Kenpachi
2007-05-10, 11:48 AM
I was setting up a new DnD campaign and created the folowing class.
Aeomage
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Seeds known|Power Points|Additional Points|Maximum points Expended
1st|
+1|
+0|
+0|
+1|Breathe the Wind 1/day|2|4|1*Wis modifier|2
2nd|
+2|
+0|
+0|
+1|-|2|8|1*Wis modifier|4
3rd|
+3|
+1|
+1|
+2|-|2|12|1*Wis modifier|5
4th|
+3|
+1|
+1|
+2|-|3|16|2*Wis modifier|7|-
5th|
+4|
+1|
+1|
+3|-|3|20|2*Wis modifier|8|-|-
6th|
+5|
+2|
+2|
+4|-|3|24|2*Wis modifier|10|-|-|-
7th|
+6/1|
+2|
+2|
+4|-|4|28|3*Wis modifier|11|-|-|-|-
8th|
+6/1|
+2|
+2|
+5|-|4|32|3*Wis modifier|13|-|-|-|-|-|-
9th|
+7/2|
+3|
+3|
+5|-|4|36|3*Wis modifier|14|-|-|-|-|-|-
10th|
+8/3|
+3|
+3|
+6|Breathe the Wind 2/day|5|40|4*Wis modifier|16|-|-|-|-|-|-
11th|
+9/4|
+3|
+3|
+7|-|5|44|4*Wis modifier|17|-|-|-|-|-|-
12th|
+9/4|
+4|
+4|
+7|-|5|48|4*Wis modifier|19|-|-|-|-|-|-
13th|
+10/5|
+4|
+4|
+8|-|6|52|5*Wis modifier|20|-|-|-|-|-|-
14th|
+11/6/1|
+4|
+4|
+8|-|6|56|5*Wis modifier|22|-|-|-|-|-|-
15th|
+12/7/2|
+5|
+5|
+9|-|6|60|5*Wis modifier|23|-|-|-|-|-|-
16th|
+12/7/2|
+5|
+5|
+10|-|7|64|6*Wis modifier|25|-|-|-|-|-|-
17th|
+13/8/3|
+5|
+5|
+10|-|7|68|6*Wis modifier|26|-|-|-|-|-|-
18th|
+14/9/4|
+6|
+6|
+11|-|7|72|6*Wis modifier|28|-|-|-|-|-|-
19th|
+15/10/5|
+6|
+6|
+11|-|8|76|7*Wis modifier|29|-|-|-|-|-|-
20th|
+15/10/5|
+6|
+6|
+12|Breathe the Wind 3/day|8|80|7*Wis modifier|30|-|-|-|-|-|-[/table]
Details
HD: D6
Proficiencies: simple weapons, one martial, no armour
Skills: Profession, Concentration, Craft, Heal, Speak language, Spellcraft, Use magic device
Skill points: 2 + Int modifier
Power points
Each night an Aeomancer’s power point pool replenishes to the number indicated on the table plus any more shown in the column add. points. If at any point the Aeomancer has more power points than this they must make a concentration check each minute against a DC equal to the additional points. If they fail then they lose the difference between their roll and the DC worth of points.
Seeds
At first level an Aeomage selects two seeds. Each level the Aeomage may swap one known seed for any other seed. By selecting a seed more than once she gets a +3 cumulative bonus to her casting check. Every three levels an Aeomage may learn a new seed.
Spells
When an Aeomage casts a spell they may expend up to the maximum points allowed without problem. If a more powerful spell is required the caster must make a special check of D20 + caster level + wisdom modifier + any bonus from the seed against 10 + half the number of power points wishing to be expended + the seeds difficulty. Each spell also has a minimum cost which represents the minimum amount required to cast the spell, this may be used in any way to enhance the spell.
Seed list
Burning
Difficulty: 3
Minimum cost: 2
Casting time: standard action
Range: Cone 25ft + 5ft/5 points
Damage: 1D4 + 1D4/5 points + 1/point (fire)
Notes: the 1D4 can be upgraded to 1D6 for 5 points. Reflex DC 15 + 1/point for half
Healing
Difficulty: 1
Minimum cost: 1
Range: touch 5ft/5points
Casting time: Full round action (standard/ 5 points)
Effect: Heal 1D6 + 1D6/6points + 1/point
Transmutation
Difficulty: 5
Minimum cost: 2
Range: touch
Casting time: instantaneous
Effect: transform an object (see chart) the effect lasts for 1 minute/point into another object, the points required are for he higher of the two. Certain effects may require skill checks or DM discretion.
{table=head]Points|Objects
1|
Rocks, soils, metal
5|
Precious Objects
8|
Plants
13|
Unintelligent Animals
15|
Intelligent Animalsl[/table]
Frost
Difficulty: 2
Minimum cost: 4
Range: 10ft sphere + 5ft/5 points
Casting time: standard action
Effect: deal 1D4 + 1D4/4points+1/point of cold damage, fortitude check DC 10 + 1/point for half
Lightning
Difficulty: 4
Minimum cost: 3
Range: 30ft line + 10ft/5points
Casting time: standard action
Effect: deal 1D6 + 1D6/5points + 1/point, Reflex DC 10 + 1/point for half.
Summoning
Difficulty: 1
Minimum cost: 2
Range 25ft + 5ft/3 points
Casting time: 1 standard action (free action/ 5 points)
Effects: summons a creature with 1CR/2points for 2rounds/ 2 points
Paralysis
Difficulty: 2
Minimum cost: 2
Range: touch +5ft/3 points
Casting time: 1 standard action (free action/ 5 points)
Effects: holds a creature in position for 1 rounds/ 2 points, being counted as helpless. By expending 1 point/ round the target cannot speak. By expending a further 3 points/round the target begins to suffocate.
War
Difficulty: 4
Minimum cost: 4
Range: self
Casting time: 1 standard action (free action/ 5 points)
Effects: grants a +1 to attack bonus and damage/3 points (this may grant additional attacks) for 1 round/point. It creates a copy of a weapon with which the wielder is proficient. The weapon may be made magical (see chart) and may be granted abilities as normal. For 3 points the caster can be clad in full plate. At the end of the spells effect all items disappear.
{table=head]Points|Bonus
6|+1
10|+2
14|+3
18|+4
22|+5
25|+6
28|+7
31|+8
34|+9
37|+10[/table]
Breathe the Wind
Starting at first level an Aeomage may absorb the magic from the surrounding land. By succeeding on a caster check against DC equal to half the number of points wishing to be drawn rounded up. If this check is passed then the number of power points is added to the power point reserve, if it is failed an excess of energy builds up and deals the Aeomage 1D6 points of damage/5 points.This does not function in an anti-magic field and may work more or less well in different locations.
If anyone thinks of ways to improve this please post.
Aeomage
{table=head]Level|Base AttackBonus|Fort Save|Ref Save|Will Save|Special|Seeds known|Power Points|Additional Points|Maximum points Expended
1st|
+1|
+0|
+0|
+1|Breathe the Wind 1/day|2|4|1*Wis modifier|2
2nd|
+2|
+0|
+0|
+1|-|2|8|1*Wis modifier|4
3rd|
+3|
+1|
+1|
+2|-|2|12|1*Wis modifier|5
4th|
+3|
+1|
+1|
+2|-|3|16|2*Wis modifier|7|-
5th|
+4|
+1|
+1|
+3|-|3|20|2*Wis modifier|8|-|-
6th|
+5|
+2|
+2|
+4|-|3|24|2*Wis modifier|10|-|-|-
7th|
+6/1|
+2|
+2|
+4|-|4|28|3*Wis modifier|11|-|-|-|-
8th|
+6/1|
+2|
+2|
+5|-|4|32|3*Wis modifier|13|-|-|-|-|-|-
9th|
+7/2|
+3|
+3|
+5|-|4|36|3*Wis modifier|14|-|-|-|-|-|-
10th|
+8/3|
+3|
+3|
+6|Breathe the Wind 2/day|5|40|4*Wis modifier|16|-|-|-|-|-|-
11th|
+9/4|
+3|
+3|
+7|-|5|44|4*Wis modifier|17|-|-|-|-|-|-
12th|
+9/4|
+4|
+4|
+7|-|5|48|4*Wis modifier|19|-|-|-|-|-|-
13th|
+10/5|
+4|
+4|
+8|-|6|52|5*Wis modifier|20|-|-|-|-|-|-
14th|
+11/6/1|
+4|
+4|
+8|-|6|56|5*Wis modifier|22|-|-|-|-|-|-
15th|
+12/7/2|
+5|
+5|
+9|-|6|60|5*Wis modifier|23|-|-|-|-|-|-
16th|
+12/7/2|
+5|
+5|
+10|-|7|64|6*Wis modifier|25|-|-|-|-|-|-
17th|
+13/8/3|
+5|
+5|
+10|-|7|68|6*Wis modifier|26|-|-|-|-|-|-
18th|
+14/9/4|
+6|
+6|
+11|-|7|72|6*Wis modifier|28|-|-|-|-|-|-
19th|
+15/10/5|
+6|
+6|
+11|-|8|76|7*Wis modifier|29|-|-|-|-|-|-
20th|
+15/10/5|
+6|
+6|
+12|Breathe the Wind 3/day|8|80|7*Wis modifier|30|-|-|-|-|-|-[/table]
Details
HD: D6
Proficiencies: simple weapons, one martial, no armour
Skills: Profession, Concentration, Craft, Heal, Speak language, Spellcraft, Use magic device
Skill points: 2 + Int modifier
Power points
Each night an Aeomancer’s power point pool replenishes to the number indicated on the table plus any more shown in the column add. points. If at any point the Aeomancer has more power points than this they must make a concentration check each minute against a DC equal to the additional points. If they fail then they lose the difference between their roll and the DC worth of points.
Seeds
At first level an Aeomage selects two seeds. Each level the Aeomage may swap one known seed for any other seed. By selecting a seed more than once she gets a +3 cumulative bonus to her casting check. Every three levels an Aeomage may learn a new seed.
Spells
When an Aeomage casts a spell they may expend up to the maximum points allowed without problem. If a more powerful spell is required the caster must make a special check of D20 + caster level + wisdom modifier + any bonus from the seed against 10 + half the number of power points wishing to be expended + the seeds difficulty. Each spell also has a minimum cost which represents the minimum amount required to cast the spell, this may be used in any way to enhance the spell.
Seed list
Burning
Difficulty: 3
Minimum cost: 2
Casting time: standard action
Range: Cone 25ft + 5ft/5 points
Damage: 1D4 + 1D4/5 points + 1/point (fire)
Notes: the 1D4 can be upgraded to 1D6 for 5 points. Reflex DC 15 + 1/point for half
Healing
Difficulty: 1
Minimum cost: 1
Range: touch 5ft/5points
Casting time: Full round action (standard/ 5 points)
Effect: Heal 1D6 + 1D6/6points + 1/point
Transmutation
Difficulty: 5
Minimum cost: 2
Range: touch
Casting time: instantaneous
Effect: transform an object (see chart) the effect lasts for 1 minute/point into another object, the points required are for he higher of the two. Certain effects may require skill checks or DM discretion.
{table=head]Points|Objects
1|
Rocks, soils, metal
5|
Precious Objects
8|
Plants
13|
Unintelligent Animals
15|
Intelligent Animalsl[/table]
Frost
Difficulty: 2
Minimum cost: 4
Range: 10ft sphere + 5ft/5 points
Casting time: standard action
Effect: deal 1D4 + 1D4/4points+1/point of cold damage, fortitude check DC 10 + 1/point for half
Lightning
Difficulty: 4
Minimum cost: 3
Range: 30ft line + 10ft/5points
Casting time: standard action
Effect: deal 1D6 + 1D6/5points + 1/point, Reflex DC 10 + 1/point for half.
Summoning
Difficulty: 1
Minimum cost: 2
Range 25ft + 5ft/3 points
Casting time: 1 standard action (free action/ 5 points)
Effects: summons a creature with 1CR/2points for 2rounds/ 2 points
Paralysis
Difficulty: 2
Minimum cost: 2
Range: touch +5ft/3 points
Casting time: 1 standard action (free action/ 5 points)
Effects: holds a creature in position for 1 rounds/ 2 points, being counted as helpless. By expending 1 point/ round the target cannot speak. By expending a further 3 points/round the target begins to suffocate.
War
Difficulty: 4
Minimum cost: 4
Range: self
Casting time: 1 standard action (free action/ 5 points)
Effects: grants a +1 to attack bonus and damage/3 points (this may grant additional attacks) for 1 round/point. It creates a copy of a weapon with which the wielder is proficient. The weapon may be made magical (see chart) and may be granted abilities as normal. For 3 points the caster can be clad in full plate. At the end of the spells effect all items disappear.
{table=head]Points|Bonus
6|+1
10|+2
14|+3
18|+4
22|+5
25|+6
28|+7
31|+8
34|+9
37|+10[/table]
Breathe the Wind
Starting at first level an Aeomage may absorb the magic from the surrounding land. By succeeding on a caster check against DC equal to half the number of points wishing to be drawn rounded up. If this check is passed then the number of power points is added to the power point reserve, if it is failed an excess of energy builds up and deals the Aeomage 1D6 points of damage/5 points.This does not function in an anti-magic field and may work more or less well in different locations.
If anyone thinks of ways to improve this please post.