MisterSaturnine
2007-09-11, 08:51 PM
This is a class concept based on a campaign I'm working on, but the fluff can easily be tweaked. In the world they're native to, the Gods abandoned the universe and there are now only three planes--the Material Plane, the Ethereal Plane, and the Arcane Web, all of which intersect with eachother. Though it is possible to go to others, they are uninhabited and burnt out. It is a quickly decaying universe, which has only about 20 years of juice left until the planes that still exist collapse under the pressure of eachother. Prophets would serve as the spellcasters of the campaign. They function as an odd combination of Sorcerer and Shadowcaster.
The Prophet
The Prophets are more than mere seers and soothsayers--they are an order. The Prophets do not believe the Gods have gone, they believe they live on in the Prophets themselves, and through them the will of the Gods is done. By studying the Arcane Web and manipulating its threads they are able to perform mystical miracles.They believe that the Gods guide their actions, and whatever they do with their mystical power they believe is the God's Will. Because of this, it is not unusual--in fact, it is common--for a Prophet to leave the church to exert his God's will, and perhaps more importantly his own, and adventure for one reason or another. Though some Prophets prefer to weigh the possibilities carefully before ending the life of someone who they believe the Gods have led them to destroy, others prefer to simply do as they feel is best--and let the Gods sort it out.
Alignment: Any, though Prophets strongly tend towards Law due to the amount of discipline required to harness the energies of the Web, the strict teachings of the order, and the mandates of the Gods.
Hit Die: d6.
Class Skills: The Prophet's class skills and the key ability governing the skill are as follows--
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all)(Int), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
Table: The Prophet
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Fundamentals of the Arcane, Initiate Mysteries
2nd|
+1|
+0|
+0|
+3|Bonus Feat
3rd|
+1|
+1|
+1|
+3|-
4th|
+2|
+1|
+1|
+4|Bonus Fundamental
5th|
+2|
+1|
+1|
+4|-
6th|
+3|
+2|
+2|
+5|Bonus Feat
7th|
+3|
+2|
+2|
+5|Adept Mysteries
8th|
+4|
+2|
+2|
+6|Bonus Fundamental
9th|
+4|
+3|
+3|
+6|-
10th|
+5|
+3|
+3|
+7|Bonus Feat
11th|
+5|
+3|
+3|
+7|-
12th|
+6/1|
+4|
+4|
+8|Bonus Fundamental
13th|
+6/1|
+4|
+4|
+8|Master Mysteries
14th|
+7/2|
+4|
+4|
+9|Bonus Feat
15th|
+7/2|
+5|
+5|
+9|-
16th|
+8/3|
+5|
+5|
+10|Bonus Fundamental
17th|
+8/3|
+5|
+5|
+10|-
18th|
+9/4|
+6|
+6|
+11|Bonus Feat
19th|
+9/4|
+6|
+6|
+11|-
20th|
+10/5|
+6|
+6|
+12|Bonus Fundamental[/table]
Class Features
All of the following are class features of the Prophet.
Weapon and Armor Proficiency: Prophets are proficient with light armor and all simple weapons. Though they are primarily scholars, most Prophets--especially adventuring ones--will go on pilgrimages to distant lands that have some historical and religious significance, and on these pilgrimages they must prepare for combat not involving their magical prowess, just in case.
Fundamentals of the Arcane: The Prophet starts with 3 Arcane Fundamentals at 1st level, each of which she may use up to three times per encounter. At 4th level and every 4 levels thereafter, the Prophet may select another Arcane Fundamental to learn. At 14th level, the Prophet Wizard may use the Fundamentals at will. The magic has become a part of her system.
Arcane Fundamentals:
-Prestidigitation
-Arcane Mark
-Touch of Fatigue
-Ghost Sound
-Detect Magic
-Dancing Lights
-Mage Hand (as Umbral Hand from Tome of Magic)
-Arrow of Dusk (as in Tome of Magic)
-Black Candle (as in Tome of Magic)
-Liquid Night (as in Tome of Magic)
-Widened Eyes (as in Tome of Magic)
-Mending
Arcane Mysteries: The Prophet knows a single mystery at first level, and learns a new mystery every level thereafter. Until 6th level, the Prophet knows only Initiate Mysteries. At 7th level, the Prophet is able to learn Adept Mysteries, and at 13th level is able to learn and use Master Mysteries. A Prophet may learn a mysteries whose spell level is equal to half of his Prophet level, rounded up. Initiate Mysteries are 1st to 3rd level, Adept Mysteries are 4th to 6th level, and Master Mysteries are 7th to 9th level. Once a Prophet is able to learn Adept mysteries, he may use an Initiate Mystery twice per encounter instead of once, and once he is able to learn Master Mysteries, he is able to use an Initiate Mystery thrice per encounter and an Adept Mystery twice per encounter. She may use a Master Mystery once per encounter. The DC of mysteries is based on Intelligence (her fundamentals are, as well), as is the maximum spell level.
Bonus Feats: At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th), the Prophet may select a single bonus feat. He can choose a metamagic feat, an item creation feat, or Spell Mastery. He must still meet all prerequisites for a bonus feat, including caster level minimums.
I'd love some feedback, as I'm not so sure how balanced it is. I definitely want it to be weaker than the standard Wizard or Sorcerer, without it becoming a Narcoleptic Spellcaster. :smallsmile:
The Prophet
The Prophets are more than mere seers and soothsayers--they are an order. The Prophets do not believe the Gods have gone, they believe they live on in the Prophets themselves, and through them the will of the Gods is done. By studying the Arcane Web and manipulating its threads they are able to perform mystical miracles.They believe that the Gods guide their actions, and whatever they do with their mystical power they believe is the God's Will. Because of this, it is not unusual--in fact, it is common--for a Prophet to leave the church to exert his God's will, and perhaps more importantly his own, and adventure for one reason or another. Though some Prophets prefer to weigh the possibilities carefully before ending the life of someone who they believe the Gods have led them to destroy, others prefer to simply do as they feel is best--and let the Gods sort it out.
Alignment: Any, though Prophets strongly tend towards Law due to the amount of discipline required to harness the energies of the Web, the strict teachings of the order, and the mandates of the Gods.
Hit Die: d6.
Class Skills: The Prophet's class skills and the key ability governing the skill are as follows--
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Knowledge (all)(Int), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
Table: The Prophet
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Fundamentals of the Arcane, Initiate Mysteries
2nd|
+1|
+0|
+0|
+3|Bonus Feat
3rd|
+1|
+1|
+1|
+3|-
4th|
+2|
+1|
+1|
+4|Bonus Fundamental
5th|
+2|
+1|
+1|
+4|-
6th|
+3|
+2|
+2|
+5|Bonus Feat
7th|
+3|
+2|
+2|
+5|Adept Mysteries
8th|
+4|
+2|
+2|
+6|Bonus Fundamental
9th|
+4|
+3|
+3|
+6|-
10th|
+5|
+3|
+3|
+7|Bonus Feat
11th|
+5|
+3|
+3|
+7|-
12th|
+6/1|
+4|
+4|
+8|Bonus Fundamental
13th|
+6/1|
+4|
+4|
+8|Master Mysteries
14th|
+7/2|
+4|
+4|
+9|Bonus Feat
15th|
+7/2|
+5|
+5|
+9|-
16th|
+8/3|
+5|
+5|
+10|Bonus Fundamental
17th|
+8/3|
+5|
+5|
+10|-
18th|
+9/4|
+6|
+6|
+11|Bonus Feat
19th|
+9/4|
+6|
+6|
+11|-
20th|
+10/5|
+6|
+6|
+12|Bonus Fundamental[/table]
Class Features
All of the following are class features of the Prophet.
Weapon and Armor Proficiency: Prophets are proficient with light armor and all simple weapons. Though they are primarily scholars, most Prophets--especially adventuring ones--will go on pilgrimages to distant lands that have some historical and religious significance, and on these pilgrimages they must prepare for combat not involving their magical prowess, just in case.
Fundamentals of the Arcane: The Prophet starts with 3 Arcane Fundamentals at 1st level, each of which she may use up to three times per encounter. At 4th level and every 4 levels thereafter, the Prophet may select another Arcane Fundamental to learn. At 14th level, the Prophet Wizard may use the Fundamentals at will. The magic has become a part of her system.
Arcane Fundamentals:
-Prestidigitation
-Arcane Mark
-Touch of Fatigue
-Ghost Sound
-Detect Magic
-Dancing Lights
-Mage Hand (as Umbral Hand from Tome of Magic)
-Arrow of Dusk (as in Tome of Magic)
-Black Candle (as in Tome of Magic)
-Liquid Night (as in Tome of Magic)
-Widened Eyes (as in Tome of Magic)
-Mending
Arcane Mysteries: The Prophet knows a single mystery at first level, and learns a new mystery every level thereafter. Until 6th level, the Prophet knows only Initiate Mysteries. At 7th level, the Prophet is able to learn Adept Mysteries, and at 13th level is able to learn and use Master Mysteries. A Prophet may learn a mysteries whose spell level is equal to half of his Prophet level, rounded up. Initiate Mysteries are 1st to 3rd level, Adept Mysteries are 4th to 6th level, and Master Mysteries are 7th to 9th level. Once a Prophet is able to learn Adept mysteries, he may use an Initiate Mystery twice per encounter instead of once, and once he is able to learn Master Mysteries, he is able to use an Initiate Mystery thrice per encounter and an Adept Mystery twice per encounter. She may use a Master Mystery once per encounter. The DC of mysteries is based on Intelligence (her fundamentals are, as well), as is the maximum spell level.
Bonus Feats: At 2nd level and every four levels thereafter (6th, 10th, 14th, and 18th), the Prophet may select a single bonus feat. He can choose a metamagic feat, an item creation feat, or Spell Mastery. He must still meet all prerequisites for a bonus feat, including caster level minimums.
I'd love some feedback, as I'm not so sure how balanced it is. I definitely want it to be weaker than the standard Wizard or Sorcerer, without it becoming a Narcoleptic Spellcaster. :smallsmile: