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View Full Version : D&D 3.x Class Corporimancer Redux



Ralasha
2015-02-10, 04:08 AM
((Resubmitted due to work having been done to assist in more recently discovered balance issues.))
The idea of the sorcerer was originally a sorcerer who's magic is derived from an internal source. As such, using personality (Charisma) alone as the basis for sorcerous magic is... flawed to my mind. I will herein be presenting an alternative to the standardized sorcerer. It will not suffer increased metamagic casting times to such an extent as the standard sorcerer. By this I mean that as it gains levels it's ability to cast metamagic spells will be improved. This will be presented by a class feature called 'metamagic training' which will advance their abilities with certain metamagic feats, or, lacking those feats, grant them.

This version of the sorcerer will have some rather non-standard features. For one thing, it's primary casting score will not be a mental attribute, but rather constitution, as this version of the sorcerer will instead be drawing its magic from 'within'. In a similar manner to the psionic feat, which allows the use of HP in place of Pionic Power Points. This sorcerer can 'overcast'.

The Corporimancer Many Sorcerers rely upon their minds, words motions, and various substances to evoke their magics. A true sorcerer needs not these things. The will of the sorcerer is all that is required, for true magic is made substance, and that substance lies within. From herself a true sorcerer can draw all power. These trinkets you carry are not needed, but all magic also comes with a price. You can have no give without the take. You take your magic from other sources. My magic is mine alone. Let me show you.

HD: d6
Skills
The corporimancer’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (Arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.

{table}


Level
BAB
FS
RS
WS
Special
0
1
2
3
4
5
6
7
8
9


1
0
+2
0
0
Blood Magic
2
0
-
-
-
-
-
-
-
-


21+300Metamagic Mastery31--------


32+3+1+1Body Fuel42--------


43+4+1+1Metamagic Mastery531-------


53+4+1+1Permanent Corporimancy642-------


64+5+2+2Improved Blood Magic6531------


75+5+2+26542------


86+6+2+2Metamagic Mastery65531-----


96+6+3+3Improved Body Fuel65542-----


107+7+3+3Permanent Corporimancy655531----


118+7+3+3Greater Blood Magic655542----


129+8+4+4Metamagic Mastery6555431---


139+8+4+46555442---


1410+9+4+4Greater Body Fuel65554431--


1511+9+5+5Permanent Corporimancy65554432- -


1612+10+5+5Blood Magic Mastery655544331-


1712+10+5+5655544332-


1813+11+6+66555443321


1914+11+6+6Metamagic Mastery6555443321


2015+12+6+6Corporicana6555443321


Alternative Table:[table]Level|BAB|FS|RS|WS|Special|0|1|2|3|4|5|6|7|8|9
1|0|+2|0|0|Blood Magic|2|0|-|-|-|-|-|-|-|-
2|1|+3|0|0|Metamagic Mastery|3|1|-|-|-|-|-|-|-|-
3|2|+3|+1|+1|Body Fuel|4|2|-|-|-|-|-|-|-|-
4|3|+4|+1|+1|Permanent Corporimancy|5|3|1|-|-|-|-|-|-|-
5|3|+4|+1|+1|Metamagic Mastery|6|4|2|-|-|-|-|-|-|-
6|4|+5|+2|+2|Improved Blood Magic|6|5|3|1|-|-|-|-|-|-
7|5|+5|+2|+2|Metamagic Mastery|6|5|4|2|-|-|-|-|-|-
8|6|+6|+2|+2|Permanent Corporimancy|6|5|5|3|1|-|-|-|-|-
9|6|+6|+3|+3|Improved Body Fuel|6|5|5|4|2|-|-|-|-|-
10|7|+7|+3|+3||6|5|5|5|3|1|-|-|-|-
11|8|+7|+3|+3|Metamagic Mastery|6|5|5|5|4|2|-|-|-|-
12|9|+8|+4|+4|Permanent Corporimancy|6|5|5|5|4|3|1|-|-|-
13|9|+8|+4|+4|Greater Blood Magic|6|5|5|5|4|4|2|-|-|-
14|10|+9|+4|+4|Greater Body Fuel|6|5|5|5|4|4|3|1|-|-
15|11|+9|+5|+5||6|5|5|5|4|4|3|2|-|-
16|12|+10|+5|+5|Permanent Corporimancy|6|5|5|5|4|4|3|3|1|-
17|12|+10|+5|+5|Blood Magic Mastery|6|5|5|5|4|4|3|3|2|-
18|13|+11|+6|+6|Permanent Corporimancy|6|5|5|5|4|4|3|3|2|1
19|14|+11|+6|+6|Metamagic Mastery|6|5|5|5|4|4|3|3|2|1
20|15|+12|+6|+6|Corporicana|6|5|5|5|4|4|3|3|2|1{/tr}
Class Features:
Weapon and Armor Proficiencies: The Corporimancer is proficient with light armors and shields. As well as all simple weapons, and one other one handed weapon, or light weapon of the players choosing.
Spellcasting: The Corporimancer casts arcane spells primarily drawn from the Wizard/Sorcerer spell lists. The spells listed on the above table, are spells known. For spells per day, see Blood Magic. A corporimancer has a 75% spell failure chance in area's of antimagic. Dispell magic and similar counter-spells have an 75% chance of success when used against spells of the same level by or against the Corporimancer, while higher level counter-spells always succeed. ((In reference to counterspells, this means that if the corporimancer attempts to counter a spell with a spell of the same level it has only a 75% chance of success and Vice Verse, while a higher level counter spell will always function properly.))
Blood Magic: Blood magic, the primary basis of the corporimancer, and the fuel with which it powers it's spells. As opposed to a standard spell caster, the corporimancer pays a number of hit points equal to the caster-level a spell is being cast at, plus a number of hit points equal to the spell's level plus the spell level modifier of any metamagic feats applied to the spell, with a minimum cost of 1. Thus a 1st level corporimancer casting a 0th level spell as a first level caster must still pay 1 hp to cast the spell, where as a quickened ray of frost would cost the character 3 HP. 1 for the caster level, 1 for the spell level, and 1 for the metamagic cost, because the spell is now a first level spell due to the metamagic being used.
At level 6 this ability improves, as the corporimancer's mastery of it's own internal magic increases. This decreases the cost of spells cast by 1, to a minimum of 1 hp.
At 11th level this ability improves again, decreases the cost of casting spells by an additional 2. For a total of 3, down to a minimum of 1.
At 16th level a Corporimancer has complete master over it's own innate magic, decreasing the cost of casting spells by an additional 3, for a total of six. In addition the corporimancer's minimum spell cost is now reduced to 0.
Metamagic Mastery: The corporimancer may choose any metamagic feat for which the character qualifies but does not yet possess and gain the feat, or which the character already possesses. If the character already possesses the feat, the increase in spell level for this metamagic feat is reduced by 1, to a minimum of 0. This does not however, reduce the blood price (The character must still pay the full increased HP cost, but reduces casting time). This ability effects only spells cast using this class, and any metamagic feats gained through this feature can only be used while casting spells gained and used by this class.
This feature may be used on the same feat multiple times, each time reduce the increase in spell level by 1, to a minimum of 0.
Body Fuel: The corporimancer's hidden strength. The ability to destroy ones self, in order to save it. By sacrificing one point constitution, the Corporimancer may heal a number of hit-points equal to its caster level. This loss in constitution is supernatural in nature, and cannot be healed by magic, but may be recovered normally. This loss in constitution does not effect the character's current HP as normal constitution damage would. The corporimancer may only sacrifice one point of constitution per round in this manner. This ability cannot heal the corporimancer above it's new maximum hit points, any excess hit points are lost.
At 9th level this feature improves, and the corporimancer may now keep any excess hit points above it's maximum hit point total as temporary hit points for a number of rounds equal to it's constitution score. These excess hit points are lost before the characters actual hit points.
At 14th level this ability improves again, and the corporimancer now gains hit points equal to it's caster level in this class times its highest level corporimancer spell known.
Permanent Corprimancy: The Corporimancer gains the effects of any non instantaneous duration, non-damaging spells with self as a valid target permanently, please note that the character must know the spell, and be able to cast it. In exchange, the character permanently sacrifices the HP cost for the spell, along with any modifiers the character may wish to make using metamagic. The character may choose to save this ability for a higher level spell, if the character or player chooses to do so, the cost will be increased by the number of levels difference between when this ability was gained, and used. This ability is not a valid target for Blood Magic's cost reductions. If the character ever loses the spell, the permanent effect is lost until the spell is regained. These effects may be subdued, but never removed short of a wish or miracle. (List at the bottom.)
Corporicana: The Corporimancer has become a thing alien to this world a beast combined of magic and flesh. It gains the Abberation subtype. a 25% fortification bonus, immunity to poisons and diseases and no longer needs to eat, sleep, drink, or breath. All of it's necessary sustenance can be taken care of each day by drawing from the excess magic expelled when casting spells. It takes on otherworldly, or disturbing characteristics, and it's appearance begins to change greatly due to it's new dual-nature. Being one with magic and the flesh, can be truly disconcerting to those around you. The character gains a -4 penalty to all social interactions with all non-magical creatures and characters, but a +2 bonus with all others, including outsiders and creatures with naturally innate magic.

THE LIST of tested spells so far.

Bear's Endurance
Bull's Strength
Cat's Grace
Eagle's Splendor
Fox's Cunning
Owls Wisdom

Jump
Merfolk's Blessing (+10 to Swim Checks) (1st level spell)
Monkey's Grip (+10 to Climb Checks)

Comprehend Languages
Endure Elements
Expeditious Retreat
Feather Fall
Spider Climb

Ebon Eyes
Light
Darkvision
Low-Light Vision
See Invisibility

Detect Alignment (Specific)
Detect Magic
Detect Scrying
Detect Secret Doors
Detect Undead

Mage Armor
Protection from (Alignment)
Resistance
Shield


ACF: Willful Caster (Armored Mage Variant)
Raplaces: Body Fuel, Improved Body Fuel, Greater Body Body Fuel.
Benefits: At level 1 the Corporimancer Gains the ability to wear Light Armor and use Bucklers without Arcane Spell failure.
At level 6 the Coporimancer gains the ability to use Medium Armor and Light Shields without Arcane Spell Failure.
At level 11 the Corporimancer gains the ability to use Heavy Armor and Heavy Shields without Arcane Spell Failure.
At level 16 the Corporimancer no longer needs a hand free in order to cast spells.

The work continues...

Outside input is appreciated.