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View Full Version : D&D 3.x Class The Animancer (3.5e Base Class) PEACH



Alabenson
2018-04-22, 05:39 PM
The Animancer

There are few forces in the multiverse that are quite as powerful as the powers of life and death. And if that’s the case, some ask, what could be accomplished if that power could be harnessed? Animancers are arcane spellcasters who have devised a method of doing just this, ripping living essence directly from their enemies and using it to fuel their spellcasting.

Adventures: Like other spellcasters, animancers are frequently driven to adventure in order to further master their magical abilities, even more so as animancer’s magical powers require them to seek out sources of life essence to siphon off.

Characteristics: Animancer’s are potent spellcasters, if not particularly versatile ones, able to manipulate the forces of life and death to heal or inflict wounds and warp the natural world around them. Rather than through careful study or inborn talent, an animancer fuels their magic by draining the lifeforce of others. Furthermore, an animancer’s study of manipulating life essence manifests in other ways as well, enabling them to readily heal their allies and reinforcing their body against harm.

Alignment: Despite the sinister nature of their abilities, animancers can be of any alignment. Good animancers focus their efforts on using the energy they take from evil creatures to heal and protect those around them. Evil animancers, meanwhile, view the living creatures around them as nothing more than fuel for their magic.

Religion: Animancers tend to gravitate towards the worship of deities of magic and death. A small number of good aligned animancers, however, gravitate towards deities of healing instead.

Background: Most animancers learn their craft by studying ancient tomes detailing the secrets of their unique approach to magic. Occasionally, an experienced animancer will take on a particularly promising individual as an apprentice, but such instances are exceedingly rare.

Races: Among the more civilized races, humans are the most likely to become animancers due to their tendency to develop a fascination with the forces of life and death. Half-orcs make up a substantial number as well, drawn to the notion of being able to simply seize power for themselves rather than having to master it through study. While few elves follow the path of the animancer, those that do are some of the most terrifying members of the class, embracing the view that the so-called “lesser races” are simply sources of magical power waiting to be exploited.

Other Classes: Animancers tend to get along best with melee classes, who appreciate the animancer’s ability to both heal their injuries and disable their opponents. They also tend to have surprisingly amicable relationships with other arcane spellcasters, who are less likely to view them as rivals than other classes due to their unique focus. Paladins tend to view even good-aligned animancers with suspicion at best, viewing their methods as only marginally better than actual undead.

Role: The key to an animancers magic is their ability to rip the life straight from their opponents. Once powered by stolen life energy, animancers are able to support their allies by using their magic to both heal their allies and shape the battlefield however they see fit.

GAME RULE INFORMATION
Animancers have the following game statistics
Abilities: Charisma is the most important ability for an animancer as it not only governs their spellcasting, but also determines how often they can use their lifeforce siphon ability. They also benefit from having a high Constitution and Dexterity.
Alignment: Animancers can be of any alignment.
Hit Die: D6
Starting Age: As cleric
Starting Gold: As sorcerer

Class Skills:
Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Heal, Intimidate, Jump, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft
Skill Points at 1st level: (4 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 4 + Intelligence Modifier



LevelBABFortRefWillSpecialMaxiumum Spell Level Available


1st+0+0+0+2 Lifeforce Siphon 1d6, Soulburn 1st



2nd+1+0+0+3 Lay on Hands 1st



3rd+1+1+1+3 Lifeforce Siphon 2d6 2nd


4th+2+1+1+4 Font of Vitality (no need to eat) 2nd



5th+2+1+1+4 Lifeforce Siphon 3d6 3rd



6th+3+2+2+5 Repulse Undead 3rd


7th+3+2+2+5 Lifeforce Siphon 4d6 4th



8th+4+2+2+6 Lay on Hands (remove conditions), Font of Vitality (no need to breath) 4th


9th+4+3+3+6 Lifeforce Siphon 5d6 5th



10th+5+3+3+7 Greater Repulse Undead 1/day 5th


11th+5+3+3+7 Lifeforce Siphon 6d6 6th



12th+6+4+4+8 Font of Vitality (immune to ability damage or drain) 6th



13th+6+4+4+8 Lifeforce Siphon 7d6 7th


14th+7+4+4+9 Greater Repulse Undead 2/day, Lay on Hands (30 ft.) 7th


15th+7+5+5+9 Lifeforce Siphon 8d6 8th


16th+8+5+5+10 Font of Vitality (death ward) 8th


17th+8+5+5+10 Lifeforce Siphon 9d6 9th


18th+9+6+6+11 Greater Repulse Undead 3/day 9th


19th+9+6+6+11 Lifeforce Siphon 10d6 9th


20th+10+6+6+12 Font of Vitality (Surge of Life), Lay on Hands (immediate action) 9th




Class Features

Weapon and Armor Proficiency: An animancer is proficient with all simple weapons. Animancers are not proficient with any type of armor or shield. Like other arcane spellcasters, an animancer wearing armor or using a shield incurs a chance of arcane spell failure.

Spells: An animancer casts arcane spells, which are drawn from the animancer spell list given below. When an animancer gains access to a new level of spells, he automatically knows all the spells for that level on the animancer’s spell list. An animancer can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list.
To cast an animancer spell, an animancer must have a Charisma score of 10 + the spell’s level. The Difficulty Class for a saving throw against an animancer’s spell is 10 + the spell’s level + the animancer’s Cha modifier.
Unlike other spellcasters, an animancer does not have a set number of spells that they can cast per day. Instead, every time an animancer uses their lifeforce siphon ability against a living opponent, they gain the ability to cast 1 spell level for each d6 the lifeforce siphon deals, plus 1 additional spell level for each 5 points of damage dealt (rounded down). Damage that would reduce a target to below -10 hp does not count towards these additional spell levels. An animancer can cast 3 level 0 spells for 1 spell level. For example, if a 7th level animancer uses their lifeforce siphon to deal 18 points of damage they would gain 7 available spell levels to cast (4 from the damage dice plus an additional 3 from the damage dealt). These spell levels are available for the animancer to cast until they rest and regain their uses of lifeforce siphon for the day.
An animancer may apply metamagic feats to the spells they cast as any other spontaneous caster. When an animancer casts a spell using a metamagic feat, they must pay additional spell levels equal to the amount that the feat would otherwise raise the spell by. For example, an animancer caster a Maximized fireball would need to pay 7 spell levels, 4 from fireball being a 4th level animancer spell, and 3 from applying the Maximize Spell feat. An animancer cannot cast a spell modified by a metamagic feat if the resulting cost would be greater than the highest spell the animancer could normally cast.
An animancer gains specific benefits from levels in prestige classes that offer “+1 level or existing arcane spellcasting class” or “+1 level of existing spellcasting class” as a level advancement benefit. These levels stack with the animancer’s class level when determining the maximum spell level they can cast as well as the damage dice and uses per day of their lifeforce siphon.

Lifeforce Siphon (Su): At the core of the animancer’s abilities is their ability to rip the living essence from their enemies to power their magic. As a standard action, the animancer can target a living creature within 30 feet with this ability, dealing 1d6 points of damage per two class levels (rounded up) plus their Cha modifier.
An animancer can use the ability a number of times per day equal to one-half their animancer class level (rounded up) plus their Cha modifier.

Soulburn (Su): While normally an animancer fuels their magic with life essence stolen from others, in emergencies an animancer can use their own life as well. As a free action, an animancer can choose to inflict 5 or more points of damage upon themselves. In exchange, for every 5 points of damage inflicted in this way the animancer receives one available spell level.
Damage inflicted in this way bypasses any temporary hp the animancer may have and cannot be healed by any means until the animancer rests and regains their uses of Lifeforce Siphon for the day.

Lay on Hands (Su): At 2nd level, an animancer gains the ability to heal the wounds of living creatures (either his own or others) with a touch. Each day you can heal a number of points of damage equal to twice your class level x your Charisma bonus. For example, a 7th level animancer with a Charisma of 16 would be able to heal 42 points of damage a day. You can choose to divide this healing among multiple recipients, and you don’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, an animancer may use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The animancer decides how much of his daily allotment of points to use as damage after successfully touching an undead creature.
Beginning at 8th level, you can choose to spend some of the healing bestowed by lay on hands to remove other harmful conditions affecting the target.
For every 5 points of lay on hands you expend, you can cure 1 point of ability damage or remove the dazed, fatigued, or sickened condition from one individual.
For every 10 points of lay on hands you expend, you can remove the exhausted, nauseated, poisoned, or stunned condition from one individual.
For every 20 points of lay on hands you expend, you can remove a negative level or the blinded, deafened, or diseased condition from one individual.
You can remove multiple conditions and heal damage with the same touch, so long as you expend the required number of points.
At 14th level, the animancer gains the ability to use lay on hands on creatures up to 30 feet away. Using lay on hands in this way against an undead opponent does not require a touch attack, however the target receives a Will Save (DC 10 + 1/2 the animancer’s class level + the animancer’s Cha modifier) to negate the damage.
At 20th level, the animancer gains the ability to use their lay on hands ability 1/round as an immediate action.

Font of Vitality (Su): Starting a 4th level, the animancer’s mastery of living essence enables them to reinforce their own body. As such, they no longer have any need to eat or drink.
At 8th level, the animancer no longer needs to breathe.
At 12th level, the animancer mastery of their own body grants them immunity to ability damage or drain.
At 16th level, the animancer gains complete immunity to all death spells, magical death effects, energy drain, and any negative energy effects (such as from inflict spells or chill touch).
At 20th level, the animancer’s master of living essence reaches its pinnacle. Once per day as a swift action, the animancer can supercharge their body with living essence for a short period, rendering them nearly indestructible. When the animancer uses this ability, they gain the following benefits:
- Damage Reduction 30/epic
- Spell resistance equal to 21 + the animancer’s class level
- Acid, cold, electricity, fire and sonic resistance 50.
- +10 enhancement bonus on all saving throws.
These benefits last for 1 minute, at the end of which the animancer is exhausted.

Repulse Undead (Su): Starting at 6th level, the animancer gains the ability to emit a powerful pulse of positive energy that has the potential to harm undead and render them helpless. As a standard action, the animancer may deal 1d6 points of damage per point of Charisma modifier (minimum 1d6) to all undead within a 30 ft. burst centered on himself. Any undead damaged by this attack must also succeed on a Will save (DC 10 + 1/2 the animancer’s class level + the animancer’s Cha modier) or be dazed for 1 round.
The animancer may use this ability a number of times per day equal to 3 + their Cha modifier.

Greater Repulse Undead (Su): At 10th level, the animancer gains the ability to focus even greater power into their repulse undead ability. Once per day, the animancer can unleash a greater repulse undead in place of a regular use of repulse undead. This ability has a range of 60 ft. and undead affected must also succeed on a Fort save (DC 10 + 1/2 the animancer’s class level + the animancer’s Cha modier) or be destroyed.
At 14th and 18th the animancer gains an additional use of the ability per day.

Animancer Spell List
0: cure minor wounds, detect magic, disrupt undead, inflict minor wounds, light, mending, read magic, touch of fatigue

1: animate rope, cause fear, chill touch, cure light wounds, deathwatch, detect undead, entangle, expeditious retreat, hide from undead, inflict light wounds, jump, obscuring mist, produce flame, protection from chaos/evil/good/law, ray of enfeeblement, remove fear

2: aid, blindness/deafness, chill metal, command undead, cure moderate wounds, darkness, death knell, delay poison, false life, flaming sphere, fog cloud, gentle repose, ghoul touch, gust of wind, heat metal, inflict moderate wounds, make whole, pyrotechnics, remove paralysis, resist energy, restoration, lesser, scare, shatter, soften earth and stone, warp wood, wood shape

3: animate dead, bestow curse, call lightning, contagion, cure serious wounds, daylight, deeper darkness, diminish plants, dispel magic, halt undead, inflict serious wounds, magic circle against chaos/evil/good/law, meld into stone, neutralize poison, plant growth, poison, protection from energy, ray of exhaustion, remove blindness/deafness, remove curse, remove disease, searing light, sleet storm, spike growth, stinking cloud, stone shape, vampiric touch, wind wall

4: air walk, blight, control water, cure critical wounds, death ward, enervation, fear, fireball, freedom of movement, ice storm, inflict critical wounds, restoration, rusting grasp, solid fog, spike stones

5: break enchantment, call lightning storm, cloudkill, control winds, cure light wounds, mass, fabricate, inflict light wounds, mass, magic jar, passwall, slay living, telekinesis, transmute mud to rock, transmute rock to mud, waves of fatigue

6: acid fog, animate objects, antilife shell, circle of death, create undead, cure moderate wounds, mass, dispel magic, greater, disintegrate, eyebite, harm, heal, inflict moderate wounds, mass, move earth, undeath to death, wind walk

7: animate plants, control undead, control weather, cure serious wounds, mass, finger of death, firestorm, inflict serious wounds, mass, regenerate, restoration, greater, reverse gravity, sunbeam, transmute metal to wood, waves of exhaustion

8: antimagic field, clone, control plants, create greater undead, cure critical wounds, mass, delayed blast fireball, earthquake, horrid wilting, incendiary cloud, inflict critical wounds, mass, sunburst, temporal stasis, trap the soul, whirlwind

9: energy drain, heal, mass, implosion, meteor swarm, time stop, soul bind, storm of vengeance, wail of the banshee

Arcane Siphon
Your lifeforce siphon can steal the magical energy from constructs.
Prerequisites: Knowledge (arcana) 4 ranks, Lifeforce Siphon 1d6
Benefit: You may now use your lifeforce siphon to affect constructs, siphoning off the energies that animate their forms. Such magical energy is much easier to convert into spells than normal life essence, meaning that you receive one spell level for every 3 points of damage dealt to a construct in this manner.

Necrotic Siphon
Your lifeforce siphon can steal the negative energy of the undead
Prerequisites: Knowledge (religion) 4 ranks, Lifeforce Siphon 1d6
Benefit: You may now use your lifeforce siphon to affect undead, ripping away their negative energy as you would the essence of living creatures. Furthermore, your mastery of negative energy allows you to combat undead more effectively in other ways as well. The DC for creatures of the undead type to resist any spells you cast increases by 1.

Sap Vitality
You can adapt your lifeforce siphon to drain an enemy’s vitality without causing them harm.
Prerequisites: Lifeforce Siphon 3d6
Benefit: As long as you have at least one use of your lifeforce siphon remaining, you can use a variant of your lifeforce siphon to drain away the vitality of a living creature, tiring them without causing them lasting harm. This ability works the same as a regular use of your lifeforce siphon, except that the ability deals nonlethal damage and you do not gain spell levels for the use of this ability. Using this ability does not count towards your uses of lifeforce siphon for the day.

Wracking Siphon
Your lifeforce siphon can cause extreme pain in its targets.
Prerequisites: Lifeforce Siphon 3d6
Benefit: Whenever you use your lifeforce siphon against a living target, you can force your target to make a Fortitude save (DC 10 + 1/2 your animancer class level + your Cha modifier) or suffer a -2 penalty on AC, attacks and skill checks for a number of rounds equal to 1 round for every 2 dice of lifeforce siphon damage (rounded up).

aimlessPolymath
2018-04-22, 06:06 PM
I bring you numbers:
https://docs.google.com/spreadsheets/d/1olgesjps0rtKsSTB3CIVp5NYy4XmpS2ULQTDmP5ouEQ/edit#gid=733876768
The numbers say that the 1/5 damage dealt-> spell level represents approximately half of the spell level contribution, based on my Charisma estimates. Have you considered having it simply add the character's level in spell levels?

Could you discuss what went into the spell list? I see a lot of healing and curse-type magic, which makes sense, but also some unusual utility spells and blasting.

Alabenson
2018-04-22, 10:45 PM
I bring you numbers:
https://docs.google.com/spreadsheets/d/1olgesjps0rtKsSTB3CIVp5NYy4XmpS2ULQTDmP5ouEQ/edit#gid=733876768
The numbers say that the 1/5 damage dealt-> spell level represents approximately half of the spell level contribution, based on my Charisma estimates. Have you considered having it simply add the character's level in spell levels?

Could you discuss what went into the spell list? I see a lot of healing and curse-type magic, which makes sense, but also some unusual utility spells and blasting.

I based the lifeforce siphon to spell level calculations on the idea that, assuming equal Charisma and average damage rolls, an animancer and a sorcerer would have roughly equal amounts of spellcasting available, with the fact that the animancer has a less potent spell list acting as an additional balancing factor.

As for the spell list itself, the animancer receives spells drawn from essentially three broad categories;
1) Spells from the Necromancy school, i.e. spells that represent manipulating the forces of negative energy/death.
2) Healing spells, i.e. spells that represent manipulating the forces of positive energy/life.
3) Spells that effect/warp the natural world in general. This probably represents the most eclectic subset of spells, representing most of the animancer's blasting/battlefield control options. Most of these spells were drawn from the Druid and Blighter lists, with additional spells pulled from the Sorcerer/Wizard list if they fit the general theme (including several offensive [Fire] spells and higher level continuations of the "Cloud" spells).

Alabenson
2018-11-15, 12:11 PM
Finally got around to making a change to soulburn preventing healing the damage by any means, rather than just magical healing.

nonsi
2018-11-15, 02:52 PM
.

A fine piece of work this class is. Bravo (:handclap:)

Lay on Hands: For symmetry’s sake, I’d add the possibility to heal undead and harm the living.
For the same reason, I’d change Repulse Undead to Repulse Undead/Living. Yes, it’s powerful, but that’s the class’ shtick. It doesn’t have divination, summoning, mind tricks or portive powers.

Lifeforce Siphon: you didn’t specify what it takes to activate Lifeforce Siphon. Is it a standard action? Is it a touch/ranges-touch attack or auto-hit?

You should give it some reservoir of daily starting lifeforce, so it is not shoehorned to starting every day's first combat with Lifeforce Siphon (or burn HP) before it can cast any spells.

And a nitpick: could you please remove the width constraint from the table?

Alabenson
2018-11-23, 11:34 PM
A fine piece of work this class is. Bravo (:handclap:)

Lay on Hands: For symmetry’s sake, I’d add the possibility to heal undead and harm the living.
For the same reason, I’d change Repulse Undead to Repulse Undead/Living. Yes, it’s powerful, but that’s the class’ shtick. It doesn’t have divination, summoning, mind tricks or portive powers.

Lifeforce Siphon: you didn’t specify what it takes to activate Lifeforce Siphon. Is it a standard action? Is it a touch/ranges-touch attack or auto-hit?

You should give it some reservoir of daily starting lifeforce, so it is not shoehorned to starting every day's first combat with Lifeforce Siphon (or burn HP) before it can cast any spells.

And a nitpick: could you please remove the width constraint from the table?

Regarding Lay on Hands, while I don't dislike the idea per se, I think that might prefer to use that as the basis for a prestige class rather than an addition the classes current abilities.

The description of lifeforce siphon does specify that using the ability is a standard action, and it is meant to be an auto-hit though that aspect might need some clarification.

As for the lifeforce itself, the animancer's lack of daily starting lifeforce was an intentional design decision, which is actually the reason I gave the animancer the ability to burn their own HP as an emergency option. That being said, that aspect is something that I intend to pay close attention to when I start playtesting the class.

nonsi
2018-11-24, 01:27 AM
As for the lifeforce itself, the animancer's lack of daily starting lifeforce was an intentional design decision, which is actually the reason I gave the animancer the ability to burn their own HP as an emergency option. That being said, that aspect is something that I intend to pay close attention to when I start playtesting the class.


My concern is that at mid-high levels (when damage effects fall behind other combat tactics) this would put them at a drastic disadvantage compared to adversary spellcasters of equal power, where one's opening move could be crucial to the outcome of battle.
You might find that they'll need to start their days with their Soulburn ability more often than you'd anticipated.
This might quickly force an animancer to have a close-by victim (or victims) to leech upon on a daily basis, which will force evil-drift upon them.
One change that's at least worth considering is reduction of Soulburn toll to 3 hp / SL.


[EDIT]: I notice that Lifeforce Siphon does not specify hp-burn, which would probably lead to circumventing tactics of siphoning from allies and healing them normally via gear.

Alabenson
2019-07-04, 10:18 PM
As a minor change I've added light to the animancer's spell list.

Alabenson
2019-07-17, 04:56 PM
Upon further review, I've added firestorm to the animancer spell list at level 7 and mass inflict critical wounds at level 8 to the animancer spell list.

Alabenson
2022-09-30, 10:55 AM
Added language dealing with casting metamagic enhanced spells, since I managed to forget to put that in initially.

Silva Stormrage
2022-10-04, 10:18 PM
Added language dealing with casting metamagic enhanced spells, since I managed to forget to put that in initially.

Interesting, I imagine a lot of Animancers would want to have some allied creature with fast healing they could simply drain them at the start of the day.

There is an exploit with Soulburn and temp HP though. Anyone with at will temp HP can just burn off their temp HP and generate infinite spells.

Likewise with the new wording on Metamagic feats you have it so that you can't use metamagic reducers with this class as the ability states, "they must pay additional spell levels equal to the amount that the feat would normally raise the spell by". Not sure if this is intended or not.

Still an interesting concept.

Alabenson
2022-10-07, 06:48 AM
Interesting, I imagine a lot of Animancers would want to have some allied creature with fast healing they could simply drain them at the start of the day.

There is an exploit with Soulburn and temp HP though. Anyone with at will temp HP can just burn off their temp HP and generate infinite spells.

Likewise with the new wording on Metamagic feats you have it so that you can't use metamagic reducers with this class as the ability states, "they must pay additional spell levels equal to the amount that the feat would normally raise the spell by". Not sure if this is intended or not.

Still an interesting concept.

Those are fair points (I honestly never considered at will temp hp as a thing). I've added language to Soulburn that has it bypass temp hp, and I've changed the wording regarding Metamagic feats from "normally" to "otherwise".