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Maxrim
2016-04-07, 11:00 PM
I like fixed-list casters. They're cool, simple to build, balanced, I'm a fan. I don't like that there are only 3 of them, representing 4 schools of magic.

A sorcerer casts by channeling arcane energies through mental filters developed instinctively, resulting in the spontaneous ability to manifest a relatively small number of arcane effects from diverse fields.

A wizard casts by meticulously formatting molds for their allotment of spells into their mind, then floods their mind with arcane energies, allowing them to manifest a wide variety of prepared spells from what can be a more limited array of fields.

An instilled-discipline mage, or fixed-list caster, casts through meticulously formatted filters installed within their mind through a lengthy and repetitive process of training. They channel energy much like a sorcerer, but their methodology results in the spontaneous ability to manifest just about any spell from one field.
The Warmage, Beguiler, and Dread Necromancer represent four of the eight schools of magic. Let's make four more!

Without further ado, here's what I'm making:
-The Magus of Spring is a class focused on all kinds of Conjuration magic, from calling to healing to teleportation.
-The Ward Weaver is a class focused on Abjuration magic and other means of defense.
-The Meddlemage is a class focused on Transmutation magic, improving enhancements to ability scores and altering form.
-The Eclectic Seer is a class focused on Divination magic and reading opponents by touch, with plenty of skills.

These are my relevant houserules, but conversion back should be easier than PF to 3.5, beyond these, assume 3.5:
Move actions are Non-Combat Actions, Standard actions are Combat Actions. If a standard action could be performed without breaking a Sanctuary effect, it's a Non-Combat Action instead.
A Full-Attack is a Combat Action, not a Full-Round Action.
In order to Summon a creature, you have to make a contract with it. The downside is that you have to encounter it, barter, and pay (though the cost usually isn't prohibitive).
In order to call a creature, you must speak its name or title. You can't call a general kind of creature.
Anyone of a level lower than 4 is almost definitely a child, your average townsperson is level 4-8.
There are no multiclassing penalties. Multiclassing penalties are lame.

Maxrim
2016-04-07, 11:04 PM
Eclectic Seer

Hit Die: d6
Skill Points: 6+Int per level, x4 at 1st level
Class Skills: Balance, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Gather Information, Heal, Hide, Intimidate, All Knowledge Skills (Taken Individually), Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Spellcraft, Spot, Use Magic Device



Level
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9


1

+0

+0

+0

+2
Armored Mage, Lore
53--------


2

+1

+0

+0

+3
Contact Divination 1d6
64 - - - - - - - -


3

+2

+1

+1

+3
Contact Divination (Damage)
6 5 - - - - - - - -


4

+3

+1

+1

+4
Eclectic Learning
6 6 3 - - - - - - -


5

+3

+1

+1

+4
Contact Divination 2d6, Advanced Learning
6 6 4 - - - - - - -


6

+4

+2

+2

+5
Contact Divination (AC)
6 6 5 3 - - - - - -


7

+5

+2

+2

+5
Telepathy 30ft
6 6 6 4 - - - - - -


8

+6/+1

+2

+2

+6
Contact Divination 3d6, Eclectic Learning
6 6 6 5 3 - - - - -


9

+6/+1

+3

+3

+6
Contact Divination (Caster Level)
6 6 6 6 4 - - - - -


10

+7/+2

+3

+3

+7
Precise Status, Advanced Learning
6 6 6 6 5 3 - - - -


11

+8/+3

+3

+3

+7
Contact Divination 4d6
6 6 6 6 6 4 - - - -


12

+9/+4

+4

+4

+8
Contact Divination (Attack Rolls), Eclectic Learning
6 6 6 6 6 5 3 - - -


13

+9/+4

+4

+4

+8
Telepathy 100ft
6 6 6 6 6 6 4 - - -


14

+10/+5

+4

+4

+9
Contact Divination 5d6
6 6 6 6 6 6 5 3 - -


15

+11/+6/+1

+5

+5

+9
Contact Divination (Saves), Advanced Learning
6 6 6 6 6 6 6 4 - -


16

+12/+7/+2

+5

+5

+10
Eclectic Learning
6 6 6 6 6 6 6 5 3 -


17

+12/+7/+2

+5

+5

+10
Contact Divination 6d6
6 6 6 6 6 6 6 6 4 -


18

+13/+8/+3

+6

+6

+11
Contact Divination (Save DCs)
6 6 6 6 6 6 6 6 5 3


19

+14/+9/+4

+6

+6

+11
Telepathy 300ft
6 6 6 6 6 6 6 6 6 4


20

+15/+10/+5

+6

+6

+12
Contact Divination 7d6 (Two Targets, Free), Eclectic & Advanced Learning
6 6 6 6 6 6 6 6 6 5




Spellcasting: An Eclectic Seer casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the Eclectic Seer spell list given below. You can cast any spell you know without preparing it ahead of time the way a cleric or wizard must. When a Seer gains access to a new level of spells, you automatically know all the spells for that level listed on the Eclectic Seer's spell list. Essentially, your spell list is the same as your spells known list. Eclectic Seers also have the option of adding to their existing spell list through their eclectic learning and advanced learning ability as they increase in level (see below).
To cast a spell, an Eclectic Seer must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against an Eclectic Seer spell is 10 + the spell's level + the Seer's Charisma modifier. Like other spellcasters, a Seer can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the above table. In addition, you receive bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. An Eclectic Seer's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Lore (Ex): Eclectic Seers divine knowledge. You gain the ability to divine legends or information regarding various topics, just as a bard can with bardic knowledge. You add your level and your Intelligence modifier to the lore check. See page 28 of the Player’s Handbook for more information on bardic knowledge.

Contact Divination (Su): You gain the ability to make short-term divinations in an instant of contact, if you can touch your enemy, you can read them and you can beat them. Every touch lets you look a few more seconds into the future, with practice you counter every tactic they can think of, before it even occurs to them.
Starting at 2nd level, as a swift action, you can make a touch attack against a creature with an intelligence score of 3 or higher to designate them as the target of your Contact Divination. You may only have one target of your Contact Divination at once, designating another target requires another swift action touch attack, and ends the effect on the first target.
Once designated, a target of your Contact Divination remains under its effects for 1 round per level or a number of rounds equal to your charisma modifier, whichever is greater.
When you deal damage to a target of your Contact Divination with a natural or manufactured weapon, unarmed strike, or weapon-like spell, you deal an extra 1d6 points of precision damage (of the same type as the rest of your damage dealt). This damage increases by 1d6 at 5th level and every 3 levels thereafter.
-At 3rd level, you deal additional damage equal to your Intelligence modifier whenever you deal d amage to a target of your Contact Divination with a natural or manufactured weapon, unarmed strike, or weapon-like spell. Unlike the additional dice of damage, this is not precision damage.
-At 6th level, you gain a bonus to AC equal to your Intelligence modifier against the target of your Contact Divination.
-At 9th level, you gain a bonus equal to your Intelligence modifier to your caster level for the purpose of defeating the target of your Contact Divination's Spell Resistance and for Dispel checks against their effects.
-At 12th level, you gain a bonus on attack rolls against the target of your Contact Divination equal to your Intelligence modifier.
-At 15th level, you gain a bonus on saving throws against your target's effects equal to your Intelligence modifier.
-At 18th level, you gain a bonus to your spells' save DCs equal to your Intelligence modifier.
-At 20th level, you can make a touch attack to designate a target of your Contact Divination as a free action once per round, and may have two targets at once, gaining the full benefit of your Contact Divination against both.

Eclectic Learning (Ex): At 4th level, you can add a new spell to your list, representing the result of personal study and experimentation. This may be any spell off of the sorcerer/wizard, cleric, or druid list of a level no higher than one lower than the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new spell at 8th, 12th, 16th, and 20th levels.

Advanced Learning (Ex): At 4th level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard or cleric spell of the divination school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new spell at 10th, 15th, and 20th levels.

Telepathy (Su): At 7th level, you gain the ability to communicate telepathically with any creature within 30 feet that has a language.
The range of your telepathy extends out to 100 feet at 13th level and 300ft at 19th level.

Precise Status (Ex): At 10th level, you gain additional benefits over anyone under the effects of your Status spells.You learn the current hit point total of anyone under the effects of a Status or Greater Status spell that you've cast. You can cast spells up to 4th level through your Greater Status, rather than up to 2nd level.

Spells:
Cantrips: Amaneunsis, Arcane Mark, Dancing Lights, Detect Magic, Guidance, Know Direction, Read Magic
1st: Comprehend Languages, Detect Chaos/Evil/Good/Law, Detect Scrying, Detect Undead, Golem Strike, Grave Strike, Identify, Master's Touch, True Casting, True Strike
2nd: Augury, Balancing Lorecall, Detect Thoughts, Divine Insight, Healing Lorecall, Listening Lorecall, Locate Object, See Invisibility, Status
3rd: Arcane Sight, Blindness/Deafness, Clairaudience/Clairvoyance, Dispel Magic, Fly, Forceblast, Know Opponent, Lesser Telepathic Bond, Suggestion, Tongues
4th: Arcane Eye, Assay Spell Resistance, Commune with City, Detect Scrying, Discern Lies, Divination, Greater Status, Locate Creature, Scrying, Teleport Coordinates Transfer
5th: Arcane FusionContact Other Plane, Commune with Nature, Plane Shift, Prying Eyes, Rary's Telepathic Bond, Sending, Teleport, True Seeing
6th: Analyze Dweomer, Brain Spider, Find the Path, Greater Dispel Magic, Interplanar Telepathic Bond, Legend Lore, Probe Thoughts, Scry Blast, Scry Location
7th: Antimagic Field, Greater Arcane Sight, Greater Prying Eyes, Greater Scrying, Greater Teleport, Limited Wish, Vision
8th: Demand, Discern Location, Greater Arcane Fusion, Hindsight, Mantle of Egregious Might, Moment of Prescience, Programmed Amnesia
9th: Disjunction, Eye of Power, Foresight, Mass True Seeing, One Step Beyond

Note: Grave Strike and Golem Strike affect the precision damage given by Contact Divination. Eclectic Seers cast Scrying spells as Sorcerers.

Maxrim
2016-04-07, 11:06 PM
Meddlemage

Hit Die: d6 HD
Skill Points: 2+Int per level, x4 at 1st level
Class Skills: Climb, Concentration, Craft, Disguise, Jump, Knowledge (Arcana), Knowledge (Nature), Profession, Spellcraft



Level
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9


1

+0

+0

+0

+2
Personal Alteration 1/day (Natural Armor, Constitution +2)
53--------


2

+1

+0

+0

+3

64 - - - - - - - -


3

+2

+1

+1

+3
Spell Focus (Transmutation)
6 5 - - - - - - - -


4

+3

+1

+1

+4
Personal Alteration 2/day, Advanced Learning
6 6 3 - - - - - - -


5

+3

+1

+1

+4
Expanded Alter Self
6 6 4 - - - - - - -


6

+4

+2

+2

+5
Greater Enhancement +2
6 6 5 3 - - - - - -


7

+5

+2

+2

+5
Personal Alteration 3/day (Additional Limbs)
6 6 6 4 - - - - - -


8

+6/+1

+2

+2

+6
Advanced Learning
6 6 6 5 3 - - - - -


9

+6/+1

+3

+3

+6

6 6 6 6 4 - - - - -


10

+7/+2

+3

+3

+7
Personal Alteration 4/day, Greater Spell Focus (Transmutation)
6 6 6 6 5 3 - - - -


11

+8/+3

+3

+3

+7
Morphic Spell
6 6 6 6 6 4 - - - -


12

+9/+4

+4

+4

+8
Greater Enhancement +4, Advanced Learning
6 6 6 6 6 5 3 - - -


13

+9/+4

+4

+4

+8
Personal Alteration 5/day (Constitution +4)
6 6 6 6 6 6 4 - - -


14

+10/+5

+4

+4

+9

6 6 6 6 6 6 5 3 - -


15

+11/+6/+1

+5

+5

+9

6 6 6 6 6 6 6 4 - -


16

+12/+7/+2

+5

+5

+10
Personal Alteration 6/day (Additional Limbs), Advanced Learning
6 6 6 6 6 6 6 5 3 -


17

+12/+7/+2

+5

+5

+10

6 6 6 6 6 6 6 6 4 -


18

+13/+8/+3

+6

+6

+11
Greater Enhancement +6
6 6 6 6 6 6 6 6 5 3


19

+14/+9/+4

+6

+6

+11
Personal Alteration 7/day (Constitution +6)
6 6 6 6 6 6 6 6 6 4


20

+15/+10/+5

+6

+6

+12
Extended Shapechange, Advanced Learning
6 6 6 6 6 6 6 6 6 5



Spellcasting: A Meddlemage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the Meddlemage spell list given below. You can cast any spell you know without preparing it ahead of time the way a cleric or wizard must. When a Meddlemage gains access to a new level of spells, you automatically know all the spells for that level listed on the Meddlemage's spell list. Essentially, your spell list is the same as your spells known list. Meddlemages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a Meddlemage must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Meddlemage spell is 10 + the spell's level + the Meddlemage's Charisma modifier. Like other spellcasters, a Meddlemage can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—1: The Warmage. In addition, you receive bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).

Personal Alteration (Su): Once per day, as a free action on a Meddlemage's turn, you can alter your form. Your basic body type stays the same, as does everything not specified as different. You temporarily gain a natural armor bonus of +1, +1 per two levels beyond first, and a +2 bonus to Constitution.
This natural armor bonus does not stack with any racial bonus to natural armor, but does stack with any enhancement bonus to natural armor.
The increase in Constitution increases the your hit points by 1 point per level, but these hit points go away at the end of the alteration when your Constitution score drops back to normal. Like hit points from a Barbarian's rage, these hit points are not lost first like temporary hit points.
Your personal alteration lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier.
Starting at 7th level, when use your personal alteration, you gain one or more additional limbs. You choose at 7th level to gain either:
• You gain two wings, gaining a Fly speed equal to twice your land speed with Good maneuverability.
• You gain two arms, capable of wielding weapons as well as your others. Any two-weapon fighting feats you possess become multi-weapon fighting feats for the duration of the alteration.
• The lower half of your body expands, and you gain an additional pair of legs. This increases your base land speed by 20ft, gives you +4 on balance checks and checks to resist Bull Rushes and trips, and gives you the Trample ability as a creature one size category larger than yourself, allowing you to, as a full-round action, move up to twice your speed, dealing, for a medium creature, 1d8+1.5*Strength damage to all those completely moved over. Trampled creatures can either make an attack of opportunity with a -4 penalty or a reflex save at a DC of 10+1/2 class level+your Strength modifier.
• You gain two tentacles, sprouting from your shoulders, waist, or somewhere else on your body. You can use these tentacles as a primary natural attack, dealing 1d6+your Strength modifier damage each, or as a secondary natural attack, dealing 1d6+1/2 your Strength modifier damage each.
• You gain a strong and agile tail, giving you a tail slap dealing 1d6+1.5*Strength damage as a secondary natural attack. In addition, you gain a swim speed equal to 1/2 your base land speed.
At 13th level, the bonus to Constitution increases to +4.
At 16th level, you can choose another option from the menu of additional limbs above, or the same option again. If choosing the same option again, any movement speed that it gave you doubles, you gain another set of the provided limbs, another set of the provided natural weapons, and, in the case of additional legs, the bonus on stability-related checks improves to +6 and you're treated as one size category larger for your Trample attack, affecting large and smaller creatures and dealing 2d6 base damage.
At 19th level, the bonus to Constitution increases to +6.

Spell Focus (Transmutation): At 3rd level, you gain Spell Focus (Transmutation) as a bonus feat.
If you already have it, you may instead select any Spell Focus feat, Metamagic feat, or any feat with either of those as a prerequisite as a bonus feat.

Advanced Learning (Ex): At 4th level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard or cleric spell of the transmutation school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new spell at 8th, 12th, 16th, and 20th levels.

Expanded Alter Self (Ex): At 5th level, choose a creature type other than your own. You count as both your own type and the chosen type for the purpose of casting Alter Self and similar spells.

Greater Enhancement (Ex): Any Transmutation spell you cast that provides an enhancement bonus to an ability score increases that ability score by an additional +2. At 12th level this bonus increases to +4, and at 18th level it increases to +6.

Greater Spell Focus (Transmutation): At 10th level, you gain Greater Spell Focus (Transmutation) as a bonus feat.
If you already have it, you may instead select any Spell Focus feat, Metamagic feat, or any feat with either of those as a prerequisite as a bonus feat.

Morphic Spell (Ex): At 11th level, you can complete the verbal and somatic components of spells while under a Polymorph effect. For example, while in the form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a form that could not ordinarily do so.

Extended Shapechange (Ex): Polymorph spells that you cast with a non-instantaneous, non-permanent duration last twice as long. This is similar to the effects of the Extend Spell feat, but stacks with it and does not increase the spell level of the Polymorph spell cast.


Spells:
Cantrips: Amaneunsis, Detect Magic, Mage Hand, Mending, Message, Prestidigitation
1st: Aberrate, Animate Rope, Animate Wood, Enlarge Person, Entangle, Expeditious Retreat, Feather Fall, Hold Person, Reduce Person, Tasha's Hideous Laughter
2nd: Alter Self, Animalistic Power, Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Darkvision, Eagle's Splendor, Fox's Cunnning, Make Whole, Owl's Wisdom, Rope Trick
3rd: Amorphous Form, Bite of the Wererat, Blink, Confusion, Fly, Gaseous Form, Halt, Haste, Invisibility, Least Dragonshape, Slow
4th: Bite of the Werewolf, Flight of the Dragon, Hold Monster, Lower Spell Resistance, Mass Darkvision, Polymorph, Translocation Trick, Trollshape
5th: Baleful Polymorph, Bite of the Wereboar, Control Winds, Fabricate, Greater Blink, Greater Invisibility, Lightning Leap, Nightstalker's Transformation, Overland Flight, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud
6th: Animate Objects, Bite of the Weretiger, Lesser Dragonshape, Flesh to Stone, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Mass Eagle's Splendor, Mass Fox's Cunnning, Mass Owl's Wisdom, Stone to Flesh, Tenser's Transformation
7th: Bite of the Werebear, Body of War, Control Weather, Disintegrate, Mass Animalistic Power, Mislead, Reverse Gravity, Transmute Metal to Wood
8th: Insanity, Master Earth, Polymorph Any Object, Temporal Stasis, Unyielding Form of Inevitable Death
9th: Arboreal Transformation, Dragonshape, Etherealness, Shapechange, Time Stop

Maxrim
2016-04-07, 11:09 PM
Ward Weaver

Hit Die: d8
Skill Points: 2+Int per level, x4 at 1st level
Class Skills: Balance, Concentration, Craft, Decipher Script, Knowledge (Arcana), Knowledge (Martial Lore), Listen, Profession, Sense Motive, Spellcraft, Spot


Level
BAB
Fort
Ref
Will
Special
1
2
3
4
5
6
7
8
9

1

+0

+2

+0

+2
Armored Mage
3--------


2

+1

+3

+0

+3
Spell Shield
4--------


3

+1

+3

+1

+3
Fast Defense
5--------


4

+2

+4

+1

+4
Advanced Learning
63-------


5

+2

+4

+1

+4
Warding Defense
64-------


6

+3

+5

+2

+5
Armored Mage (Medium)
653------


7

+3

+5

+2

+5

664------


8

+4

+6

+2

+6
Aggressive Defense, Advanced Learning
6653-----


9

+4

+6

+3

+6

6664-----


10

+5

+7

+3

+7
Great Spell Shield
66653----


11

+5

+7

+3

+7
Abjurant Enhancement
66664----


12

+6/+1

+8

+4

+8
Advanced Learning
666653---


13

+6/+1

+8

+4

+8
Repelling Defense
666664---


14

+7/+2

+9

+4

+9
Weave Wards
6666653--


15

+7/+2

+9

+5

+9

6666664--


16

+8/+3

+10

+5

+10
Armored Mage (Heavy), Advanced Learning
66666653-


17

+8/+3

+10

+5

+10
Swift Defense
66666664-


18

+9/+4

+11

+6

+11

666666653


19

+9/+4

+11

+6

+11
Greater Weave Wards
666666664


20

+10/+5

+12

+6

+12
Mighty Spell Shield, Advanced Learning
666666665



Spellcasting: A Ward Weaver casts arcane spells, which are drawn from the Ward Weaver's spell list (see below). Like a sorcerer, you can cast any spell you know without preparing it ahead of time. When a Ward Weaver gains access to a new level of spells, you automatically know all the spells for that level given on the Ward Weaver's spell list. Ward Weavers also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a Ward Weaver must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a Ward Weaver's spell is 10 + the spell's level + her Intelligence modifier. Like other spellcasters, a Ward Weaver can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given in Table 5—2: The Dread
Necromancer. In addition, you receives bonus spells for a high Intelligence score (see Table 1—1 on page 8 of the Player's Handbook).

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A Ward Weaver's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.
At 6th level, you can wear medium armor without spell failure chance. At 16th level, you can wear heavy armor and use heavy shields without spell failure chance.

Spell Shield (Su): Starting at 2nd level, by channeling abjurant power in its most raw form, you guard yourself against damage. As an Immediate Action when you take damage from any source, you can attempt to sacrifice spell energy instead of losing hit points. Expend a spell slot as if you had cast a spell of that level. Then, make a Concentration check with a DC equal to 15 + the level of the sacrificed spell. If you succeed, you ignore an amount of damage equal to five times the level of the spell slot you gave up. If you fail, you still lose the spell, but the magical energy fails to negate any of the damage.
At 10th level, you ignore 10 times the level of the spell slot given up. At 20th level, you ignore 15 times the level of the spell slot given up.

Fast Defense (Ex): A Ward Weaver of 3rd level or higher can take a total defense action as a non-combat action instead of a full-round action in any round in which you take no aggressive action.

Advanced Learning (Ex): At 4th level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard spell of the abjuration school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new spell at 8th, 12th, 16th, and 20th levels.

Warding Defense (Su): At 5th level, when you take a total defense action, you add your intelligence modifier to your AC in addition to the (usually +4) bonus from the action.

Aggressive Defense (Ex): Once a Ward Weaver reaches 8th level, you gain the ability to perform a total defense action even in a round when you take an aggressive action.

Abjurant Enhancement (Ex): At 11th level, you gain the ability to treat your armor and shield bonuses to AC from spells as an enhancement bonus on your physical armor and shield bonuses to AC. This means that they stack with the base bonus of the armor, but not with any enhancements on the armor itself.

Repelling Defense (Su): At 13th level, when you take a total defense action, you add your intelligence modifier to your saving throws.

Weave Wards (Su): At 14th level, by taking an hour to Reweave your arcane energies, you can regain some of your spell slots. After spending an hour in meditation, you regain all expended spell slots of 3rd level and lower.
Once you reach 19th level, when you use Weave Wards, you regain expended slots of 6th level and lower.

Swift Defense (Ex): At 17th level, you can take a total defense action as a swift action instead of a non-combat action.


Spells:
1st: Alarm, Arcane Lock, Calm Emotions, Conviction, Detect Magic, Endure Elements, Entropic Shield, Karmic Aura, Lesser Deflect, Mage Armor, Magic Missile, Nightshield, Protection from Chaos/Evil/Good/Law, Sanctuary, Shield, Shield of Faith
2nd: Aiming at the Target, Avoid Planar Effects, Barkskin, Deflect, Earth Lock, Greater Alarm, Heroism, Magical Backlash, Major Resistance, Mirror Image, Nondetection, See Invisibility, Shield Other, Stoneskin, Wind Wall
3rd: Dispel Magic, Displacement, Gentle Repose, Glyph of Warding, Greater Mage Armor, Karmic Backlash, Leomund's Secure Shelter, Magic Circle against Chaos/Evil/Good/Law, Protection from Energy, Remove Curse
4th: Break Enchantment, Dimensional Anchor, Dismissal, Dispel Chaos/Evil/Good/Law, Fire Shield, Freedom of Movement, Greater Status, Lesser Globe of Invulnerability, Mass Shield of Faith, Wall of Stone
5th: Bigby's Interposing Hand, Cacaphonic Shield, Death Ward, Duelward, Energy Buffer, Indomitability, Spell Resistance, Superior Resistance, Wall of Dispel Magic, Wall of Fire, Wall of Force
6th: Antimagic Field, Banishment, Blade Barrier, Forbiddance, Gate Seal, Globe of Invulnerability, Greater Dispel Magic, Greater Glyph of Warding, Greater Heroism, Starmantle, Wall of Iron
7th: Bidby's Grasping Hands, Energy Absorption, Energy Immunity, Forcecage, Mass Spell Resistance, Prismatic Spray, Sequester, Spell Turning
8th: Bigby's Clenched Fist, Chain Dispel, Cloak of Chaos, Finding the Center, Holy Aura, Mind Blank, Mystic Shield, Prismatic Wall, Shield of Law, Unholy Aura, Wall of Greater Dispel Magic
9th: Absorption, Disjunction, Elder Glyph of Warding, Prismatic Sphere, Reaving Dispel

Maxrim
2016-04-07, 11:11 PM
Magus of Spring

Hit Die: d4
Skill Points: 4+Int per level, x4 at 1st level
Class Skills: Bluff, Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (Arcana, Geography, Nature, The Planes), Profession, Sense Motive, Spellcraft, Survival



Level
BAB
Fort
Ref
Will
Special
0
1
2
3
4
5
6
7
8
9


1

+0

+0

+0

+2
Armored Mage, First Planar Link, Spring Sense
53--------


2

+1

+0

+0

+3
Spell Focus (Conjuration)
64 - - - - - - - -


3

+1

+1

+1

+3
Long Jaunt
6 5 - - - - - - - -


4

+2

+1

+1

+4
Advanced Learning
6 6 3 - - - - - - -


5

+2

+1

+1

+4
Second Planar Link
6 6 4 - - - - - - -


6

+3

+2

+2

+5
Dimensional Reach
6 6 5 3 - - - - - -


7

+3

+2

+2

+5

6 6 6 4 - - - - - -


8

+4

+2

+2

+6
Manyworlds Friend, Advanced Learning
6 6 6 5 3 - - - - -


9

+4

+3

+3

+6
Rapid Spell
6 6 6 6 4 - - - - -


10

+5

+3

+3

+7
Third Planar Link
6 6 6 6 5 3 - - - -


11

+5

+3

+3

+7
Improved Dimensional Reach
6 6 6 6 6 4 - - - -


12

+6/+1

+4

+4

+8
Advanced Learning
6 6 6 6 6 5 3 - - -


13

+6/+1

+4

+4

+8
Greater Spell Focus (Conjuration)
6 6 6 6 6 6 4 - - -


14

+7/+2

+4

+4

+9
Leap Channel
6 6 6 6 6 6 5 3 - -


15

+7/+2

+5

+5

+9
Fourth Planar Link
6 6 6 6 6 6 6 4 - -


16

+8/+3

+5

+5

+10
Advanced Learning
6 6 6 6 6 6 6 5 3 -


17

+8/+3

+5

+5

+10

6 6 6 6 6 6 6 6 4 -


18

+9/+4

+6

+6

+11
Flawless Dimensional Reach
6 6 6 6 6 6 6 6 5 3


19

+9/+4

+6

+6

+11
Improved Leap Channel
6 6 6 6 6 6 6 6 6 4


20

+10/+5

+6

+6

+12
Fifth Planar Link, Advanced Learning
6 6 6 6 6 6 6 6 6 5



Spellcasting: A Magus of Spring casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the Magus of Spring spell list given below. You can cast any spell you know without preparing it ahead of time the way a cleric or wizard must. When a Magus gains access to a new level of spells, you automatically know all the spells for that level listed on the Magus of Spring's spell list. Essentially, your spell list is the same as your spells known list. Magi also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).
To cast a spell, a Magus of Spring must have a Charisma score of 10 + the spell's level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Magus of Spring spell is 10 + the spell's level + the Magus' Charisma modifier. Like other spellcasters, a Magus can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table 1—1: The Warmage. In addition, you receive bonus spells for a high Charisma score (see Table 1—1, page 8 of the Player's Handbook).

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause your spells to fail if those spells have a somatic component. A Ward Weaver's limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor and light shields. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Planar Link (Ex): At 1st level, a Magus of Spring chooses a plane other than the Material Plane. The Magus gets a +2 bonus on Bluff, Diplomacy, Handle Animal, Intimidate, and Sense Motive while interacting with natives of that plane. While on that plane, you receive a +2 bonus to caster level.
At 5th level, and every 5 levels thereafter, you select another plane to receive the same bonuses in relation to. Then you select one of your existing Planar Links to increase the bonuses for. The skill check bonuses increase by 2 each, and the caster level bonus increase by 1.

Spring Sense (Ex): You gain a +2 bonus on Heal, Knowledge (Geography, Nature, The Planes), and Survival checks.

Spell Focus (Conjuration): At 2nd level, you gain Spell Focus (Conjuration) as a bonus feat.

Long Jaunt (Ex): At 3rd level, all Conjuration (Teleportation) spells you cast are doubled in range, as if the Enlarge Spell feat were applied to them, but without any spell level adjustment.

Advanced Learning (Ex): At 4th level, you can add a new spell to your list, representing the result of personal study and experimentation. The spell must be a sorcerer/wizard or cleric spell of the conjuration school and of a level no higher than that of the highest-level spell you already know. Once a new spell is selected, it is forever added to your spell list and can be cast just like any other spell on your list.
You gain another new spell at 8th, 12th, 16th, and 20th levels.

Dimensional Reach (Ex): At 6th level, you gain the Reach Spell feat, and you gain an additional ability while using it. If you expend a Conjuration (Teleportation) spell in addition to the spell you're casting, you can extend the range of the modified spell out to the range of the sacrificed spell. You must still have line of sight and must still make a ranged touch attack to hit.
At 11th level, the spell level adjustment of your Reach Spell is reduced to 1, and you ignore all but total cover with your ranged touch attack.
At 18th level, you may expend a Greater Teleport or Greater Plane Shift when applying Reach Spell to extend the range of the modified spell to anywhere the sacrificed spell could reach and negate the need for a ranged touch attack.

Manyworlds Friend (Ex): At 8th level, you gain a +2 bonus on charisma checks and charisma-based skill checks when dealing with outsiders. This bonus stacks with that from Planar Link if both are applicable. At this level you gain the ability to cast spells from the Planar Ally series. When casting a spell from that line, you can call any creature that you know, giving them the option to refuse to come. If they refuse, you can choose a different creature instead. If you're able to call multiple creatures, unlike other casters, you can choose different kinds.

Rapid Spell: At 9th level, you gain the Rapid Spell feat as a bonus feat.

Greater Spell Focus (Conjuration): At 13th level, you gain the Greater Spell Focus (Conjuration) feat as a bonus feat.

Leap Channel (Ex): At 14th level, you gain the ability to cast another spell alongside a Conjuration (Teleportation) spell that you cast including yourself. Both spells must have a casting time of one full-round action or less. Casting these spells takes a full-round action, and you can choose whether the other effect originates from where you're leaving or where you're going.
At 19th level, the casting time of the Leap Channel is only as long as the longer casting time of the two component spells.


Spells:
Cantrips: Create Water, Cure Minor Wounds, Dancing Lights, Detect Magic, Detect Poison
1st: Benign Transposition, Charm Animal, Cure Light Wounds, Grease, Obscuring Mist, Summon Monster I, Summon Nature's Ally I
2nd: Baleful Transposition, Close Wounds, Cure Moderate Wounds, Dimension Leap, Fog Cloud, Glitterdust, Green Blockade, Summon Monster II, Summon Nature's Ally II
3rd: Create Food and Water, Create Spring, Cure Serious Wounds, Dimension Step, Lesser Restoration, Stinking Cloud, Summon Monster III, Summon Nature's Ally III
4th: Cure Critical Wounds, Dimension Door, Lesser Planar Ally, Minor Creation, Panacea, Seed of Life, Solid Fog, Summon Monster IV, Summon Nature's Ally IV
5th: Arc of Lightning, Cloudkill, Mass Cure Light Wounds, Fire and Brimstone, Major Creation, Plane Shift, Raise Dead, Restoration, Summon Monster V, Summon Nature's Ally V, Teleport, Tree Stride, Wall of Stone
6th: Acid Fog, Commetfall, Fire Seeds, Freezing Fog, Heal, Heroes' Feast, Mass Cure Moderate Wounds, Planar Ally, Summon Monster VI, Summon Nature's Ally VI, Wall of Iron
7th: Greater Plane Shift, Greater Teleport, Mass Cure Serious Wounds, Mordenkainen's Magnificent Mansion, Plant Growth, Regenerate, Summon Monster VII, Summon Nature's Ally VII
8th: Greater Planar Ally, Greater Restoration, Incendiary Cloud, Mass Cure Critical Wounds, Resurrection, Summon Monster VIII, Summon Nature's Ally VIII
9th: Gate, Genesis, Mass Heal, Storm of Vengeance, Summon Monster IX, Summon Nature's Ally IX

Maxrim
2016-04-07, 11:15 PM
I'd love any feedback that you've got, and would be glad of any criticisms you can make. Thanks for reading!

Temotei
2016-04-07, 11:25 PM
This is just the table code I copy-paste into every Base Class Contest. This code will work for most base class purposes, though if you want more complicated stuff, there's this (http://www.giantitp.com/forums/showthread.php?341034).

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability




For reference, that'll look like this:


CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability

Maxrim
2016-04-08, 12:17 AM
Thank you! I'll check that out and update the classes!

Temotei
2016-04-08, 02:45 AM
For additional columns, you just add a with the number of spells you get at that level in between the tags. Add that nine times for nine levels of spells between each pair of tags.

So 1st level would look something like this:



Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Class Ability
5
3
-
-
-
-
-
-
-
-





Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+0
+2
Class Ability
5
3
-
-
-
-
-
-
-
-



Alternatively, there is a way to get "Spells" as a header with each level of spell beneath it and still looking the same except the row is subdivided only for that portion; I just can't remember how to do it. It should be in the thread I linked earlier all about tables if you really want that. Otherwise, the spell levels usually suffice.

I probably should have included the spell levels in the first place, considering the topic at hand. My bad.

tsj
2016-04-08, 09:41 AM
Maybe remove game breaking spells from the lists such as tensors transformation and wish et al

Otherwise very cool

Temotei
2016-04-08, 09:44 AM
Maybe remove game breaking spells from the lists such as tensors transformation and wish et al

Otherwise very cool

Since when is transformation broken? As far as I can tell it's actually kind of weak for its level.

Jormengand
2016-04-08, 10:05 AM
Since when is transformation broken? As far as I can tell it's actually kind of weak for its level.

If by "Kind of weak" you mean "Practically a self-nerf with a costly component" then you're right. Transformation is a bad version of divine power on a class that doesn't want to be casting divine power.

tsj
2016-04-08, 10:55 AM
Even if tensers transformation nerfes casting when active ... it still says FU to all pure BAB classes

Jormengand
2016-04-08, 12:32 PM
Even if tensers transformation nerfes casting when active ... it still says FU to all pure BAB classes

No, it really doesn't.

Fighter level 11 (The lowest level you can cast transformation) is proficient in heavy armour. He probably has an AC of around 22-23 after all his armour and stuff. You, on the other hand, are not, and probably have an AC around 15. The fighter has almost double your hit points, even with the CON boost you get (and remember, you lose all those hit points again when it's over, just like a raging barbarian), has 6 feats up on you, and probably actually has a decent greatsword because he can actually use his one all the time, not just 1 round/level/day. He is better at melee combat than you in almost every conceivable way.

Divine power, though, says screw you to melee characters, especially since you can throw righteous might on top of it. The +10 to strength, 1 THP/level, DR/alignment and extra weapon damage, along with the fact that you get weapon proficiency and focus in the martial weapon of your choice (come on, of course you took war domain) all the time rather than for the spell's duration is pretty useful.

Maxrim
2016-04-08, 03:11 PM
Thanks tsj! I'm of the opinion that Transformation isn't going to be overpowered, but I'm flexible on Wish. I'm going to replace it with One Step Beyond (from the Book of Eldritch Might, immunity to Divinations, including Discern Location, Wish, and Miracle).