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UristMcRandom
2019-06-20, 01:07 AM
Originally a submission to Base Class Contest XLV (https://www.giantitp.com/forums/showthread.php?571836). By the time of voting, the core class material was complete, but the entry was more or less bereft of invocations. My plan is to rectify that situation, as well as to collect critique for the core class.

What follows is my original commentary from the contest chat thread:


First version of the Autumnarche is up. The concept started as basically a hack of the druid and the warlock, but the tale sort of grew in the telling and it picked up some alchemy flavor along the way.




Autumnarche

http://2.bp.blogspot.com/-zHx2_92CH5o/Vgl_VtkWL6I/AAAAAAAAE6I/gnsc9RKqUV4/s1600/94df2486dc49ed954f796a10186103cd.jpg
Artist unknown.

"Growth is never by mere chance; it is the result of forces working together."
—James Cash Penney

Hedge witches, herbalists, midwives, and healers. These are just a selection of the many roles filled by autumnarches. Autumnarches move between the scattered agricultural villages of the wide, wild world, out of the reaches of druidic circles and formalized churches, using their intrinsic connection to the spirits of nature to bring abundant life and bountiful harvests.

Adventures: Nearly every Autumnarche is driven by a call to wander the world. Very few of their number live sedentary lives within one village, instead they prefer to move from village to village ahead of seasonal frosts, blessing crops, delivering children, curing ills, and conducting sacred rites and festivals.

Characteristics: Unlike Druids, who draw on a cultivated connection to nature, strengthened by bonds of worship and reverence, the Autumnarche carries an innate blessing of natural favor and fervor. Though their magic is less flashy than other casters, they channel spirits of growth and blessing to provide support and protection to those around them.

Alignment: Autumnarches may be found of nearly any philosophical walk of life. However, the servitude required of members of the class means that it seldom attracts those of a self-serving or wicked nature.

Religion: The practice of autumnarchy is not specifically tied to any particular religions, however it is not uncommon for autumnarches to worship gods of life, light, festivals and growth like Ehlonna, Pelor, or Olidammara. Due to the wandering nature of many autumnarches, many also pay fealty to gods of safe travel, such as Fharlanghn.

Background: Those destined to become autumnarches often discover their connection to the natural world early in life. Often, this potential manifests as what is colloquially known as a "green thumb," an exceptional luck with fostering plant life that speaks of something more.

Races: Though any race can become an autumnarche, their innate connection to agricultural society means that they are found far more commonly among humans and halflings.

Other Classes: Many druids find the casual nature of the autumnarche's relationship with the natural world distasteful, though this seldom leads to outright hostility. Autumnarches tend to get on well with most anybody, provided they are willing to work cooperatively.

Role: The autumnarche leverages divine invocations and alchemical training to provide their party with healing, buffs, and support. An autumnarche's relatively narrow area of specialization will neatly complement a party that already has a primary divine caster such as a cleric or druid.

GAME RULE INFORMATION
Autumnarches have the following game statistics.
Abilities: Charisma empowers the invocations of the autumnarche, while a hearty Constitution score benefits their sympathetic alchemy.
Alignment: Any non-Evil.
Hit Die: d8
Starting Age: As bard.
Starting Gold: As druid.

Class Skills
The Autumnarche's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Autumnarche


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Invocations
Known


1st

+0

+2

+0

+2
Healer's touch (1d4), invocation (least)

1


2nd

+1

+3

+0

+3
Detect poison and disease

2


3rd

+2

+3

+1

+3
Healer's touch (2d4), herbalism

2


4th

+3

+4

+1

+4
Sympathetic alchemy (1/day)

3


5th

+3

+4

+1

+4
Healer's touch (3d4)

3


6th

+4

+5

+2

+5
Invocation (lesser), wellness (+3)

4


7th

+5

+5

+2

+5
Healer's touch (4d4), harvest affinity

4


8th

+6/+1

+6

+2

+6
Sympathetic alchemy (2/day)

5


9th

+6/+1

+6

+3

+6
Swift herbalism

5


10th

+7/+2

+7

+3

+7
Healer's touch (5d4)

6


11th

+8/+3

+7

+3

+7
Invocation (greater), sympathetic bond

7


12th

+9/+4

+8

+4

+8
Sympathetic alchemy (3/day), wellness (+6)

7


13th

+9/+4

+8

+4

+8
Healer's touch (6d4)

8


14th

+10/+5

+9

+4

+9
Improved harvest affinity

8


15th

+11/+6/+1

+9

+5

+9
Master herbalist

9


16th

+12/+7/+2

+10

+5

+10
Invocation (blessed), sympathetic alchemy (4/day), healer's touch (7d4)

10


17th

+12/+7/+2

+10

+5

+10
Regrowth

10


18th

+13/+8/+3

+11

+6

+11
Wellness (+9)

11


19th

+14/+9/+4

+11

+6

+11
Healer's touch (8d4)

11


20th

+15/+10/+5

+12

+6

+12
Sympathetic alchemy (5/day)

12



Class Features
All of the following are class features of the autumnarche.

Weapon and Armor Proficiencies: An autumnarche is proficient with all simple weapons, plus the scythe and net. Autumnarches are proficient with light and medium armor.

Invocations: An autumnarche does not prepare or cast spells as other divine spellcasters do. Instead, they possess a repertoire of abilities known as invocations that require them to channel the natural magic of the world around them. An autumnarche can use any invocation they know at will, with the following qualifications:

An autumnarche's invocations are spell-like abilities; using an invocation is therefore a standard action that provokes attacks of opportunity. An invocation can be disrupted, just as a spell can be ruined during casting. An autumnarche is entitled to a Concentration check to successfully use an invocation if they are hit by an attack while invoking, just as a spellcaster would be. An autumnarche can choose to use an invocation defensively, by making a successfuly Concentration check, to avoid provoking attacks of opportunity. An autumnarche's invocations are subject to spell resistance unless an invocations description specifically states otherwise. An autumnarche's caster level with their invocations is equal to their autumnarche level.

The save DC for an invocation (if it allows a save) is 10 + equivalent spell level + the autumnarche's Charisma modifier.

Since spell-like abilities are not actually spells, an autumnarche cannot benefit from the Spell Focus feat. They can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

The four grades of invocations, in order of their relative power, are least, lesser, greater, and blessed. An autumnarche begins with knowledge of one invocation, which must be of the lowest grade (least). As an autumnarche gains levels, they learn new invocations, as summarized on Table: Autumnarche and described below. A list of available invocations with complete descriptions of each can be found following this class description.

At any level when an autumnarche learns a new invocation, they can also replace an invocation they already know with another invocation of the same or a lower grade.

Unlike warlock invocations, the autumnarche invocations are divine, and thus are not subject to arcane spell failure chance. Autumnarches can qualify for some prestige classes usually intended for spellcasters; see Warlocks and Prestige classes (Complete Arcane, page 18) for details.

Healer's Touch (Sp): The autumnarche touches a willing creature, and channels their beneficent magic to soothe the wounds of the injured. Healer's Touch restores 1d4 + the autumnarche's caster level in points of damage. The amount of healing provided by Healer's Touch increases as the autumnarche gains levels.

A Healer's Touch is the equivalent of a spell whose level is equal to one-half the autumnarche's class level, with a minimum spell level of 1st and a maximum of 9th when the autumnarche reaches 18th level or higher.

Detect Poison and Disease (Ex): Autumnarches develop a carefully-honed sixth sense for detecting toxins and illnesses. At 2nd level, by spending one minute carefully inspecting a creature, object, or area, the autumnarche can determine whether it has been poisoned, is poisonous, or carries a disease. A DC 20 Wisdom check can determine the exact type of poison or disease. An autumnarche with the Craft (Alchemy) skill (for poisons) or the Heal skill (for diseases) may try a DC 20 check with the appropriate skill if the Wisdom check fails, or may try the skill check prior to the Wisdom check.

Herbalism (Ex): Autumnarches have an exceptional understanding of different herbs and their properties. At 3rd level, an autumnarche gains Brew Potion as a bonus feat, even if they don't meet the prerequisites for it. If the autumnarche spends ten minutes gathering herbs, they can brew a potion they lack the requisite spells to brew, instead substituting a Survival check (DC 10 + spell level + intended caster level). Spending an hour to gather the herbs offers a +1 circumstance bonus on this check per hour spent, up to +6 at six hours.

If the check is passed, the potion is brewed successfully. If the check is failed, the autumnarche cannot complete the potion; they do not expend the gp or XP costs of the potion, their progress is simply halted.

The number of wild herbs available to brew potions is limited. If the autumnarche fails a Survival check to brew a potion, they have run out of herbs and may not try to brew that same potion again for one week, giving the wild herbs time to regrow.

Sympathetic Alchemy (Su): By infusing their surroundings with a fragment of their soul, an autumnarche can share magical effects with the creatures around them. When the autumnarche drinks a potion or is the target of a beneficial spell or spell-like ability, they may choose to share the potion or spell's benefits with a number of creatures within 30 feet equal to their Constitution modifier.

An autumnarche may only use this ability once per day for every four class levels they possess.

Wellness (Ex): Beginning at 6th level, autumnarches receive a +3 resistance bonus to Fortitude saving throws against poison and disease. This bonus increases to +6 at 12th level, and again to +9 at 18th level.

Harvest Affinity (Su): An autumnarche is skilled at harvesting crops and herbs. Beginning at 7th level, when using their herbalism class feature, the autumnarche only needs one minute to gather herbs, rather than ten. The autumnarche must still spend an hour gathering herbs to gain a circumstance bonus on their Survival check.

Swift Herbalism (Ex): At 9th level, an autumnarche is well-practiced in the way of herbalism. They may brew a potion in one hour, rather than one day. This hour is in addition to however much time the autumnarche spends gathering herbs for the potion.

Sympathetic Bond (Su): At 11th level, the autumnarche can share a portion of their soul with another willing creature, forming a sympathetic bond. Forming a sympathetic bond is a ritual that requires both creatures to maintain concentration for one hour (requiring a standard action each turn), and the bond lasts until the autumnarche performs the ritual to form another.

While bonded, the creature can benefit from the autumnarche's sympathetic alchemy class feature even if they are further than 30 feet from the autumnarche, provided that both are on the same plane of existence. Furthermore, if the bonded creature takes damage, the autumnarche may decide to take half of the damage in the bonded creature's stead.

Improved Harvest Affinity (Su): At 14th level, the autumnarche's skill with harvesting crops and herbs is unmatched. The autumnarche now gains a +1 circumstance bonus on their Survival check per ten minutes spent (up to +6 at 60 minutes), rather than per hour.

Master Herbalist (Ex): By 15th level, an autumnarche demonstrates considerable mastery at the art of brewing potions. By voluntarily increasing the DC of their Survival check by 10, the autumnarche can forgo the usual gp and XP costs of brewing potions.

Regrowth (Su): The magic of the natural world suffuses the autumnarche's body, and they can rejuvenate themselves through exposure to the natural world. Once per day beginning at 17th level, while in natural terrain the autumnarche can take a full-round action to center themselves in nature. As long as they remain in natural terrain, the autumnarche has Regeneration 5. Fire damages them normally in this state.

UristMcRandom
2019-06-20, 01:08 AM
Autumnarche Invocations

The invocations available to autumnarches are described below. While autumnarches are as closely linked to the divine as any cleric or druid, these special powers are spell-like abilities, not spells. Invocations are presented in alphabetical order by grade.

Name: The first line of every invocation description gives the name by which the invocation is generally known.

Grade: Below the name, the grade of the invocation is provided. Autumnarches can choose invocations from four grades depending on their class level: least, lesser, greater, and blessed. See the autumnarche class description for more details on when autumnarches gain access to invocations of a given grade.

Level Equivalent: On the same line as the grade, each of the following invocation descriptions contain a spell level equivalent, which affects the save DC for that invocation, Concentration checks made in concert with the invocation, as well as interactions with other spells and abilities, such as globe of invulnerability.

Dew of the Dawn
Least; 1st
A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation, as the spell fog cloud. The fog does not block line of sight, but all creatures in the fog have concealment. A moderate wind or any fire larger than a torch immediately disperses the fog. The fog disperses on its own after 1 minute.

Good Health
Least; 1st
The blessings of nature allow you to ignore the burden of sickness. This invocation acts as the delay poison spell, except that it also provides immunity to disease, and can only target yourself.

Green Thumb
Least; 1st
This invocation functions like enlarge person, except that it affects a single plant, and the duration of the effect is permanent. As normal, multiple magical effects that increase size do not stack.

Sacred Hospitality
Least; 2nd
You can make yourself and your companions welcome wherever you roam. You gain a +6 bonus on Diplomacy, Gather Information, and Sense Motive checks for a period of 24 hours.

Undergrowth
Least; 2nd
You cause nearby plants and roots to overgrow into a tangled mess of thorns and ivy. This invocation functions as the spell, entangle. Creatures who begin their turn entangled by the plants must make a Fortitude saving throw or take 1d6 nonlethal Poison damage and be sickened. This save is repeated on subsequent turns, ending the sickened effect on a successful save.

Enrich Nature's Bounty
Lesser; 3rd
You cleanse spoiled, rotten, diseased, or poisoned food or drink of its affliction, rendering it safe to eat or drink as the Purify Food and Drink spell. Additionally, any creature that consumes the purified food within an hour receives 4d6 temporary hit points. These temporary hit points fade after 8 hours.

Gift of Life
Lesser; 4th
You sacrifice a portion of your own life force to restore a deceased creature to life (as the raise dead spell). Doing so inflicts you with one negative level for each day the creature has been deceased (a minimum of 1 negative level). The Fortitude save DC for these negative levels is equal to 10 + 1/2 the creature's level or Hit Dice (whichever is higher) + the creature's Charisma modifier.

Gift of Wellness
Lesser; 3rd
You can take a willing creature's affliction upon yourself. By touching a creature afflicted by disease or poison, you immediately cure them of their affliction (as the neutralize poison spell, except also affecting disease), becoming afflicted with the same poison or disease yourself. You still make Fortitude saves to resist the effects of the disease or poison as normal.




At least 10 characters.