NecroRebel
2007-09-03, 11:23 PM
The difference between madness and genius is determined only by degrees of success.
Throughout history, there have been great thinkers: inventors, philosophers, mages, scientists... These brilliant men are among the names written bold in tomes of ancient history for their accomplishments, for making great leaps in the advancement of knowledge and for what this knowledge has done for the peoples of the world.
However, not every genius was respected while they yet lived. Indeed, many were laughed at, called madmen, jailed, even killed for seeking the truth. Even today, the most brilliant men are somewhat feared. After all, if they can create a medicine to cure a deadly plague- what's to stop them from making the plague itself?
The fear is even worse when the genius is a practitioner of the magic arts. Most people fear that a mage's experiments are as likely to kill everything as to save it. The fact that wizards are known as strange recluses certainly doesn't help anything, either. Who will stop the mage when he goes mad?
Worse, what if he already has?
Psychomancer
Hit Die d4
Requirements
To qualify to become a Psychomancer, you must fulfill all of the following criteria.
Alignment
Any non-lawful
Skills
Spellcraft 8 ranks, Knowledge (Arcana) 4 ranks
Spells
Able to cast 3rd-level spells
Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.
Psychomancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Inspired Madness +1, Calm Insanity|+1 level of existing spellcasting class
2nd|
+1|
+0|
+0|
+3|Arcane Madness +1, Reckless Madness +1|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Inspired Madness +2|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Arcane Madness +2|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Inspired Madness +3|+1 level of existing spellcasting class
6th|
+3|
+2|
+2|
+5|Reckless Madness +2|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Inspired Madness +4, Arcane Madness +3|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Reckless Dweomer|+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6|Inspired Madness +5|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Arcane Madness +4, Reckless Madness +3, Bound Psychosis|+1 level of existing spellcasting class [/table]
Class Features
All the following are class features of the Psychomancer prestige class.
Weapon and Armor Proficiency
The Psychomancer gains no additional weapon or armor proficiencies.
Inspired Madness (Ex)
At 1st level and every 2 levels thereafter, the Psychomancer gains +1 Intelligence, Wisdom, and Charisma whenever she suffers from a confusion effect.
Calm Insanity (Su)
When under a confusion effect, a Psychomancer has a +4% chance per level of acting normally.
Arcane Madness (Su)
Starting at level 2, when under a confusion effect, a Psychomancer gains +1 caster level on all spells she casts. Every three levels after second, this bonus increases by an additional +1.
Reckless Madness (Su)
Starting at level 2, whenever a Psychomancer is frightened she attacks the source of her fear using any means available (instead of fleeing from it). She does still suffer other penalties that the frightened condition inflicts; she simply is driven to attack rather than flee. Further, she gains +1 caster level on all spells she casts. Every four levels after second, this bonus increases by an additional +1.
Whenever a Psychomancer would become panicked, she instead becomes confused for the same duration she would otherwise be panicked.
Reckless Dweomer (Sp)
Starting at level 8, a Psychomancer may expend an unused spell slot and choose a spell of equal or lower level. She then rolls 1d100 to determine the effect of the Reckless Dweomer.
{table=head]Roll|Result
1-30|Chosen spell is resolved normally
31-50|A spell of the same level and school of the chosen spell (DM’s choice) is resolved on the same target if legal. Otherwise, the Reckless Dweomer does nothing.
51-70|A spell of the same school 1d4 levels below the chosen spell (DM’s choice) is resolved on the same target if legal. If there are no spells of the chosen school on that spell level or if the target is not legal for the spell, the Reckless Dweomer does nothing.
71-80|A different spell of the same level as the chosen spell (DM’s choice) is resolved on the same target if legal. Otherwise, the Psychomancer takes 4D6 damage.
81-90|A different spell 1d4 levels below the chosen spell (DM’s choice) is resolved on the same target if legal. If there are no spells on that spell level or if the target is not legal for the spell, the Psychomancer takes 4D6 damage.
91-99|A random creature is called to the Psychomancer’s location. This creature is always of the Chaotic subtype and has 4d12 Hit Dice. It may or may not be hostile to any or all creatures in the area, including the Psychomancer. The Psychomancer has no magical control over the creature; if she wishes to control its actions, she must use other magic or diplomacy.
00|All creatures within 25 feet of the Psychomancer, including the Psychomancer herself, must make a successful Fortitude save (DC 10+1/2 Psychomancer class level+Psychomancer’s Cha modifier) or die instantly[/table]
Bound Psychosis (Ex)
Starting at tenth level, the Psychomancer may, as a standard action, inflict the confusion effect upon herself. This effect lasts until the Psychomancer uses a standard action to dismiss it; note that the Psychomancer cannot dismiss this effect unless she is able to act normally during the confusion effect.
Further, the Psychomancer may dismiss any effect that causes her to become confused in the same manner. Effects removed in this manner are treated as if Dispelled.
My thoughts on this PrC:
First off, please realize that this is my first attempt at a homebrew. I think it came out pretty well, and is probably fairly balanced, but I leave that to more experienced players, DMs, and homebrewers to decide.
I came up with the class after realizing that although I had seen some pretty crazy stuff on these forums during my lurking times, I've not seen anything that actually used insanity as the source of its power. So, I decided to make it myself. A class that quite literally drives itself crazy to become a more powerful mage... Who'd expect that?:smallamused:
As for development, initially I was going to have Inspired Madness give +1 Int, Wis, and Cha every class level, and Arcane Madness +1 caster level every 2 class levels, but then I decided that was too powerful and toned it down. This also allowed me to split the class features up over the whole progression so you get something every level, while still including everything I thought I wanted to.
As far as balance goes, I figured that +2-3 to spell DCs and up to +7 caster levels at level 15 wasn't too terribly bad, particularly since you would have to be both confused and frightened to manage that. It makes your character vastly more powerful, certainly, but also more than a little difficult to control since you literally act at random. The level 8 ability to have a chance to cast any spell probably isn't too bad given that it has a chance of killing you outright or summoning a big nasty (with up to 48 HD!), and the capstone power of driving yourself mad is almost necessary for something relying on selfconfusion so much.
Regardless, that's my thoughts on things... So, what do people think? Need more fluff, less or more powerful abilities, more fun tricks, any changes in format, whatever? I'm up for any ideas for what a mad mage could do.
Oh, and could someone suggest some names? I never seem to like the names I come up with for things.:smallredface:
Throughout history, there have been great thinkers: inventors, philosophers, mages, scientists... These brilliant men are among the names written bold in tomes of ancient history for their accomplishments, for making great leaps in the advancement of knowledge and for what this knowledge has done for the peoples of the world.
However, not every genius was respected while they yet lived. Indeed, many were laughed at, called madmen, jailed, even killed for seeking the truth. Even today, the most brilliant men are somewhat feared. After all, if they can create a medicine to cure a deadly plague- what's to stop them from making the plague itself?
The fear is even worse when the genius is a practitioner of the magic arts. Most people fear that a mage's experiments are as likely to kill everything as to save it. The fact that wizards are known as strange recluses certainly doesn't help anything, either. Who will stop the mage when he goes mad?
Worse, what if he already has?
Psychomancer
Hit Die d4
Requirements
To qualify to become a Psychomancer, you must fulfill all of the following criteria.
Alignment
Any non-lawful
Skills
Spellcraft 8 ranks, Knowledge (Arcana) 4 ranks
Spells
Able to cast 3rd-level spells
Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level
2 + Int modifier.
Psychomancer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spells
1st|
+0|
+0|
+0|
+2|Inspired Madness +1, Calm Insanity|+1 level of existing spellcasting class
2nd|
+1|
+0|
+0|
+3|Arcane Madness +1, Reckless Madness +1|+1 level of existing spellcasting class
3rd|
+1|
+1|
+1|
+3|Inspired Madness +2|+1 level of existing spellcasting class
4th|
+2|
+1|
+1|
+4|Arcane Madness +2|+1 level of existing spellcasting class
5th|
+2|
+1|
+1|
+4|Inspired Madness +3|+1 level of existing spellcasting class
6th|
+3|
+2|
+2|
+5|Reckless Madness +2|+1 level of existing spellcasting class
7th|
+3|
+2|
+2|
+5|Inspired Madness +4, Arcane Madness +3|+1 level of existing spellcasting class
8th|
+4|
+2|
+2|
+6|Reckless Dweomer|+1 level of existing spellcasting class
9th|
+4|
+3|
+3|
+6|Inspired Madness +5|+1 level of existing spellcasting class
10th|
+5|
+3|
+3|
+7|Arcane Madness +4, Reckless Madness +3, Bound Psychosis|+1 level of existing spellcasting class [/table]
Class Features
All the following are class features of the Psychomancer prestige class.
Weapon and Armor Proficiency
The Psychomancer gains no additional weapon or armor proficiencies.
Inspired Madness (Ex)
At 1st level and every 2 levels thereafter, the Psychomancer gains +1 Intelligence, Wisdom, and Charisma whenever she suffers from a confusion effect.
Calm Insanity (Su)
When under a confusion effect, a Psychomancer has a +4% chance per level of acting normally.
Arcane Madness (Su)
Starting at level 2, when under a confusion effect, a Psychomancer gains +1 caster level on all spells she casts. Every three levels after second, this bonus increases by an additional +1.
Reckless Madness (Su)
Starting at level 2, whenever a Psychomancer is frightened she attacks the source of her fear using any means available (instead of fleeing from it). She does still suffer other penalties that the frightened condition inflicts; she simply is driven to attack rather than flee. Further, she gains +1 caster level on all spells she casts. Every four levels after second, this bonus increases by an additional +1.
Whenever a Psychomancer would become panicked, she instead becomes confused for the same duration she would otherwise be panicked.
Reckless Dweomer (Sp)
Starting at level 8, a Psychomancer may expend an unused spell slot and choose a spell of equal or lower level. She then rolls 1d100 to determine the effect of the Reckless Dweomer.
{table=head]Roll|Result
1-30|Chosen spell is resolved normally
31-50|A spell of the same level and school of the chosen spell (DM’s choice) is resolved on the same target if legal. Otherwise, the Reckless Dweomer does nothing.
51-70|A spell of the same school 1d4 levels below the chosen spell (DM’s choice) is resolved on the same target if legal. If there are no spells of the chosen school on that spell level or if the target is not legal for the spell, the Reckless Dweomer does nothing.
71-80|A different spell of the same level as the chosen spell (DM’s choice) is resolved on the same target if legal. Otherwise, the Psychomancer takes 4D6 damage.
81-90|A different spell 1d4 levels below the chosen spell (DM’s choice) is resolved on the same target if legal. If there are no spells on that spell level or if the target is not legal for the spell, the Psychomancer takes 4D6 damage.
91-99|A random creature is called to the Psychomancer’s location. This creature is always of the Chaotic subtype and has 4d12 Hit Dice. It may or may not be hostile to any or all creatures in the area, including the Psychomancer. The Psychomancer has no magical control over the creature; if she wishes to control its actions, she must use other magic or diplomacy.
00|All creatures within 25 feet of the Psychomancer, including the Psychomancer herself, must make a successful Fortitude save (DC 10+1/2 Psychomancer class level+Psychomancer’s Cha modifier) or die instantly[/table]
Bound Psychosis (Ex)
Starting at tenth level, the Psychomancer may, as a standard action, inflict the confusion effect upon herself. This effect lasts until the Psychomancer uses a standard action to dismiss it; note that the Psychomancer cannot dismiss this effect unless she is able to act normally during the confusion effect.
Further, the Psychomancer may dismiss any effect that causes her to become confused in the same manner. Effects removed in this manner are treated as if Dispelled.
My thoughts on this PrC:
First off, please realize that this is my first attempt at a homebrew. I think it came out pretty well, and is probably fairly balanced, but I leave that to more experienced players, DMs, and homebrewers to decide.
I came up with the class after realizing that although I had seen some pretty crazy stuff on these forums during my lurking times, I've not seen anything that actually used insanity as the source of its power. So, I decided to make it myself. A class that quite literally drives itself crazy to become a more powerful mage... Who'd expect that?:smallamused:
As for development, initially I was going to have Inspired Madness give +1 Int, Wis, and Cha every class level, and Arcane Madness +1 caster level every 2 class levels, but then I decided that was too powerful and toned it down. This also allowed me to split the class features up over the whole progression so you get something every level, while still including everything I thought I wanted to.
As far as balance goes, I figured that +2-3 to spell DCs and up to +7 caster levels at level 15 wasn't too terribly bad, particularly since you would have to be both confused and frightened to manage that. It makes your character vastly more powerful, certainly, but also more than a little difficult to control since you literally act at random. The level 8 ability to have a chance to cast any spell probably isn't too bad given that it has a chance of killing you outright or summoning a big nasty (with up to 48 HD!), and the capstone power of driving yourself mad is almost necessary for something relying on selfconfusion so much.
Regardless, that's my thoughts on things... So, what do people think? Need more fluff, less or more powerful abilities, more fun tricks, any changes in format, whatever? I'm up for any ideas for what a mad mage could do.
Oh, and could someone suggest some names? I never seem to like the names I come up with for things.:smallredface: