PDA

View Full Version : D&D 3.x Class Spiritualist [Caster that doesn't rely much on ability scores]



gooddragon1
2017-05-15, 01:26 PM
The Spiritualist

A spiritualist adventures for whatever reasons their devotion and alignment lead them to. A spiritualist has access to the most powerful spells that a cleric does and a strong companion, but their spellcasting variety is limited.

Adventures: Spiritualists adventure for any number of reasons and even among similar devotions there are often differing interpretations.

Characteristics: Because of their lack of organized training, spiritualists are often as varied as sorcerors, but are less likely to be as random.

Alignment: A spiritualist can be of any alignment as a cleric could be. However, they face the same restriction a cleric does with regards to the alignment based domains. There is at least a loose tendency for spiritualists to be of a non-chaotic alignment, but it is far from a rule.

Religion: Spiritualists are either devoted to something that they were raised being devoted to or they discover a devotion.

Background: A spiritualist is much like a sorceror in that they discover a latent talent which manifests itself as a stand and spellcasting ability. The stand informs the spiritualist of their abilities such that they are less likely to be wild and untamed as a sorceror's abilities are in their youth.

Races: Any race is capable of being a spiritualist, however a race that never has a soul will not be able to manifest a stand.

Game Rule Information:
Spiritualists have the following game statistics.
Ability Scores: A spiritualist does not require any exceptional ability scores for their abilities to function. Constitution most directly helps their stand ability and themselves through hit points. Strength allows them to carry the armor they may choose to wear. Mental ability scores translate directly over to the stand, and intelligence in particular will help supplement the spiritualists limited skill points.
Alignment: Any
Hit Dice: d8.
Starting Wealth: As cleric.
Starting Age: As sorceror.

Class Skills:

The spiritualistís class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Domains and Class Skills

A spiritualist who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the spiritualist class skills listed above. A spiritualist who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A spiritualist who chooses the Travel domain adds Survival (Wis) to the list. A spiritualist who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, for more information.

The Spiritualist




Saves

Spells Per Day


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


1st
+0
+2
+0
+2
Domain, Spells, Stand Manifestation
5
3
-
-
-
-
-
-
-
-


2nd
+1
+3
+0
+3
-
6
4
-
-
-
-
-
-
-
-


3rd
+2
+3
+1
+3
-
6
5
1
-
-
-
-
-
-
-


4th
+3
+4
+1
+4
-
6
6
3
-
-
-
-
-
-
-


5th
+3
+4
+1
+4
Stand Ability A
6
6
4
1
-
-
-
-
-
-


6th
+4
+5
+2
+5
-
6
6
5
3
-
-
-
-
-
-


7th
+5
+5
+2
+5
-
6
6
6
4
1
-
-
-
-
-


8th
+6/+1
+6
+2
+6
-
6
6
6
5
3
-
-
-
-
-


9th
+6/+1
+6
+3
+6
-
6
6
6
6
4
1
-
-
-
-


10th
+7/+2
+7
+3
+7
Stand Ability B
6
6
6
6
5
3
-
-
-
-


11th
+8/+3
+7
+3
+7
-
6
6
6
6
6
4
1
-
-
-


12th
+9/+4
+8
+4
+8
-
6
6
6
6
6
5
3
-
-
-


13th
+9/+4
+8
+4
+8
-
6
6
6
6
6
6
4
1
-
-


14th
+10/+5
+9
+4
+9
-
6
6
6
6
6
6
5
3
-
-


15th
+11/+6/+1
+9
+5
+9
Stand Ability C
6
6
6
6
6
6
6
4
1
-


16th
+12/+7/+2
+10
+5
+10
-
6
6
6
6
6
6
6
5
3
-


17th
+12/+7/+2
+10
+5
+10
-
6
6
6
6
6
6
6
6
4
1


18th
+13/+8/+3
+11
+6
+11
-
6
6
6
6
6
6
6
6
5
3


19th
+14/+9/+4
+11
+6
+11
-
6
6
6
6
6
6
6
6
6
4


20th
+15/+10/+5
+12
+6
+12
Stand Ability C

6
6
6
6
6
6
6
6
6
6



Class Features

All of the following are class features of the spiritualist.

Weapon and Armor Proficiency

Spiritualists are proficient with all simple weapons. They are proficient with light armor, but not with any kind of shields.

Domain

A spiritualistís deity influences his alignment, what magic he can perform, his values, and how others see him. A spiritualist chooses one domains from among those belonging to his deity. A spiritualist can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

If a spiritualist is not devoted to a particular deity, he still selects one domain to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

A domain gives the spiritualist access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The spiritualist gets the granted powers of the domain selected.

Spells from a domain list are learned before the spells from the general cleric list as noted by the D on Table: Spiritualist spells known.

Spells

A spiritualist casts divine spells which are drawn primarily from the cleric spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).

To learn or cast a spell, a spiritualist must have a caster level equal to at least twice the spell level minus one. The Difficulty Class for a saving throw against a sorcererís spell is 10 + the spell level + half the spiritualistís spellcraft ranks (rounded down).

Like other spellcasters, a spiritualist can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Spiritualist. In addition, he receives bonus spells per day dependent on his ranks in spellcraft (treat his relevant ability score as being equal to 10 + his number of ranks in spellcraft).

A spiritualistís selection of spells is extremely limited. A spiritualist begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new spiritualist level, he gains one or more new spells, as indicated on Table: Spiritualist Spells Known. (Unlike spells per day, the number of spells a spiritualist knows is not affected by his ranks in spellcraft; the numbers on Table: Spiritualist Spells Known are fixed.) These new spells can be common spells chosen from the cleric spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The spiritualist canít use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered spiritualist level after that (6th, 8th, and so on), a spiritualist can choose to learn a new spell in place of one he already knows. In effect, the spiritualist "loses" the old spell in exchange for the new one. The new spellís level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spiritualist spell the spiritualist can cast. A spiritualist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

Unlike a wizard or a cleric, a spiritualist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells heíll cast.



Spiritualist Spells Known


Level
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
4
2
-
-
-
-
-
-
-
-


2nd
5
2
-
-
-
-
-
-
-
-


3rd
5
3
D
-
-
-
-
-
-
-


4th
6
3
1
-
-
-
-
-
-
-


5th
6
4
2
D
-
-
-
-
-
-


6th
7
4
2
1
-
-
-
-
-
-


7th
7
5
3
2
D
-
-
-
-
-


8th
8
5
3
2
1
-
-
-
-
-


9th
8
5
4
3
2
D
-
-
-
-


10th
9
5
4
3
2
1
-
-
-
-


11th
9
5
5
4
3
2
D
-
-
-


12th
9
5
5
4
3
2
1
-
-
-


13th
9
5
5
4
4
3
2
D
-
-


14th
9
5
5
4
4
3
2
1
-
-


15th
9
5
5
4
4
4
3
2
D
-


16th
9
5
5
4
4
4
3
2
1
-


17th
9
5
5
4
4
4
3
3
2
D


18th
9
5
5
4
4
4
3
3
2
1


19th
9
5
5
4
4
4
3
3
3
2


20th
9
5
5
4
4
4
3
3
3
3



Stand Manifestation (Ex)

A spiritualist gains the ability to manifest a spiritual echo of himself (with the same alignment as his own), known as a stand, that can act independently of him on his behalf. At 1st level, a stand has hit points equal to the spiritualist's own (improved by spellcraft ranks as mentioned below) and hit dice equal to his spiritualist level. Visually, a stand appears as a vaguely humanoid shaped (similar to a mannequin) semi-transparent colored figure of medium size. It carries whatever weapons and armor it is given and has the same weapon and armor proficiencies as its user. A stand's mental ability scores are equal to that of it's user or 10 (whichever is greater), it's strength score is equal to it's user's spellcraft ranks + 10 and it's dexterity score is equal to half it's user's spellcraft ranks + 10 (rounded down). A stand has a slam attack that deals damage as an appropriately sized club would (1d6 for medium) and it is treated as a magic weapon for the purpose of affecting incorporeal creatures. A stand has no constitution score as normal for most constructs. It gains 1 bonus hit point per HD for every 4 spellcraft ranks it's user has. A stand has no skill ranks and gains no feats on its own (though it's user can gain certain specialized feats that improve it). A stand shares all of it's users movement speeds. If the stand is further than close range (25 feet + 5 feet per 2 spiritualist levels) from its user or if it's user expends a move action, it immediately teleports to a space adjacent to him (or the same space if no adjacent space is available). A stand (and any gear it carries) can occupy the same space as its user with no inconvenience to either of them. A stand cannot speak, but it can communicate with its user in a manner similar to speech in some ways (this method produces no sound and does not require the user to have any capability of producing sound, but it shares the distance requirements that sound does and is affected by things that affect sound (so a silence spell or an area with poor acoustics would prevent or hamper this method of communication, but covering the user's mouth would not)). If a stand's user dies, the stand is destroyed as well.

A spiritualist may transfer the effect of any spell he has cast that is affecting him to his stand as a swift action (instantaneous spells can be transferred by expending a swift action while casting the spell and spells that restore hit points to living creatures will affect the stand normally if cast by the spiritualist, but some spells may not affect the stand due for reasons such as it not being a living creature). If a stand would be destroyed, it's user may choose for it's gear to disappear with it (though it is possible that some gear, such as artifacts and unwilling intelligent items, would be exempt from this effect). The spiritualist may recover his stand (and any gear it is carrying) by performing a ceremony requiring 24 uninterrupted hours of prayer. Although the stand and the ceremony to acquire or recover it are certainly magical in nature, their connection to the spiritualist cause it to be treated as extraordinary when it would be beneficial.

At 5th level, a stand may gain an ability from the astral construct (http://www.d20srd.org/srd/psionic/monsters/astralConstruct.htm) menu A. At 10th level, a stand may gain an ability from either the astral construct menu B. At 15th level and every 5 levels thereafter, a stand may gain an ability from the astral construct menu C (see below for more information). The option to convert abilities from higher to lower menus for more abilities also applies. The psionic powers from menu C are instead replaced with an option for the stand to gain the ability to use a spell-like ability once per day of a spell the user knows from their spiritualist class levels of level no greater than 1 per 3 spiritualist levels the user has (5th level or lower at 15-17th level, 4th level or lower at 12-14th level, etc.). If the spell has a material or xp component, the user must provide it. It uses your concentration check in place of it's own for spell like abilities. Multiple selections of this ability for the same spell increase the number of times the spell like ability can be used. The power resistance option is replaced with equivalent spell resistance. Damage reduction options are DR/Magic.

===

Stand Chassis [Stand Feat]

Your stand becomes more specialized in a certain form of combat.

Benefit:

You may choose a type for your stand and it gains the appropriate benefits.
Powerful: The stand's strength score increases by 4. Slam attacks from the stand increase in damage by one size category (1d6 to 1d8 for a medium sized stand)
Tough: The stand gains damage reduction 2/- and 1 extra hit point per HD.
Fast: All of the stand's movement speeds increase by 10 ft., it can take two 5 foot steps in a round, and its dexterity score increases by 4.

Special:

You may take this feat only once and the choice cannot be changed later even if you somehow lose and re-acquire the feat.

aimlessPolymath
2017-05-15, 02:50 PM
Stand Manifestation (Ex)
Neat.
I'm a little confused at the design of this class feature. Is it supposed to literally be a Stand, with the associated funky powers, or what?



spellcraft ranks instead of stats
Also neat.

gooddragon1
2017-05-15, 11:03 PM
Neat.
I'm a little confused at the design of this class feature. Is it supposed to literally be a Stand, with the associated funky powers, or what?



Also neat.

Heavily influenced by the idea of a stand. If I ever make feats, they could be used to give it funky powers. It's purpose is to make your physical abilities unimportant. You could theoretically play this class with a 1 in each ability score (and a 3 in int). This idea comes from how the dragonfire adept only really needs constitution and could get by even without that. I just wanted a spellcaster who could do the same. However, not having an easily scalable save DC due to it not being associated with an ability score meant it would need to play more of a support role (hence the cleric spell list). Not sure if it's balanced for a tier 2 though.

khadgar567
2017-05-16, 06:33 AM
you know this is more like lets make jojo mage class in inseart setting name

gooddragon1
2017-05-16, 03:13 PM
you know this is more like lets make jojo mage class in inseart setting name

Kind of, but with some differences. Damage isn't shared between user and stand. They don't start out with funky abilities (I used the Astral construct menu here). Lots of similarities though.

I made this class because the idea of a statless caster was nagging at me to let it out creatively. Power level? Not sure.