Xuldarinar
2015-11-04, 09:45 PM
OCCULT HYBRID CLASSES
Little more than a general concept at the moment. I want to create one, or more, hybrid classes that involve the existing occult classe (http://www.d20pfsrd.com/occult-adventures/occult-classes)s and mixing them with other things. I'll gladly take suggestions of mixes, but otherwise Im sure I'll turn out a thing or two on my own.
ELEMENTALIST
-
-Alignment: Any.
-Hit Die: d8
-Parent Classes: Druid and Kineticist.
-Starting Wealth:
CLASS SKILLS
The elementalist's class skills are (to be determined)
-Skill Ranks per Level: 2 + Int Modifier
Table 1-1: The Elementalist
Saves
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Burn, elemental bond, utility wild talent
2nd +1 +3 +0 +3 ?
3rd +2 +3 +1 +3 ?
4th +3 +4 +1 +4 utility wild talent
5th +3 +4 +1 +4 ?
6th +4 +5 +2 +5 ?
7th +5 +5 +2+5 utility wild talent
8th +6/+1 +6 +2+6 ?
9th +6/+1 +6 +3+6 ?
10th +7/+2 +7 +3+7 utility wild talent
11th +8/+3 +7 +3+7 Improved elemental bond
12th +9/+4 +8 +4+8 ?
13th +9/+4 +8 +4+8 utility wild talent
14th +10/+5 +9 +4 +9 ?
15th +11//+6/+1 +9 +5 +9 ?
16th +12/+7/+2 +10 +5 +10utility wild talent
17th +12/+7/+2 +10 +5 +10?
18th +13/+8/+3 +11 +6 +11 ?
19th +14/+9/+4 +11 +6 +11 utility wild talent
20th +15/+10/+5 +12 +6 +12 ?
CLASS FEATURES
All of the following are class features of the elementalist.
-Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons and light armor, but not shields.
-Elemental Bond (Su): At 1st level, an elementalist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents, and additional class skills. She can select air, earth, fire, or water. She gains her selected element’s basic utility wild talent as a bonus wild talent.
-In addition, she gains an elemental companion. She may begin play with any single small elemental as a companion, provided her elemental bond aligns with the elemental's associated element and the starting challenge rating of the small elemental is 1. She may not select an elemental that possesses more than one elemental subtype. This functions like the druid animal companion ability, except that the creature is an outsider of the elemental subtype rather than an animal, and as such their hit die are d10s rather than d8s and gain an increased base attack bonus equal to their hit die. The elementalist's effective druid level is equal to her elementalist level. If a character receives an animal companion from another source, her effective druid level stacks for the purposes of determining the companion's statistics and abilities. When the elementalist's companion acquires a sufficient amount of hit dice, they may be advanced to an elemental of a greater size, as appropriate.
-If she possesses an elemental focus by merit of levels in another class, or later gains an elemental focus in another class, she must have at least one elemental focus in common.
-Wild Talents: An elementalist can use wild talents, similarly to a kineticist. An elementalist can always select 1st-level wild talents, but she gains access to higher level wild talents at higher levels; 4th level to select 2nd level wild talents, 7th level to select 3rd level wild talents, 10th to select 4th level wild talents, 13th level to select 5th level wild talents, and 16th level to select 6th level wild talents.
-Unless otherwise noted, the DC for a saving throw against an elementalist's wild talents is equal to 10 + the wild talent’s effective spell level + the elementalist's Constitution modifier. The elementalist uses her Constitution modifier on all concentration checks for wild talents.
-An elementalist acquires a new utility wild talent at 4th level and again every 3 levels thereafter. An elementalist can select only universal wild talents or those that match her element. At 7th, 13th, and 19th levels, an elementalist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
-Burn (Ex): At 1st level, an elementalist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, an elementalist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and an elementalist that is incapable of taking nonlethal damage can’t accept burn. An elementalist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. An elementalist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). An elementalist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
-Improved Elemental Bond (Su): At 7th level, an elementalist learns to use another element. She can choose any element. She may transform her elemental companion into an elemental possessing both of her chosen elements, provided one exists and if not for possessing multiple elemental subtypes would have been available to the elementalist at 1st level. If she selects the void element, her elemental companion takes on the terror creature template.
TRIMATURGE
-Workers of three miracles, trimaturges are studious spellcasters who specialize not in one discipline of magic but to be able to wield and weave together all three branches of magic. Through incorporating differing ritualistic techniques as they prepare their spells, they are capable of preparing their mind to channel the divine, the arcane, or even pure psychic might.
-Alignment: Any.
-Hit Die: d6
-Parent Classes: Medium and wizard.
-Starting Wealth:
CLASS SKILLS
The trimaturge's class skills are (to be determined)
-Skill Ranks per Level: 2 + Int Modifier
Table 1-1: The Trimaturge
Saves
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Cantrips, knacks, orisions 3 1 - - - - -
2nd +1 +0 +0 +3 ? 4 2 - - - - -
3rd +1 +1 +1 +3 ? 4 3 - - - - -
4th +2 +1 +1 +4 ? 4 3 1 - - - -
5th +2 +1 +1 +4 ? 4 4 2 - - - -
6th +3 +2 +2 +5 ? 5 4 3 - - - -
7th +3 +2 +2+5 ? 5 4 3 1 - - -
8th +4 +2 +2+6 ? 5 4 4 2 - - -
9th +4 +3 +3+6 ? 5 5 4 3 - - -
10th +5 +3 +3+7 ? 5 5 4 3 1 - -
11th +5 +3 +3+7 ? 5 5 4 4 2 - -
12th +6/+1 +4 +4+8 ? 5 5 5 4 3 - -
13th +6/+1 +4 +4+8 ? 5 5 5 4 3 1 -
14th +7/+2 +4 +4 +9 ? 5 5 5 4 4 2 -
15th +7/+2 +5 +5 +9 ? 5 5 5 5 4 3 -
16th +8/+3 +5 +5 +10? 5 5 5 5 4 3 1
17th +8/+3 +5 +5 +10? 5 5 5 5 4 4 2
18th +9/+4 +6 +6 +11 ? 5 5 5 5 5 4 3
19th +9/+4 +6 +6 +11 ? 5 5 5 5 5 5 4
20th +10/+5 +6 +6 +12 ? 5 5 5 5 5 5 5
CLASS FEATURES
All of the following are class features of the trimaturge.
-Weapon and Armor Proficiencies: Trimaturges are proficient with all simple weapons.
-Spellcasting: A trimaturge casts spells drawn from the cleric/oracle, psychic, and sorcerer/wizard lists as divine, psychic, and arcane spells respectively. A trimaturge must choose and prepare his spells ahead of time.
-To learn, prepare, or cast a spell, the trimaturge must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a trimaturge's spell is 10 + the spell level + the trimaturge's Charisma modifier.
-A trimaturge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Trimaturge. In addition, he receives bonus spells per day if he has a high Intelligence score.
-A trimaturge may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the trimaturge decides which type of spells he will be casting that day as well as which spells to prepare. A trimaturge may only prepare one type of spell (arcane, divine, or psychic) each day.
-A trimaturge begins play with a spellbook containing three psychic knacks, three wizard cantrips, and three cleric orisons, plus one 1st-level spell from each list respectively. The trimaturge also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook, drawn from any of the three above lists. At each new trimaturge level, he gains two new spells of any spell level or levels that he can cast for his spell book. At any time he can also add spells to his spellbook, following the same rules as a wizard.
-Cantrips: Trimaturges can prepare a number of cantrips, or 0-level arcane spells, each day, as noted on Table: The Trimaturge under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A trimaturge cannot prepare cantrips on the same day as he has prepared knacks or orisons.
-Knacks: Trimaturges can prepare a number of knacks, or 0-level psychic spells, each day, as noted on Table: The Trimaturge under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A trimaturge cannot prepare knacks on the same day as he has prepared cantrips or orisons.
-Orisons: Trimaturges can prepare a number of cantrips, or 0-level divine spells, each day, as noted on Table: The Trimaturge under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A trimaturge cannot prepare cantrips on the same day as he has prepared cantrips or knacks.
Little more than a general concept at the moment. I want to create one, or more, hybrid classes that involve the existing occult classe (http://www.d20pfsrd.com/occult-adventures/occult-classes)s and mixing them with other things. I'll gladly take suggestions of mixes, but otherwise Im sure I'll turn out a thing or two on my own.
ELEMENTALIST
-
-Alignment: Any.
-Hit Die: d8
-Parent Classes: Druid and Kineticist.
-Starting Wealth:
CLASS SKILLS
The elementalist's class skills are (to be determined)
-Skill Ranks per Level: 2 + Int Modifier
Table 1-1: The Elementalist
Saves
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +2 +0 +2 Burn, elemental bond, utility wild talent
2nd +1 +3 +0 +3 ?
3rd +2 +3 +1 +3 ?
4th +3 +4 +1 +4 utility wild talent
5th +3 +4 +1 +4 ?
6th +4 +5 +2 +5 ?
7th +5 +5 +2+5 utility wild talent
8th +6/+1 +6 +2+6 ?
9th +6/+1 +6 +3+6 ?
10th +7/+2 +7 +3+7 utility wild talent
11th +8/+3 +7 +3+7 Improved elemental bond
12th +9/+4 +8 +4+8 ?
13th +9/+4 +8 +4+8 utility wild talent
14th +10/+5 +9 +4 +9 ?
15th +11//+6/+1 +9 +5 +9 ?
16th +12/+7/+2 +10 +5 +10utility wild talent
17th +12/+7/+2 +10 +5 +10?
18th +13/+8/+3 +11 +6 +11 ?
19th +14/+9/+4 +11 +6 +11 utility wild talent
20th +15/+10/+5 +12 +6 +12 ?
CLASS FEATURES
All of the following are class features of the elementalist.
-Weapon and Armor Proficiencies: Elementalists are proficient with all simple weapons and light armor, but not shields.
-Elemental Bond (Su): At 1st level, an elementalist chooses one primary element on which to focus. This element determines how she accesses the raw power of the Ethereal Plane, and grants her access to specific wild talents, and additional class skills. She can select air, earth, fire, or water. She gains her selected element’s basic utility wild talent as a bonus wild talent.
-In addition, she gains an elemental companion. She may begin play with any single small elemental as a companion, provided her elemental bond aligns with the elemental's associated element and the starting challenge rating of the small elemental is 1. She may not select an elemental that possesses more than one elemental subtype. This functions like the druid animal companion ability, except that the creature is an outsider of the elemental subtype rather than an animal, and as such their hit die are d10s rather than d8s and gain an increased base attack bonus equal to their hit die. The elementalist's effective druid level is equal to her elementalist level. If a character receives an animal companion from another source, her effective druid level stacks for the purposes of determining the companion's statistics and abilities. When the elementalist's companion acquires a sufficient amount of hit dice, they may be advanced to an elemental of a greater size, as appropriate.
-If she possesses an elemental focus by merit of levels in another class, or later gains an elemental focus in another class, she must have at least one elemental focus in common.
-Wild Talents: An elementalist can use wild talents, similarly to a kineticist. An elementalist can always select 1st-level wild talents, but she gains access to higher level wild talents at higher levels; 4th level to select 2nd level wild talents, 7th level to select 3rd level wild talents, 10th to select 4th level wild talents, 13th level to select 5th level wild talents, and 16th level to select 6th level wild talents.
-Unless otherwise noted, the DC for a saving throw against an elementalist's wild talents is equal to 10 + the wild talent’s effective spell level + the elementalist's Constitution modifier. The elementalist uses her Constitution modifier on all concentration checks for wild talents.
-An elementalist acquires a new utility wild talent at 4th level and again every 3 levels thereafter. An elementalist can select only universal wild talents or those that match her element. At 7th, 13th, and 19th levels, an elementalist can replace one of her utility wild talents with another wild talent of the same level or lower. She can’t replace a wild talent that she used to qualify for another of her wild talents.
-Burn (Ex): At 1st level, an elementalist can overexert herself to channel more power than normal, pushing past the limit of what is safe for her body by accepting burn. Some of her wild talents allow her to accept burn in exchange for a greater effect, while others require her to accept a certain amount of burn to use that talent at all. For each point of burn she accepts, an elementalist takes 1 point of nonlethal damage per character level. This damage can’t be healed by any means other than getting a full night’s rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can’t be reduced or redirected, and an elementalist that is incapable of taking nonlethal damage can’t accept burn. An elementalist can accept only 1 point of burn per round. This limit rises to 2 points of burn at 6th level, and rises by 1 additional point every 3 levels thereafter. An elementalist can’t choose to accept burn if it would put her total number of points of burn higher than 3 + her Constitution modifier (though she can be forced to accept more burn from a source outside her control). An elementalist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
-Improved Elemental Bond (Su): At 7th level, an elementalist learns to use another element. She can choose any element. She may transform her elemental companion into an elemental possessing both of her chosen elements, provided one exists and if not for possessing multiple elemental subtypes would have been available to the elementalist at 1st level. If she selects the void element, her elemental companion takes on the terror creature template.
TRIMATURGE
-Workers of three miracles, trimaturges are studious spellcasters who specialize not in one discipline of magic but to be able to wield and weave together all three branches of magic. Through incorporating differing ritualistic techniques as they prepare their spells, they are capable of preparing their mind to channel the divine, the arcane, or even pure psychic might.
-Alignment: Any.
-Hit Die: d6
-Parent Classes: Medium and wizard.
-Starting Wealth:
CLASS SKILLS
The trimaturge's class skills are (to be determined)
-Skill Ranks per Level: 2 + Int Modifier
Table 1-1: The Trimaturge
Saves
Spells Per Day
Level Base Attack Bonus Fort Save Ref Save Will Save Special 0th 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +0 +2 Cantrips, knacks, orisions 3 1 - - - - -
2nd +1 +0 +0 +3 ? 4 2 - - - - -
3rd +1 +1 +1 +3 ? 4 3 - - - - -
4th +2 +1 +1 +4 ? 4 3 1 - - - -
5th +2 +1 +1 +4 ? 4 4 2 - - - -
6th +3 +2 +2 +5 ? 5 4 3 - - - -
7th +3 +2 +2+5 ? 5 4 3 1 - - -
8th +4 +2 +2+6 ? 5 4 4 2 - - -
9th +4 +3 +3+6 ? 5 5 4 3 - - -
10th +5 +3 +3+7 ? 5 5 4 3 1 - -
11th +5 +3 +3+7 ? 5 5 4 4 2 - -
12th +6/+1 +4 +4+8 ? 5 5 5 4 3 - -
13th +6/+1 +4 +4+8 ? 5 5 5 4 3 1 -
14th +7/+2 +4 +4 +9 ? 5 5 5 4 4 2 -
15th +7/+2 +5 +5 +9 ? 5 5 5 5 4 3 -
16th +8/+3 +5 +5 +10? 5 5 5 5 4 3 1
17th +8/+3 +5 +5 +10? 5 5 5 5 4 4 2
18th +9/+4 +6 +6 +11 ? 5 5 5 5 5 4 3
19th +9/+4 +6 +6 +11 ? 5 5 5 5 5 5 4
20th +10/+5 +6 +6 +12 ? 5 5 5 5 5 5 5
CLASS FEATURES
All of the following are class features of the trimaturge.
-Weapon and Armor Proficiencies: Trimaturges are proficient with all simple weapons.
-Spellcasting: A trimaturge casts spells drawn from the cleric/oracle, psychic, and sorcerer/wizard lists as divine, psychic, and arcane spells respectively. A trimaturge must choose and prepare his spells ahead of time.
-To learn, prepare, or cast a spell, the trimaturge must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a trimaturge's spell is 10 + the spell level + the trimaturge's Charisma modifier.
-A trimaturge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Trimaturge. In addition, he receives bonus spells per day if he has a high Intelligence score.
-A trimaturge may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the trimaturge decides which type of spells he will be casting that day as well as which spells to prepare. A trimaturge may only prepare one type of spell (arcane, divine, or psychic) each day.
-A trimaturge begins play with a spellbook containing three psychic knacks, three wizard cantrips, and three cleric orisons, plus one 1st-level spell from each list respectively. The trimaturge also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook, drawn from any of the three above lists. At each new trimaturge level, he gains two new spells of any spell level or levels that he can cast for his spell book. At any time he can also add spells to his spellbook, following the same rules as a wizard.
-Cantrips: Trimaturges can prepare a number of cantrips, or 0-level arcane spells, each day, as noted on Table: The Trimaturge under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A trimaturge cannot prepare cantrips on the same day as he has prepared knacks or orisons.
-Knacks: Trimaturges can prepare a number of knacks, or 0-level psychic spells, each day, as noted on Table: The Trimaturge under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A trimaturge cannot prepare knacks on the same day as he has prepared cantrips or orisons.
-Orisons: Trimaturges can prepare a number of cantrips, or 0-level divine spells, each day, as noted on Table: The Trimaturge under "Spells per Day." These spells are cast like any other spell, but they are not expended when cast and may be used again. A trimaturge cannot prepare cantrips on the same day as he has prepared cantrips or knacks.