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View Full Version : D&D 3.x Class The Scribe (Cast any spell at level 17 without breaking tier 2?)



NiveanDauphin
2017-04-21, 06:10 AM
Level
BAB
Fort
Ref
Will
Features
Spells/day
1(dmg)
2(dmge)
3(dmg)
4(dmg)
5(dmg)
6(dmg)
7(dmg)
8(dmg)
9(dmg)


1
0
0
2
0
Hide behind Words, Knowledge is My Bulwark Font of Blood, Bloody Truth, Blood Ink, Ink Blooded
0
1 burn










2
1
0
3
0
Further Study
0
1 burn










3
2
1
3
1
Superior Knowledge is a superior Defense
1
1d4
1d4,1 burn









4
3
1
4
1
Further Study, Synergy, Improved Hide behind Words
1
1d4
1d6









5
3
1
4
1
Bloodcasting
1
1d4
1d6
1d6,1burn








6
4
2
5
2
Further Study
2
1d3
1d4
1d8








7
5
2
6
2
Synergy
2
1d3
1d4
1d8
1d8,2 burn







8
6
2
6
2
Greater Hide Behind Word, Further Study
2
1d2
1d3
1d6
1d10, 1 burn







9
6
3
6
3
____
3
1d2
1d3
1d6
1d10, 1 burn
1d10, 2 burn






10
7
3
7
3
3
1

1d2
1d4
1d8, 1 burn
2d6, 2 burn






11
8
3
7
3

3
1
1d2
1d4
1d8, 1 burn
2d6, 1 burn
2d6, 2 burn





12
9
4
8
4
Further Study, Improved Font of Blood
4
-
1
1d3
1d6, 1 burn
1d10, 1 burn
2d8, 1 burn





13
10
4
8
4
Little Things, Synergy
4
+1
-
1d3
1d6, 1 burn
1d10, 1 burn
2d8, 1 burn
2d8,3 burn




14
11
4
9
4
Further Study
4
+1d2
--
1d2
1d4, 1 burn
1d8, 1 burn
2d6, 1 burn
2d10, 3 burn




15
12
5
9
5
Improved Bloodcasting
5
+1d4
----
1d2
1d4, 1 burn
1d8, 1 burn
2d6, 1 burn
2d10,2 burn
2d10,3 Burn



16
13
5
10
5
Black Diamond, Further Study, Synergy
5
+1d4
---
--
1d4, 1 burn
1d6, 1 burn
1d10, 1 burn
2d8, 2 burn
3d6, 3 burn




17
13
5
10
5

5
+1d6
--
-
1d4, 1 burn
1d6, 1 burn
1d10, 1 burn
2d8, 1 burn
3d6, 2 burn
3d6, 3 burn


18
13
6
11
6
Further Study
6
+1d8
---
--
1 burn
1d4, 1 burn
1d8, 1 burn
2d6, 2 burn
2d10, 2 burn
3d8, 3 burn


19
14
6
11
6
Synergy
6
+2d6
--
--
1 burn
1d4, 1 burn
1d8, 1 burn
2d6, 2 burn
2d10, 2 burn
3d8, 2 burn


20
15
6
12
6
Further Study, Synergy, Greater Font of Blood
6
+2d8
----
---
-
1d3
1d6
1d10
2d8, 1 burn
3d6, 2 burn


Skills 6+int (x4 at first level*) HD d12 D10
Appraise, Bluff, Balance*, Concentration*, Craft (Alchemy and Papermaking only), Decipher Script, Forgery, Gather Information, Iajutsu Focus, Knowledge (all skills, taken separately), Profession (painter, scribe or calligrapher only) Search*, sense motive, spellcraft, spot*, Sleight of hand, Speak language*, Truespeech
Proficiency- Scribes are proficient with Light, Medium and Heavy Armor, as well as tower shields and all one-handed piercing melee weapons, . They are not proficient in other weapons or smaller shields. Standard shields interfere with the Scriptural components of their spells, and only one-handed piercing weapons and writing implements can be used to perform Scriptural components.

Class features-
Knowledge is My Bulwark (EX)
At 1st level, a Scribe may use the higher maximum dexterity of a their tower Shield and armor to calculate their maximum dexterity.

Hide behind Words (EX)
A Scribe may use their Dexterity modifier instead of their Strength modifier in calculating their total attack bonus with light piercing weapons. They may also always attack through the cover provided by a tower shield when using a peircing weapon. This counts as Weapon Finesse for the purposes of feats.

Spells:
A Scribe Writes spells, rather than casting them. These are artificial spells (i.e, as an artificer) A Scribe begins with knowledge of all 0th spells from all spell lists and all artificer infusions. Over time, this list is likely to grow. (See: Further Studies and Synergies) Because they use the same power source as Artificers, they may use spell completion and spell trigger items made by an Artificer without any skill check, using their dexterity in place of any other ability score for this method, assuming such a requirement exists. Note that Artificers themselves are not this fortunate.
To Write a spell (see below), the Scribe must have a base Dexterity score equal to at least 10 + the spell level. Effects, such as the Scribe's armor, which limit the Dexterity score do so only if they were in effect while the Scribe last slept. The Difficulty Class for a saving throw against a Scribe's spell is 10 + the spell level + the Scribes’s Intelligence modifier. A scribe writing a level 1 or higher spell must also meet the ability requisites of the spell's original class, as well as having a high Dexterity. They calculate the saves for all such spells as would a member of the emulated class.
Unlike other spellcasters, the amount of spells available to a Scribe is not primarily based on Spell level. Many Scribes never gain Spell slots as a normal caster does. Regardless, a Scribe's caster level is equal to their total level in Scribe, unless modified by other classes, feats, or miscellany. They can, however prepare spell Blood Ink (see below) equal to 1/3 their Scribe level plus their Charisma bonus (minimum 1). (see Chart) This Blood Ink uses the Scribe's own blood, so they are limited in using it to prepare spell of a level equal to one half of their Caster Level, rounded up.(see Chart) Feats that directly modify fortitude, such as greater fortitude, increase this pool. Magical enhancements to Charisma apply if they would apply to bonus spells, but magical bonuses to fortitude never apply.
Blood Ink can only be prepared after a full 8-hour rest, and no more than once a day. It follows the rules below for which, if any, material components can be ignored for the purposes of casting a spell.
In addition, while a Scribe may prepare some of their Blood without damage, actually using it as a channel for magic damges them. (See Ink Blooded)

Font of Blood (ex)
As a full-round action that provokes an attack of opportunity, a Scribe can stab an opponent that possesses blood or an equivalent fluid, or one composed of vicious or animated liquid matter using a one-handed piercing weapon. Beings with a Constitution or Level drain effect as a racial ability are always susceptible to this. This ability is considered equivalent to taking 10 on a Iajutsu Focus check. This effect causes the weapon to be covered in a substance suitable for writing one spell.

Special: As a free action, upon a successful use of this ability, a Scribe may attempt a Truespeech check (DC 10+CR) to divine the CR of the targeted creature.

Bloody Truth (ex)
Any use of Iajutsu by the Scribe to cause damage to a being with a liquid essence (see Font of Blood) allows the harvesting of said essence, except non-magical ranged weapons somehow used for this purpose. (harpoons and arrows/bolts with string tied to them not withstanding)

Blood Ink (special)
As a full-round action that provokes an attack of opportunity, a Scribe may Write a spell . While doing this, they may use a tower shield for cover as a free action. At the end of this action, they may considered that spell prepared (as the wizard and cleric class feature) for CL minutes, at which point the spell loses potency. If they prepared it with their own Blood Ink, they take damage only as they cast the spell.
Written Spells require no components to use. All were included in the Writing and its Scriptural and Material components. Another Character may attempt to activate a Written Spell. An Artificer or another Scribe may do so automatically. All others must make a UMD check. (DC 15 with modifiers as per a scroll)
The Scribe may only use the blood of creatures with a CR not less than twice the level of the spell prepared minus 1 (with a minimum of zero) Thus it would take the Blood of a CR 1 creature to prepare a level one spell, and the blood of a CR 17 creature to prepare a level 9 spell. Additionally, this blood is only potent if taken from an enemy in battle, or oneself (see Ink Blooded)
If a Scribe has one (or more) free hands they may make a single off-handed attack with any light or one-handed weapon not being used for writing.
When using a spell prepared in this manner, a Scribe may ignore all components with two caveats- 1)any material components with a value greater than (1.5 CR)^2 must be destroyed in the preparion of the spell. (See table) Arcane spell failure is still a factor in the Writing of the Spell, except for arcane spell failure from armor or tower shields. normal shields and other, more obscure forms of arcane armor failure still apply. (This has no effect on the use of spells through other means.)
A Scribe may use the blood of a fallen creature in such a manner. It must have died through violence within the last 10 minutes (96 rounds), and it must be within the natural reach of the scribe (5ft for small and medium Scribes). Each Scribe may use the blood of such a creature only once. They may only use the blood of creatures of a CR equal to or greater than their own if they are dead.

1/4| 11 silver pieces
1/2| 2.5 gold pieces
1 | 5 gp
2 | 9 gp
3 | 20.25 gp
4 | 36 gp
5|52.56 gp
6| 81 gp
7 | 110.5 gp
8 | 144 gp
9 | 182.25 gp
10 | 225 gp
11 | 272.25 gp
12 | 324
15 | 506.25
20 |900
21 | 991.25
22 |1089
25 | 1406.25
30 | 2025

Ink Blooded (special)
A Scribe of can use their own blood as Ink without stabbing themselves in the middle of combat.
After 8 hours of rest, and no more than once every 24 hours, a Scribe may refresh a number of vials of Blood Ink equal to 1/3 their caster level, rounded down. They gain addition uses equal to their Charisma modifier (minimum 1). Preparing this blood causes no harm.
Using this Blood Ink rips at their essence, causing them to take lethal damage or ability burn as listed in the chart below. The Ability burn is Constitution (Or Charisma if the Scribe has no Constitution. The Burn cannot be negated without losing the spell. Effects that reduce it only work if they can be made to reduce it to exactly one by their intended use.) The highest level spell they can write in this manner is also listed.

Special: Great Fortitude and similar feats that cause permanent inherent bonuses to Fortitude also grant additional uses of Ink Blooded. Racial, magical, or other bonuses to fortitude do not. Such bonuses to Charisma apply, if they would apply to bonus spells.

Further Studies (special)
At 2nd level, and every even numbered level, a Scribe gains additional spells, options in combat, or equivalent abilities. The nature of this learning is described below. Each Study may be taken only once unless mentioned otherwise in its description.
Special: Each Study is tagged with one or more other classes. Taking that Study causes the Scribe to be a "level 0' member of those classes. They do not necessarily gain features or spell knowledge, but they may use magic items as though they were a member of that class, and prestige classes they qualify for may advance class abilities if they say they can.

Graceful Prose (SU)
A Scribe of 2nd level or higher may add their Charisma bonus, if any, to their Will saves. This does not stack with a Paladin's Divine Grace, or any equivalent ability.

Superior Knowledge is a Superior Defense (EX)
At 3rd Level, a Scribe may add their Intelligence bonus, if any, to the maximum Dexterity bonus of their armor.
Example: Thus, If Toshiro, a level 5 scribe was wearing a set of Fullplate with a maximum dexterity bonus of +1 and having an Intelligence of 15 would have a maximum dexterity of +3 while wearing full plate armor

Improved Hide Behind Words (EX)-
At 4th level, the attack penalties for using a tower shield are reduced to -1
Synergies- At 4th level, every third level after (7th, 10th, 13th, 16th, 19th...), and at 20th level, a Scribe gains a Synergy for which they are qualified. Synergies are qualified for by combinations of two Studies, either the same or different. They typically allow extremely limitted use of features from other classes.

Blood casting (special)- At 5th level, a Scribe may use vital life force to enhance their Writing. While Writing spells in the middle of combat, they may cause their spell to be affected by a Metamagic effect. Unlike some other effects, metamagic effects may be combined in this manner. This effect does not change the time to Write the Spell.
To improvise an one or more Metamagic effects, a Scribe must succeed at a Spellcraft check (DC 15 + twice augmented Spell level). Failing to succeed this causes the spell to be written as though no unknown Metamagic was used, but the full burn and/or damage is used in the writting. A scribe does not know if they were successful until they cast the spell, barring a Spellcraft check to know ahead of time. (DC 10 + twice augmented spell level)
They may find the materials in one of two ways- They may the use the blood of a freshly killed enemy with a CR equal to 3 times or greater than the combined metamagic effects applied. If so, no other cost need be applied. The target must have died by violence within the past ten minutes (96 rounds), and it must be within the natural reach of the scribe. (5ft for small and medium Scribes) as they begin the Writing. This method may only be used once per creature, and may not be used on a corpse of a lower CR than the Scribe. If they attempt to use this ability on an ineligible target, the spell is Written as Normal. A Spellcraft check (DC 10+twice augmented spell level)is required to be aware that the enhancement failed.

Alternatively, they may dip in from themselves. If so, they take 1d4 Constitution Burn for each level of metamagic effect applied. If the Scribe could not be effected by their own Font of Blood ability, they may not use this option. If they could be so effected, but somehow lack a constitution score, they may instead burn Charisma.
A scribe using their own essence to fuel Metamagic may apply a combination of Metamagic effects equal to their Base Blood Ink minus all Ink Blood used since their last preparation (Any Blood Ink Expended in the casting counts as available. If The Scribes uses of Ink Blooded are less than, or equal to their Charisma bonus plus bonus uses gained through Great Fortitude, they cannot use Bloodcasting).
Metamagic actually known through feats may be applied by either taking the damage as applied to the new spell level, according to the Ink Blooded table or Bloodcasting. Metamagic written normally is not counted against the limit. Each Metamagic feat is calculated separately for this purpose.
At level 15, this becomes 1d6 Necrotic Damage and 2d6 Lethal damage per Metamagic level. (Necrotic damage may not be healed by magical means) This Necrotic Damage may effect beings normally immune.
Special: If a Scribe would ever suffer no ill effect from using themself in this manner, the ability fails. They may choose to ignore those protections, but not to use them in a limited fashion not explicitly allowed by the protection.

Written in Life's Blood (SLA) If a Scribe would die or become unconscious in the middle of Writing a spell, as a result of their own action or another's, and they are 5th level or higher, they may cast the spell, provided a viable target (if any) is in range. Attempts to heal or ressurect themselves may be attempted, but only by a spell with a that specific effect. Wish or Miracle spells may not be changed in such a manner. They may be used to teleport to safety, however.

Greater Hide Behind Words (ex)
A Scribe of 8th level and higher suffers no attack penalties for using a tower shield.

Carbon Black (ex)
At level 10, the Scribe's natural healing is doubled. A creature with no ability to heal by normal means gains a natural healing rate, instead. If they have no Constitution score, they use their Charisma to calculate natural healing.

Wall of Grace (ex)
At 11 level, a Scribe may add their Tower shield's enhancement bonus, if any to their fortitude save as a Profane bonus. This does not stack with a Paladin's Grace or equivalent abilities. If a study or other feature replaces a Tower Shield for Scribe's class features, they may use that enhancement bonus instead.

Improved Font of Blood (EX)
At 12th level, A scribe may add 5 to their effective Iajutsu roll when performing a font of Blood. If they weapon they are using does critical damage on a 15, it counts as a critical threat. (roll an attack to confirm) Critical feats and similar apply, but Vorpal and equivalent effects on do so if a natural 20 was rolled on the confirmation.

Little Things (special)
At 13th level and higher, as noted on the table for Ink Blooded, a Scribe is so attuned to blood magic that they can heal themselves by casting lower level spells, as noted by the "+" on the table.

Black Diamond (EX)
At 16th level- the scribe may add their Base Attack Bonus to their Constitution when calculating their natural healing rate.

Greater Font of Blood (ex)
At 20th level, a scribe always calculates the damage from a font of blood as though they rolled a 20. This counts as a critical threat (Roll an attack to confirm) Critical feats and similar apply, but Vorpal and equivalent effects on do so if a natural 20 was rolled on the confirmation.
Notes: I made the penalty for higher level spells meaner, and decreased hit die. I also removed the grace abilities.

NiveanDauphin
2017-04-21, 06:15 AM
Write of the Domain (Cleric)
Requirements: Wisdom 13
Benefit: The Scribe learns all spells in any one Domain.
Special: this may be taken any number of times. It cannot allow a Cleric to learn spells forbidden to their alignment.

Student Legacy(wizard)
Requirements: Intelligence 13.
Benefit: Choose a school of Wizard spells. Add all such spells to your spells known. You now count as a specialist Wizard of that school for the purpose of feats and class features, although you do not gain spell slots or other class features a true specialist wizard would have. However, you can prepare any spell learned this way from memory.

Special: this ability may be taken Twice. It may not allow you to gain a specialization in a forbidden school if you are a Wizard.

Resident Author (wizard)
Requirements: Wizard Level 1, School Specialization class feature.
Benefit: Add Your Wizard level to your scribe level for the purpose of determining what spells you can scribe in your spell book and any additional spell slots granted by the School Specialization class feature. You do not gain bonus or normal spell slots beyond those available to an actual wizard. Armor and shields that do not interfere with Scribe spells now no longer interfere with Wizard spells. Your Wizard and Scribe Caster Levels stack and are Identical.

Study Buddy (Wizard, Druid)
Requirements: None
Benefit: the Scribe gains a Familiar. If they have a familiar, their scribe levels now stack for determining caster level and familiar abiliites. If they have a companion, Scribe levels count as 2/3 of a Druid level for determining its power, instead. An animal companion now grants a +2 bonus to Will saves while it is within 5 feet of the Scribe, unless it would already grant a familiar bonus by some means.

Nature Writer (druid)
Requirements: Wisdom 13
Benefit: The scribe gains knowledge of their choice of up to 6 druid spells of schools other than Conjuration.

Naturalist (druid)
Requirements: Wisdom 13
Benefit: the scribe gains knowledge of their choice of up to 6 Druid Conjuration Spells.

Training Manual (druid)
Requirements: Wisdom 13
Benefit: The Scribe gains the Animal Empathy Class feature. If they have or gain it from another source, it stacks with Scribe. Thier Scribe caster level stacks with and is identical to their Druid and/or Ranger caster level. Handle animal is now a class skill for Scribe. If you put half ranks in this skill, their value is doubled.

Hide in the Deep(Samurai)
Requirement: Samurai (CW) level 1.
Benefit: Your Samurai levels and Scribe Levels stack for the purpose of gaining and using Samurai class features and determining Scribe Caster Level. Much good may it do you.
Special: You also gain all advantages of the Sworn Sword Study, except having two Samurai Studies.

Legacy of Umezawa
Requirement: None
Benefit: You may use a Jitte, Sai, or similar weapon in place of a tower sheild. You gain a shield bonus equal to 1+ the weapon's enhancement bonus while weilding it, this bonus is maintained even while the weapon is used for Writing, but not during a round where it was used as part of a Font of Blood or other attack.

Sworn to the Void
Requirements: Requirement: Dexerity 15, Str 13
Benefit- A light weapon wielded by the Scribe does no less than 1d8 base damage (assuming medium size) as long as the Scribe is weilding only that weapon or their natural weapons (if any).
Special: Scribe levels stack with Warpriest* and other classes that set minimum damage values for weapons, assuming the weapon in question is usable for Writing and/or performing a Font of Blood.
Special: The Scribe gains Quick Draw and Exotic Weapon proficiency: Katana as bonus feats, if they do not already possess them. Note that using a Katana negates the effect of this study while it is drawn.
Special: You may draw a Katana and immediately use it to perform a Font of Blood. If you have any class features from other classes that care about using a Daisho, you may freely exchange any light peircing weapon for one or both components for that purpose, but only if you have an actual Daisho on your person. You may use Weapon Finesse in conjunction with a Katana.

Myrmidon (fighter)
Requirement: Str 13
Benefit: You gain proficiency with all simple and martial peircing weapons. Any of them may be used in conjunction with Font of Blood and Iajutsu Focus.

Needling attack (fighter)
Requirement: Str 13
Benefit: Weapons you wield bypass DR as though they dealt whatever type of damage is most advantageous. This does not defeat DR based on alignment, material, magic nature, or anything else. Nor can it be used to cause any form of energy damage.

Militiaman (fighter)
Requirement: Fighter level 2
Benefit: Gain a feat available to fighters as a bonus feat, provided you meet the prerequisites. You may add your Scribe and Fighter levels to calculate this.
Special: You may count Scribe levels as 1/3 of a fighter level for gaining additional Fighter bonus feats. This may not allow you to gain more feats than a fighter of your character level.

Bloodrip (Warlock)
Requirements: Cha 13
Benefit: The Scribe may make an Iajutsu Focus check against a target within 100 feet (DC 10). This ability may only be used against a target capable of providing Ink with a Font of Blood. If successful, the target takes 1d4 Damage, plus an additional 1d4 for every 5 by which the Scribe passed the DC. The Scribe magically gains enough of their essence to Write a spell. A successful Will save causes the target to take only half damage. This action entitles the Scribe to any diving actions entitled as part of performing the Font of Blood.
Special: A target of Bloodrip does not provoke attacks of opportunity from other characters when charging the Scribe in the next round. This charge may end in a full-attack. If the Scribe would somehow be entitled to such attacks of opportunity, they may still resolve, but can only stop intended retaliation by reducing the target to -10 HP (or negative constitution score, if higher and applicable). If they would die at less HP, or be stopped as a consequence of these attacks in another manner, they are not stopped in time. The target gains immunity to any persistent effects originating from the Scribe as if they had passed a will save against such an effect, but any such effects already in place are not dismissed.
Special: Spell resistance applies to this Study. Use the same roll as the Iajustu focus check to over come it.
Special: If the Scribe has or later gains Eldritch Blast or an equivalent class feature, they learn this invocation for free:
Bloodripping Blast (SLA): Instead of resolving the Eldritch blast through an attack roll, it is resolved through a DC 10 Iajutsu Focus check. Eldritch blast damage is dealt as normal, as well as successful damage for a high Iajustu focus roll. (X-1d4, where X is Iajustsu Focus/5) A successful Will save (DC equal to 1/2 HD + Cha +10) causes the damage to be halved. SR applies as normal, but the scribe must use the same roll as in determining the IaJutsu Focus results in overcoming it. This attack ignores armor. Using this ability is always a full round action. If at least one damage was dealt as a result of this ability, the Scribe may gain the use of blood sufficient to Write a spell. The Scribe may attempt any divining actions entitled to them as part of a Font of Blood.
Special: This ability lowers the defenses against the target. A target of Bloodripping Blast does not provoke attacks of opportunity from other characters when charging the Scribe in the next round. This charge may end in a full-attack. If the Scribe would somehow be entitled to such attacks of opportunity, they may still resolve, but can only stop intended retaliation by reducing the target to -10 HP. If they would die at less HP, or be stopped as a consequence of these attacks in another manner, they are not stopped in time. The target gains immunity to any persistent effects originating from the Scribe as if they had passed a will save against such an effect, but any such effects already in place are not dismissed.
[B]
Invocative Language (Warlock/Grammarist)
Requirement: Cha 13
Benefit: The Scribe gains a least Invocation or a 1000 level grammarist course
Special: this study may be taken multiple times, unlike other studies that depend on it as a pre-requisite

Improved Invocative Language (Warlock/Grammarist)
Requirement: Cha 14, Invocative Language, character level 7th.
Benefit: The scribe gains a lesser Invocation or a 2000 or lower level Grammarist course (if they meet all requirements other than a degree)

Greater Invocative Language (Warlock/Grammarist)
Requirement: Cha 16, Invocative Language, Improved Invocative Language, character level 12th.
Benefit: The scribe gains a Greater Invocation or a 3000 level Grammarist course (if they have a Doctorate and meet all requirements.)
Special: A Scribe may take this any number of times, but may only learn one Greater Invocation in this manner.

Arts Degree (Grammarist)
Requirement: Grammarist level 1+
Benefit: Scribe levels stack with Grammarist levels for the purpose of determining Eldritch essences available. Their caster levels stack and are identical for both classes. A multiclass grammarist with this study always uses their character level rather than their grammarist level when determining whether they are eligible for a degree.

Fine Print (Warlock)
Requirement: Warlock 1+
Benefit: Scribe and Warlock levels stack for determining the damage of the Eldritch Blast. Their caster levels stack and are identical for both classes.

Before and Behind (shadowcaster)
Requirement: None
The Scribe may choose two directions that are provided cover by their tower shield

Light of Midnight (shadowcaster)
Requirement: None
A tower shield provides full cover to the Scribe, but does not obscure their vision at all. It still functions as a wall in one direction.

Inky Darkness (shadowcaster)
Requirements: Int 13 Cha 13
Choose 2 fundamentals. The scribe may use them at will. Using any armor or tower shields no longer causes the scribe to risk arcane spell failure for any Shadowcaster class features.

Greater Darkness (Shadowcaster)
Requirement: Shadowcaster level 1+
The character's Shadowcaster and Scribe caster levels stack and are identical for both classes. The classes also stack for determining which mysteries a shadowcaster may select at any level.
Special: Irregardless of rulings to the contrary, a multiclass shadowcaster must consider previous mysteries in a Path to be prerequisite to their successive mysteries if they only qualify for themby dint of stacked levels with Scribe.

Creative Book-keeping.
Requirement: Truespeech rank 5* or ability to perform a 1st level or higher Utterance
Benefit: If a Scribe knows the CR of a creature by use of the Truespeech skill, they may consider it one level higher for the purpose of Scribe class features and one level lower for the purposes of the Truespeech skill. This does not effect any experience gained or any other aspect of the game, only class features that interact with CR.
Special: This study may be taken multiple times. The effects stack. Each time, the requirements increase by 3 ranks of Truespeech or an Utterance of one level higher.

Become the Word
Requirement: Truespeech rank 5* or ability to perform a 1st level or higher Utterance
Gain one Illumian Power Sigil. If the scribe has, or later gain a second or more as a Racial ability or another means, this does not grant more than one Word.

Marked as an Equal
Requirement: Truespeech rank 5* or ability to perform a 1st level or higher Utterance
Each day, as the scribe prepares spells and Blood Ink, or could, if they can't or don't, they may choose one of their attributes. The Scribe gains an untyped bonus to Saves and AC equal to their modifier for that ability against creatures for who that is their highest ability score, provided their ability score for that is no more than 2 higher than the Scribe's as the bonus is applied.
Special- A Scribe with this study may determine the highest numeric ability score of a creature if they know what the creature is properly called in at least one language spoken by the Scribe and they succeed in a Truespeech check (DC 18 + the modifier)

Writtten In Flesh (sorcerer)
Requirement: none
Requirements: The Scribe turns their own blood into Ink, then tattooes themselves, appropriating powers that were never theirs. A Scribe gains a bloodline feat availible to 1st level characters, for which they meet all other requirements. In addition to their actual race, the Scribe is considered a member of the race or creature type mentioned by the feat for the purposes of class features, items, and feats. Another character may choose what to consider them at their own discretion. The Scribe gains no additional immunities, resistances, or special powers, however.
Special: A scribe may take this at any level. They may consider themselves a sorcerer of their scribe level for this purpose. They may consider all spells they cast as arcane for this purpose.
Special: This Study may be taken any number of times. After the first, no level requirement is needed. The third time it is taken, the Scribe may choose two bloodline feats. The Fourth time, they may choose 3, the fifth, 5. Use the Fibbonacci sequence to determine advancement after that. GM's Are encouraged to provide either limitation or special options for players hellbent on pursuing this beyond the RAW, by their discretion.

Written in Blood (sorcerer)
Requirement: none
Benefit:The Scribe turns their own blood into Ink, then tattooes themselves, appropriating powers that were never theirs. A scribe may gain all advantages of a minor bloodline availible to a character half of their character level. They gain more advantages at later levels.
Special: A scribe may take this Study up to five times. Each time, they may cause the effects of the bloodline to increase one grade. If the Bloodline is at its maximum power, taking this Study increased their character level to first their Base Attack Bonus and then their Character level for the purpose of determining the advantages bestowed.

Blood of Ebberon
Requirement: Dragonmark rules in effect.
Benefit: The Scribe turns their own blood into Ink, then tattooes themselves, appropriating powers that were never theirs. Gain any Least Dragonmark. If your are not related to the house it manifests in naturally, and they know you gave it to yourself through blood magic, they will hate your guts. You learn any Spell(s) you can emulate through this mark.
Special: You may advance this Dragonmark's power as though you were entitled to it by birth. If you gain further spells in this manner, you learn them, as well.

Blood and Glory! (sorcerer)
Requirement: Charisma 13
The Scribe gains a Sorcerer Bloodline* Their sorcerer level is added to their sorcerer level for the purpose of their Arcana's power. The Scribe learns all bonus Spells granted to that Bloodline.
Special: If a the Scribe has one or more levels in Sorcerer, and you are using the Pathfinder system for Sorcerers, Scribe and Sorcerer levels stack for determining the caster level and power of all Sorcerer Class features. Bloodline powers are modified as though the levels were added, but the Sorcerer gains no new abilities or bonus feats.
Special: A Scribe may take this multiple times, provided they either have actual descent from multiple powerful beings or use the Written in Blood or Written in Flesh studies to appropriate such descent. They may always take it once without any such justification, as you can always find some connection if you look far enough back, but any further delving requires actually considering things.

Hidden Barb (rogue)
Requirement: Scribe level 3rd.
The Scribe gains sneak attack die equal to the their base Blood Ink available.

Bloody Surprise (rogue)
Requirement: none
The Scribe may harvest liquid essence with any attack that would provide a sneak attack.

Water of Life (rogue)
Requirement: none
Targets susceptible to Font of Blood are always susceptible to sneak attacks by the Scribe or by other characters the Scribe is helping to flank.

NiveanDauphin
2017-04-21, 06:18 AM
4th level- level 1 and 0
7th level- Level 2
11th level- Level 3
15th level- Level 4
19th level- level 5
23rd Level- Level 6
27th Level- Level 7
31st- Level 8
35th- Level 9
Honorary Degree
(two Wizard Studies)-
Benefit:The Scribe gains the ability to prepare Wizard spells. They gain one spell slot for each spell level available to a Wizard with a wizard level equal to their Scribe level minus 1 then divided by two (see chart). They do not gain bonus spells. Their Caster level is the same as all normal Scribe spells. They must still meet any other ability requirements for these spells. (This does not stack with other synergies that grant prepared spell slots) Arcane spell failure from armor or tower shields does not apply to any Wizard spells cast by the Scribe.

Special: This Study grants knowledge of your choice of up to 9 Universal Wizard Spells.

Audited Learning
(two Wizard studies):
Benefit: The scribe learns their choice of up to 6 Wizard spells. If they have a spellbook, they may instead prepare any spell they know in this manner from memory, provided it could be prepared in such a manner.



Theologian
(two Cleric Studies)
Benefit: The Scribe learns their choice of up to 6 Cleric spells. The Scribe gains spell slots as per the chart. (This does not stack with other synergies that grant prepared spell slots.)

Blessed
(Two Cleric Studies and/or Domains)
Benefit: The Scribe gains the benefits of any domain they have access to. If they already had this benefit, they may add their Scribe levels to any other class for determining level dependent effects of Domains or Rebuke/Turn Undead.
Special: This synergy grants knowledge of all Domain spells possibly granted by any one god of compatible alignment with access to all domains the Scribe has access to.

Colors of the Wind
(two Druid Studies)
Benefit: The Scribe gains knowledge of their choice of up to 6 Druid spells and may prepare them as per the Chart. This does not stack with other synergies that grant prepared spell slots.

Put Down the Book
(two Druid studies, Character level 6th)
Benefit: This Functions as the Druid Wild Shape class feature, with certain alterations. The Scribe may treat their Druid Level as one level lower than their Scribe level for determining the effect of this, but they may only take the form of animals with a Fury ability, and they may only use this ability if they are at half their total HP or less, such that the Fury ability would trigger. Whenever taking damage that would result in this condition being met, they may enter Wild Shape as an immediate action. (If they are already bloodied, they may use this ability as a response to taking damage) Also Unlike Druids, Scribes heal as though resting for a night when leaving Wild Shape, but not while entering it.
Special: The Scribe may add the enhancement bonus from any equipped tower shield(or the Legacy of Umezawa study) as an enhancement bonus to natural armor while in Wild Shape. they also gain any armor enhancements usable on non-metallic armor from that Tower shield, if any. If they do, they suffer any attack penalties a tower shield migh impose. If the Scribe is weilding any class-compatible weapons, their corresponding claws gain those enhancements. These bonuses do not stack with any other enhancement bonuses, and do not allow secondary natural weapons to be used as primary weapons, unless the primary weapon is not used at all.

Special: If they Scribe has levels in another class that grants wildshape, they may add their Scribe level for determing usages per day and maximum effect. They always gain the magical enhancements listed above whenver they are in Wildshape.

Special: This synergy grants knowledge of the Scribe's choice of up to 9 Polymorph spells with a target of You or that are considered harmless.

Reckoning
(Two Samurai studies)
Benefit: The Scribe may use Iajutsu Focus while under partial cover or the target is denied a dexterity bonus instead of only when they are flat-footed. They may sheathe a Katana as part of Writing a Spell.
Special: The scri gain knowledge of their choice of up to 6 [Creation] Spells that limit travel though a target area or cause grappling.

Tip of the Iceberg
(two Samurai studies)
Benefit: Whenever the Scribe uses Font of blood, they are in a state of partial cover in all directions for a length of rounds equal to their Intelligence modifier (minimum 1).
Special: This synergy grants knowledge of all [Glammer] spells



Damn and Blast!
(two Warlock Studies}
Benefit: The Scribe gains an Eldritch Blast as though they were a warlock of a level equal to their Base Attack Bonus.

Special: If you gain Warlock levels after taking this synergy, you may choose to exchange this Synergy for the Fine Print study. If so, you may gain a synergy the next time you would gain a Study.

Special: This Synergy grants knowledge of all Evocation Spells.

Recomendation of Mitth'Raw'Nuruodo
(Two Grammarist Studies, character level 12)

Benefit:The Scribe may call Themself a Doctor of Fine Arts. They may qualify for any Doctorate level Courses for which they meet all other requirements. They may not gain any other benefits of a Doctorate unless they gain them through traditional means.

Special: If you gain Grammarist levels after taking this synergy, you may choose to exchange this Synergy for the Arts Degree study. If so, you may gain a synergy the next time you would gain a Study.

Special: The scribe gains knowledge of their choice of up to 6 Divination Spells and/or [Figment] Spells

Word of Power
(Become the Word, Truespeech rank 10*)
Benefit:The Scribe gains a second Illumian Power Sigil and the corresponding Power Word.

Special: If the Scribe has three or more Power Sigils, they may choose what Power Word is active when they prepare Blood Ink and/or Spells.

Special: The scribe gains knowledge of their choice of up to 9 Illusion [Pattern] Spells

Marked as a Superior
(Marked as an equal, +2 or greater modifier in all abilities the scribe possesses)
Benefit: The Scribe gains adds their dexterity bonus to every attack roll, damage roll, DC of an ability they use offensively, and skill roll... to which their dexterity is not already added and the target does not have a higher Dexerity. If the ability would already have Dexterity added, they may do the same with Intelligence. If both Intelligence and Dexterity would be innately added go in this order until you find something that is either not added by another feature or is exceeded by the ability of the target-> Charisma, Constitution, Strength, Wisdom

Special: This Synergy grants knowledge of all transmutation Spells that grant temporary bonuses to Ability Scores calculated in minutes/level or greater finite Duration. (such as Bear's endurance)

Walk the Path
(Two Shadowcaster Studies)
Benefit:Choose a Shadowcaster Path. You can use each mystery on that Path once per day as a supernatural ability, provided a shadowcaster one level lower than you could use that mystery in any capacity. You must meet all other requirements to use these mysteries. You need not be granted any Mysteries as you take this Study. All Shadowcaster Mysteries available to the Scribe are now supernatural abilites, although this does not change the amount of times they may be used. If a spell or other class feature would allow you to refresh SLA's, or increase their usage, it may still do so. Al

Special: If you are using a Shadowcaster variant where a special reward is granted for completing a path, you count as having done so when you reach that point.

Special: Shadowcaster and Scribe levels stack for determining the amount of times per day a Mystery may be used.

Special: This study may be taken up to three times. Each time, select a different rank of Path.

Special: The scribe gains knowledge of their choice of up to 6 spells with the [Darkness] or Descriptor.

Blood and Thunder!
(Two sorcerer Studies)
Benefit:All of the Scribe's SLAs with an availabity calculated in times per day are now usable at will. If there is a limit in how quickly one or more may be used in a time period, this is not effected.

Special: Each time a Character takes this Synergy, they may choose a spell from the sorcerer list to learn

Gift of "my" Ancestors
(two sorcerer studies)
Benefit:Once per day, a Scribe may cast one sorcerer spell they know of a level available to a sorcerer of their character level. They may also use this slot to activate an artificer infusion of the same level or lower. Arcane spell failure does not apply from armor or a tower shield, but all other requirements must be met.

Special: This Synergy may be taken up to three times.

Special: Each time a Character takes this Synergy, they may choose a spell from the sorcerer list to learn

Improved Tattoo
(One Sorcerer Study, Constitution 15)
Benefit:The Scribe gains an essentia pool equal to the total number of Sorcerer studies and synergies using them as a prerequisite they possess. If they already have an essentia pool, it is increased to this size. If it was that big or larger, they instead gain the Bonus Essentia feat. Recalculate this when appropriate, but it should never decrease the size of their pool.
They gain any one soulmeld compatible with their alignment. They may meld that soulmeld to any Chakra availible to an Incarnate of a level equal to the Scribe's Base Attack Bonus.

Special: If the Scribe has or gains levels in a meldshaping class, they may gain the Shape Soulmeld feat and consider their meldshaper and Scribe caster levels to stack and be indentical, and for their open chakras and available soulbinds to be calculated by a character of that level, although not number of soulmelds shaped.

Special: this Synergy grants the ability to use Incarnum Spells and knowledge of all spells with the Incarnum descriptor.

From Hell's Heart (Sneak attack class feature, one rogue study)
Benefit:The Scribe may use a Harpoon with Font of Blood, provided the target is within 20 feet. The Scribe may pull the Harpoon back as part of this attack, but doing so allows the target to be pulled within 5 feet of the Scribe and to immediately make a melee attack. The target may choose to ignore this effect. In either event, the Scribe is flat-footed against the target for the rest of this round and the next.
Special: This Synergy grants knowledge of all Spells with the [Water] descriptor

Hate Speech
(one fighter study and one Truenamer study)
Benefit:The Scribe gains a favored enemy, using their Scribe level to determine the power of the bonus.

Special: Ranger levels stack to determine additional favored enemies, but this one must always be the highest. If they have spellcasting as a ranger, their Caster Levels stack and are identical.

Special: This Synergy grants knowledge of 6 Ranger Spells

Dazzling Stee
(one Rogue and one Sorcerer Study)
Benefit:The Scribe gains Bardic Music abilities as befits a Bard of their Scribe level. They gain uses of this ability equal half their Scribe level. The Scribe may use Iajustsu instead of Perform for this purpose. A Scribe may make a Font of Blood against a target as part of sustaining this performance, at a -10 to the Iajustu effect.

Special: A Multiclass Bard may have Scribe and Bard levels stack for uses and abilities of bardic music. The caster levels of both classes stack and are identical. A bard using perform may still use Font of Blood while doing so, provided they have a free hand.

Special: The scribe gains knowledge of their choice of up to 6 Bard Spells

Cloaked Casting
(One Rogue and one Shadowcaster study)
Benefit:The Scribe gains Cloaked Casting, as the Beguiler class ability.

Special: A Scribe with one or more levels in Beguiler may consider their caster levels to stack and be identical for both classes and calculate the power of their Cloaked casting using their character level.
Special: The scribe gains knowledge of their choice of up to 6 Beguiler Spells

Dragon Tattoo
(one Cleric and one Sorcerer study)
Benefit:The Scribe gains a Draconic Aura with power based on their Character level.

Special: A scribe with the ability to project a draconic aura as a class feature may project a second aura, even if they do not yet meet the prerequisites for that ability or feat. In addition, their levels in that class stack with Scribe levels for Caster level. They may consider their Scribe Caster level to be their level in that other class for level dependent effects. This does not grant them new abilities, but does increase the power of ones gained through level advancement.

Special: The scribe gains knowledge of their choice of up to 6 spells described in Races of the Dragon, the Draconomnicon and Dragon Magic

Quill's Edge
(one Wizard and one Sorcerer Study)
Benefit:The Scribe gains Warmage's Edge, as the Warmage Class Feature. It applies to all spells and supernatural abilities that deal damage.

Special: Scribe levels stack with Warmage caster levels stack and are identical. Warmage Spells no longer suffer arcane spell failure.

Special: The scribe gains knowledge of their choice of up to 7 Warmage spells.

Bookish Smite
(one Cleric and one Fighter study)
Benefit:The Scribe may add their Charisma to all damage rolls involving light piercing weapons.

Special: Scribe and Paladin (and similar) classes stack for determining the power and availibility of the Smite Class feature. Levels in both classes stack for determining caster level, which is identical for both.

Special: The scribe gains knowledge of their choice of up to 6 Paladin Spells

Spell absorbtion
(one Wizard and one Rogue Study)
Benefit:If the Scribe succeeds on a Save to resist a spell, they may write a spell they know of the same or lower level on the subsequent round. This does not grant any immunity to that spell.

Special: The scribe gains knowledge of their choice of up to 6 abjuration, divination, enchantment, illusion,and transmutation spells of level 6 or lower from the Wizard Spell list
Special: The Scribe gains the Master Spellthief feat if or when they meet the prerequisites

Steal Spell Effect
(one Rogue study or one Samurai AND one Wizard study or Shadowcaster Study)
Benefit: If the Scribe uses Iajutsu or a sneak attack on an enemy effected by a spell of limited duration, the Scribe may attempt a caster Check to dispell one such effect. If they do not have blood, they may Write a spell of they dispelled effects spell level or lower on the subsequent round as though they did. If they do, they may use add metamagic effects to a spell written in the subsequent round, up to one third of the caster level of the dispelled effect. A Spellcraft check is still required to improvise metamagic.
Special: The scribe gains knowledge of their choice of up to 6 abjuration, divination, enchantment, illusion,and transmutation spells of level 6 or lower from the Wizard Spell list
Special: The Scribe gains the Master Spellthief feat if or when they meet the prerequisites


Oni's Mask (one Samurai Study and one Warlock or Sorcerer study, Charisma 13)
Benefit: The Scribe gains Frightful presence, as the monster ability. If they have this ability from another source, its DC increases by 2. Dragons and outsiders are immune to this effect, even if they would not be for other reasons.
Special: he scribe gains knowledge of their choice of up to 6 spells that cause Fear Effects

Houndmaster
(Study Buddy or Animal companion class feature and any Fighter or Samurai study, character level 6)
Benefit: The Scribe loses their familiar, if any. They gain an animal companion, adding their Scribe level to their effective Druid level. The companion must be a dog or other combat trained fighting animal that they trained or purchased by normal means. It gains Combat Reflexes as a bonus feat, and Fury as the universal monster ability.
Special: This synergy grants knowledge of all Spells with a target of "familiar" or "companion" and may use the terms interchangably for that purpose.

Sword Saint
(any two- one or more Rogue studies, one or more Cleric Studies, one or more Samurai Studies, one or more Fighter studies)

Benefit: The scribe gains the use of a martial stance. They may treat studies in one of the above classes as compatible manuever's learned for this purpose, and their Scribe Level as their initiator level. They must have ranks in the Stance's discipline skill equal to its level, and the discipline's favored weapons must include at least one with which the Scribe can preform a Font of Blood.

Special: If you have levels in an iniator class, you may instead Consider your Iniator and Scribe Caster Level to stack and be identical, and then gain a Stance for which you qualify under the rules of that class.

Special: The Scribe may c Write Manuevers of an appropriate level, using Blood Ink, even if they do not meet the other prerequisites. They may only write Manuevers of the choosen discipline

[S]Novice Theurgy
(one study from two or more classes that mention spells)
Benefit: The Scribe may use their base Dexterity to determine all saves and maximum spell levels from all sources, including other classes.

Special: This synergy grants knowledge of any one spell and all advanced or alternate versions of it compatible with the Scribe's alignment (if applicable)

Eldritch Dilletante
(one or more studies that mention spells )
Benefit: The Scribe gains spell slots as the chart indicates, if they do not already have them. They also gain bonus spells based on their base Dexterity. They may prepare or otherwise cast any spell they know.

Special: This synergy grants knowledge of any one spell and all advanced or alternate versions of it compatible with the Scribe's alignment (if applicable)

Improved Spell casting
(any Synergy that grants prepared spell slots)
Benefit: a scribe may add their base attack bonus to their Scribe level for the purpose of determining their spell slots. They must still meet any other ability requirements for these spells.

Special: This synergy grants knowledge of any one spell and all advanced or alternate versions of it compatible with the Scribe's alignment (if applicable)

Greater Spellcasting
(Improved Spellcasting)
Benefit: Ignore the chart. The scribe now has access to spell levels as a sorcerer of their Scribe level, but still only one per each spell level. If they do not have bonus spells for a high ability score, they gain bonus spells based on their base Dexterity. They must still meet any other ability requirements for these spells.

Special: This synergy grants knowledge of any one spell and all advanced or alternate versions of it compatible with the Scribe's alignment (if applicable)

Conduit
(Two Cleric or Two Druid studies, compatible alignment)
Benefit: The Scribe may convert any Scribe, Druid, or Cleric spell slot into a level appropriate spell. As they take this synergy choose Inflict, Summon Nature's ally, or Cure spells. They may convert any spell slot from one of the three listed classes into the type choosen. The Scribe must be Evil to choose Inflict, Neutral to choose Summon Nature's Ally, or Good to choose Cure.
S
pecial: A Neutral Good or Neutral Evil Scribe may take this Synergy twice.

Special: This Synergy grants knowledge of all Inflict, Cure, and Summons Nature's Ally spells.

NiveanDauphin
2017-04-21, 06:20 AM
~Reserved, as is custom~
feats and so forth

Ziegander
2017-04-21, 07:02 AM
This makes almost no sense, but from what I can tell the class can learn spells from any spell list, has free action total cover and concealment, cast in the best armor they can afford with improved maximum dex bonus, and can cast spells through a rapier for example. They aren't limited by spell slots, but only by damage they deal to themselves, and they have a d12 HD. But they can also kick the **** out of their enemies to fuel their spells as well.

If I'm understanding how this works correctly, I'm pretty sure it's easily Tier 1 or 0. Even if I'm not, I'm almost positive it's still Tier 1.

NiveanDauphin
2017-04-21, 12:36 PM
This makes almost no sense, but from what I can tell the class can learn spells from any spell list, has free action total cover and concealment, cast in the best armor they can afford with improved maximum dex bonus, and can cast spells through a rapier for example. They aren't limited by spell slots, but only by damage they deal to themselves, and they have a d12 HD. But they can also kick the **** out of their enemies to fuel their spells as well.

If I'm understanding how this works correctly, I'm pretty sure it's easily Tier 1 or 0. Even if I'm not, I'm almost positive it's still Tier 1.

Well, technically, they are very limited in spell slots, and every spell they take requires an additional full round action to prepare, or must have been prepared as a pre-combat buff spell. They can never get around that.

Their spells are tied to their Fortitude save+ Charisma.

To avoid using their limited spell slots and hurting themselves, they have to make an additional full-round action or have already killed something as strong as they are. This full round action is going to be comparable to martial manuever, except it has to be done with the weakest weapons in the game and provokes attacks of op.

It was intended, as additional weakness, that, by default, they are super limited by MAD, as they still need to have the ability score of the class they are emulating. There are, currently ways around this, but I will remove them.

The D12 hd may be too much.

ngilop
2017-04-21, 01:47 PM
This is still way past tier 2 even if you bump down their HD.

its not the fact that they do not have a large number of spells per day its literally a full round away from having the perfect tool that auto wins at any given point.

That is beyond overkill in power and especially versatility in my humble opinion ( then again I am a much different breed form most GITPers)

then you add in they get all these cool class abilities that make them a decent class by themselves it makes it something even greater

NiveanDauphin
2017-04-21, 01:55 PM
This is still way past tier 2 even if you bump down their HD.

its not the fact that they do not have a large number of spells per day its literally a full round away from having the perfect tool that auto wins at any given point.

That is beyond overkill in power and especially versatility in my humble opinion ( then again I am a much different breed form most GITPers)

then you add in they get all these cool class abilities that make them a decent class by themselves it makes it something even greater
I see your point. How about if they only gained 1 spell of each level from the marked categories, instead of all of them?

~Corvus~
2017-04-22, 08:07 PM
Ziegander has been around for ages, and made an exceptional amount of HB stuff as well as contributed to the homebrew explosion that happened when Tome of Battle was released. What he says when it comes to homebrew carries a lot of weight.

It's versatility that makes the tier system. Options of doing things. Any spell ever can't possibly be lower than a tier 1. The difference between a Sorceror and the Wizard is that the former has a limited spell selection and can cast more often whereas the Wizard has potential to get any spell on their massive list if he can just read it.

Consider the Sha'ir, a Cha-based caster who uses the sor/wiz list:

I don't see any conceivable way the sha'ir could not be Tier 1, assuming that timed-out spells do not count against spells per day. It's a full caster with unrestricted access to the sorc/wiz spell list and full flexibility for any individual character to use any spell from the list. The class has some unusual quirks that need to be accounted for, but they don't change the class's fundamental nature as a tier 1 caster.

If you removed all the combat abilities and strange uses of tower shields and armor, this would still be a tier 1 if not tier 0.

Ziegander
2017-04-22, 08:26 PM
And I thought no one around here remembered me...:smallamused:

NiveanDauphin
2017-04-22, 10:08 PM
Ziegander has been around for ages, and made an exceptional amount of HB stuff as well as contributed to the homebrew explosion that happened when Tome of Battle was released. What he says when it comes to homebrew carries a lot of weight.

It's versatility that makes the tier system. Options of doing things. Any spell ever can't possibly be lower than a tier 1. The difference between a Sorceror and the Wizard is that the former has a limited spell selection and can cast more often whereas the Wizard has potential to get any spell on their massive list if he can just read it.

Consider the Sha'ir, a Cha-based caster who uses the sor/wiz list:


If you removed all the combat abilities and strange uses of tower shields and armor, this would still be a tier 1 if not tier 0.
I did severely limit that access to actually having to pick spells. But I see your point...

~Corvus~
2017-04-22, 11:39 PM
I did severely limit that access to actually having to pick spells. But I see your point... That has nothing to do with versatility. It simply means that it sucks for more of the day when it's not being GOD.

If, instead, you gave it abilities that both made sense and were in line with something that has a Blood Companion and focused on Debilitation and Weapon spells, that would be really cool!

d6 HD, Int-based caster, 1/2 BAB, good Will.
[companion] d10 HD, 3/4 BaB, nat armor, simple weapons
4+int skills: Bluff, Craft, Concentration, Disguise, Intimidate, Know (Arcana), K (religion), K(nature), Sense Motive, Sleight of Hand, Spellcraft, Use Magic Device

Here's a sample of the kinds of spells he might have on a focused list.

Arcane Mark(PH201 p201) – Inscribes a personal rune (visible or invisible).
Create Blood * – Creates 4 gallons/level of pure blood.
Daze(PH p217) – Humanoid creature of 4HD or less loses next action
Discern Bloodline(RoD p165)** – Know the race of one creature per level.
Fleeting Flame(DR326 p73) – Gives you a +2 bonus on one Bluff, Diplomacy, or Intimidate check.
Glimpse of Fear(DR333 p71) – A flash of horror causes the target to become shaken.
Prestidigitation(PH p264) – Performs minor tricks.
Read Magic(PH p269) – Reads scrolls and spellbooks.
Touch of Fatigue(PH p294) – Touch attack fatigues target.
Vengeful Mount(DR326 p74) – Makes an animal more difficult to ride or handle.




Animate Blood** – Turn Small or smaller quantity of water into an animated object.
Cause Fear(PH p208) – One creature of 5HD or less flees for 1d4 rounds.
Distort Speech(CAdv p145) – Subject’s speech is 50% unintelligible; subject may miscast spells.
Herald’s Call(CAdv p151) – Swift. Creatures of 5HD or less within 20’ are Slowed for 1 round.
Ice Dagger(MoF p101) – Grenade-like weapon deals target 1d4 cold damage per caster level (max 5d4), plus area damage.
Magic Fang(PH p250) – One natural weapon of subject creature gets +1 on attack and damage.
Magic Missile(PH p251) – 1d4+1 force damage; +1 missile per two levels above 1st (max 5 missiles)
Magic Weapon(PH p251) – Weapon gains +1 enhancement bonus.
Phade’s Fearsome Aspect (DR333 p72) – The target looks like a demon, gaining a +5 bonus on Intimidate checks and can Demoralize as a Swift Action.
Shelgarn’s Persistent Blade(MoF p117) – Blade of force attacks target, automatically flanks.
Shock and Awe (DR325 p72) – Reduces a surprised creature’s initiative roll by 10 (will; SR)
Sleep(PH p280) – Puts 4HD of creatures into magical slumber.
Soak in Blood* – Makes 10’ square slippery (Like Grease), Creatures in area take Fort vs Sickened (http://www.d20srd.org/srd/conditionSummary.htm)
True Strike (PH p286) – Gain +20 to your next attack roll.




Blur(PH p206) – Attacks miss subject 20% of the time.
Cloud of Bewilderment(PGF p101) – Stun and blind targets.
Decasword (like Decastaff UE p49) – Create a shortsword of force for 1rnd/lvl, that does 1d6 damage on a touch attack & an extra +1d8 sonic & deafen on a critical hit.
Hold Person(PH p241) – Paralyzes one person for up to 1 round per level.
Life Bolt(MoF p105) – 1 ray per 2 levels (max 5) draws 1 hp from you to deal 2d4 damage to undead.
Melf’s Acid Arrow(PH p253) – Ranged touch attack; 2d4 acid damage for 1 round + 1 round per 3 levels (7 rounds max).
Scare(PH p274) – Panics creatures of less than 6HD.
Sonic Weapon(CAdv p157) – Touched weapon deal +1d6 Sonic damage with each hit.
Spiritual Weapon(PH p283) – Magical weapon attacks on its own.
Summon Swarm(PH p289) – Summons a swarm of bats, rats, or spiders.
Whirling Blade(CArc p129) – Hurled slashing weapon magically attacks all foes in a 60’ line.



You get a boost to the DC of Mind-affecting effects: Start at +1 DC, +1 per 5 levels. This will be better than the Spell Focus of a Wizard.

Say this class also gets the ability to create a Blood Elemental (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType) that progresses like an Animal Companion (http://www.d20srd.org/srd/classes/druid.htm#theDruidsAnimalCompanion). It's going to be great at lower levels but will require spell-input to make durable later on. We'll use the Water Elemental (http://www.d20srd.org/srd/monsters/elemental.htm#waterElemental) as a rough template, as blood creatures are basically water with a few other cool things.

Small Blood Elemental (CR 1)
2d8+4 HP (13 avg)
Initiative:
Speed: 30' (6 squares), Swim 60'
Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17
BaB/Grapple: +1/+3 (-1 size, +4 feat)
Attack: Slam +5 melee (1d6+4)
Full Attack: Slam +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., elemental (http://www.d20srd.org/srd/typesSubtypes.htm#elementalType) traits
Special Attacks: Blood/Water mastery, Drench, Sicken
Saves: Fort +4, Ref +0, Will +0 (Good Fort, bad ref & wil)
Abilities: Str 14, Dex 10, Con 14, Int 4, Wis 11, Cha 11
Skills: Intimidate +4 (improve at levelups)
Feats: Improved Grapple
Challenge Rating: 1
Sicken (Ex): When a Blood Elemental successfully grapples an opponent, it overwhelms their senses. Each round any creature with an anatomy (Con score) spends grappling this creature it must take a Fortitude save DC 13 or become Sickened (-2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks).

Lacks the oomph of a Riding Dog or a Swindlespitter, but it makes an excellent tank, which is what we want with a squishy caster.



Level
HD total
Natural Armor
increase
Str/Dex/Con
increase
Feats gained
Intimidate Ranks
Special


1st-2nd
2 (small)
+0
-
Imp. Grapple
4 ranks
Command, Link,
Share Spells


3rd - 5th
4 (Med size)
+2
+2/+2/+2
Improved Trip
7 ranks
Evasion, Martial Slams


6th - 8th
6 (Med size)
+2
+2/+1/+1
Imperious Command
9 ranks
Multiattack,
Never Outnumbered


9th-11th
8 (Large size)
+2
+2/+1/+1 & +2 Int
Power Attack
11 ranks
Damage Reduction 5/-
Piercing Fear


12th-14th
15 (huge)
+2
+2/+2/+2
Multi-Grapple, Combat Reflexes
18 ranks
Damage Reduction 10/-
Nauseate


15th-18th
25 (huge)
+4
+4/+4/+4 & +2 Int
Awesome Blow (http://www.d20srd.org/srd/monsterFeats.htm#awesomeBlow), Improved
Bullrush

Imp. Evasion,
Good Will save progression


19th-20th
36 (Monolith)
(gargantuan)
+10
+10/+0/+6 & +4 Int
Knock-Down, Stand Still (http://www.d20srd.org/srd/psionic/psionicFeats.htm#standStill)
+0
DR 15/-, Advantage on all Saving throws
(Roll 2x, use better of 2 throws)


Command (Ex): The {Blood Shaper? Blood Scribe?) has excellent control of its Elemental. It may command the Elemental as if it knows the tricks (http://www.d20srd.org/srd/skills/handleAnimal.htm) Attack, defend, down, stay, and guard.

Share Spells The [class] applies any spell he casts on himself to his Elemental if it is within 25' of him.

Martial Slams (Ex) The Blood Elemental may benefit from spells that would normally only affect manufactured weapons or weapons of a specific type, such as Sonic Weapon, Blade Thirst, Keen Edge, etc.

Imperious Command (Feat; Drow of the Underdark pg 50): If you successfully demoralize a foe in combat, the foe cowers in fear for 1 round and is shaken in the following round.

Never Outnumbered (Skill Trick; Complete Scoundrel 87): When you use Intimidate to demoralize an opponent (PH 76), you can affect all enemies within 10 feet that can see you, rather than only a single enemy you threaten. Each enemy rolls a separate modified level check to oppose your Intimidate check, but the skill check otherwise works as normal.

Piercing Fear (Ex): the Blood Elemental can demoralize enemies that would normally be immune to Fear-effects.

Multi-Grapple (Feat; homebrewed). The Blood Elemental may grapple two foes at the same time; these foes cannot cooperate or aid each other with their grapple attempts.

Nauseate (Ex): The huge Blood Elemental can overpower enemies' senses. A creature that is grappled by this creature must make a fort save DC (10 + 1/2 its HD + its Con Mod) or become Nauseated (http://www.d20srd.org/srd/conditionSummary.htm#nauseated). Creatures without a sense of smell or without an anatomy are immune to this effect.

Knockdown (Feat; Deities and Demigods, p. 51): Whenever the Blood Elemental deals 10 or more points of damage to its opponent in melee it makes a trip attack as a free action against the same target.



At level 4, he gets My word has reach. This ability raises a spell's level by 1 (lvl 1 spell becomes lvl 2, etc) and turns any *friendly* spell with ranges of Personal or Touch (such as Blades of Fire, Magic Weapon, Sonic Weapon) into a close (25') spell that may target a willing ally or their items.
Application: This allows you to be a close-range buffer or caster that doesn't need to risk his skin in melee to make allies awesome. Furthermore, it allows you to buff your Blood Elemental.

At level 7, allow him to apply Int to damage on spells with "weapon," "blade," or a specific weapon (Such as "dagger," "missile," "sword" that deals damage).
EG: Even Magic Weapon will be very good, as it will give to damage in addition to its effect. So around level 5 its spells [I]of its focus become better than even a Wizard's.

Then, at ~ level 9 you get My truths bring fear to all. 4/day (+1 use per odd level) can have any mind-affecting spell pierce the immunity to their effect. This does not remove their immunity; it simply overcomes it. Mindless creatures get +4 to resist these spells.

And so it goes.

NiveanDauphin
2017-04-23, 08:11 AM
Actually- I had an other thought- double down on the bonus class features and alternate casting system. Each study and synergy, instead of granting multiple existing spells, grants one spell, drawn as powered up or variations on Necromancy, transmutation, or enchant effects.
Basically keep the core concept of "Samurai who writes ofuda in blood while fighting"

Basically, a more powerful hexblade with fewer prestige options, less action economy, and lower BAB.

~Corvus~
2017-04-23, 10:22 AM
Good luck with that. Edit: Check out the awesomeness that is that Blood Elemental though.

NiveanDauphin
2017-04-23, 04:03 PM
Good luck with that. Edit: Check out the awesomeness that is that Blood Elemental though.

That is pretty cool actually. It just went in a totally different direction than my original cobcept, which was kind of unfocused in execution...

~Corvus~
2017-04-23, 07:15 PM
hmm... Mr. Miyagi says, "Trust the quality of what you know, not quantity."