Ruethgar
2019-01-24, 10:43 PM
This is mostly just here for my notes.
One of the thousand planes of Egya, Zeras was the deityÂ’s latest attempt at balancing magic in one of his worlds after the beings from the last nearly murdered him with circle magic to harvest his essence.
Mostly just here as a reference for now.
Mechanics:
E7: based on ECL not level, feats caped at +20.
P.5: PF base, 3.5 other content allowed(skill prerequisites all lowered by 3). Spheres of Power and Might
Generic (http://www.d20srd.org/srd/variant/classes/genericClasses.htm) class only. Base is Warrior with low BaB and D4 HD. May upgrade any of the following five times in any combination: BaB(max full), HD(max d12), number of good saves(max 3), skills(+2 points per level per upgrade and +3 class skills per upgrade, max 8/lvl), medium and high casting(max high).
Gain any combination of the following progressions totaling to three levels of mastery. Spherecasting, Practitioner, Invoker, or Initiator. You pick your casting/invoker/initiator/practitioner stat from the mental stats for each progression you have.
Maximum spherecasting or invoker mastery is inverse of your BaB and max practitioner and initiator mastery parallels your BaB.
Low/Medium/High Spherecasters gain talents and spell points equal to the talents gained by Proficient/Adept/Expert Practitioners plus casting stat spell points and each gain Unified, Casting, or Martial traditions as appropriate. These are the only casting traditions. You can add more drawbacks and exchange mutually exclusive drawbacks, but cannot remove existing drawbacks from your chosen tradition. While exceptions may exist, the general rule is that you cannot go outside of your tradition's allowed spheres.
Apothecary: Material Casting, Skillful Casting (Profession: Apothecary or Craft: Alchemy), Incompatible Energies, Techno-Miraculous, Special Delivery, Waters of Life, Limited Creation(must choose Alchemical Creation), Limited Protection(lose Wards)
- Creation, Enhance, Life, Protection
Gadgeteer: Focus Casting (artisan tools), Magical Signs, Material Casting, Rigorous Concentration, Skilled Casting (Craft (mechanical)), Kindred Knack (Mind, Constructs), Incompatible Energies, Techno-Miraculous
- Enhance, Mind, Tech, Warp, Time
Hypnotism: Extended Casting, Focus or Verbal Casting, Skilled Casting (Hypnosis or Profession (Hypnotist)), Somatic Casting, Incompatible Energies, Techno-Miraculous
- Mind, War, Enhance, Fate, Illusion
Mind: Madness Mantra(also a save vs madness), Rigorous Concentration, Mental Focus(as Psionic Focus), Psionic not magic
- Mind, Telekinetic, Protection, Divination, Iillusion
Pact Magic: Addictive, Easy Focus, Oathbound Casting
Pick one package plus the Veilweaving sphere and Conjuration sphere. You may substitute a single sphere for a sphere from another pact. May trade two talents for a vestige bind as a binder of your level. Will vs your spell DC or gain 1 associated taint per spell point used. Associated taint granted feats must be from the taint feat list.
- Witchmarked: Death, Dark, Destruction(ignore negative effects of Evil taint up to casting modifier, may remove one Evil and Good taint from self per night’s rest)Taint Feats: Lichloved,
- Focus: Divination, Fate, Mind(ignore negative effects of Law taint up to casting modifier, may remove one Law and Chaos taint from self per night’s rest) Taint Feats:
- Nature Warden: Nature, Weather, Destruction(ignore negative effects of Neutral taint up to casting modifier, may remove one Neutral taint from self per night’s rest) Taint Feats:
-Fey-Infused Magic: Fallen Fey, Illusion, Nature(ignore negative effects of Neutral taint up to casting modifier, may remove one Neutral taint from self per night’s rest)
- Galvanized: Enhance, Protection, War(ignore negative effects of Chaos taint up to casting modifier, may remove one Chaos and Law taint from self per night’s rest) Taint Feats:
- Draining: Life, Light, Creation(ignore negative effects of Good taint up to casting modifier, may remove one Good and Evil taint from self per night’s rest) Taint Feats: Endurance, Enduring Life, Lasting Life, Die Hard, Toughness
Arcanum(Exceptionally Rare):Diagram, Skilled Casting(Craft:Rune, Perform:Dance, or Profession:Scribe), Extended Casting, Strenuous, Ponderous Spellcaster, Methodical Magical Methods, Mana Engineering, (ignore negative effects of Arcane taint up to casting modifier, may remove one Arcane and Divine taint from self per nightÂ’s rest) Taint Feats: All Rune and Gem item creation and any that can improve them. Cantrips, Ritual feats.
-Protection, Divination, Warp, Time, Magitech, Creation, Mana
Magic-Psionic transparency is in fully in effect as far as feats and options.
Invokers gain progression as a Warlock(with bonus invocations as listed here (http://www.giantitp.com/forums/showthread.php?172256-PEACH-Warlock-Rewrite-Battle-Warlock&highlight=bonus%20%22warlock%20invocations%22)) of one half, two thirds, or their whole level. You must pick one blast method(Dragonfire Adept, Elemental Adept, or Eldritch Blast) and may pick invocations or gramaric principles(at a 1:1 trade)from any invoker list.
Initiators gain Warblade progression(+1 known at lvl 1 and +1 readied at 7th) of one half, two thirds, or their whole level. IL increases by your initiator modifier for the purpose of determining effects, but not qualifying for maneuvers known. You may pick 4 disciplines to chose from. Recovery method can be any one non-maneuver standard or full round action of your choice to regain initiator modifier maneuvers.
IL equals BaB plus initiator modifier. All classes with BaB count as initiator levels.
VMC is accelerated(1/3/7 instead of 3/7/11).
Feat Tax Patch (http://theworldissquare.com/feat-taxes-in-pathfinder/), Counterspell, Parry, Improved Parry are also base abilities rather than feats.
Rebuilding: You gain a second XP pool which you can transfer into at any time but never out of. When you have enough XP in this secondary pool to equal your current XP, you can completely rebuild given a week of downtime.
Bloodlines: Bloodline levels are not allowed. However WelknairÂ’s, Soulbred, and Commoner Bloodlines may be taken as VMC gaining their 2nd, 4th, and 6th level major bloodline abilities(mudbloods can pick 3 of said abilities from any combination of their parent bloodlines minor are 2nd lvl only, intermediate are 2nd and 4th only).
Spell Recovery: Magical energies replenish more slowly. Spell slots and power points replenish at a rate of your caster level in spell levels per 4hr of rest. Spell points replenish at a rate of half your caster level per 4hr rest. Invocations are now also limited to your casting modifier plus effective invoker level times per encounter(or 10min ooc) else suffer immunity bypassing effects. The initial effect is fatigue for 3d4 minutes. If already fatigued or doubling your limit it escalates to exhaustion for 3d4 times ten minutes with fatigue for twice the time afterwards. If exhausted or tripling your limit you fall into a restless sleep for 1d4 hours with exhaustion for the same time afterwards and fatigue for twice the rolled time after that. These effects can be suppressed with magic and otherwise, but not removed. Any effect other than rest that would instantaneously remove or downgrade the effects of overinvoking instead only function normally for CL(or equivalent for the mitigator) minutes.
One of the thousand planes of Egya, Zeras was the deityÂ’s latest attempt at balancing magic in one of his worlds after the beings from the last nearly murdered him with circle magic to harvest his essence.
Mostly just here as a reference for now.
Mechanics:
E7: based on ECL not level, feats caped at +20.
P.5: PF base, 3.5 other content allowed(skill prerequisites all lowered by 3). Spheres of Power and Might
Generic (http://www.d20srd.org/srd/variant/classes/genericClasses.htm) class only. Base is Warrior with low BaB and D4 HD. May upgrade any of the following five times in any combination: BaB(max full), HD(max d12), number of good saves(max 3), skills(+2 points per level per upgrade and +3 class skills per upgrade, max 8/lvl), medium and high casting(max high).
Gain any combination of the following progressions totaling to three levels of mastery. Spherecasting, Practitioner, Invoker, or Initiator. You pick your casting/invoker/initiator/practitioner stat from the mental stats for each progression you have.
Maximum spherecasting or invoker mastery is inverse of your BaB and max practitioner and initiator mastery parallels your BaB.
Low/Medium/High Spherecasters gain talents and spell points equal to the talents gained by Proficient/Adept/Expert Practitioners plus casting stat spell points and each gain Unified, Casting, or Martial traditions as appropriate. These are the only casting traditions. You can add more drawbacks and exchange mutually exclusive drawbacks, but cannot remove existing drawbacks from your chosen tradition. While exceptions may exist, the general rule is that you cannot go outside of your tradition's allowed spheres.
Apothecary: Material Casting, Skillful Casting (Profession: Apothecary or Craft: Alchemy), Incompatible Energies, Techno-Miraculous, Special Delivery, Waters of Life, Limited Creation(must choose Alchemical Creation), Limited Protection(lose Wards)
- Creation, Enhance, Life, Protection
Gadgeteer: Focus Casting (artisan tools), Magical Signs, Material Casting, Rigorous Concentration, Skilled Casting (Craft (mechanical)), Kindred Knack (Mind, Constructs), Incompatible Energies, Techno-Miraculous
- Enhance, Mind, Tech, Warp, Time
Hypnotism: Extended Casting, Focus or Verbal Casting, Skilled Casting (Hypnosis or Profession (Hypnotist)), Somatic Casting, Incompatible Energies, Techno-Miraculous
- Mind, War, Enhance, Fate, Illusion
Mind: Madness Mantra(also a save vs madness), Rigorous Concentration, Mental Focus(as Psionic Focus), Psionic not magic
- Mind, Telekinetic, Protection, Divination, Iillusion
Pact Magic: Addictive, Easy Focus, Oathbound Casting
Pick one package plus the Veilweaving sphere and Conjuration sphere. You may substitute a single sphere for a sphere from another pact. May trade two talents for a vestige bind as a binder of your level. Will vs your spell DC or gain 1 associated taint per spell point used. Associated taint granted feats must be from the taint feat list.
- Witchmarked: Death, Dark, Destruction(ignore negative effects of Evil taint up to casting modifier, may remove one Evil and Good taint from self per night’s rest)Taint Feats: Lichloved,
- Focus: Divination, Fate, Mind(ignore negative effects of Law taint up to casting modifier, may remove one Law and Chaos taint from self per night’s rest) Taint Feats:
- Nature Warden: Nature, Weather, Destruction(ignore negative effects of Neutral taint up to casting modifier, may remove one Neutral taint from self per night’s rest) Taint Feats:
-Fey-Infused Magic: Fallen Fey, Illusion, Nature(ignore negative effects of Neutral taint up to casting modifier, may remove one Neutral taint from self per night’s rest)
- Galvanized: Enhance, Protection, War(ignore negative effects of Chaos taint up to casting modifier, may remove one Chaos and Law taint from self per night’s rest) Taint Feats:
- Draining: Life, Light, Creation(ignore negative effects of Good taint up to casting modifier, may remove one Good and Evil taint from self per night’s rest) Taint Feats: Endurance, Enduring Life, Lasting Life, Die Hard, Toughness
Arcanum(Exceptionally Rare):Diagram, Skilled Casting(Craft:Rune, Perform:Dance, or Profession:Scribe), Extended Casting, Strenuous, Ponderous Spellcaster, Methodical Magical Methods, Mana Engineering, (ignore negative effects of Arcane taint up to casting modifier, may remove one Arcane and Divine taint from self per nightÂ’s rest) Taint Feats: All Rune and Gem item creation and any that can improve them. Cantrips, Ritual feats.
-Protection, Divination, Warp, Time, Magitech, Creation, Mana
Magic-Psionic transparency is in fully in effect as far as feats and options.
Invokers gain progression as a Warlock(with bonus invocations as listed here (http://www.giantitp.com/forums/showthread.php?172256-PEACH-Warlock-Rewrite-Battle-Warlock&highlight=bonus%20%22warlock%20invocations%22)) of one half, two thirds, or their whole level. You must pick one blast method(Dragonfire Adept, Elemental Adept, or Eldritch Blast) and may pick invocations or gramaric principles(at a 1:1 trade)from any invoker list.
Initiators gain Warblade progression(+1 known at lvl 1 and +1 readied at 7th) of one half, two thirds, or their whole level. IL increases by your initiator modifier for the purpose of determining effects, but not qualifying for maneuvers known. You may pick 4 disciplines to chose from. Recovery method can be any one non-maneuver standard or full round action of your choice to regain initiator modifier maneuvers.
IL equals BaB plus initiator modifier. All classes with BaB count as initiator levels.
VMC is accelerated(1/3/7 instead of 3/7/11).
Feat Tax Patch (http://theworldissquare.com/feat-taxes-in-pathfinder/), Counterspell, Parry, Improved Parry are also base abilities rather than feats.
Rebuilding: You gain a second XP pool which you can transfer into at any time but never out of. When you have enough XP in this secondary pool to equal your current XP, you can completely rebuild given a week of downtime.
Bloodlines: Bloodline levels are not allowed. However WelknairÂ’s, Soulbred, and Commoner Bloodlines may be taken as VMC gaining their 2nd, 4th, and 6th level major bloodline abilities(mudbloods can pick 3 of said abilities from any combination of their parent bloodlines minor are 2nd lvl only, intermediate are 2nd and 4th only).
Spell Recovery: Magical energies replenish more slowly. Spell slots and power points replenish at a rate of your caster level in spell levels per 4hr of rest. Spell points replenish at a rate of half your caster level per 4hr rest. Invocations are now also limited to your casting modifier plus effective invoker level times per encounter(or 10min ooc) else suffer immunity bypassing effects. The initial effect is fatigue for 3d4 minutes. If already fatigued or doubling your limit it escalates to exhaustion for 3d4 times ten minutes with fatigue for twice the time afterwards. If exhausted or tripling your limit you fall into a restless sleep for 1d4 hours with exhaustion for the same time afterwards and fatigue for twice the rolled time after that. These effects can be suppressed with magic and otherwise, but not removed. Any effect other than rest that would instantaneously remove or downgrade the effects of overinvoking instead only function normally for CL(or equivalent for the mitigator) minutes.