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View Full Version : D&D 3.x Class Initiator Theurge Classes: Initiate of Nexialist Mysteries and Sage of many Paths



GrayDeath
2018-01-03, 06:37 PM
Hello!


As the existing Initiating Theurge CLasses are very Theme-locked, I decided to male a more openb one. Well, two actually, even though they are likely more like Archetypes of each other.

These 2 Classes are meant as the "Go To for allrounders” and the "GoTo for maximum Maneuvers" Theurge to combine anything with Maneuver Progression.
Both are Sage Types, typical Examples would be the Mountain Top Sage, the old Man in a Tea Shop that is secretely a master, and so on.

Due to its requirements and progression it will not allow “OP Gishes (+16+BAB and 9th) without cheese, so instead I gave it some more "regular” Bonuses. The Aim is a truly equal combination of initiating and whatever other Power Method you want to use, NOT to maximize Power. It should be a strong T3 with most classes.

Like all my classes, it is meant for full 3.p. if using it with 3.5 material only, reduce the Skillpts/Level by and adapt the allowed Schools accordingly.

I am eagerly expecting any and all feedback aiding this goal!


Initiate of the Nexial Mysteries/The Sage of many Paths:

Sometimes, people simply are not satisfied with only being able to do one thing well. Nexialists aim to be able to do everything, and the Initiates of the Nexial mysteries express these by combining Initiating with Spellcasting.
While there are iniatiators who have mastered more maneuvers, there is none with the Nexialists Flexibility, especially at higher Levels.


IotNM are balanced, centered people, not usually extremist of any kind. Lawful Initiates are not rare however, due to the immense discipline necessary to master their craft. The most numerous however are true or lawful neutral.

They work together well with any non-extreme group, and due to incorporating a lot of different schools of thought almost free of prejudice against other classes (or Races), unless they are true Zealots (Paladins, for Example).


Sages of Many paths on the other hand simply want to know it all. They equal quantity with quality, and in many cases heated arguments with their "Colleagues" ensued, as after all their heritage is the same. But after more than 4 centuries, that is only known to (no pun intended) Sages.

As they are more free in their way to achieve their goals, due to less discipline being encessary to simply learn as much as you can" they may be chaotic, but since they draw their inspiration from many sources, they also do not really tend towards extremism.



Requirements: Non-Chaotic, able to cast second level Spells (of any kind) spontaneously or Second Level psionic Powers or Lesser Invocations, at least 5 maneuvers, at least one of level 2 or higher, BAB 5+, Knowledge Arcane or Religion or Psionics and Martial Lore 5+.
In case of the Sage of many paths: as above, but Maneuvers known from at least 4 Disciplines, may be of any aligmnment



Basics (both, Specials: Nexialist/Sage both):

Hitdie: D8

Initiate of nexialist Mysteries/Sage of Many Paths


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+1

+0

+2

+2
Nexialist Proficiencies, Adaptive Style, Bonus Maneuver


2nd

+2

+0

+3

+3
Nexialist Focus, Bonus Maneuver


3rd

+3

+1

+3

+3
Nexialists Foresight, Bonus Spell/Power/Invocation


4th

+4

+1

+4

+4
Magical/Eldritch Studies



5th

+5

+1

+4

+4
Uncanny Dodge or Improved Uncanny Dodge, Bonus Maneuver


6th

+6/+1

+2

+5

+5
Passive Recovery 1, Bonus Maneuver, Bonus Spell/Invocation/Power



7th

+7/+2

+2

+5

+5
Nexialist Rearrangement, Bonus Spell/Invocation/Power, Bonus Stance


8th

+8/+3

+3

+6

+6
Mettle or Improved Evasion


9th

+9/+4

+3

+6

+6
Nexialistic Flexibility, Bonus Maneuver and Spell/Invocation/etc


10th

+10/+5

+4

+7

+7
True Nexialist, Passive Recovery 2, School/Discipline Mastery




Skillpts: 6+Int Mod/Level


Class Skills: Acrobatics, Bluff, Climb, Diplomacy, Intimidate, Knowledge (Arcane, Martial Lore), Perception, Spellcraft.




General Progression:



This Class progresses Initiating as the Class used to enter it on all levels but the 7th. It also keeps that Classes Recovery Method.

It allows access to the Martial Schools the original Class granting maneuvers did, and adds 2 of the players choice of: Riven Hourglass, Elemental Flux, Shadow hand, Diamond Mind and Black Seraph or Silver Crane (choose the one fitting the alignment, if any).
Maneuver Access: If you allow my homebrewed maneuvers, and the Character fulfills all requirements to learn them, you may replace 1 or 2 available Disciplines with either
Winter Sovereign: https://forums.giantitp.com/showthread.php?545955-Martial-Discipline-Winter-Sovereign
or
Vengeance of the Sun: https://forums.giantitp.com/showthread.php?620780-PEACH-New-Martial-Discipline-Vengeance-of-the-Sun



This Class progresses Spellcasting/Manifesting for the spellcasting/Manifesting Class used to enter it (Spells/Powers known/Day only, as usual) on every Level but the 3rd and 6th. If the Class used to enter has Invocations instead of Spells, it progresses these on every Level but the 1st.








Nexialist Proficiencies: The Nexialist is proficient with any and all weapons he is physically capable of wielding.

Nexialists Focus: The Nexialist gains Weapon Focus with all Weapons he has Proficiency with.

Nexialists Foresight: At Level 3 the Nexialist gains a Bonus to his armor class equal to his highest mental Attribute Bonus. This Bonus applies against any and all attacks, unless the Nexialist is unconscious or mentally controlled.

Magic/Eldritch Study: The Nexialist gains acces to one additional Spell/Power or Invocation at this and the the 7th, Level of this class. This Spell or Invocation/ may be of up to the second highest Level he could learn normally.
The Sage instead may apply one Eldritch Essence on any Eldritch BLast/other compatible Invocation or one Metamagic/Psionic +1 Modification on any Spell/Power he casts that is of a lower Level than the highest he could cast, without additional Cost.


Passive Recovery: Once per day per level of this ability, the Nexialist may recover spent maneuvers without need for a recovery mechanic (ergo as a free action, even if it is not his turn)


Nexialist Rearrangement: Choose: Maneuvers or Spells/Powers/Invocatiions. After a Meditation of one hour, the Nexialist may exchange one Maneuver/Spell known /Invocation etc for another one of the same or lower Level. He may only do this up to once per day and if he is interrupted, cannot attempt it again.


Nexialists Flexibility: Nexialists are hard to predict. By spending 2 readied maneuvers/Spells per day, the nexialist may instead use a maneuver/Spell he does not know (that must be of a Martial Discipline/Spell School he knows Maneuvers/Spells from!). Everything else at using this maneuver follows regular rules.
Nexialists using Invocations may instead use an Invocation they do not know, but cannot use any more Invocations in the same Battle.


True Nexialist: By Meditating for 3 full days, the nexialist may exchange one Spell/Power/Invocation/Maneuver of every Level he knows for another one. This Ability can only be used once per lunar Phase (ergo no more than 4 times a Month).


School/Discipline Mastery: At tenth level a Sage of Many paths becomes really really good at what he does, almost as much as a Specialist would. Choose one magic School/Psychic Discipline and one martial Discipline (you must know at least 5 Spells/Powers/Maneuvers from them). Whenever casting a Spell/using a Power or initiating a Maneuver from the chosen Schools, you have a 35% chance that the ressources used to do so (Spells/Day, Power points, readied Maneuver) is not expended. If you are an Invoker you may instead freely apply one eldritch BLast Essence of your choice to your attack whenever you use a Strike maneuver.

GrayDeath
2018-01-06, 10:34 AM
Some small Typoes removed and Abilities swapped.

GrayDeath
2020-12-10, 11:52 AM
Added in links to my homebrewed Disciplines as well, and the ability to gain maneuvers from these 2.