dead_but_dreaming
2007-03-05, 04:41 PM
Please take a look at this one! Sorry for the (lack of) formatting, I'm in a bit of a hurry at the moment...
The Herald of Mystra
...Or any appropriate deity of magic...
Heralds are those chosen by a god or godess who governs the Arts of magic, being its creator and/or guardian. They are almost always extremly talented individuals, gifted with superior intellect, force of personality and profound spiritual insight for the path of the herald is a demanding one indeed. The rewards are great, however, since their patron deity has access to all spells in the known multiverse and is willing to grant them to her most devoted servants.
Class Features
Heralds gain spells per day, HD, saves, skills and BAB just as wizards. They gain profficiency with one simple weapon. In addition, they gain the Guardian and Tutor abilities. They must also abide by their Code of Conduct or lose their spellcasting abilities.
Spellcasting: Heralds have the spellcasting progression of a wizard and a sligthtly weaker spell per day table (see below), but they have no spellbook and cast divine spells. A herald has access to all spells, arcane and divine, due to the nature of the deity they revere and serve. They do cast all spells as divine spells and they pray for spells and prepare them just like a cleric would do. However, all herald spells incur arcane spell failure from armor due to their complex nature.
If a spell is available on more than one class spell list, the herald can only cast it as the highest level version of that spell.
To prepare or cast a spell, the herald must have an Intelligence score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a heralds spell is 10 + the spell level + the heralds Charisma modifier.
A herald gain bonus spells based on his Wisdom score.
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1
2nd|3|2
3rd|3|3|1
4th|3|3|2
5th|3|3|3|1
6th|3|3|3|2|
7th|3|3|3|3|1
8th|3|3|3|3|2
9th|3|3|3|3|3|1
10th|3|3|3|3|3|2
11th|3|3|3|3|3|3|1
12th|3|3|3|3|3|3|2
13th|3|3|3|3|3|3|3|1
14th|3|3|3|3|3|3|3|2
15th|3|3|3|3|3|3|3|3|1
16th|3|3|3|3|3|3|3|3|2
17th|3|3|3|3|3|3|3|3|3|1
18th|3|3|3|3|3|3|3|3|3|2
19th|3|3|3|3|3|3|3|3|3|3|1
20th|3|3|3|3|3|3|3|3|3|3|2
[/table]
Code of Conduct: A herald is first and foremost a guardian and a tutor of magic. He may neither be good, evil or chaotic and must at all times seek to hinder those who would cause damage to the weave/fabric of reality and upset the natural balance between inherently good and evil magic. Furthermore, the path of a herald requires uttermost devotion. If a herald ever multiclasses into another casting class or gain levels in a PrC with a caster level progression, he immediatly loses all spellcasting abilities. If he gains levels in any non-caster class, he may not advance further in the herald class but he retains all caster abilities. He also loses all caster abilities if he ever strains from his alignment or fails to perform his duties as a guardian of magic itself. He may not continue to progress in the herald class unless he atones and willingly loses all levels of any other caster classes beside this one.
Tutor: A herald may teach another caster that prepares his spells a new spell, if that spell appears on that casters spell list. Obviously, this applies only to classes that actually learn spells, such as wizard or archivist. The caster to be taught may scribe the spell into his spell/prayerbook as if he was copying it from another such source. The herald may only teach spells that he has currently prepared.
Guardian of the Weave (Su): A herald becomes instantly aware of any major alterations to the weave/fabric of magic/reality. He can roughly tell the distance and direction to that particular phenomenon. If he doesn't set out to investigate and correct the damage as quickly as possible (within a reasonable period of time), he violates his Code of Conduct. The heralds patron deity may however relieve the herald of this duty (if she for example has sent another servant to investigate a particular phenomenon). This is entirely up to the DMs discretion.
FINISHED
The Herald of Mystra
...Or any appropriate deity of magic...
Heralds are those chosen by a god or godess who governs the Arts of magic, being its creator and/or guardian. They are almost always extremly talented individuals, gifted with superior intellect, force of personality and profound spiritual insight for the path of the herald is a demanding one indeed. The rewards are great, however, since their patron deity has access to all spells in the known multiverse and is willing to grant them to her most devoted servants.
Class Features
Heralds gain spells per day, HD, saves, skills and BAB just as wizards. They gain profficiency with one simple weapon. In addition, they gain the Guardian and Tutor abilities. They must also abide by their Code of Conduct or lose their spellcasting abilities.
Spellcasting: Heralds have the spellcasting progression of a wizard and a sligthtly weaker spell per day table (see below), but they have no spellbook and cast divine spells. A herald has access to all spells, arcane and divine, due to the nature of the deity they revere and serve. They do cast all spells as divine spells and they pray for spells and prepare them just like a cleric would do. However, all herald spells incur arcane spell failure from armor due to their complex nature.
If a spell is available on more than one class spell list, the herald can only cast it as the highest level version of that spell.
To prepare or cast a spell, the herald must have an Intelligence score equal to at least 10 + the spell level.
The Difficulty Class for a saving throw against a heralds spell is 10 + the spell level + the heralds Charisma modifier.
A herald gain bonus spells based on his Wisdom score.
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1
2nd|3|2
3rd|3|3|1
4th|3|3|2
5th|3|3|3|1
6th|3|3|3|2|
7th|3|3|3|3|1
8th|3|3|3|3|2
9th|3|3|3|3|3|1
10th|3|3|3|3|3|2
11th|3|3|3|3|3|3|1
12th|3|3|3|3|3|3|2
13th|3|3|3|3|3|3|3|1
14th|3|3|3|3|3|3|3|2
15th|3|3|3|3|3|3|3|3|1
16th|3|3|3|3|3|3|3|3|2
17th|3|3|3|3|3|3|3|3|3|1
18th|3|3|3|3|3|3|3|3|3|2
19th|3|3|3|3|3|3|3|3|3|3|1
20th|3|3|3|3|3|3|3|3|3|3|2
[/table]
Code of Conduct: A herald is first and foremost a guardian and a tutor of magic. He may neither be good, evil or chaotic and must at all times seek to hinder those who would cause damage to the weave/fabric of reality and upset the natural balance between inherently good and evil magic. Furthermore, the path of a herald requires uttermost devotion. If a herald ever multiclasses into another casting class or gain levels in a PrC with a caster level progression, he immediatly loses all spellcasting abilities. If he gains levels in any non-caster class, he may not advance further in the herald class but he retains all caster abilities. He also loses all caster abilities if he ever strains from his alignment or fails to perform his duties as a guardian of magic itself. He may not continue to progress in the herald class unless he atones and willingly loses all levels of any other caster classes beside this one.
Tutor: A herald may teach another caster that prepares his spells a new spell, if that spell appears on that casters spell list. Obviously, this applies only to classes that actually learn spells, such as wizard or archivist. The caster to be taught may scribe the spell into his spell/prayerbook as if he was copying it from another such source. The herald may only teach spells that he has currently prepared.
Guardian of the Weave (Su): A herald becomes instantly aware of any major alterations to the weave/fabric of magic/reality. He can roughly tell the distance and direction to that particular phenomenon. If he doesn't set out to investigate and correct the damage as quickly as possible (within a reasonable period of time), he violates his Code of Conduct. The heralds patron deity may however relieve the herald of this duty (if she for example has sent another servant to investigate a particular phenomenon). This is entirely up to the DMs discretion.
FINISHED