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View Full Version : D&D 3.x Class The Housekeeper [Low Tier 5-ish class, suggestions welcome]



Kazyan
2015-03-16, 01:21 AM
I'm not actually done with the Hedge Magic section--I'd planned on 75 spells, evenly distributed, and there's only 21--but it's mostly a wall of fluff. also, if I try to write 75 spells before posting, I'll never actually finish it.




Housekeeper

"I'm an orphan, but I imagine this is what having a mom is like." -Every adventurer ever, upon figuring out what Housekeepers do

Housekeepers are adventurers who prefer to take a backseat role in the party and aren't talented enough for true power along the lines of arcane magic or maneuvers. They use folk magic and quiet assistance to keep their allies going.

Adventures: Housekeepers often feel a need to attend to those who don't know how to take care of themselves, such as adventurers, or they might simply want to help defeat whatever world-ending monstrosity is out there in the only way they can: helping the people who can actually do something about it.

Characteristics: Housekeepers are best at various types of aid, or more mechanically-speaking, the Aid Another action. They can also use Hedge Magic to handle the fiddly details of adventuring.

Alignment: Housekeepers are generally good-aligned, with no particular leaning towards law or chaos. Evil housekeepers are unheard-of due to the positive nature of Hedge Magic, but they are not, strictly speaking, impossible.

I'd say “no”, but you're already looking at homebrew, so you're going to change it anyway if you like Evil.

Religion: Housekeepers mostly worship EstannaBoED, though any good-aligned god has at least a handful of worshiping Housekeepers.

Background: Some folk are unimpressive, but want to help out anyway. These people sometimes become Housekeepers instead of, say, Healers.

Races: All sorts of races produce Housekeepers, as not everyone can be an exemplar of their kind.

Other Classes: It doesn't particularly matter what class a Housekeeper associates with, but they tend to prefer martial and skill-oriented classes because they can more easily aided.

Role: Aid Another spamming and generally making life easier.

GAME RULE INFORMATION
Housekeepers have the following game statistics.
Abilities: Housekeepers use Wisdom for the most part, which is necessary for Hedge Magic. Beyond this, a Housekeeper can freely determine their secondary role by choosing which ability scores to focus on.
Alignment: Any non-evil
Hit Die: d8
Starting Age: As bard.
Starting Gold: 8d4 x 10 gp.

Class Skills
The Housekeeper's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Heal (Wis), Knowledge (local) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Tumble (Dex), and Use Rope (Dex).

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

CLASS NAME


Level

BAB

Fort

Ref

Will

Class Features

Hedge Magic




Piramid

Khronard

Tara

Ghoxrin

Quasmas



1st

+0

+2

+0

+2

Amenities (Camp), Logistics (1 hour)

1 day







2nd

+1

+3

+0

+3

Greater Assistance (+1)

1 hour







3rd

+2

+3

+1

+3

Logistics (1 day)

1 minute







4th

+3

+4

+1

+4

Unimportant

1 round

1 week






5th

+3

+4

+1

+4

Aiding Method

1 standard action

1 day






6th

+4

+5

+2

+5

Logistics (2 days)

1 standard action

1 hour






7th

+5

+5

+2

+5

Amenities (Comfort)

1 standard action

1 minute






8th

+6

+6

+2

+6

Greater Assistance (+2)

1 standard action

1 round

1 week





9th

+6

+6

+3

+6

Logistics (1 week)

1 standard action

1 standard action

1 day





10th

+7

+7

+3

+7

Unimportant (+10)

Spontaneous

1 standard action

1 hour





11th

+8

+7

+3

+7

Aiding Method

Spontaneous

1 standard action

1 minute





12th

+9

+8

+4

+8

Logistics (2 weeks)

Spontaneous

1 standard action

1 round

1 week




13th

+9

+8

+4

+8

Amenities (Magical)

Spontaneous

1 standard action

1 standard action

1 day




14th

+10

+9

+4

+9

Greater Assistance (+3)

Spontaneous

Spontaneous

1 standard action

1 hour




15th

+11

+9

+5

+9

Logistics (1 month)

Spontaneous

Spontaneous

1 standard action

1 minute




16th

+12

+10

+5

+10

Unimportant (+20)

Spontaneous

Spontaneous

1 standard action

1 round

1 week



17th

+12

+10

+5

+10

Aiding Method

Spontaneous

Spontaneous

1 standard action

1 standard action

1 day



18th

+13

+11

+6

+11

Logistics (2 months)

Spontaneous

Spontaneous

Spontaneous

1 standard action

1 hour



19th

+14

+11

+6

+11

Amenities (Ideal Rest)

Spontaneous

Spontaneous

Spontaneous

1 standard action

1 minute



20th

+15

+12

+6

+12

Greater Assistance (+5), Logistics (no time limit)

Spontaneous

Spontaneous

Spontaneous

1 standard action

1 round




Class Features
All of the following are class features of the Housekeeper.

Weapon and Armor Proficiencies: Housekeepers are proficient with simple weapons, light and medium armor, and shields except for tower shields. Housekeepers are proficient with the shield bash attacks of such shields, as well.

Logistics (Ex): A housekeeper learns to take care of what an absent-minded adventuring party neglects in their excitement. At any time excluding combat, a housekeeper can perform “logistics” for as long as the player desires. The player does not need to specify exactly what is happening, save where the Housekeeper is generally going to be during this period and where they'll be in that area when they complete such activities (provided they can get there during such time period at, for the most part, a leisurely walking pace). At any time, up to one hour after the logistics are done, the Housekeeper's player can declare something that the Housekeeper actually did during that period. This action must not contradict any details established in the interim, not cause any conflicts in the timeline, and must have been something the Housekeeper would have logically known to do with the information known to them at the time with a very generous amount of foresight.

The amount of time that can elapse between “logistics” and declaring what happened increases as the Housekeeper gains levels, as described in the table. Preparing spells, shaping soulmelds, or anything else of the sort does not count as “logistics”.

Amenities (Su): Housekeepers make resting for the night a more refreshing experience. When setting up a campsite, a Housekeeper improves the setup with little effort on their part, just by their presence. The campfire seems warmer, food tastes better, the bedrolls and blankets are cozier, and the insides of the tents are quiet enough to aid sleep without preventing someone from waking up in response to an attack. Characters resting in the camp gain a +2 morale bonus to any saves or checks made that represent long-term (4+ hour) behavior over the course of the night—such as shedding negative levels, heat endurance, crafting, and checks to stay awake. This bonus also applies to saves against the nightmare spell, even though it is not a long-term effect.

At 7th level, a Housekeeper's presence is even more nurturing. The bonus to checks and saves increases to +4, and all resting characters are treated as being under long-term care, regardless of how many there are and with no extra effort on the Housekeeper's part.

At 13th level, a Housekeeper's amenities also apply to magical resting places more elaborate than rope trick (such places are not truly camps). This includes magnificent mansion, secure shelter, and other such places. A Housekeeper's presence at the time of casting makes such places more "providing"—the magical food tastes better and is of doubled quantity, floor spaces are doubled, and with the required amount of rest, characters wake up feeling at their best. Also, the morale bonus increases to +6.

At 19th level, a Housekeeper's presence in any resting place makes it feel ideal, beyond even royal comforts. At this level, the Housekeeper's player can declare whatever reasonable comforts they want to be in a campsite or magical resting place that the Housekeeper has set up, and they'll be there, provided no mechanically advantageous effect results besides a very happy adventuring party. The amenities may be magical. Also, the morale bonus increases to +10.

Greater Assistance (Ex): A Housekeeper is a background aide, and as such, they learn to be helpful. At 2nd level, a Housekeeper provides an additional +1 bonus whenever they succeed on an Aid Another action or flank with another character (for a usual total of +3). This bonus increases to +2 at 8th level (usual total of +4), +3 at 14th level (usual total of +5), and +5 at 20th level (usual total of +7). For flanking, the bonus applies to the other character's attack rolls, but not to the Housekeeper's.

Unimportant (Ex): Housekeepers are not important in the grand scheme of an adventuring party's activities--they are there to help and take care of "details", but can otherwise be ignored. At 4th level, a Housekeeper in the company of any of their allies is subtly passed over for attention--if characters in the party are randomly selected for anything, for any reason, the Housekeeper might not be chosen. For a character to consider the Housekeeper as part of a selection process, they must make a Sense Motive check, with a DC of 15 + the Housekeeper's class level. Forces of nature, truly random chance, and other such things that can't make Sense Motive checks automatically succeed, however.

Being unimportant has other effects, provided the relevant Sense Motive checks fail. Tales about the party generally exclude the Housekeeper, and when the Housekeeper must be mentioned, it is only done so in passing. People that approach the party as a group will initiate conversation with someone besides the Housekeeper. Witnesses to what the party does won't remember the Housekeeper unless specifically reminded. If party members are individually called out in order for something--whether that be a server taking the party's orders at a tavern or an all-powerful mage handing out personalized plot-relevant artifacts--the Housekeeper will be attended to after everyone else. And so on and so forth.

The Housekeeper can still specifically draw attention to themselves to override these effects temporarily. Also, Unimportant does not function if the Housekeeper is alone or in a group full of exclusively Unimportant people.

At 10th level, the Housekeeper fades into the background even more, and the Sense Motive DC to overcome this ability increases to 25 + class level. At 16th level, the Sense Motive DC to overcome this ability increases to 35 + class level.

Aiding Method (Ex): At 5th level and every 6th level thereafter, a Housekeeper learns more about how to assist their allies, and may select a new Aiding Method from the list below. Aiding Methods may not be selected more than once unless stated otherwise.

Expanded Assistance: The Housekeeper can use Aid Another to provide a character with a bonus on a saving throw or a caster level check.
Group Assistance: The Housekeeper can use Aid Another to provide all allies adjacent to them with a bonus as if they had simultaneously used Aid another on them all individually.
Swift Assistance: The Housekeeper can use Aid Another as a swift action, but doing so reduces the bonus granted by 2, and may still provoke attacks of opportunity.
Improved Assistance: The Housekeeper's bonuses provided by Aid Another and flanking increase by 1. This aiding Method can be selected multiple times.
Instruction: The Housekeeper can Aid Another from a distance by briefly describing what to do. The character to be aided must understand the Housekeeper's explanation to gain the bonus.
Tactical Aid: The Housekeeper no longer provokes attacks of opportunity from using Aid Another.
Lasting Aid: When the Housekeeper uses Aid Another, the bonus applies to a second roll of the same kind (e.g. Tumble check, attack roll, etc..) made by the same character within the same round as the initial aided roll.
General Aid: When the Housekeeper uses Aid Another, they no longer have to specify in advance what kind of roll they wish to provide a bonus to. When the aided character rolls at some point within the same round, they can decide to "use" the Aid Another if the Housekeeper's action could have been valid for that use if they specified at the time. It is only at this point that the Housekeeper actually rolls for Aid Another.
Reliable Aid: The Housekeeper no longer needs to roll for Aid Another; if the action is valid, it always works.





Hedge Magic

Housekeepers have magic, but few combat uses for it. Their magic is called Hedge Magic, and operates differently from standard spellcasting.

Hedge Magic is a "lesser" form of magic, so every Hedge Magic spell counts as a 0th-level spell, neither arcane nor divine. The different power levels of such spells are divided into five categories--in increasing order of power, these are Piramid, Khronard, Tara, Ghoxrin, and Quasmas. Hedge Magic can be used at-will, but each spell category requires a certain amount of time to cast that decreases with level, and higher levels are required to even attempt to cast higher categories.

Further, Hedge Magic requires preparation. No spellbook is required--the ideas are simple enough to remember--but Hedge Magic users do prepare spells act the start of the day in a process that requires 1 hour of meditation. They can prepare a number of spells up to 1 + their Wisdom modifier (minimum 1).

By default, a Hedge Magic user can cast spells of the same quality and speed indicated by their caster level. However, if multiple Hedge Magic users cooperate on a spell, the effective caster level of the spell is increased by one per extra caster. Cooperating is done simply by attempting to cast the spell at the same time, while each Hedge Magic user is adjacent to at least three other users (or all of the other participants, if three or fewer Hedge Magic users are cooperating). The caster of the spell is then based on whoever had the highest individual caster level, or if there is a tie, choose randomly among those with the highest Charisma scores within the highest-caster-level tie. Hedge Magic users must at least know one another's names to cooperate. Cooperation cannot be used to cast Hedge Magic of a category that none of the participants can normally attempt, but if at least one of them can attempt the category, they all can participate.

Casting a Hedge Magic spell requires somatic components, but no material or verbal components, and the casting lasts for however long the final caster level indicates at the table.

Hedge Magic users can cast any spell they have prepared for the day any number of times. They can also cast spells they have not prepared, but doing so compromises their caster level for 8 hours after the casting completes--decrease their caster level by 1 for that duration. Caster level can be compromised more than once if necessary, and only refreshes 8 hours after the final casting. Caster level that would be reduced below 1 is treated as 0, which renders the user incapable of Hedge Magic until it returns.

Very high caster levels can override the restriction on non-prepared spells, as indicated by the table with "Spontaneous". At that point, the spell can be cast as a standard action and will not compromise caster level even if it is not prepared. Hedge Magic users that cooperate to do this will not have their caster level compromised, either.

Prestige classes that advance spellcasting—arcane or divine—can advance Hedge Magic caster level. Hedge Magic is always in the Universal school.

To cast a Hedge Magic spell, at least one of the participating spellcasters must have a Wisdom score of at least 11 + 2 per category above Piramid.

Allure
Range: Touch
Target: 1 willing creature
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

This spell enhances the subject's physical beauty with a subtle glamour. This provides a +2 circumstance bonus to Disguise checks and a +1 circumstance bonus to Bluff, Diplomacy, Gather Information, and Perform checks. Though this spell is useful for the previous purposes, it is mostly used to assuage someone's insecurities about their appearance, or become more 'polished' for formal events.

Assuage Hunger [Mind-Affecting]
Range: Touch
Target: One willing creature
Duration: 1 day
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

Whenever the target creature is hungry, they feel it in a distant, cerebral sense, which makes it much more bearable. The target is also relieved of 1d6 points of nonlethal damage dealt by starvation, if applicable, but this damage returns at the end of this spell's duration.

Mending
As the arcane spell.

Secret
Range: Personal
Target: You
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

This spell imbues your voice so that it can tell secrets only to those you wish to hear them. People you directly speak to will hear what you intend to say, but eavesdroppers and others that you don't speak to will instead hear a particular uninteresting discussion on some other subject. You do not have to specify exactly what you want the false message to be, but must have some general idea, so that the spell can fill in the details. A Sense Motive check (DC 20 + caster level + your Wisdom modifier) by those hearing the false message can determine that they are being deceived, but not what the true message exactly is. A Spot check can be used to read your lips, as normal, to find the real message.

Speak With Cloth
As speak with plants, except that you can speak with cloth objects. Cloth objects can remember people that frequently touch them and can usually tell the difference between a familiar and unfamiliar person.


Banish Negative Energy
Range: Personal
Effect: Remove desecration
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Spell Resistance: No

This spell, if cast on desecrated ground, renders it no longer desecrated. No check is required unless there is an altar or similar fixture that doubles the effect of the desecration, in which case, a dispel check is required, as if by dispel magic. This is also required if the desecration comes from a magic item or other continuous effects—if the dispel check succeeds in this case, the source of the desecration is suppressed for 1d4 rounds, as if by dispel magic.

Dowsing
Range: 5 ft.
Area: Emanation out to the spell's range, centered on you
Duration: 10 minutes
Saving Throw: None
Spell Resistance: No

This spell gives the user a sense of nearby natural resources under the ground. While concentrating on this spell, you are aware of all underground sources of water or food within the radius of the spell. (This spell ignores life of effect for natural earth.) You also detect any metals underground in the same way, though you do not gain any information on what kind of metals they are.

Offering [Mind-Affecting]
Range: Close (25 ft. + 5 ft./level)
Target: One flower
Duration: Permanent
Saving Throw: Will negates (see text)
Spell Resistance: None

This spell prepares a flower so that it will never lose its fragrance and will never decay unless destroyed. While such flowers are useful for mundane decoration, their real power is as gifts. A flower affected by this spell, if offered as a gift to a creature that understands the offering, affects the target creature as if by charm monster.

Map
Range: Touch
Target: One sheet of nonmagical paper or parchment
Duration: 1 day
Saving Throw: None
Spell Resistance: No

The paper or parchment you touch temporarily becomes a magical map. The map draws itself as you move, and is cartographically useful to find one's way around any location within 100 feet of your path of movement. The map does not draw itself if you do not hold or carry it. At the end of the spell's duration, the map ceases to be magical and no longer draws itself, but this spell can be cast on it again as normal.



Banish Spirit [Mind-Affecting]
Range: 40 ft.
Area: Emanation out to the spell's range, centered on you
Duration: 1 minute
Saving Throw: None
Spell Resistance: Will partial or none; see text

This spell can send away minor spiritual malevolences—spirits of pets that haven't passed on, for example. Incorporeal creatures within the area of this spell are affected as if by antipathy for 1 day/level thereafter, which bypasses any immunities to [Mind-Affecting] spells by virtue of creature type. The subject of the antipathy is their immediate location and the surrounding areas out to 100 ft in distance per caster level.

Affected creatures are allowed a Will saving throw only if they have at least as many Hit Dice as half of the caster's caster level. Otherwise, they are treated as having failed automatically.

Dowsing, Greater
Range: Medium (100 ft. + 10 ft./level)
Area: Emanation out to the spell's range, centered on you

As dowsing, except as noted above.

Prestidigitation
As the arcane spell.
If you've read this far, you've figured out that it's mostly fluff, right?

...Right?

Safekeeping
Range: Personal
Effect: Safe object
Duration: 1 day
Saving Throw: None
Spell Resistance: No

When you cast this spell, a Fine nonmagical object you hold in your hand slowly fades from your vision. The object no longer exists, and you no longer need to keep track of it for the duration of the spell. Whenever you wish it to reappear, you simply need to blow air into your open palm, and the object will coalesce from sparkling points of light, which ends the spell.

If you wish to keep the object safe for longer than the spell would otherwise last, casting this spell again refreshes its duration.

Describe Object
Range: 0 ft.
Target: One object up to 100 cu ft./level and one writing implement
Duration: 10 minutes
Saving Throw: Will save
Spell Resistance: Yes

You use the targeted writing implement to write a description of the targeted object. You have control over how you describe the object, but with creativity, you can write about facts you don't already know about the object. Mustering enough creativity requires a Charisma check of DC 5. If you succeed on this check, you gain one new fact about the object, +1 per three points by which you exceeded the check DC. The DM determines which facts are delivered.

Because the spell relies on how much you can write, some Housekeepers like to use more graphologically efficient languages with this spell. Such languages (i.e. Illumian) grant a +2 bonus to the Charisma check.

Exorcism of Terra
Range: Personal
Effect: Remove unhallow
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell, if cast on unhallowed ground, renders it no longer unhallowed. This spell also duplicates the effect of banish negative energy; an unhallowed and desecrated area can have both effects countered by one casting of this spell.

Item Ex Nihilo
Range: 0 ft.
Target: Remains of an object or one point in space
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

The spell functions like make whole, except that it can also repair items that have been warped, burned, disintegrated, ground to powder, melted, vaporized, or are otherwise beyond the power of make whole to save.

The spell can also restore items even if there is absolutely nothing left of them. To do so, the caster must occupy the exact location that the object was destroyed in, then make a Wisdom check (DC = 22 + number of weeks since the object was destroyed, rounding down). If this check succeeds, the object reappears.

Orison
Range: See text
Effect: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

This spell duplicates any single divine, metamagic-free orison, chosen at the time of casting.

Intuit
Range: Personal
Target: You
Duration: 24 hours or until discharged (1 round)
Saving Throw: Will negates (harmless)
Spell Resistance: No

You develop vague premonitions about the future. This works like foresight, except that you can still be surprised or flat-footed.

As an immediate action, you can discharge this spell to gain an intense flash of awareness and intuition. If you are in combat, for the next round, you do not have to declare your actions; you can decide them retroactively as the round progresses. If you are out of combat, you may “hypothetically” take a number of actions equal to your caster level, and after finding out the immediate results, determine which action you actually took.

Power Word: Please [Mind-Affecting]
Range: Personal
Target: You
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No

This spell has no effect until discharged. The caster must merely end a reasonable request with the word 'please', emphasizing the word, to discharge this spell. Whoever the request was directed to will then oblige the request, immediately if possible. No saving throw is allowed against this effect, but if the request is unreasonable or the recipient is hostile, this spell has no effect.

True Mending
Range: 0 ft.
Target: One nonmagical cold iron sewing needle, and one object that used to be a magic item which is either intact or can be mended
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You reweave the threads of magic back together over the broken magic item using the sewing needle. In doing so, the destroyed magic item returns to whatever condition it was in before being destroyed, and resumes being a magic item, with all the properties it had previously. Magic items that are still partly functional, but damaged, are also valid targets for this spell, but magic items that have lost their properties due to using up their limited uses are not.

True Mending can sometimes be used to repair artifacts, but the effects may be partial. The DM determines how a given ex-artifact or damaged artifact responds to this spell.

Wish Upon a Star
Range: See text
Effect: See text
Duration: See text
Saving Throw: See text
Spell Resistance: See text

A wish upon a star lets you create nearly any type of minor effect, provided you cast it under the night sky with one or more visible stars. You must select one of such stars to cast this spell. For example, a wish upon a star can do any of the following things.

Duplicate any metamagic-free non-Hedge Magic spell of 0th level.
Duplicate any metamagic-free divine spell of 1st level.
Duplicate any Piramid, Khronard, or Tara spell.
Produce any other effect whose power level is in line with the above effects.

A duplicated spell allows saving throws and spell resistance as normal. Wish upon a star's effects only function under a night sky where the same star you selected as part of casting this spell is visible. (This is usually only relevant for long-duration replicated spells, such as endure elements).




Epic Housekeeper

Because someone has to sweep your demiplane's floors.

Hedge Magic
An Epic housekeeper's caster level continues to increase. At caster level 21st, an Epic Housekeeper can cast Quasmas spells as a standard action. At caster level 22nd, they can cast Ghoxrin spells spontaneously. At caster level 26th, they can cast Quasmas spells spontaneously.

Unimportant (Ex):
At 22nd level and every 6th level thereafter, an Epic Housekeeper's DC for their Unimportant class feature increases by 10.

Aiding Method (Ex):
At 23rd level and ever 6th level thereafter, an Epic Housekeeper gains an additional Aiding Method.

Greater Assistance (Ex):
At 26th level and every 6 levels thereafter, an Epic Housekeeper's Greater Assistance bonus increases by 1.

Epic Housekeeper Bonus Feat List
Additional Magic Item Space, Affix Spell, Augmented Alchemy, Epic Skill Focus, Extended Life Span, Fast Healing, Great Wisdom, Perfect Health, Polyglot, Skill Focus, Tenacious Magic



New Feats

Folk Knowledge
You have many intuitive talents.
Prerequisites: Hedge Magic caster level 1
Benefit: You add your Wisdom modifier instead of your Intelligence modifier to determine skill points for your Hedge Magic-using classes.
Special: This feat can only be taken at 1st level.

Affix Spell
You can attach a Hedge Magic spell to a trinket, if you invest some of your magical potency.
Prerequisites: Hedge Magic caster level 6
Benefit: When you cast a Hedge Magic spell, you can instead target it on a trinket that you hold—a Diminutive or smaller object otherwise worth less than 10 gp in value. In doing so, you decrease your caster level by 1. The trinket allows the person who wears it to be subjected to the effect of the Hedge Magic spell indefinitely. They may suppress or resume the trinket's magic as a swift action; the trinket's magic is suppressed at the time of creation.

A trinkets' magic has a caster level equal to that of the spell cast to create it, and only works for someone that it has some personal significance to. It otherwise works like a slotless magic item. The creator of the trinket can strip it of its Hedge Magic spell as a full-round action if they are in contact with the trinket, or with 1 minute of concentration if they are not (this latter application works regardless of distance). Doing so restores the Hedge Magic user's caster level, increasing it by 1 again.

Primal Fury
2015-03-16, 07:57 PM
I really like this. I actually want to play this class. Though, would you mind giving me a few examples of the Logistics ability? It's kinda going over my head as I read it.

Also, I really want to steal the abilities... and the whole concept this, for something that I'm working on right now. Would that be alright?

Kazyan
2015-03-16, 11:48 PM
I really like this. I actually want to play this class. Though, would you mind giving me a few examples of the Logistics ability? It's kinda going over my head as I read it.

Also, I really want to steal the abilities... and the whole concept this, for something that I'm working on right now. Would that be alright?

Heh, thanks, and yeah, feel free to use this. If it's going on the boards, please credit me for what you steal.

Logistics works like this:

Housekeeper: I'm doing logistics in Questhubopolis's market district or whatever while everyone else is going to the tavern.
DM: K.

--Later--

DM: Okay, the kobolds are dead. The white dragon is in the next room, judging by the heavy breaths and more intense cold.
Ranger: Yeah, I'm useless because of the Strength damage and how that messes with my bow's to-hit. You guys go on ahead.
Housekeeper: Actually, logistics says I bought a scroll of restoration. I figured there would be a poison trap or something, but it works after Dragon Bile arrows too.
UMD Rogue: Yoink. Casting now.

--Alternatively--

DM: ...and that's the vampire's speech. Basically his spawn army is marching on Questhubopolis and they're nothing you can do about it, since you're locked up in the dungeon.
Housekeeper: Wait, no. I have a Wisdom score of 23. Now that I think about it, it should have been obvious that Baron Von Drinkenheimer was a vampire, right? Out-of-character, no, but in-character...?
DM: You had a vague idea, yeah.
Housekeeper: I might have sprinkled about a silver's worth of garlic in front of the town gate just to make sure. I mean, it's only a silver. Better safe than sorry.
DM: Yeah, that'll buy you time while you figure out how to get out of the dungeon.

Seerow
2015-03-16, 11:54 PM
So yeah. I am pretty sure with just the Logistics ability alone, you've created Batman, and are well above a Tier 5 class.


That's not necessarily a bad thing. But if you were aiming for really low power, I think you overshot.

Kazyan
2015-03-16, 11:59 PM
So yeah. I am pretty sure with just the Logistics ability alone, you've created Batman, and are well above a Tier 5 class.


That's not necessarily a bad thing. But if you were aiming for really low power, I think you overshot.

Oops. Not a big deal, though. If it's a problem, I'll reword the ability.

Jormengand
2015-03-17, 12:05 PM
By the time you can Item Ex Nihilo at a decent rate, you basically have the ultimate in consumable magic item users. There was already enough fuss about Rebuild Item, but having it literally at-will (and not having to do it in the same round) means that you can suddenly scroll everything to death and get the scroll back forever. Sure, UMD is cross-class, but there are feats for that.

You might change it so that it doesn't let you do that.

Kazyan
2015-03-17, 12:37 PM
By the time you can Item Ex Nihilo at a decent rate, you basically have the ultimate in consumable magic item users. There was already enough fuss about Rebuild Item, but having it literally at-will (and not having to do it in the same round) means that you can suddenly scroll everything to death and get the scroll back forever. Sure, UMD is cross-class, but there are feats for that.

You might change it so that it doesn't let you do that.

Blech, yeah, I was thinking about Disjunction, not scrolls. Will fix.

EdroGrimshell
2015-03-17, 05:15 PM
This is an interesting class, I'd use it myself, TBH. There need to be more classes like this, they're sorta like specific and decent commoner variants that are rather interesting. I imagine having a few based on different professions (herbalism, blacksmithing, cooking, etc.) could be interesting.

Primal Fury
2015-03-17, 06:13 PM
I'm not sure if it would be pretty cool, or absolutely ridiculous if "Logistics" was just named "Housekeeping". :smalltongue:

EdroGrimshell
2015-03-22, 12:28 AM
I am most curious how the Hedge Magic will be updated. It may be a fluff thing, but it's a fun idea and some of it seems rather useful (surprisingly so in fact). It grants a bit of utility that you don't honestly see that often on these "smaller" classes.

I'm also interested in if you intend to expand on this sort of class, like making a merchant or a blacksmithing class after this one.

I actually sorta yoinked the hedge magic from this thing for a bit of a campaign idea I got almost immediately after I saw this class, namely a single, customizable class that's essentially a lucky commoner with some inspiration and a strange talent of some sort, not to mention a few "Practice Tokens" to give it some bonuses (upping BAB to medium, a save to Good, gaining bonus skill points, etc.).

Not sure if I'll actually pitch the idea, but I thought it'd be a fun concept.

Kazyan
2015-03-22, 03:18 PM
I am most curious how the Hedge Magic will be updated. It may be a fluff thing, but it's a fun idea and some of it seems rather useful (surprisingly so in fact). It grants a bit of utility that you don't honestly see that often on these "smaller" classes.

I'm also interested in if you intend to expand on this sort of class, like making a merchant or a blacksmithing class after this one.

I'll add more Hedge Magic spells as I come up with them, and possibly more feats related to this class.

I hadn't planned on making other classes like this, but I may throw in ACFs for other mundane (not martial/non-magical, mundane) archetypes.