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View Full Version : [PrC] Divine Calligrapher [PEACH]



Eldritch_Ent
2007-04-02, 06:06 PM
In a clearing, the party spies a man in short oriental robes surrounded by zombies and other undead- the only thing lighting the area being his tiny campfire behind him, and the only item in his hands was a tiny paintbrush... Even surrounded on all sides with the evil fiends, he seems unafraid. He raises his brush to the fire and draws a mystic symbol in the air- and in an instant, the fire leaps out with a fury like that of the gods themselves- burning the undead to ashes where it stands.

The Divine Calligrapher is a caster that uses the power of creativity to cast spells. He paints representations of what he wants to happen, and they happen. This is not done by the painter's own power, but by the power of the ancient eastern god of Creation and Sunlight, Ameterasu.

Yes, this was Inspired by "Innis Cabal"'s Brush God PRC attempts m which in turn was "inspired" by the videogame Okami, but he didn't think it'd work and I was proud of it so I decided to post it in it's own thread... (My post in his thread was removed and linked to here for your convenience.)

Generally, clerics are best suited for this class due to the divine nature of the powers involved, but Wizards and Sorcs will also take it in an attempt to understand the cosmos better or give them a sustainable amount of spells.
Good-leaning druids, even though ostensibly neutral, are also attracted to this class, wanting to be agents of the higher order of Creation itself, and generally using their powers to stop and repair the destruction of Wild Lands.
Bards aren't as suited for this class, (especially since they get their 4th level spells at 10 the earliest). Some pick it up to add some flair to their act...
Paladins and Rangers, getting their 4th level spells at level 14 the earliest, benefit the least from this class- that coupled with their militiary nature make them both unsuited and usually uninterested in taking levels of this class.
Psions, though I love them, may not take levels in this class- ostensibly because They're too reliant on their own powers to utilize it, but in reality it's simply because I think it'd be unbalanced if given to a Psion. (If you can convince me otherwise, feel free.)


Requirements-
Dex 12
10 ranks Craft (Painting) or Craft (Calligraphy) or Craft (Spell Tags) or Craft (Scribe or...or Any job that uses a brush or writes/draws heavily. It all works as fine for any relevant rolls.)
Ability to cast 4th level spells. (Not powers.)
May not be of evil alignment. (If the character turns evil with levels in this class, they're immediately replaced with levels of Commoner until he atones.)

Must always Carry his Inkpot and Brush as focuses.
Note: All spells cast by this class still recieve Arcane Faliure as normal for shields and Heavy Armor and things.
To Cast a "Brush Spell" (AKA Any spell listed in the "Special" column) the Calligrapher must have his Brush and inkpot at the ready, (which if he didn't already, will need a Move Action to do.)
All brush spells require a full round to cast.
All brush spells count as "Divine" rather than Arcane.
Priests taking this class may replace their current Deity with Ameterasu (If they're not evil.), who has the same domains as Pelor but with the Plants and Animals domains thrown in too.

Divine Calligrapher
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|Spells

1st|
+1|
+2|
+0|
+2|Daylight/Lay on Hands/Ink Bullets/Protection from Evil|Sun domain 0/+1 spellcasting level

2nd|
+2|
+3|
+0|
+3|Mind Fog/Explosive runes/Mass Moderate wounds|Sun Domain 1/Ink + 10 (Total 40)

3rd|
+3|
+3|
+1|
+3|Control Elements/Plant Growth/CoP: Evil|Sun domain 3/+1 spellcasting level

4th|
+4|
+4|
+1|
+4|Blade Barrier/Chain Lightning|Sun Domain 4/Ink + 10 (Total 50)

5th|
+5|
+4|
+1|
+5|Harm/Mass Serious Wounds/Silver Inkpot/InkDrink|Sun Doman 5/+1 spellcasting level

6th|
+6/1|
+5|
+2|
+5|Heal/Greater Restoration/Resurrection|Sun domain 6/Ink + 10 (Total 60)

7th|
+7/2|
+5|
+2|
+6|Control Weather/Ameterasu's Divine Weapon/Move Earth|Sun Doman 7/+1 spellcasting level

8th|
+8/3|
+6|
+3|
+6|Mass Critical Wounds/Holy Aura|Sun domain 8/Ink + 10 (Total 70)

9th|
+9/4|
+7|
+3|
+7|Firestorm/Polar Ray/Chain Lightning/Greater Shout|Sun Domain 9/+1 spellcasting level

10th|
+10/5|
+8|
+4|
+8|Teleportation Circle/Time Stop/Golden Inkpot|Ink + 10 (Total 80)[/table]

Class Features: No additional armor proficincies gained. Gains Proficiency in the Exotic Weapon: Giant Brush, Spiked Chain, and Great Sword. D6 HD a level.

Special Elemental Rule- A Calligrapher may only use Energy Spells of the Fire, Ice, and Cold elements If near an actual source of the elemental in question. Ice Cubes, Torches, Gnomish Batteries, Natural Weather, Elementals, enchanted weapons, Flame shield spells, the appropriate Plane... Without a source of the appropriate energy to shape into the effect, he may not use it.

Special Rule: Cause Wounds: A Calligrapher may choose, upon casting any sort of "cure" spell, to instead have that spell damage his opponents by channeling it into a blade of Divine Retribution. Unlike Evil clerics who do this, this creates a purely destructive impulse that counts as both Force, Divine, and Slashing for purpouses of Overcoming damage reduction. (However, a creature immune to all three of these damage types cannot be affected by this ability.)
This effect may also be used to cut objects- Ropes, Chains, Bread, trees, Large Boulders... Whatever needs cutting. (Though the objects Hardness, AC and HP must still be overcome.)

Special Spellcasting Rule: a Divine Calligrapher begins at level 1 with a large inkpot that can hold 30 ink points, and Automatically restores ink at a rate of 1 point a round. Casting a spell with it costs the Spell's level x 3 (Metamagic Included.) The Calligrapher becomes more efficient with his ink as time goes on, adding 10 points every other level. (For a maximum of 80 at level 9.)

All relavant spellcasting rolls that would require a Spellcraft roll instead use a Craft (Painting) check. A Calligrapher MUST have either his base spellcasting stat or DEX of 10+ Spell Level to cast a spell, and for all intents and purpouses uses may use DEX in the same manner as Wizards use INT and Sorcerers use CHA. (Except Bonus spells, which Calligrapher's only get via the stat of the base class they decide to place their spells-per-day in.)

If a Calligrapher attempts to cast a spell he doesn't have the ink for, he must roll a Craft (Painting) check against (10 + Spell Level + Number of Ink Points the spell costs - Ink points remiaining in his pot.) If succesful, the spell is cast. If not, the spell isn't cast. Either way the Calligrapher's ink pot must wait a number of minutes equal to the amount of ink he went "Over" what he had. before it resumes generating ink again, regardless of improvements on it.

The domain spells take up ink as normal for other spells learned by this class, and may be used once a day. (If the Calligrapher already had the Sun as a domain, he must replace his Old sun domain with a different domain.)

A Calligrapher may cast most any spell he knows that he's learned outside this class with his inkpot, but doing so causes the magic to leave his pot faster- casting spells outside this Class's naturally learned spell set cause the Inkpot to drain at triple the rate and uses up the Calligrapher's Domain Spell for the day, along with whatever EXP costs the spell would normally use. (In Effect, the user can use a Domain Spell to instead cast a spell of the same level he could already cast that day.) The upshot of this is it eliminates the need for a Material Component.

The Inkpot cannot emulate spells of the Necromancy domains or other effects the use Negative Energy or Evil spell desciptors due to the positive-energy filled nature of the Ink.
The Inkpot also cannot be used to Emulate powerful spells like Wish or Limited Wish or Miracle due to the simple fact it's near impossible to express the universe changing on such a wide scale in mere pictures.



Silver Ink (EX) : Causes the Calligrapher's Ink Pool to refill by 2 a round.
The Calligrapher has learned more about the nature of the universe and his craft, allowing him to restore his ink at a faster rate... Once he's upgraded his pot. The Calligrapher must have his pot lined with silver, inside and out, given a +2 Bonus, and have it permanently enchanted with the spell "Haste." Once this process is complete, the ink pot fills up with a pure white ink as opposed to the base black stuff from before... (It also gives him a +2 enhancment bonus to his "Spellcraft" rolls!)
If the pot is broken, the Calligrapher may pay half the cost of the original improvements to have it repaired if he has the remains of his old pot.

Silver Ink Drink: The contents of a Silver Ink Pot, though it is used as Ink, is not only now edible (The Calligrapher, so long as he has his ink pot, will never thirst again), but in fact has certain qualities. When the uses Quaffs from his ink bottle, (Which consumes 30 ink points), the user is affected by a "Lesser Restoration" spell and has all poisons with a DC equal to or less to the Calligrapher's Character level immediateley healed. The Calligrapher may also let others drink from his bottle for the same effect, but those who drink without his permission must instead save as if they just drank a dose of "Deathblade" poison.

The Calligrapher may NOT try to purpousely poison anyone with his ink. If the Calligrapher does so, the "victim" gains the positive effects and the Calligrapher's Ink Pot immediately shatters and disintegrates, (Making it worthless as repair materials) and may not be repaired until he "Atonement"s.

Golden Ink (EX) : Causes the Calligrapher's Ink Pool to refill by 3 a round.
Upon reaching the 10th level, the Calligrapher recieves a burst of Inspiration that is equal parts Divine, Artistic, and Madness... The Calligrapher must have already has hid Imkpot upgraded to "Silver" and must then have it further improved- Lining it with Gold then bringing the enchantment up further to +4, and Permanently enchanted with a Haste spell heightened to 9th level. The Ink Pot begins to fill with a rich, creamy yellow substance- both the new Ink and the Pot emit a light bright enough to see with as if affected by a Permanent Daylight spell. (Along with giving the Calligrapher a +4 bonus on his "Spellcraft" rolls.)

Gold Ink Drink: as Silver Ink Drink, But grants anyone who passively drinks from it (not using it as a potion) all the same effects as the Nectar from the "Heroes Feast" spell (In fact, it's the same fluid) and also satisfies hunger.
Also upon drinking 50 (Still a standard action like drinking a normal potion) It additonally dispels all negative spell effects with a DC equal to or lower than the Calligrapher's Character Level, and applies a "Restoration Spell." This can be given to allies, and counts as Black Lotus Extract if "stolen". (Same rules apply for "forced drinking")
If the Calligrapher chugs the entire bottle, (Full round action- needs at least 60 points) he is immediatley subjected to a "Tenser's Transformation", "Haste", "Potion of Heroism", and "Holy Aura". For the duration of the effect, as well as Automatically Generating an "Ameterasu's Divine Weapon", which the wizard MUST wield for the duration of the spell. Once the Tenser's Transformation wears off, the Calligrapher's Ink pot requires 10 minutes before it resumes generating ink. (Only the Calligrapher himself may use this ability.)

Ink Bullets (SL) : Ink bullets functions the same as, and replaces, Magic Missile. (The Calligrapher must replace a spell in his spellbook with a different level 1 spell than Magic Missile.). Upon casting the Calligrapher may either choose to have it deal Force damage as a normal magic missile, or deal slashing damage instead- Though the latter is affected by Damage Reduction and such.

Control Elements (SL) : The Calligrapher has subtle control over the elements, and can use this spell to emulate any of the following effects, so long as he's near a source or sizeable amount of the element in question- Call Lightning, Control Water, Quench, Control Flame (There's a Spell for that, right?), Control Wind.

Ameterasu's Divine Weapon (SL): As Mordenkainen's Sword, but the user may either summon up a Greatsword (Which attacks as normal for the spell), or a Spiked Chain (Which attempts to trip and disarm armed opponents before attacking.)

Fast Preperation (Feat) : Reqiuirements: Dex 14
The user may immediately ready his brush for "spellcasting" as a free action that does not provoke an attack of opportunity, regardless of what he actually is holding in his hands.

Quick Painter (Feat) : Requires Dex 16, a relevent craft skill at 15, and Fast Preperation.
All Paint spells now remain their normal duration regarduless of Metamagic Feats. (Which allows, among other things, Quicken Spell to be used with the Inkpot...)

Ink Conservation (Feat) : Requirements, Int 14
The Calligrapher's maximum Ink Pool increases by 10. This feat may be taken miltiple times, it's effects stack with itself.

Bead of Enlightenment: Minor Artifact
Each one, when placed in the Calligrapher's Inkpot, increases his Ink pool by 1. Only 100 of these beads exist. They are indestructable- even by spells such as Wish, Miracle, and Mordenkainan's Disjunction.
If Assembled into a Rosary Necklace, they become...

Heavenly Rosary: Major Artifact
Evil Characters that attempt to touch this artifact are immediately struck down- taking 2d6 damage and 4 points of DEX drain.
When worn, the Calligrapher gains a +5 Perfection bonus to his AC, may cast spells without using Ink, and the Calligrapher stops aging as long as he possesses all 100... Along with gaining divine Rank 0 (As a Quasigod to Ameterasu) and the type "Outsider". (But based in the Material plane so he can't be banished from it.), and finally, the ability to cast Miracle once a day with no XP cost.
Any attempts to steal the Rosary once it's worn fail, and any attempts to destroy it while the Wearer is still living also fail. If the wearer wishes to remove the necklace, he must make a dc30 Will Save- and upon taking it off, the Rosary immediately breaks into the 100 beads again and is scattered.
The User also immediately gains as much age as he avoided while wearing the Rosary. If he had worn it 100 years, he'd immediatley age 100 years and probably die from old age on the spot.
If the user dies from combat or other means, the Rosary vanishes- only to reappear on his person when he's revived. (as the Rosasry is, more or less, now anchored to his soul.)
If the Wearer ever opts not to be revived, (even by an opposite-alignment priest), or remains dead more than a year, the Rosary reappears in scattered form on the material plane. (Along with losing all his benefits- Although unlike willingly removing it, he does not gain any extra age, and simply resumes aging normally as if there wasn't any time in between that moment and when he put the rosary on.)
This Artifact may only be used by good or neutral Divine Calligraphers- Any other class wearing it simply gets the +4 Dodge bonus and nothing else. (Not even the indestructable/unstealable qualities.)
If the wearer becomes evil while wearing it, he is struck with 4d8 Damage of divine damage, 8 points of Dex drain, and vanishes- it will reappear on his person if he Atones within one year, otherwise it will reapeear in scattered form.

Weapon Type: Giant Brush
The Giant Brush counts, for all mechanical purpouses, as a Quarterstaff that needs Exotic Weapon proficiency to use. While wielding a giant brush, the Calligrapher is always counted as having his brush readied for spellcasting.
It's popular for Calligraphers to enchant their brush with an Elemental Energy (Fire, Ice, Lightning, or in some rare instances Water) so they always have a source of the element to have around.

Golden Brush: Greater Artifact
This oversized brush, made from gold-coated and delicately inlaid Bamboo, Counts as a +5 exotic quarterstaff. . Along with being unbreakable, it also applies a free "Enlarge" effect to any Brush Spell the calligrapher uses at no additional spell-level or casting time cost.


... End of rules section.

With the appropriate effects for each spell being flavored appropriately. (IE, Cause Wounds and Harm looks as if caused by tousands of tiny cuts or simply the foe being cleaved in two if lethal... Those sorts of things.), along with the Greater Shout being a wolf's howl... Just give everything an Asian flare and it's all good.

If Taken at 7th level and taken to 17th level, the PC won't be able to "Naturally" cast 9th spells unless he goes Epic Spellcaster, (They basically have the same SPD as a level 15 spellcaster of their class) so I threw them a few at level 10 of this class... There's a few progression balance problems, namely this class starts out a bit weak but ends up getting a 9th level spell a level early.

Ink Drink and Quick Painter might also be overpowered...
Then again Spellcasters in 3.5 are overpowered in general. :smallwink:

And Move Earth isn't anywhere in the Okami Game, I just thought it'd add a bit more flavor to the class, and sorta to represent digging. :smallbiggrin:

So what do you guys think? I'd love some honest feedback, and I hope it goes over better than my lipid golem. :smallfrown:

Innis Cabal
2007-04-02, 06:13 PM
as i said before it looks fine, just not what i had in mind :), looks great though, we are just two lost painters on the canvass that is reality

Kyace
2007-04-02, 07:34 PM
If a Calligrapher attempts to cast a spell he doesn't have the ink for, he must roll a Craft (Painting) check against (10 + Spell Level + Number of Ink Points the spell costs - Ink points remiaining in his pot.) If succesful, the spell is cast. If not, the spell isn't cast. Either way the Calligrapher's ink pot must wait a number of minutes equal to the amount of ink he went "Over" what he had. before it resumes generating ink again, regardless of improvements on it.

A Calligrapher may cast any spell he knows that he's learned outside this class with his inkpot, but doing so causes the magic to leave his pot faster- casting spells outside this Class's naturally learned spell set cause the Inkpot to drain at triple the rate and uses up the Calligrapher's Domain Spell for the day, along with whatever EXP costs the spell would normally use. (In Effect, the user can use a Domain Spell to instead cast a spell he could already cast that day.) The upshot of this is it eliminates the need for a Material Component.
If my math is correct, then a Cleric 14/Calligrapher 6 only loses 3 caster levels and can thus cast spells as if they were a level 17 cleric, allowing them to cast level 9 spells. Such as True Resurrection. So, if they wanted to cast it for free, they can once a day for 81 ink points. They don't have 81 ink points so they must make a Craft DC against 20 (10 + 9 + 81 - 80). Assuming they've maxed it, no problem. Basically, once a day, a cleric 14/calligrapher 6 can cast True Resurrection at no cost. You are now your melee fighter's best friend.

They could also cast any spell level 8 or lower spell for free even without making a craft check. Bored? Make a flipbook of symbols of death and insanity. Or Forbiddance starting at your house and moving out.

Eldritch_Ent
2007-04-02, 08:01 PM
Yeah, but only once more per day than usual. :P

a 14/6 Cleric couldn't cast "True Ressurection" for free once per day since he wouldn't have the 9th level "Sun Domain" spell, (He'd only have the 5th level domain spell at most.)
Oh yeah, and a level 6 Calligrapher would only have... 60 ink, so he'd be 21 Ink over trying to cast True Ressurection anyway. =P


As for the Flipbook, I'll take three. :D But keep in mind they can only cast a level of spell once per day for free... It's pretty much just an extra + 1 spells per day for every level they know.

Originally I pondered having the sun domain spells read "If the character is a Cleric, then they gain an additional use of the Sun Domain as listed at the appropriate levels." but felt that'd be favoring Clerics... (Which might be okay, given this is a divine caster class anyway) But then figured it'd also be overpowered. o_@ +2 free level 8 skills per day would be unbalancing.


However, on second thought, I really should adjust how the sun domain spells are distributed. One sec while I fix it.

Kyace
2007-04-02, 08:22 PM
Ah, thought cleric domain spells could be used for the ink domain spells. Domain spells from two different classes when one class lets the other advance in spellcaster levels confuses Kyace.

Maybe instead of an ink point cost of 3x more for non-ink spells, you add a 1 ink point per 10 gp cost of material the spell needs. or 1 ink point/100 gp or something.

Very creative idea for a class, and I like the ink pot idea, just don't know enough about psionics to know if it is balanced.

Eldritch_Ent
2007-04-02, 09:19 PM
Naw, Ink-points-for-GP would be hard to do. (It'd have to be something like the Square-root-of-the-cost-divided-by-ten-then-rounded-down) to get a decent range of spells that didn't cost between .1 ink points and 2500 ink points. :P (Plus I didn't want them casting level 9 spells easily outside of their class with the inkpot. I don't think ANYONE should be using 9th level spells easily. =P) I wanted to force them to either make a check for it, or have invested a feat at least. (Or the DM could just give him a Rosary Bead so he has 81 ink points if he's lazy.)