces and is good for 100 spell-levels worth of runes written. A Void Sciptor may only write as many runes per day as he can prepare, as dictated by his class level, regardless of how much time or Runebooks a Void Scriptor has.
Animate the ever-living balls off that Runebook. Grappled? Flies in front of your face. Overrrun? Lands on the ground in front of your face. Cradling an orc baby that won't shut the f*ck up? Cast that silence spell while the book hovers over the baby's face. The possibilities are limited only by your eyesight and your imagination.


Void Writing EX): When drawing their runes within their Runebooks, a Void Scriptor may choose to make either a knowledge (Arcana) or Knowledge (Religion) check in order to prepare additional spells for the day. The DC is equal to (10 + [Spell Level x 5]). Success means the additional spell is prepared. In addition, For every 10 points above the initial DC, the Void Scriptor prepares another extra spell.

The spell chosen must correlate with the knowledge used. I.e, if the Void Scriptor used knowledge (Arcana) to prepare additional spells, the additional spell must be arcane.

However, instead of choosing Knowledge (Arcana) or Knowledge (religion), a Void Scriptor may instead attempt to prepare both 1 additional arcane AND divine spell, using Knowledge (The Planes). However, the DC is equal to (20 + [Spell Level x 5]). Success means that both spells are prepared. Again, for every 10 points the check exceeds the DC, another arcane and divine spell are prepared.

Void Writing is attempted only once per rest, the result determines how many additional spells of any level a Void Scriptor may prepare. For example, Kairus, a 1st level Void Scriptor, rolls a 26 on his Knowledge (Arcana) check, so he may prepare 2 additional cantrips and 1 addition 1st level arcane spell.
While I really like the idea of using the Planes to apply to both of them, I feel like it eradicates the need for the other two (just my opinion and something to think about). The DC seems like a valid system with good numbers. However, I agree with anacalgion that having access to the huge amount of spells that they do, they might not need the extras. Your idea of increasing the potency makes more sense, since they have the "specialist" feel to them and should be a [Cast less spells, but cast them better!] slogan.


Dedication EX): Void Scriptors are avid scholars. Starting at 3rd level, and every three levels thereafter, a Void Scriptor may add +1 to one of his knowledge skills.
Brilliant. Flair without breaking anything.


Void Power SU): Starting at 5th level, and every five levels levels thereafter, a Void Scriptor may choose a special power drawn from the list below. Some powers may be taken more than once.



Burn Runes SU): The Void Scriptor may expend one additional prepared rune in order to deal extra damage with a spell. The additional damage is equal to 1d6 + CHA Mod, plus an additional 1d6 per level of the spell burned. For example, if Kairus burns a 4th level spell, he deals an additional 5d6 + CHA Mod points of damage. The additional damage is always the same energy type as the augmented spell. I.e, if Kairus burned his 4th level spell to augment a Fireball, he deals an additional 5d6 +CHA Mod points of fire damage. If the spell does not deal direct damage, such as the Fear spell, then the damage is un-typed. This power may only be used to augment spells that directly affect a target. Scrying and similar spells that do not directly affect the target can not be augmented by this ability.
I really like this, its flavorful and useful without being broken. I personally don't really feel too swell about allowing a non-damaging (and mind-affecting at that) spell like Fear, which can have an easily boosted DC, deal untyped, free, and good damage. But like I said its not broken... just don't know how I feel yet about it :smalltongue:



Destabilize Spell SU): The Void Scriptor chooses one of his known schools. He is now treated as having the Improved CounterSpell feat when countering spells of the chosen school. Additionally, a number of times per day equal to (1 + CHA Mod), the Void Scriptor may counter a spell by using a spell of the same school that is one spell-level lower than the one being countered. For example, Kairus has selected Evocation as one of his schools, he can now counter an enemy Lightning Bolt with Scorching Ray. This ability maybe taken multiple times, each time it applies to a different known school.
This is seriously awesome.



Force Field SU): The energies of the Void swell around the Void Scriptor, granted him a deflection bonus to armor class equal to his Charisma modifier.


Fortify Spell SU): The Void Scriptor chooses one of his known schools, he can fortify one of his spells from that school a number of times equal to (1 + CHA Mod) per day. Doing so forces any caster attempting to counter one of the Void Scriptor's spells to have the Improved Counter-Spell feat. Additionally, the caster attempting the counter must use a spell 1 spell-level higher than normally required by the Imroved Counterspell feat. In other words, if Kairus casts [Fireball[/i], the enemy must have improved Counterspell, and use a 5th level spell.

Also, the Void Scriptor gains a +4 competence bonus when making caster level checks to prevent his spells from being dispelled by the Dispel Magic spell, and similar effects. This ability may be taken multiple times, each time it applies to a different school.
This is really well laid out, but just a thought; using one spell higher is nice and all, but correct me if I'm wrong: do you not have to use the same spell to counter a spell? Now the Destabilize is great because not only do you only have to cast from the same school instead of the same spell, but at a lower cost. However, wouldn't it be better to not require Improved Counterspell, and instead cause the counterspell to take up a spell slot one level higher? This way, not only do they have to have Fireball prepared in order to counter yours, but it costs them a higher spell slot without giving them the option to cast any spell they want from Evocation. I don't know how that REALLY balances out, but it seems like a better 'slap in the face' to the enemy if they're like "Damn, he's casting Fireball but all I have is Lightning Bolt prepared."



Null Void SU): The Void Scriptor can temporarily sever a creature's connection to the Void a number of times per day equal to his CHA Mod. The affected creature can not cast spells, use spell like abilities, and any spell effects they are under and magic items they have are suppressed (not dispelled). However, during this time the target is not affected by any spells cast upon them, and magic items used against them do not add their properties. A Will save (DC 10 + 1/2 Void Scriptor levels + CHA Mod) Negates the effect. The effect lasts a number of rounds equal to (1 + CHA Mod).
Personal anti-magic field for 1+x rounds? Badass. Take 5 levels in this and create a supremist warlord bent on destroying magic used by anyone but him? Yes please.



Rune Shield SU): The Void Scriptor may cause his runes to leap from his book and surround him. By sacrificing one of his prepared runes, he may absorbed a number of spells equal to the spell-level sacrificed. However, the rune absorbs only spells of the same school as the rune sacrificed. He may cast this multiple times provided he has runes to use, however, he must choose a different school of magic if their is already a rune shield around him. The runes last a number of rounds equal to (1 + CHA Mod).
Consider changing some wording. Absorbing a spell typically means you can cast it at a later point, see Spellthief lv. 7 "Absorb Spell" for clarification. I would say "nullify" or "negate" instead of "absorb" but that's just me. Or perhaps rather than just negating it, you must succeed a Spellcraft check to instead absorb the spell energy, restoring a spell slot of that spell's level? DC 10 + spell level + enemy caster level or something along those lines.



Void Focus SU): This ability works like, and stacks with spell focus. The Void Sciptor may choose one of his schools of magic, and increase the DC to resist his spells of that school by 1. He may choose this power multiple times, but it's effects do not stack, instead, the Void Scriptor chooses a new school to empower.
Impressive, but not game-breaking. Me gusta.


Expanded Knowledge SU): By 6th level, the Void Scriptor has gained enough power to manipulate more magical energies. He may select another school of magic, (which must be different than the schools he has already chosen). He then learns all the spells of that school, as the Void Casting class feature. However, he only has access to spells that are 3 spell-levels lower than the highest spell level he can cast.

For example, at 1st level, Kairus chose Evocation and Conjuration as his two schools, at 6th level he decides he wants to learn divination. At 6th level, Kairus has access to 3rd level evocations and conjurations, so he now as access to Divination cantrips and orisions.

At 12th level the Void Scriptor gains this ability again, and may choose a new school, but the spell-level he has access to is now 5 spell-levels lower than his highest.
I might change to 2 and 4 instead of 3 and 5. Level 1 spells are usually good utility fillers, while cantrips/orisons are barebones nothing, and at that point not worth the ability. Gaining the level 1 spells when you gain the school makes more sense to me.


By Heart EX): By 7th level, a Void Scriptor has become very familiar with the power he wields. He no longer needs to read from his Runebook when casting a prepared spell that is four spell-levels lower than the highest spell-level he can cast of that school.

For example, Kairus, who is a 7th level Void Scriptor, has access to 4th level spells evocations and conjurations. He may now cast his prepared cantrips and orisons from those schools without reading from his Runebook. But he still must read aloud when casting his divinations.
This is a nice flavor touch. Making it so he doesn't need to physically read the spell to cast it is cool. Your wording confuses me a bit though. Does not having to read them mean he no longer has to speak them aloud? Because your next sentence says "read aloud" not just "read" so I am wondering are they considered a Silent spell (and Still spell, since they have no somatic component?)


Void Mastery SU): By 20th level, the Void Scriptor has mastered one aspect of the Void. He may choose one of his chosen schools, he can now cancel any spell or effect that originates from that school as a free action (but only once per round). Or, the Void Scriptor may empower any spell or effect of the chosen school, as per the [i]Empower meta-magic feat, at no additional spell slot cost. He may only cancel or empower as many spell-levels per day as his Void Scriptor levels.

This is awesome. Not quite enough for a capstone imo, especially considering the scaling of the class, instead of the ability-addition method. Maybe give a choice of meta-magics they can use, or give them a list and they have to choose one, etc. I would also change the cancelling effect to allow him (as a capstone, remember) to use one of his original spell schools to cancel any spell, once per encounter (or make it in addition to from same school 1/round). This gives him a feeling of true mastery, the ability to manipulate one aspect of the void to control another. You're about to get hit by a level 8 maximized empowered twin Fireball? Void Mastery that **** with an Abjuration spell to prove your defenses are superior to their offenses. Make sense? I think it would make the capstone more power-appropriate without removing the thematic feel. Or maybe you gain a combination metamagic-ish ability where for one spell per day, you can spend one spell slot to cast two spells you know as a spell of that one slot, ignoring the difference between schools and branches (arcane v. divine). Something like the ability to use a 6th level spell slot to cast a Mastered Flesh to Stone (Trans) spell that also procs a 6th level Fireball (Evoc) spell at the same time, using only one 6th level slot. I know I didn't translate that the best, but you get the point. Plus, it'd be kind of f*cking badass to watch a Void Scriptor whisper from his book and point at an ogre only to have that Ogre turn to stone and explode in a burst of fiery death and stuff.

All in all, this class is really thematic and mechanically sound (if not underpowered at points). I'm not sure why you went MAD with it and made the uses based on Cha and the DCs based on Int, but its your class. It's a crazy cool sounding class, and I'd actually play it. Thanks for the read, and hope the PEACH was worth something. :smallsmile:

TheFamilarRaven
2014-01-23, 02:34 PM
I love the flavor, as I enjoy anything focused on "the Void" and it fascinates me. Love the work and will now commence PEACHing.

Thanks for the PEACH, I'm actaully really happy with this class and glad you're helping me out!



Animate the ever-living balls off that Runebook. Grappled? Flies in front of your face. Overrrun? Lands on the ground in front of your face. Cradling an orc baby that won't shut the f*ck up? Cast that silence spell while the book hovers over the baby's face. The possibilities are limited only by your eyesight and your imagination.

I can't really tell if this a critique or just what you'd do :smalltongue:. But on that note, as a DM, if a character or creature is grappling a Void Scriptor, it wouldn't be too far fetched for me to allow them to "muffle" the Void Scriptor with their hand or similar object, preventing spells, or at least forcing a spell failure check. Also, this reminds me that I should probably lay out some statistics for these runesbooks, because those books are VERY important to their spell casting.



While I really like the idea of using the Planes to apply to both of them, I feel like it eradicates the need for the other two (just my opinion and something to think about). The DC seems like a valid system with good numbers. However, I agree with anacalgion that having access to the huge amount of spells that they do, they might not need the extras. Your idea of increasing the potency makes more sense, since they have the "specialist" feel to them and should be a [Cast less spells, but cast them better!] slogan.

The idea was that they could go for an "all or nothing" gamble with Knowledge (The Plane), or, if they thought that they would be using more of one spell type, they could get those spells a little easier. Since they cast from a limited amount of schools, I thought they would need a bit more spells per day. Obviously popular opinion is against this, and I think I've thought of a fix, along the lines of that trusty "Less spell but better" slogan :smallwink:.


I really like this, its flavorful and useful without being broken. I personally don't really feel too swell about allowing a non-damaging (and mind-affecting at that) spell like Fear, which can have an easily boosted DC, deal untyped, free, and good damage. But like I said its not broken... just don't know how I feel yet about it :smalltongue:

Fixing it, i have an idea.


This is really well laid out, but just a thought; using one spell higher is nice and all, but correct me if I'm wrong: do you not have to use the same spell to counter a spell? Now the Destabilize is great because not only do you only have to cast from the same school instead of the same spell, but at a lower cost. However, wouldn't it be better to not require Improved Counterspell, and instead cause the counterspell to take up a spell slot one level higher? This way, not only do they have to have Fireball prepared in order to counter yours, but it costs them a higher spell slot without giving them the option to cast any spell they want from Evocation. I don't know how that REALLY balances out, but it seems like a better 'slap in the face' to the enemy if they're like "Damn, he's casting Fireball but all I have is Lightning Bolt prepared."

Counterspell works like this, I know cause I had to look it up for this ability :smalltongue:. without Improved Counterspell (ICS), you can ONLY counter a spell with the SAME spell unless the spell specifically states it counters another spell, (i.e Haste/slow, bless/bane). If you DO have ICS, then you can counter a spell of the same school, as long as you use a spell 1 level higher than the one you are countering. (This is all in PH1) So yeah, counter spelling is confusing :smalltongue:

So basically, Fortify spell not only forces caster to have ICS, but also increases the cost by another spell level. Now, the real question is, is it enough to force the enemy caster to have ICS, or should the increase spell level cost be in effect as well?


Consider changing some wording. Absorbing a spell typically means you can cast it at a later point, see Spellthief lv. 7 "Absorb Spell" for clarification. I would say "nullify" or "negate" instead of "absorb" but that's just me. Or perhaps rather than just negating it, you must succeed a Spellcraft check to instead absorb the spell energy, restoring a spell slot of that spell's level? DC 10 + spell level + enemy caster level or something along those lines.

Thanks, i'll get right on that


I might change to 2 and 4 instead of 3 and 5. Level 1 spells are usually good utility fillers, while [in my experience] cantrips/orisons are barebones nothing, and at that point not worth the ability. Gaining the level 1 spells when you gain the school makes more sense to me.

Agreed, I was thinking about changing that myself.


This is a nice flavor touch. Making it so he doesn't need to physically read the spell to cast it is cool. Your wording confuses me a bit though. Does not having to read them mean he no longer has to speak them aloud? Because your next sentence says "read aloud" not just "read" so I am wondering are they considered a Silent spell (and Still spell, since they have no somatic component?)

WOOPS! Yet another example of my wording gone wrong (stupid wording!) I'll fix that right away. Wouldn't want to give them TOO many meta-magic feats for free :smalleek:.


This is awesome. Not quite enough for a capstone imo, especially considering the scaling of the class, instead of the ability-addition method. Maybe give a choice of meta-magics they can use, or give them a list and they have to choose one, etc. I would also change the cancelling effect to allow him (as a capstone, remember) to use one of his original spell schools to cancel any spell, once per encounter (or make it in addition to from same school 1/round). This gives him a feeling of true mastery, the ability to manipulate one aspect of the void to control another. You're about to get hit by a level 8 maximized empowered twin Fireball? Void Mastery that **** with an Abjuration spell to prove your defenses are superior to their offenses. Make sense? I think it would make the capstone more power-appropriate without removing the thematic feel. Or maybe you gain a combination metamagic-ish ability where for one spell per day, you can spend one spell slot to cast two spells you know as a spell of that one slot, ignoring the difference between schools and branches (arcane v. divine). Something like the ability to use a 6th level spell slot to cast a Mastered Flesh to Stone (Trans) spell that also procs a 6th level Fireball (Evoc) spell at the same time, using only one 6th level slot. I know I didn't translate that the best, but you get the point. Plus, it'd be kind of f*cking badass to watch a Void Scriptor whisper from his book and point at an ogre only to have that Ogre turn to stone and explode in a burst of fiery death and stuff.

Taken into consideration :smallwink: ... I'll begin re-working it right away!


All in all, this class is really thematic and mechanically sound (if not underpowered at points). I'm not sure why you went MAD with it and made the uses based on Cha and the DCs based on Int, but its your class.

Well, i didn't :smallwink: ... Re-read the abilities section right above the table "Intelligence is a Void Scriptor's best attribute, as it determines the strength and number of spells they can cast. Charisma is also note worthy as it affects certain class features."

EDIT: Unless that's what you meant by MAD, but as of now i'm under the impression you think that the spell casting is MAD.


It's a crazy cool sounding class, and I'd actually play it. Thanks for the read, and hope the PEACH was worth something. :smallsmile:

You were a ton of help, thank you! I'll be re-working the class, so feel free to check the change log! Let me know what you think of the changes!

TheFamilarRaven
2014-01-23, 03:40 PM
Updated as of 12:30pm 1/23/2014


change log

CryWolfCorrupt
2014-01-23, 03:41 PM
Well, i didn't :smallwink: ... Re-read the abilities section right above the table "Intelligence is a Void Scriptor's best attribute, as it determines the strength and number of spells they can cast. Charisma is also note worthy as it affects certain class features."


I only meant that if you plan to utilize the staple of the class (the bolsters to spells and abilities) that give it the flavor over the Wiz/Sorc classes, then you need Int and Cha, on top of Con being Con (standard). Just remarking on the difficulty of incorporating the Intelligence for spells and Charisma for abilities. It kind of forces you to focus on one or the other in most PB systems. On top of that, they only get one social skill, when Cha is a MAJOR class ability mod (potentially)? Seems a little wonky to me :smallwink:

TheFamilarRaven
2014-01-23, 07:38 PM
I only meant that if you plan to utilize the staple of the class (the bolsters to spells and abilities) that give it the flavor over the Wiz/Sorc classes, then you need Int and Cha, on top of Con being Con (standard). Just remarking on the difficulty of incorporating the Intelligence for spells and Charisma for abilities. It kind of forces you to focus on one or the other in most PB systems. On top of that, they only get one social skill, when Cha is a MAJOR class ability mod (potentially)? Seems a little wonky to me :smallwink:

Ah, glad we have that thing straighten'd out. I guess all I can say is that it could be worse. i could make Wisdom determine divine spell strength and intelligence arcane spell strength, followed by charisma to determine the amount of bonus spells and strength of class features :smalltongue:.

The "having one social skill despite CHA being an important stat" has it's basis in that the sorcerer is a charisma based class that only has bluff as one of it's class skills in RAW. Of course the Void Scriptor in this case can choose his social skill, but that's only because as a DM I typically house-rule that in when anyone makes a character.

My reasoning for incorporating CHA was that I felt like the class features represented the Void Scriptor's "command" (for lack of a better word) over aspects of the Void, which seemed like a Charisma thing. Although, I guess they could be interpreted as the Void Scriptor has "learned" how to manipulate the Void in certain ways, making is a Intelligence thing. I might consider changing that later though.

Also, thanks again for helping me with this.

TheFamilarRaven
2014-01-30, 08:47 PM
Ok, so it's really late, and I'm sure some people have lost interest ... but I've hopefully completed the last update for the Void Scriptor. So if' I could get a re-evaluation that'd be great


Quick link to the class table

Or if you've been following the class or interested in its development ...


Change Log

TheFamilarRaven
2014-07-11, 06:07 PM
Bump for re-evaluation ... Pretty sure I can do that since I'm the original poster of this homebrew .... if not then damn.


Anyways ... i'm planning on using this in a campaign of mine soon so I want to be sure everything is balanced right.

IllogicalBlox
2014-07-13, 11:52 AM
Oh, I so wish that this was for 4e.

Tempestfury
2014-07-27, 01:04 PM
Honestly, I like the look of this class. Admittedly, they can be optimized to a degree even more dangerous then wizard's due to their class features, but at the same time, this class is much easier to a beginner to pick up and use and makes lower-optimization much easier. Nothing in particular struck me as odd, underpowered or overpowered, so its a high-tier, but still rather balanced class.

I just think that being a Runemage instead of a Void Scriptor works better for the fluff of the class, taking into account its mechanics and how its spells actually work.

johnnythexxxiv
2014-08-12, 02:08 AM
I absolutely love the flavor of Void Casting, it makes Vancian casting actually make sense. All of my wizards will officially have a similar fluff applied to their casting as well (seriously, how is a guy with 30 Int so forgetful that he has to re-remember how to cast spells every day?), so thank you so much for that! As far as balance is concerned, you're going to run into the same problem that all full casters have at high levels, where breaking the game becomes trivially easy, but their reduced spell list has me putting them somewhere in between the sorcerer and wizard for utility (depending on spell lists, better utility than sorcerers but less spells per day, so balances out quite nicely) so I'd put them at a high tier 2 (they don't have quite enough answers to put them into tier 1 territory). I think changing Void Writing to increased caster level was a good call, having extra low level spells available (extra hastes comes to mind) was a little stronger than I would have cared for. It still boosts the utility of low level spell slots without making them too much better, which is nice since otherwise those slots might go unused. Void Sight is mildly troublesome as it kind of screws over the entire Illusion school of magic since you'll notice that something is amiss 9 times out of 10 and can pass your save more easily because of it (the read magic half of it is totally fine though).

The rest of the abilities look fun, well balanced and flavorful. As a whole I really like this class and think it has a very distinct place among the full casters without making it too niche. Since it can count as both arcane and divine I'm curious as to how it would interact with Mystic Theruge and whether or not you might want to look for a way to clarify any differences between your design ideas and how it would actually interact with it.

TheFamilarRaven
2014-08-12, 12:49 PM
Thanks for commenting. Your point about the at will detect magic is noted ... I've changed it so that it is still at will, but the only auras that can be seen are of the schools chosen with Void Casting.

As for Mystic Theurge, I added a clause at the end of the post about PrC's and the Void Scriptor. The gist being, that yeah, they can pretty much qualify for Mystic Theruge by level 3. But it'd be pointless to take that class for them, because it only advances their Void Scriptor casting (I.e they still only cast spells from their chosen schools), and they wouldn't gain any more class features or the Void Scriptor

r2d2go
2014-08-12, 09:20 PM
Oh, cool! Let me look through this...

The fact that you get all spells from one school is pretty crazy, and as has been said, encourages a lot of book searching to find the best spell. It's well limited by the fact that you get only two full schools, but it's still pretty strong. I'll mention a potential way around this, tying in with other stuff in a bit.

Void Writing is a bit scary but manageable - any smart DM will stop skill shenanigans before it hits too high. The most worrying time is probably very early, where +1 CL and overclocking heavily multiplies your damage output. I would limit this by level - this ties in later too.

Burn Runes is nice. However, I don't think it scales with the burned spell well - you'll want to burn all your 0th level spells and probably 1st level spells for this, since they won't do much on their own. At the moment, with lower level spells it's like improved warmage edge. I might make it just +1d6 per level? That feels a little weak though... Eh. I would definitely reword/change it to say that it only works on damaging spells though - the current wording is unclear, and I think restricting to damage spells is fine.

Destabilize Spell is very cool :smallbiggrin: however, I think it makes life hard on a DM. If an enemy has it, any Void Scriptor with a PC specialist's school would obviously be very powerful, probably too much - otherwise probably not enough. If a player has it, how do you build your encounters? How often do you cast the spells he can counter, knowing he can? Basically, some times it's great, some times it's not. That can be perfectly fine, but countering (eventually) four schools with lower level spells is pretty strong. I might nerf it to same level (still stronger than Improved Counterspell), or put a dispel check on using lower-level spells. Or, do both, to make things less black and white - same leveled dispels are guaranteed, but lower leveled dispels require a dispel check as Counterspell, with a -1 penalty per level below. That way, you get more coverage but less domination in the focused schools.

Rune shield is kind of weird. I assume it's a standard action, which makes it about the same as Destabilize Spell in power. However... do you really need both? I suppose more options is fine, but what might be cool is if you instead grant Spell Resistance against enemy spells of that school - something like 10 + Void Scriptor Level/2 + Spell Level. Then, it's not as measurably the same as Destabilize Spell, making it more unique, but it's the same sort of protection.

Void Crafting seems interesting. Probably won't break anything, but I'd think about it.

Clever Scripting is very nice, but I think you might want to scale it by level, like the other abilities. At the moment, you start out being able to cleverly script any of the spells you know at 5th level, then most of them at 10th, then the weaker half at 15th, and then mostly low-value ones at 20th. Perhaps make it Max Level -2?

Expanded Knowledge is great, makes the class much more versatile and playable.

By Heart is awesome flavor, and perfectly fine.

Void Mastery: This is three parts, so I'll say stuff about each part.

Spontaneous Void Casting: This is very useful, allowing more versatility which is great.

Improved Void Counterspell: Also very useful, and doesn't have the same problems as Destabilize Spell since you can't, say, lock down a BBEG caster with it. You might want to specify things though - something like "This follows the same rules as the Improved Counter-Spell feat, except that you may use any spell within the chosen school that is one or more spell levels higher than the target spell." Right now it's a little awkward, I think. Might just be me though :smalltongue: also, you're missing a close-paren after "Destabilize Spell Void Power."

Absorb Spell: You should probably specify what happens when you absorb a spell - I assume it means you can cast it back? Though, this is pretty close to immunity to a school (~70% chance to win against equal CL), which again brings up the "when are you going to get to use this?" thing. I might get rid of the +5 competence bonus, or lower it, or maybe get rid of/nerf the absorption chance. I'd definitely specify/reword what happens with the absorbed spells though.

Rune Book seems a little... vulnerable. Maybe make it more durable as the Void Scriptor gets stronger? Something like +1 Hardness, +5 HP every other level? Seems like something very hard to keep safe at high levels, and it seems vulnerable to dispel, which might encourage Abjuration as a known school more than it should.

That's it! Very nice class, I look forward to seeing it develop :smallsmile: