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RandomFellow
2007-12-20, 11:54 PM
The Aluran Arcanist is the Republic's mage-priest which serves as both a battle mage and priest of the Southern Pantheon.

Table: The Aluran Arcanist
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|0|0|0|0|Turn or Rebuke Undead, Constrained Caster|4|3|—|—|—|—|—|—|—|—
2nd|1|0|0|0|Metamagic Specialist|4|4|—|—|—|—|—|—|—|—
3rd|1|1|1|1||5|4|1|—|—|—|—|—|—|—
4th|2|1|1|1||5|5|2|—|—|—|—|—|—|—
5th|2|1|1|1|Flexible Spontaneous Caster|6|5|3|1|—|—|—|—|—|—
6th|3|2|2|2||6|6|4|2|—|—|—|—|—|—
7th|3|2|2|2||6|6|4|3|1|—|—|—|—|—
8th|4|2|2|2||6|6|5|4|2|—|—|—|—|—
9th|4|3|3|3||6|6|5|4|3|1|—|—|—|—
10th|5|3|3|3||6|6|6|5|4|2|—|—|—|—
11th|5|3|3|3||6|6|6|5|4|3|1|—|—|—
12th|+6/+1|4|4|4||6|6|6|6|5|4|2|—|—|—
13th|+6/+1|4|4|4||6|6|6|6|5|4|3|1|—|—
14th|+7/+2|4|4|4||6|6|6|6|6|5|4|2|—|—
15th|+7/+2|5|5|5||6|6|6|6|6|5|4|3|1|—
16th|+8/+3|5|5|5||6|6|6|6|6|6|5|4|2|—
17th|+8/+3|5|5|5||6|6|6|6|6|6|5|4|3|1
18th|+9/+4|6|6|6||6|6|6|6|6|6|6|5|4|2
19th|+9/+4|6|6|6||6|6|6|6|6|6|6|5|4|3
20th|+10/+5|6|6|6||6|6|6|6|6|6|6|6|5|4
[/table]

Table: Aluran Arcanist, Spells Known
{table=head]Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|4|2|—|—|—|—|—|—|—|—
2nd|4|2|—|—|—|—|—|—|—|—
3rd|4|2|1|—|—|—|—|—|—|—
4th|5|3|1|—|—|—|—|—|—|—
5th|5|3|2|1|—|—|—|—|—|—
6th|5|3|2|1|—|—|—|—|—|—
7th|6|4|2|2|1|—|—|—|—|—
8th|6|4|3|2|1|—|—|—|—|—
9th|7|4|3|2|2|1|—|—|—|—
10th|7|5|3|3|2|1|—|—|—|—
11th|7|5|4|3|2|2|1|—|—|—
12th|7|5|4|3|3|2|1|—|—|—
13th|7|6|4|4|3|2|2|1|—|—
14th|7|6|5|4|3|3|2|1|—|—
15th|7|7|5|4|4|3|2|2|1|—
16th|7|7|6|5|4|4|3|2|2|1
17th|7|7|6|5|5|4|3|3|2|1
18th|7|7|7|6|5|5|4|4|3|2
19th|7|7|7|6|6|5|4|4|3|2
20th|7|7|7|7|6|6|5|5|4|3[/table]

Alignment
Any.

Hit Die
d4.

Class Skills
Spellcraft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Concentration (Con)

Skill Points at 1st Level
(2 + Int modifier) Χ 4.

Skill Points at Each Additional Level
2 + Int modifier.

Class Features
All of the following are class features of the Aluran Arcanist.

Weapon and Armor Proficiency
All simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with the caster’s gestures, which can cause his spells with somatic components to fail.

Spells
An Aluran Arcanist casts arcane spells which are drawn from the sorcerer/wizard or cleric spell lists. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, an Aluran Arcanist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Arcanist’s spell is 10 + the spell level + the Arcanist's Charisma modifier.
Like other spellcasters, an Aluran Arcanist can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Charisma score.
An Aluran Arcanist's selection of spells is extremely limited. At each new Aluran Arcanist level, he gains one or more new spells. (Unlike spells per day, the number of spells an Aluran Arcanist knows is not affected by Charisma. The numbers on the table are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The Aluran Arcanist can’t use this method of spell acquisition to learn spells at a faster rate, however.


Prestidigitation At Will
An Aluran Arcanist may cast Prestidigitation as a spell-like ability. This ability may be used at will.

(Result? Little more than a flavor bonus)

Turning or Rebuking Undead (Su)
Any Aluran Arcanist, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol.
A good Aluran Arcanist (or a neutral Aluran Arcanist who worships a good deity) can turn or destroy undead creatures. An evil Aluran Arcanist (or a neutral Aluran Arcanist who worships an evil deity) instead rebukes or commands such creatures. A neutral Aluran Arcanist of a neutral deity must choose whether his turning ability functions as that of a good sorcerer or an evil sorcerer. Once this choice is made, it cannot be reversed.
An Aluran Arcanist may attempt to turn undead a number of times per day equal to his Charisma modifier. A Aluran Arcanist with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

(Result? Can turn undead on par with a cleric useful, but worth 3 bad saves?)

Constrained Caster
An Aluran Arcanist cannot cast a spell opposed to his alignment. LN/NN/CN casters cannot cast spells with the [Good] or [Evil] descriptors. A CG/NG/LG caster cannot cast spells with the [Evil] descriptor. A LE/NE/CE caster cannot cast spells with the [Good] descriptor. NG/NN/NE casters cannot cast spells with the [Law] or [Chaos] descriptors.

An Aluran Arcanist cannot use spells with a range of personal.

An Aluran Arcanist must choose two forbidden schools and may not forbid divination or illusion in order to meet this requirement. An Aluran Arcanist may not know any spell (on any list!) from those two schools.

An Aluran Arcanist has the blood of the Southern Gods running through his veins. As such, an Aluran Arcanist can only be a Human or Gnome of the Aluran Republic.

An Aluran Arcanist can only enter a PrC which is primarily for the Republic (e.g. Aluran High Mage, Aluran Shadow Mage).

(e.g. A LG Aluran Arcanist who forbids Evocation, Transmutation and Enchantment can never cast Miracle [evocation], Command, Greater [enchantment], Eagle's Splendor [transmutation] or Create Undead [evil].)

(Result? ~ ½ of each of the two main spell lists.)

Flexible Spontaneous Caster (Ex)
An Aluran Arcanist may replace one of his spells known with any spell in any spellbook he has access to. The Aluran Arcanist must perform the switch in the light of a full moon (or once a week if you are using a different setting). He may replace one spell per point of charisma modifier (e.g. +4 = 4 spells replaceable). This replacement is permanent. (e.g. If you swap Magic Missile for Identify and don' have access to a spellbook with Magic Missile in it, you can't get Magic Missile back) Arcanists with this class ability may create spellbooks as a Wizard does. However, an Aluran Arcanist's spells known are not put into the book for free.

(Result? Almost wizard flexibility, but not quite....and requires gold for every inch of that flexibility.)

Metamagic Specialist (Ex)
An Aluran Arcanist does NOT increase the casting time by spontaneously applying metamagic to his spells.

(Result? Same as the sorcerer taking the metamagic specialist variant from the PHBII.)

Reinboom
2007-12-21, 12:26 AM
Looked great until I got to the heavy school restrictions.
But first:

The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Should be Aluran..

I would say, with that heavy amount of restricting, and two spell list reliance (this will only be an arcanist, the cleric side won't matter much - not enough movement room), I would up their spells known slightly.

RandomFellow
2007-12-21, 01:03 AM
Thanks for catching it. =)

As for increasing the spells known list...you sure giving them the option of putting together a spellbook and swapping their spells known on a weekly basis isn't good enough?

Of course...I could just lighten the restriction to two schools. I won't get rid of the 'no personal spells' clause since it bans most of the broken buffs when combined with DMM (e.g. Persisted Divine Power, Maximized Time Stop, Celerity spell line combined with Anti-Daze racial ability or spell via Limited Wish or UMD).

But if that option isn't good enough in people's opinions (or too strong)...I'll have their Spells Known cap out at 1 higher than they do now. (e.g. 3 9th level spells known).

Reinboom
2007-12-21, 01:11 AM
well, the cap higher isn't so much an issue as the initial go (only getting 1 spell known right). With the low cap, it will lose much needed situational versatility that allows an arcanist to function. Currently, it's a weak 5th man at best.

The no personal is fine. It's an interesting restriction.

RandomFellow
2007-12-21, 01:24 AM
You mean at level 1? They get 4 cantrips + 2 first level spells.

Let me put up some of the PrCs that are meant to be PrC'd out to (there is a reason this class only really has 'class abilities' for 5 levels).

But I'll adjust the Spells Known to +1.

RandomFellow
2007-12-21, 01:27 AM
Adjusted the class.

I'll also put up the three PrCs that are meant to be related to it since two of them are illusion centric.

RandomFellow
2007-12-22, 11:43 PM
Bump goes the thread?

Machaeus
2007-12-24, 11:29 PM
I like it...it inspired me to write my own base class. It's still way in the beginning stages, though, and I'll want others to help me get what I missed for it. When I post it I'll let you know.
Also, I say bump it down to two schools. Three schools makes me not want to take it.

RandomFellow
2007-12-24, 11:38 PM
I'm glad you like it. =)

I'll think about the school reduction. On one hand, that is alot of restrictions. On the other, it is the only caster that can cast from both lists besides Archivist.

EvilElitest
2007-12-25, 12:29 AM
fluff please, or am i missing something?
from,
EE

RandomFellow
2007-12-25, 10:26 AM
I don't need help with fluff, just crunch. =) So I just take a one sentence concept, build the class, and then ask for feedback.