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View Full Version : The Lore Hunter: A Base Class



Justdamohr
2007-12-25, 01:47 AM
This is basically an overhaul of my Spell Binder class which in retrospect had nothing really to it, however I think this is much improved. Glad to hear constructive comments, particularly on the mechanics. Thanks. :smallbiggrin:

Lore Hunters

Lore Hunters are explorers of arcane knowledge. Like Sorcerers, Lore Hunters descend from arcane bloodlines though their lineage has lost potency from years of crossbreeding with non-arcanist. It is for this reason many seek secrets of the arcane world; believing that doing so shall regain their lost power. But despite their lacking potential, Lore Hunters are still arcane casters, and the reason; because of a practice called Script Binding. By committing hours of study and concentration, they imbue into themselves the very words of spells which manifests as lines of arcane writing all over their body. To the untrained eye, many assume these lines are merely tattoos but in fact these words flow through a Lore Hunter's muscles, blood and bone, into the very core of their spirit, allowing them to produce power at will; very much like their Sorcerer kin. However, unlike their famed rivals, Lore Hunters not as versatile and in most cases are assumed weaker. Regardless Lore Hunters are recognized by the arcane world, mostly stereotyped as scavengers, not like most would disagree, nonetheless they an arising force in the arcane world and combined with their knowledge and mysterious Delver Mysteries, they may one day prove to be equals of their advanced arcane kin.

Alignments: Lore Hunters span the gamete of alignments. There is no set practice followed by anyone although there are specialized groups who have committed themselves to causes. These groups however are far and in between amongst Lore Hunters. For the most part Lore Hunters are adventurers, scavengers of arcane ruins and thieves of the past. They steal and learn for their own desires and will do everything to attain knowledge for it is through knowledge that they attain power.

Religions: Most Lore Hunters are followers of Boccob, and second to him, Wee Jas. Those of evil alignment lend themselves to Vecna. Aside these three gods, the only other famed god amongst Lore Hunters is Nerull mainly found in sectors who have devoted themselves to the study of Necromancy. But otherwise, Lore Hunters are rather godless and for the simple reason that they are far too committed to exploration to even consider praying to a god unless of course it is Boccob whose been known to hook a hunter up once in a while.

Races: The most common Lore Hunters tend to be Gnomes, Elves and Half-Elves. Their innate talent to the arcane arts naturally draws them to the class and thus makes them ideal. Aside from them, Humans are often Lore Hunters as well as Halflings, oddly. Most however ultimately resign in the profession as the shiny always gets their attention. That and massive fireballs tend to dissuade them. Dwarves are rarely Lore Hunters although they do have a natural knack for delving underground and such but since they cannot be the frontline fighter, most find being a Lore Hunter not as noble a profession as they’d like. Lastly Orcs, well, Orcs simply put are dumb. Having to remember what not to hit and what to hit is a chore for them, let alone trying to recall where and why the The Wand War of 236 B.T.C.A. (Before The Common Arcane) was significant for the development of the School of Evocation. Most tend to stay away from being a Lore Hunter period.

Alignment: Any
Hit Die: 1d6

Class Skills:
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Decipher Script (Int), Disable Device (Dex), Jump (Str), Knowledge (Arcana), Knowledge (Dundgeoneering), Knowledge (History) , Listen (Wis), Open Lock (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex)

Weapon Proficiency:
Heavy Crossbow, Light Crossbow, Morningstar, Longsword, Shortsword, and Dagger. They are proficient with Light Armor. They are not proficient with any shields.

Skills:
Skills at Starting Level: (6 + Int. Bonus) x 4
Skills at Each Level: 6 + Int. Bonus

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|1st|2nd|3rd|4th|5th|6th

1st|
+0|
+0|
+0|
+2|Delver’s Mystery 1x/day, Script Binding, Discovered School|2|—|—|—|—|—

2nd|
+1|
+0|
+0|
+3|Armored Mage (Light)|3|—|—|—|—|—

3rd|
+2|
+1|
+1|
+3|Spell Dodge + 1|4|1|—|—|—|—

4th|
+3|
+1|
+1|
+4|Delver’s Mystery 2x/day|4|2|—|—|—|—

5th|
+3|
+1|
+1|
+4|Discovered School|5|3|1|—|—|—

6th|
+4|
+2|
+2|
+5|Spell Dodge + 2|5|3|2|—|—|—

7th|
+5|
+2|
+2|
+5|Delver’s Mystery 3x/day|6|4|3|1|—|—

8th|
+6/+1|
+2|
+2|
+6|Unearthed Lore|6|4|3|2|—|—

9th|
+6/+1|
+3|
+3|
+6|Spell Dodge + 3|6|5|4|3|1|—

10th|
+7/+2|
+3|
+3|
+7|Delver’s Mystery 4x/day, Discovered School|6|5|4|3|2|—

11th|
+8/+3|
+3|
+3|
+7|Unearthed Lore|6|6|5|4|3|1

12th|
+9/+4|
+4|
+4|
+8|Spell Dodge + 4|6|6|5|4|3|2

13th|
+9/+4|
+4|
+4|
+8|Delver’s Mystery 5x/day|6|6|5|5|4|3

14th|
+10/+5|
+4|
+4|
+9|Unearthed Lore|6|6|5|5|4|3

15th|
+11/+6/+1|
+5|
+5|
+9|Spell Dodge + 5, Discovered School|6|6|6|5|5|4

16th|
+12/+7/+2|
+5|
+5|
+10|Delver’s Mystery 6x/day|6|6|6|5|5|4

17th|
+12/+7/+2|
+5|
+5|
+10|Unearthed Lore|6|6|6|6|5|5

18th|
+13/+8/+3|
+6|
+6|
+11|Spell Dodge + 6|6|6|6|6|5|5

19th|
+14/+9/+4|
+6|
+6|
+11|Unearthed Lore|6|6|6|6|6|5

20th|
+15/+10/+5|
+6|
+6|
+12|Spell-Like Lore 1x/day, Discovered School|6|6|6|6|6|5

[/table]

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


Trapfinding(Ex)
Lore Hunters gain the Trapfinding Class Ability at 1st Level.

Script Binding
Lore Hunters are spontaneous casters who require the use of a scroll, grimoire or tome in order to learn spells. However after committed study the Lore Hunter is able to cast the learned spells without preparation. The amount of times they can cast spells per day is dependent on their level.

The DC of a Lore Hunter’s Spells is equal to 10 + Int. Modifier + Spell Level.

Discovered School
Unlike Wizards and Sorcerers who have access to all the varied schools, Lore Hunters are severely limited in what schools they can cast. It is only through exploration do Lore Hunters expand their repertoire of learned magic. Being said, at 1st level Lore Hunters may only learn and cast spells from one school of magic. At 5th they attain, an additional as do they at 10th, 15th and 20th, to a total of five schools.

Whenever a Lore Hunter attains a new school, they may swap out 2 old known spells for spells from the newly discovered school. For instance a 4th level Lore Hunter has four known 1st level spells, and two 2nd level spells, all of which are of the Necromancy School.

Upon reaching 5th level, they discover another school, specifically Evocation. In addition they can add an additional 2nd level spell and a 3rd level spell to their known spells.

The Lore Hunter may opt to add the two new spells as Evocation spells, or they can add two additional new Necromancy spells. Furthermore they may decide to drop two old Necromancy spells and add in total four new Evocations spells. The Last option is that they continue studying Necromancy and gain spells from that School of Magic. Really the option is up to the player.

To learn spells from a new school, a Lore Hunter must commit one hour of their day to studying a scroll, or grimoire or tome with spells of the school they wish to learn.

Delver’s Mystery(Su)
After long exposure to magic, Lore Hunter’s gain Delver Mysteries, mystical abilities that innately empower the Lore Hunter in their conquest to learning and attaining arcane knowledge. Each Delver Mystery stems from the Lore Hunter’s ranks in Knowledge (Arcana) ranks and Knowledge (Dundgeoneering), both of which are essential to Lore Hunter’s in their quest for power. The following chart shows what abilities Lore Hunters gain at specific levels and the corresponding Knowledge skill required to attain them.

Delver Mysteries can only be used a certain amount of times per day. At 1st level they can perform a Delver Mystery 1x/day, at 4th level 2x/day, at 6th 3x/day, at 10th 4x/day, at 13th 5x/day and finally at 16th 6x/day.

A Lore Hunter can only have one Delver Mystery active at a time. They may dismiss these Mysteries to activate another at will.


{table=head]Level|Ranks|Skill|Special

1|
4|
Knowledge (Arcana)|
Lore Hunter is under the effect of the Read Magic spell and gains a + 5 to Deciphering Script for 1min/Lore Hunter Level.|

3|
6|
Knowledge (Dungeoneering)|
Lore Hunter is able to Heal a total amount of health points equal to Lore Hunter x Int. Modifier. This healing only applies to them and can be administered in different amounts throughout the remaining time of the Mystery. In addition they gain a + 5 to saves against poison. Both abilities last for 1 hour/ Lore Hunter Level.|

6|
9|
Knowledge (Dungeoneering)|
Lore Hunter gains Darkvision and + 5 to Search and Spots checks in low lit or dark areas for 1 hour per Lore Hunter Level.|

8|
11|
Knowledge (Arcana)|
If a Lore Hunter Successfully appraises a magical item, they automatically identify its properties as the Identify spell. 1 min/Lore Hunter Level or an amount of items equal to their Int. Mod.|

9|
12|
Knowledge (Dungeoneering) |
Taking 10’s on Disable Checks for Magical Traps takes half the time, under the Detect Secret Doors spell and Lore Hunter and base speed is increased by 10ft for 1min/Lore Hunter Level.|

12|
15|
Knowledge(Arcana)|
Lore Hunter is able to focus on one object and gain insight as to its location as if under the Locate Object spell. In addition while focused on the object, they can discern the quickest path to that object as if under the Find the Path spell only it is to an object instead of a location. This lasts 1min/Lore Hunter Level.|

14 |
17|
Knowledge (Dungeoneering) |
Lore Hunters are under a constant Feather Fall spell at a caster level equal to the Lore Hunters and gain a + 10 to Climb and Jump checks for 1min/Lore Hunter Level.|

15|
18|
Knowledge (Dungeoneering)|
Lore Hunters gain the Improved Evasion ability and + 10 to Disarming Magical Traps for 1 hour/lore hunter level. |

17|
20|
Knowledge (Dungeoneering) |
Lore Hunters become immune to death by shock from magical traps and gain the Die Hard Feat for 1min/Lore Hunter level |

18|
21|
Knowledge (Dungeoneering) and Knowledge(Arcana)|
Lore Hunters are able to discern the approximate depth of stone, plaster and wood all around them within a 10ft x Lore Hunter Level radius, thus allowing them to pass through said objects as if under the effects of the Passwall spell cast by a caster of the Lore Hunter’s level. Last 1minute/Lore Hunter Level. |
[/table]

Armored Mage (Light)(Ex)
At 2nd level, Lore Hunters are able to cast their spells in light armor without Spell Failure.

Spell Dodge(Su)
At 3rd level, Lore Hunters gain an intuitive bonus to saves on resisting magical traps of Discovered Schools they know. This bonus starts at + 1 at 3rd and increases to +2 at 6th, + 3 at 9th, + 4 at 12th, + 5 at 15th and finally + 6 at 18th.

Evasion(Ex)
At 7th level, Lore Hunters gain the Evasion class ability.

Unearthed Lore(Su)
With years of exploration, Lore Hunters gain secrets of the old arcane world, secrets that make their dedicated time worth their while. At 8th, 11th, 14th 17th and 19th, Lore Hunters gain access to Unearthed Lore, powerful scripts that once learned, permanently enhance their magic. Whenever a Lore Hunter gains an Unearthed Lore, they may choose one of the following Lores. All of these Lores apply only to Schools of Magic known by the Lore Hunter.

+ 2 Competence Bonus to DC of one spell. (Can only be applied to a spell once.)

+ 5 Competence Bonus to Checks made to surpass Spell Resistance for one school of magic.(Can only be applied to a School of Magic once.)

Still Spell with no Level Adjustment (Can only be applied to a spell once.)

Arcane Benefit: Gain 2 extra learned spells, 1 of the highest spell level known, and 1 from a level less or more. (Can only be applied to a school of magic once.)

+ 5 to saves against a Specific School known by the Lore Hunter. (Can only be applied to a school of magic once.)

Take a 10 on Caster Level Checks for School of Type known by Lore Hunter (Can only be applied to a School of Magic once.)

+ 10 on Concentration Checks when Casting Spells from a one school even while in combat. (Can only be applied to a School of Magic once.)

+ 10 to Use Magical Devices from one school (Can only be applied to a School of Magic once.)

Spell-Like Lore(Su)
After much research and painstaking exploration, a Lore Hunter may manifest 1x/day any of their known spells as a spell-like ability.

AKA_Bait
2008-01-11, 02:24 PM
This seems pretty balanced. There are a few edits for clarity that I'd make but other than that seems fine. It's complex enough it would really need to be playtested to fine tune.