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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Jun 2006
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    Fairfield, CA
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    Default [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    NOTE: I did not write this new version: a dedicated fan and occasional adviser for d20r provided this new updated version. I have done some mild editing (mostly clarity and formatting), but it is largely as-is. If the author chooses to come forth, that is up to him: otherwise, he shall remain anonymous, but we will work off of his basis to see if we can come up with a better chassis for the Spellweaving system.

    The Sorceror

    {table=head]Level | BAB | Fort | Ref | Will | Special | Seeds Known
    1st | +0 | +0 | +0 | +2 | Spellweaving, Living Spellseed Familiar, Secrets | 1
    2nd | +1 | +0 | +0 | +3 | Improved Spellweaving | 1
    3rd | +1 | +1 | +1 | +3 | Bonus Feat, Spell Shielding +1 | 1
    4th | +2 | +1 | +1 | +4 | - | 1
    5th | +2 | +1 | +1 | +4 | - | 2
    6th | +3 | +2 | +2 | +5 | Spell Shielding +2 | 2
    7th | +3 | +2 | +2 | +5 | Bonus Feat | 2
    8th | +4 | +2 | +2 | +6 | Improved Channeling | 2
    9th | +4 | +3 | +3 | +6 | Spell Shielding +3 | 3
    10th | +5 | +3 | +3 | +7 | - | 3
    11th | +5 | +3 | +3 | +7 | Bonus Feat | 3
    12th | +6/+1 | +4 | +4 | +8 | Spell Shielding +4 | 3
    13th | +6/+1 | +4 | +4 | +8 | - | 4
    14th | +7/+2 | +4 | +4 | +9 | Improved Secrets | 4
    15th | +7/+2 | +5 | +5 | +9 | Spell Shielding +5, Bonus Feat | 4
    16th | +8/+3 | +5 | +5 | +10 | - | 4
    17th | +8/+3 | +5 | +5 | +10 | - | 5
    18th | +9/+4 | +6 | +6 | +11 | Spell Shielding +6 | 5
    19th | +9/+4 | +6 | +6 | +11 | Bonus Feat | 5
    20th | +10/+5 | +6 | +6 | +12 | Unleashed Seed | 5[/table]

    HD: d4

    Prowess: 2 per level

    Skills: A sorceror uses the Mage skill set and chooses one other set.

    Proficiencies: A sorceror is proficient with all simple weapons, with one weapon group, and with light armor, but not shields.

    Seeds: A first-level sorceror knows one seed from the list below and gains a new seed at fifth level and every four levels after that (at 5th, 9th, 13th, and 17th). A sorceror uses these seeds to craft spells using the Spellweaving ability, below. Each seed has a number of different abilities available for purchase at a certain point value, as well as having a fundamental saving throw type.

    Spellweaving (Su): As a standard action, a sorceror can craft and cast a spell. By activating this ability, the sorceror immediately gains a number of Spellweave Points (SP) equal to 3 plus their sorceror level. These points may be immediately spent upon weaving a spell from the seeds a sorceror knows. Any points left over at the end of the sorceror's turn dissipate harmlessly.

    When crafting a spell, a sorcerer must first decide between crafting an Exertion or an Imbuement. Exertions are attack or utility spells that affect the outside world while Imbuements are enhancements the sorcerer gives himself. A sorcerer cannot craft an Imbuement and an Exertion in the same round.

    Next, a sorcerer must choose the abilities to cast. These are drawn from the abilities listed under each spell seed. A sorceror may purchase any number of abilities from seeds he knows as long as he can afford their total cost. Any combination is possible, as long as the sorceror knows the correct seeds and has enough SP.

    All spells affect a single target within the sorceror's line of effect, up to a distance of 25' plus 5' per caster level. However, spells can be augmented with the shape secrets. (See below.)

    A spell can only apply one saving throw. If it applies more than one, the more expensive Seed's save takes precedence. If the costs are equal between multiple Seeds, the sorcerer chooses which save the target(s) has to make. For example, if a sorcerer casts an icy hex cone and targets three gnolls, he decides whether the spell targets the gnolls' Will (from the Hex Seed) or Fortitude (from the Ice Seed) saves. Since gnolls are stupid, he chooses Will and the trio are forced to make a Will save or suffer the full effect of both Seeds.

    Casting a spell in this fashion provokes an attack of opportunity. The save DC for a spell cast in this fashion is 10 + 1/2 the sorceror's level + his Charisma modifier. Unless otherwise noted, the range on a sorceror’s spell using this ability is 25’ plus 5’ per sorceror level.

    Spellweaving is affected by arcane spell failure chance. A sorceror wearing light armor and not using a shield may ignore his armor's spell failure chance.

    As a swift action, a sorcerer may maintain an imbuement cast in the previous round, gaining an additional round of the same effect. Doing so prevents him from using his Spellweaving ability for the round.

    Seed Secret (Ex): A sorcerer may augment his exertions with Secrets, additional abilities available to all seeds. By paying the cost associated with the desired Secret (see the list below,) a sorcerer may change a fundamental aspect of their spell, including size, number of targets or potency. For all effects, use the smaller of the two given values.

    Living Spellseed Familiar: At first level, a sorceror obtains a living spellseed familiar. This living spellseed familiar is a normal creature of its type (according to the living spellseed familiar template) except that it must be a seed that the sorceror knows. As a sorceror only knows one seed at first level, the living spellseed familiar therefore must utilize that seed.

    As a standard action, a sorcerer may subsume their living spellseed familiar, destroying it, to regain half of their total hit points or a number of hit points equal to the familiar's current total (whichever is lower.) A subsumed familiar cannot be re-obtained until the following morning.

    Spoiler
    Show
    The living spellseed familiar also increases in power according to the sorceror's spellweaver level, as shown on the following table:

    {table=head]Caster Level | Bonus HD | Deflection AC Bonus | Special
    1-3 | +0 | +0 | Alertness, Improved Evasion, Telepathic Link
    4-7 | +2 | +1 | Speak With Living Spellseeds
    8-10 | +4 | +2 | Bonus Seed
    11-13 | +6 | +3 | Spell Resistance
    14-16 | +8 | +4 | Bonus Seed
    17-19 | +10 | +5 | -
    20+ | +12 | +6 | Bonus Seed[/table]

    Bonus HD: These are bonus Avatar HD, and as such provide d8 HD, base attack bonus equal to 3/4 their HD (like a cleric), all Medium saves, and training in the Perceptive monstrous skill set and the Mage skill set.

    Deflection AC Bonus: This is a deflection bonus to the living spellseed's AC.

    Alertness: While a living spellseed familiar is within 5' of its master, both the spellseed and its master gain a +3 bonus on Awareness checks.

    Improved Evasion: A living spellseed familiar has the improved evasion ability. See the rogue class feature of the same name.

    Telepathic Link: Living spellseed familiars that are within 100' of their master may communicate with them telepathically.

    Speak with Living Spellseeds: A living spellseed with this ability can communicate with other living spellseeds within 50' telepathically.

    Bonus Seed: Each time a living spellseed gains this ability, it gains access to an additional seed that its master knows. It may utilize this seed while using its spellweaving ability, but does not gain any other properties of the seed (such as subtypes or extra damage on attacks).

    Spell Resistance: A spellseed with this ability gains Spell Resistance equal to 10 + twice it's HD.


    Improved Spellweaving: At 2nd level, a sorcerer's influence over his power intensifies. He may add his Charisma modifier to his SP pool when using his Spellweave ability.

    Spell Shielding (Su): A sorceror is well-versed in the inner workings of magic and therefore is better able to defend himself against them. At 3rd level, the sorceror gains a +1 bonus on saves versus arcane spells, cartomancy, and spellwoven spells. This bonus does not apply against spell-like or supernatural abilities that mimic spells, divine magic, or psionics, nor does it apply against items that mimic spells--it does, however, apply against items that cast spells, like a wand. This bonus increases by 1 every three levels thereafter (to +2 at 6th, +3 at 9th, +4 at 12th, +5 at 15th, and +6 at 18th).

    Bonus Feat: At 3rd level and every 4 levels thereafter (7th, 11th, 15th, and 19th), the sorceror gains a bonus feat chosen from the following list: Dodge, Combat Casting, Extra Seed, Intelligent Targeting[*], Perceptive Spellweaving[*], Reflexive Spellweaving, Residual Spellweaving, Seed Focus[*], Skill Focus, Weapon Focus. He must still meet all of the feat's prerequisites.

    Improved Channeling: At 8th level, a sorcerer gains control over a continuous effect. As a swift action, a sorcerer may maintain an imbuement cast in the previous round, gaining an additional round of the same effect.

    Improved Secrets: At 14th level, the potency of a sorcerer's secrets increases. When using a Secret, he may choose between either of the two given values.

    Unleashed Seed (Su): At 20th level, a sorcerer unlocks the purest essence of one of their chosen seeds. As a standard action, he may subsume his living spellseed familiar in order to gain a temporary boost or ability listed under the selected seed's "Unleashed" heading.
    Last edited by Fax Celestis; 2010-09-26 at 02:12 PM.

  2. - Top - End - #2
    Titan in the Playground
    Join Date
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    Fairfield, CA
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    The Bladeweaver

    {table=head]Level | BAB | Fort | Ref | Will | Special | Seeds Known
    1st | +1 | +2 | +0 | +1 | Spellweaving | 1
    2nd | +2 | +3 | +0 | +1 | Armored Spellweaving (Light Shields) | 1
    3rd | +3 | +3 | +1 | +2 | Improved Spellweaving | 1
    4th | +4 | +4 | +1 | +2 | Spellwoven Strike | 1
    5th | +5 | +4 | +1 | +3 | Spell Shielding +1 | 2
    6th | +6/+1 | +5 | +2 | +3 | Weavespear | 2
    7th | +7/+2 | +5 | +2 | +3 | Secrets | 2
    8th | +8/+3 | +6 | +2 | +4 | Armored Spellweaving (Medium) | 2
    9th | +9/+4 | +6 | +3 | +4 | -| 2
    10th | +10/+5 | +7 | +3 | +5 | Spell Shielding +2 | 3
    11th | +11/+6/+1 | +7 | +3 | +5 | Improved Spellwoven Strike | 3
    12th | +12/+7/+2 | +8 | +4 | +6 | - | 3
    13th | +13/+8/+3 | +8 | +4 | +6 | - |3
    14th | +14/+9/+4 | +9 | +4 | +6 | Armored Spellweaving (Heavy) | 3
    15th | +15/+10/+5 | +9 | +5 | +7 | Spell Shielding +3 | 4
    16th | +16/+11/+6/+1 | +10 | +5 | +7 | Improved Weavespear | 4
    17th | +17/+12/+7/+2 | +10 | +5 | +8 | Greater Spellwoven Strike | 4
    18th | +18/+13/+8/+3 | +11 | +6 | +8 | - | 4
    19th | +19/+14/+9/+4 | +11 | +6 | +9 | - | 4
    20th | +20/+15/+10/+5 | +12 | +6 | +9 | Greater Weavespear, Spell Shielding +4 | 5[/table]

    HD: d8

    Prowess: 4 per level

    Skills: A bladeweaver uses the Adventurer skill set and chooses one other set

    Proficiencies: A bladeweaver is proficient with all simple weapons, with two weapon groups, and with all armor and shields (but not tower shields).

    Seeds: A first-level bladeweaver knows one seed and gains a new seed at fifth level and every five levels after that (at 5th, 10th, 15th, and 20th). A bladeweaver uses these seeds to craft spells using the Spellweaving ability, below. Each seed has a number of different abilities available for purchase at a certain point value, as well as having a fundamental shape and saving throw type.

    Spellweaving (Su): As a standard action, a bladeweaver can craft and cast a spell. By activating this ability, the bladeweaver immediately gains a number of Spellweave Points (SP) equal to 2 plus their bladeweaver level. These points may be immediately spent upon weaving a spell from the seeds a bladeweaver knows. Any points left over at the end of the bladeweaver's turn dissipate harmlessly.

    When crafting a spell, a bladeweaver must first decide between crafting an Exertion or an Imbuement. Exertions are attack or utility spells that affect the outside world while Imbuements are enhancements the bladeweaver gives himself. A bladeweaver cannot craft an Imbuement and an Exertion in the same round.

    Next, a bladeweaver must choose the abilities to cast. These are drawn from the abilities listed under each spell seed. A bladeweaver may purchase any number of abilities from seeds he knows as long as he can afford their total cost. Any combination is possible, as long as the bladeweaver knows the correct seeds and has enough SP.

    All Exertions affect a single target within the bladeweaver's line of effect, up to a distance of 25' plus 5' per caster level. However, Exertions can be augmented with the shape secrets. (See below.)

    A spell can only apply one saving throw. If it applies more than one, the more expensive Seed's save takes precedence. If the costs are equal between multiple Seeds, the bladeweaver chooses which save the target(s) has to make. For example, if a bladeweaver casts an icy hex cone and targets three gnolls, he decides whether the spell targets the gnolls' Will (from the Hex Seed) or Fortitude (from the Ice Seed) saves. Since gnolls are stupid, he chooses Will and the trio are forced to make a Will save or suffer the full effect of both Seeds.

    Casting a spell in this fashion provokes an attack of opportunity. The save DC for a spell cast in this fashion is 10 + 1/2 the bladeweaver's level + his Charisma modifier.

    Spellweaving is affected by arcane spell failure chance. A bladeweaver wearing light armor and not using a shield may ignore his armor's spell failure chance.

    As a swift action, a bladeweaver may maintain an imbuement cast in the previous round, gaining an additional round of the same effect. Doing so prevents him from using his Spellweaving ability for the round.

    Armored Spellweaving (Ex): Starting at second level, a bladeweaver begins to ignore the effects of armor on his spellweaving. He may use light shields without chance of spell failure. At 8th level, this ability improves to include medium armor. At 14th level, this ability improves further to include heavy armor and heavy shields. A bladeweaver never gains the ability to ignore the spell failure chance from a tower shield.

    Improved Spellweaving (Ex): At 3rd level, a bladeweaver expands his control over magic. When determining his SP, he adds his Charisma modifier to the total.

    Spellwoven Strike (Su): At fourth level, a bladeweaver can channel his spells through his melee attacks, allowing him the ability to damage a foe with his weapon and cast a spell at the same time. When activating this ability (a standard action), the bladeweaver gains SP as if he had activated his spellweaving class feature and casts a spell as normal. However, if he casts an Exertion, he changes the shape of the spell to "melee attack with weapon". Should this attack miss, the Exertion is wasted. Should the attack land, the target is damaged from the weapon as normal and also suffers the effects of the exertion. If the spell normally has a save against damage, attacking in this fashion removes it. Saves against non-damage effects are unchanged. This ability does not provoke attacks of opportunity.

    Spell Shielding (Su): A bladeweaver is well-versed in the inner workings of magic and therefore is better able to defend himself against them. At 5th level, the bladeweaver gains a +1 bonus on saves versus arcane spells, cartomancy, and spellwoven spells. This bonus does not apply against spell-like or supernatural abilities that mimic spells, divine magic, or psionics, nor does it apply against items that mimic spells--it does, however, apply against items that cast spells, like a wand. This bonus increases by 1 every five levels thereafter (to +2 at 10th, +3 at 15th, and +4 at 20th).

    Weavespear (Su): At sixth level, a bladeweaver can channel his spells through a melee attack and also use them to cause his weapon to attack with a mind of its own. He flings his weapon forth, imbued with woven energies, and it flies out and returns to his grasp.

    When activating this ability (a full-round action), the bladeweaver gains SP as if he had activated his spellweaving class feature and casts a spell as normal. However, if he chooses to cast an Exertion, he changes the shape of the spell to "30' line". All creatures within the area of effect must make a saving throw. If they fail the save, they are affected as if they were struck by the weapon and the spell.

    Seed Secret (Ex): A bladeweaver may augment his Exertions with Secrets, additional abilities available to all seeds. By paying the cost associated with the desired Secret (see the list below,) a bladeweaver may change a fundamental aspect of their spell, including size, number of targets or potency. For all effects, use the smaller of the two given values.

    Improved Spellwoven Strike: This ability functions as the Spellwoven Strike ability, except that the bladeweaver can cast a spell as an attack action. Only one spell may be cast this way per round, but if used as part of a full attack action, an Exertion's effects apply to all subsequent attacks.

    Improved Weavespear: This ability functions as the Weavespear ability, but can be used as a standard action and creates a 45' line.

    Greater Spellwoven Strike: This ability functions as the Spellwoven Strike and Improved Spellwoven Strike abilities, except that all spell effects last until your next turn. As such, they inflict their effects on targets you strike with an attack of opportunity. The bladeweaver also improves the size of damage dice from their spell effects while using their Spellwoven Strike, Improved Spellwoven Strike, or Greater Spellwoven Strike abilities by 1 (from 1d4 to 1d6, from 1d6 to 1d8, etc).

    Greater Weavespear: This ability functions as Improved Weavespear, but is usable as an attack-equivalent action (so that one can perform a full-attack with this ability). The size of the line effect is also increased to 60'
    Last edited by Fax Celestis; 2010-09-26 at 02:12 PM.

  3. - Top - End - #3
    Titan in the Playground
    Join Date
    Jun 2006
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    Fairfield, CA
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Seeds, Secrets, and Feats

    Seeds
    Spoiler
    Show
    Air
    Save: Will half

    Imbue:
    • 4SP: Gain a +1 shield bonus to AC
    • 8SP: Gain a +2 shield bonus to AC, affected as if by a feather fall spell
    • 16SP: Gain a +4 shield bonus to AC, doubled against ranged attacks, +30' fly speed, average maneuverability
    • 24SP: Gain a +6 shield bonus to AC, doubled against ranged attacks, +60' fly speed, good maneuverability
    • 32SP: Gain a +8 shield bonus to AC, doubled against ranged attacks, +120' fly speed, perfect maneuverability


    Exert:
    • 4SP: Mage hand effect
    • 8SP: Gust of wind effect starting in target's square
    • 12SP: 30 foot cone gust of wind effect starting in target's square
    • 18SP: +3d6 nonlethal damage, 30 foot cone-shaped gust of wind effect starting in target's square
    • 24SP: +6d6 nonlethal damage, 60 foot line-shaped gust of wind effect starting in target's square, enemies considered 1 size smaller for effects of spell
    • 32SP: +9d6 nonlethal damage, 60 foot cone-shaped gust of wind effect starting in target's square, enemies considered 2 sizes smaller for effects of spell


    Unleashed: You gain an elder air elemental's whirlwind ability for one round per caster level.

    Acid
    Save: Reflex half

    Imbue:
    • 4SP: Gain resist acid/5
    • 8SP: Gain resist acid 10, +1d6 acid damage to anyone who strikes you in (non-reach) melee
    • 16SP: Gain resist acid 20, +2d6 acid damage to anyone who strikes you in (non-reach) melee
    • 24SP: Gain immunity to acid, +4d6 acid damage to anyone who strikes you in (non-reach) melee, emit a cloud of fumes that sickens all creatures within 5 feet who fail their Fort saves
    • 32SP: Gain immunity to acid, +8d6 acid damage to anyone who strikes you in (non-reach) melee, emit a cloud of fumes that paralyzes all creatures within 5 feet who fail their Fort saves


    Exert:
    • 1SP: +1 acid damage
    • 3SP: +1d6 acid damage
    • 12SP: +4d6 acid damage
    • 18SP: +6d6 acid damage, target's acid resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save
    • 24SP: +9d6 acid damage, target's acid resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save, half of damage splashes to a random enemy within 5 feet of target
    • 32SP: +12d6 acid damage, takes an additional 12d6 on the following round if they fail the Reflex save


    Unleashed: All acid spells you cast have their damage dice increased by one step for one round per caster level. (I.E., d6's become d8's, d8's become d10's, etc.)


    Earth
    Save: Fort half

    Imbue:
    • 4SP: Gain a +1 natural armor bonus to AC
    • 8SP: Gain a +2 natural armor bonus to AC, doubled against melee attacks
    • 16SP: Gain a +4 natural armor bonus to AC, doubled against melee attacks, +20 burrow speed
    • 24SP: Gain a +6 natural armor bonus to AC, doubled against melee attacks, +40 burrow speed
    • 32SP: Gain a +8 natural armor bonus to AC, doubled against melee attacks, +60 burrow speed, you cannot be unwillingly moved as long as you remain in contact with the earth


    Exert:
    • 4SP: Target's square becomes difficult terrain.
    • 8SP: Earth beneath target's feet bursts, dealing 1d6 bludgeoning damage and becoming difficult terrain.
    • 12SP: Earth beneath target's feet bursts, dealing 2d6 bludgeoning damage and becoming difficult terrain.
    • 16SP: Earth beneath target's feet bursts, dealing 4d6 bludgeoning damage and all squares within five feet become difficult terrain. Target must make save or fall prone.
    • 24SP: Earth beneath target's feet bursts, becoming a geyser. The burst deals 6d6 bludgeoning damage and the water shunts the target to an adjacent square (chosen by sorcerer), with all eight squares around the geyser becoming difficult terrain. Target falls prone if they fail their save.
    • 32SP: Earth beneath target's feet bursts, becoming a small volcano. The burst deals 8d6 bludgeoning damage and the fiery gases deal an additional 4d6 fire damage to all enemies within 5 feet. All squares within 30 feet become difficult terrain. Target falls prone if they fail their save.


    Unleashed: As a move action, you can raise or lower the natural terrain beneath one creature by 30 feet for one round per caster level. The target must make a Reflex save or fall/be thrust upward, taking 3d6 damage per 30 feet moved and become trapped in a pit/on a cliff.


    Fire
    Save: Reflex half

    Imbue:
    • 4SP: Gain resist fire 5
    • 8SP: Gain resist fire 10, +1d6 fire damage to anyone who strikes you in (non-reach) melee
    • 16SP: Gain resist fire 20, +3d6 fire damage to anyone who strikes you in (non-reach) melee
    • 24SP: Gain immunity to fire, +6d6 fire damage to anyone who strikes you in (non-reach) melee
    • 32SP: Gain immunity to fire, +9d6 fire damage to anyone who strikes you in (non-reach) melee, gain firewalk*


    Exert:
    • 1SP: +1 fire damage
    • 3SP: +1d6 fire damage
    • 12SP: +4d6 fire damage, target catches fire on failed Reflex save (2d6 fire damage per round until extinguished)
    • 18SP: +6d6 fire damage, target's fire resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save
    • 24SP: +9d6 fire damage, target's fire resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save, target catches fire if failed save (4d6 fire damage per round until extinguished)
    • 32SP: +12d6 fire damage, target disintegrates if failed Reflex save and below 0 HP


    Unleashed: All fire spells you cast have their damage dice increased by one step for one round per caster level. (I.E., d6's become d8's, d8's become d10's, etc.)
    Firewalk: You become capable of teleporting between any two open flames within 120 feet of each other. (You must have physical contact with one of the flames to use this ability.)


    Force
    Save: Reflex half

    Imbue:
    • 4SP: +1 deflection bonus
    • 8SP: +2 deflection bonus
    • 16SP: +4 deflection bonus, DR 5/force
    • 24SP: +6 deflection bonus, DR 10/force
    • 32SP: +8 deflection bonus, DR 20/force


    Exert:
    • 1SP: +1 force damage
    • 3SP: +1d4 force damage
    • 12SP: +4d4 force damage
    • 18SP: +6d4 force damage, no save
    • 24SP: +8d4 force damage, no save
    • 32SP: +10d4 force damage, no save


    Unleashed: For one round per two caster levels, creatures must make saves against any force spell you cast or be affected by a Magic Missile spell cast by a wizard of your level.


    Hex
    Save: Will half (round down)

    Imbue:
    • 4SP: -1 to attacks and damage to enemies who attack you
    • 8SP: -2 to attacks and damage to enemies who attack you
    • 16SP: -4 to attacks and damage to enemies who attack you, death ward (self only)
    • 24SP: -6 to attacks and damage to enemies who attack you, death ward (self only)
    • 32SP: -8 to attacks and damage to enemies who attack you, death ward (self only), mind blank


    Exert:
    • 3SP: -1 to selected save
    • 6SP: -1 to all saves
    • 12SP: -2 to all saves, -1 to all other rolls
    • 18SP: -3 to all saves, -1 to all other rolls
    • 24SP: -4 to all saves, -2 to all other rolls, target is confused on failed save
    • 32SP: -5 to all saves, -2 to all rolls, target is permanently insane on failed save


    Unleashed: Target takes a permanent -6 penalty to all attributes and dice rolls (Will halves, reduces duration to 1 round/caster level). If they fail, they must make another Will save or it becomes a family curse, passing down through the bloodlines until removed by a divine caster with a caster level equal to your own.


    Ice
    Save: Fort half

    Imbue:
    • 4SP: Gain resist cold 5
    • 8SP: Gain resist cold 10, +1d6 cold damage to anyone who strikes you in (non-reach) melee
    • 16SP: Gain resist cold 20, +2d6 cold damage to anyone who strikes you in (non-reach) melee
    • 24SP: Gain immunity to cold, +4d6 cold damage and -10 move speed to anyone who strikes you in (non-reach) melee
    • 32SP: Gain immunity to cold, +8d6 cold damage and -30 move speed to anyone who strikes you in (non-reach) melee, Resist fire 10


    Exert:
    • 1SP: +1 cold damage
    • 3SP: +1d6 cold damage
    • 12SP: +4d6 cold damage
    • 18SP: +6d6 cold damage, target's cold resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save
    • 24SP: +9d6 cold damage, target's cold resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save, is slowed for (Cha mod) rounds if failed save
    • 32SP: +12d6 cold damage, target freezes solid (petrified) permanently if fails save


    Unleashed: All cold spells you cast have their damage dice increased by one step for one round per caster level. (I.E., d6's become d8's, d8's become d10's, etc.)


    Light
    Save: Will half

    Imbue:
    • 1SP: Emit light as a torch
    • 4SP: Creatures that attack you are affected by faerie fire
    • 8SP: Creatures that attack you are affected by faerie fire, see invisible (as the spell)
    • 16SP: Gain invisibility, see invisible
    • 24SP: Gain improved invisibility, see invisible
    • 32SP: Gain improved invisibility, true seeing


    Exert:
    • 1SP: +1 radiant damage
    • 3SP: +1d4 radiant damage
    • 12SP: +4d4 radiant damage, target is dazzled on failed save
    • 18SP: +6d4 radiant damage, target is blinded on failed save
    • 24SP: +8d4 radiant damage, target is fascinated on failed save
    • 32SP: +10d4 radiant damage, target is disintegrated on failed save if HP is below 0


    Unleashed: All light spells you cast have their damage dice increased by one step for one round per caster level. (I.E., d6's become d8's, d8's become d10's, etc.)


    Lightning
    Save: Reflex half

    Imbue:
    • 4SP: Gain resist electricity 5
    • 8SP: Gain resist electricity 10, +1d6 electricity damage to anyone who strikes you in (non-reach) melee
    • 16SP: Gain resist electricity 20, +2d6 electricity damage to anyone who strikes you in (non-reach) melee
    • 24SP: Gain immunity to electricity, +4d6 electricity damage to anyone who strikes you in (non-reach) melee, half of this damage arcs to one enemy within 20 feet
    • 32SP: Gain immunity to electricity, +8d6 electricity damage to anyone who strikes you in (non-reach) melee, half of this damage arcs to all enemies within 30 feet


    Exert:
    • 1SP: +1 electricity damage
    • 3SP: +1d6 electricity damage
    • 12SP: +4d6 electricity damage, target is shaken if failed save
    • 18SP: +6d6 electricity damage, target's electricity resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save
    • 24SP: +9d6 electricity damage, target's electricity resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save, is dazed for rounds equal to your Charisma modifier if failed save
    • 32SP: +12d6 electricity damage, target is stunned if fails save


    Unleashed: All electricity spells you cast have their damage dice increased by one step for one round per caster level. (I.E., d6's become d8's, d8's become d10's, etc.)


    Shadow
    Save: Will half

    Imbue:
    • 4SP: +5% concealment, gain darkvision
    • 8SP: +10% concealment, gain magical darkvision (see in magical darkness)
    • 16SP: +20% concealment, gain magical darkvision, shadowwalk*
    • 24SP: +30% concealment, gain magical darkvision, shadowwalk, etherealness
    • 32SP: +40% concealment, gain magical darkvision, shadowwalk, etherealness


    Exert:
    • 1SP: +1 cold damage
    • 3SP: +1d6 cold damage
    • 12SP: +2d6 cold damage, +2d6 damage
    • 18SP: +3d6 cold damage, +3d6 damage
    • 24SP: +4d6 cold damage, +4d6 damage, target blinded on failed save
    • 32SP: +5d6 cold damage, +5d6 damage, target gets permanent amnesia on failed save


    Unleashed: Shadows swarm the area and the sun goes dim, as if an eclipse was occurring. All enemies within the normal range of your spells must make Will saves or become panicked. Success means they are merely frightened instead. All enemy attack rolls suffer a 50% miss chance and a -8 penalty.
    *Shadowwalk: as Firewalk (see the Fire seed), except utilizing shadows instead of fire.


    Sonic
    Save: Reflex half

    Imbue:
    • 4SP: Gain resist sonic 5
    • 8SP: Gain resist sonic 10, +1d6 sonic damage to anyone who strikes you in (non-reach) melee
    • 16SP: Gain resist sonic 20, +2d6 sonic damage to anyone who strikes you in (non-reach) melee
    • 24SP: Gain immunity to sonic, +4d6 sonic damage and a silence effect on anyone who strikes you in (non-reach) melee
    • 32SP: Gain immunity to sonic, +8d6 sonic damage to anyone who strikes you in (non-reach) melee, silence all enemies within 10 feet


    Exert:
    • 1SP: +1 sonic damage
    • 3SP: +1d6 sonic damage
    • 12SP: +4d6 sonic damage, target is deafened for rounds equal to your Charisma modifier if they fail the save
    • 18SP: +6d6 sonic damage, target's sonic resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save
    • 24SP: +9d6 sonic damage, target's sonic resistance is reduced by 10 for rounds equal to your Charisma modifier if they fail the save
    • 32SP: +12d6 sonic damage, target is unconscious for rounds equal to your Charisma modifier if they fail the save


    Unleashed: All sonic spells you cast have their damage dice increased by one step for one round per caster level. (I.E., d6's become d8's, d8's become d10's, etc.)


    Water
    Save: Fort half

    Imbue:
    • 1SP: +1 temporary hp
    • 4SP: Gain 5% concealment
    • 8SP: Gain 10% concealment
    • 12SP: Gain 20% concealment, +20 foot swim speed
    • 16SP: Gain 25% concealment, +30 foot swim speed, water breathing
    • 24SP: Gain 40% concealment, +60 foot swim speed, water breathing, fast healing 2 (up to half total hp)
    • 32SP: Gain 50% concealment, +120 foot swim speed, water breathing, regeneration 3 (up to half total hp)


    Exert:
    • 1SP: Purify 1 gallon of water
    • 3SP: +1d4 desiccation damage, shape water in target square as per control water spell
    • 12SP: +4d4 desiccation damage to target (doubled against plants and oozes)
    • 18SP: +6d4 desiccation damage to target (doubled against plants and oozes), target crumbles into dust if it fails five saves in a row
    • 24SP: +8d4 desiccation damage to target (doubled against plants and oozes), target crumbles into dust if it fails three saves in a row
    • 32SP: +12d4 desiccation damage to target (doubled against plants and oozes), target must make Fort save or drown


    Unleashed: A wall of water forms and crashes down on all enemies within 30 feet, dealing 12d6 bludgeoning damage and carrying them away, dragging all enemies 60 feet in any direction the sorcerer chooses.


    Secrets
    Spoiler
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    Ray
    -Using this Secret requires an attack roll to hit. On a successful hit, the target does not receive a saving throw in order to reduce the damage, but they still receive a save against the spell's non-damage effects.
    *4SP

    Line
    -All damage is done in a 20 foot (30 foot with Improved Secrets) line. Any additional effect of the spell only applies to one target creature hit by the spell.
    *8SP

    Cone
    -All damage is done in a 20 foot (30 foot with Improved Secrets) foot cone. Any additional effect of the spell only applies to one target creature hit by the spell.
    *12SP

    Sphere
    -All damage is done in a 20 foot (30 foot with Improved Secrets) foot sphere. Any additional effect of the spell only applies to one target creature hit by the spell.
    *12SP

    Potency
    -Increase spell's DC by 1 (2 with Improved Secrets).
    *8SP

    Twinned
    -Deal full damage and effect to two enemies.
    *12SP


    Feats
    Spoiler
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    Extra Seed
    Prerequisites: Charisma 15, Spellweaving class feature, access to at least two seeds

    Benefit: You gain the knowledge of a new seed and add it to your seeds known.

    Special: This feat may be taken multiple times. Its effects do not stack. Each time you take this feat, you acquire a new seed, and the Charisma prerequisite increases by 2. A sorceror may choose this feat as one of his sorceror bonus feats.

    Intelligent Targeting [Investing]
    Prerequisites: Intelligence 15, Spellweaving class feature

    Benefit: A sorceror who takes this feat adds his Intelligence modifier to his damage rolls when casting an Exertion using his Spellweaving class feature. This feat does not add additional damage to spells that do not already deal damage.

    Investiture: For each three points invested in this feat, increase the extra damage by 1.

    Special: A sorceror may choose this feat as one of his sorceror bonus feats.

    Perceptive Spellweaving
    Prerequisites: Wisdom 15, Improved Spellweaving class feature, at least one seed secret

    Benefit: Your ability to call forth your magic is augmented by your ability to perceive raw magic. You add your Wisdom modifier in addition to your Charisma modifier when determining the number of Spellweave Points you receive when activating your Spellweave ability to create an Imbuement.

    Special: A sorceror may choose this feat as one of his sorceror bonus feats.

    Reflexive Spellweaving [Investing]
    Prerequisites: Spellweaving class feature, Combat Reflexes, Residual Spellweaving

    Benefit: If you have Spellweave Points carrying over to your next turn from your Residual Spellweaving feat, you may utilize them to cast a spell in place of making an attack of opportunity. The spell can only use Spellweaving Points that are stored by your Residual Spellweaving feat. Casting a spell in this fashion consumes one of your attacks of opportunity and does not provoke an attack of opportunity.

    Investiture: For each three points you invest in this feat, you gain one temporary Spellweaving Point when casting a spell as an attack of opportunity. A point gained in this fashion may immediately be spent to augment a spell further.

    Normal: You may only cast spells when activating your Spellweaving class feature.

    Special: A sorceror may choose this feat as one of his sorceror bonus feats.

    Residual Spellweaving
    Prerequisites: Charisma 15, Spellweaving class feature

    Benefit: When you have Spellweave Points left over after casting a spell, you may choose to have up to three of them carry over until the end of your next turn.

    Normal: Spellweave Points disappear at the end of your turn.

    Special: A sorceror may choose this feat as one of his sorceror bonus feats.

    Seed Focus
    Prerequisites: Charisma 15, Spellweaving class feature, knowledge of at least one seed

    Benefit: When you take this feat, choose a seed you have access to. When applying secrets to a spell cast solely with this seed, you may halve the SP cost of that secret. Furthermore, the DC of any spell you cast using the chosen seed increases by 1.

    Special: A sorceror may choose this feat as one of his sorceror bonus feats.
    Last edited by Fax Celestis; 2010-09-25 at 03:58 PM.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Oh, I likey!

    This has lots and lots of potential, with the only problem being required spells and what not. Though, as long as you have the seeds to cast them, it should be possible to just take them anyway.

    May I suggest an additional seed?

    Temporal
    Imbue: Give bonus to attack and defence due to seeing the future, later on may be able to get bonus to knowledge checks
    Exert: Untyped damage as you toss the enemy through the rivers of time, forcing his body to re-live damage he has felt before, can age/de-age targets struck.
    Unleash:Dunno, something like time stop but more powerful, actually letting you use abilities in the meantime (but only other temporal abilities).

    Dimensional
    Imbue: Teleportation, plain and simple
    Exert: Untyped damage (yes I know again) because you can more or less cut him to pieces. Secondary effect daze or stun, forcing the poor sap to feel from two seriously different locations.
    Unleash: Open an unstable vortex through space and dimension and simply toss people that you don't like inside, forcing them to endure immense damage as you don't actually prevent them from the rigors of dimension-hopping five or six planes at the same time as well as possible elemental damage by letting the elemental plains leak into the vortex.

    Well, these are ideas anyway, it's up to you to see if and how you implement them. Good job in making a nice alternate casting system that's actually usable and logical. Only other system like this is wordcasting, but that's both highly complicated and unreliable. Anyway, good luck to see how to do this.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Blade weaver has copy-paste error in spell secrets. Weapon proficiencies have a typo for BW.

    Could you link to the Spell Seed Familiar template?

    Aside from all that jazz, looks good, though I wish Sorc got its abilities to last longer. Ah well.
    Last edited by NineThePuma; 2010-09-25 at 01:37 PM.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by DythTheKobold View Post
    Could you link to the Spell Seed Familiar template?
    Look here.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Is there any way to deal Positive (or negative) energy damage, for use with that ability?

    Also, that ability allows the familiar to cast spells as well?

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by DythTheKobold View Post
    Is there any way to deal Positive (or negative) energy damage, for use with that ability?

    Also, that ability allows the familiar to cast spells as well?
    There is no positive or negative energy damage in d20r. It's replaced with radiant and entropic damage.

    The familiar can weave its own spells, yes, but they are weaker than the sorceror's. Note that the living spellseed needs a revamp to fully match this new version.
    Last edited by Fax Celestis; 2010-09-25 at 01:44 PM.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Oh, noticing: Shadow deals extra damage of cold and untyped values. Unless I misread, is there any way to get Entropic Damage?

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Not for spellweavers at this time.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    I'd say they get too few seeds known, but I'm not too good on balancing.
    You gotta' let me know, are we human,
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Imbue effects only last for a round, right? I have a hard time seeing most of them ever getting much use in combat. (Some are obviously not useless, like Air for all-day out-of-combat flight ability for a mid/high-level Sorcerer. But in combat ... are they really worth it, ever?)
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    You can maintain an Imbuement as a move action, or at high levels as a swift action. Honestly, I'm thinking about making it swift to maintain, high-levels swift to maintain retain spellweaving.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by Fax Celestis View Post
    You can maintain an Imbuement as a move action, or at high levels as a swift action. Honestly, I'm thinking about making it swift to maintain, high-levels swift to maintain retain spellweaving.
    Now you're talking! Though you should run it by the skilled powergamers to make sure it won't break anything.

    I would also wish for a way to affect one's party with Imbuements, even if spending a Feat (in addition to extra SP) was required.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by Fax Celestis View Post
    Spellweaving (Su): As a standard action, a sorceror can craft and cast a spell. By activating this ability, the sorceror immediately gains a number of Spellweave Points (SP) equal to 3 plus their sorceror level. These points may be immediately spent upon weaving a spell from the seeds a sorceror knows. Any points left over at the end of the sorceror's turn dissipate harmlessly.
    Quote Originally Posted by Fax Celestis
    Spellweaving (Su): As a standard action, a bladeweaver can craft and cast a spell. By activating this ability, the bladeweaver immediately gains a number of Spellweave Points (SP) equal to 2 plus their bladeweaver level. These points may be immediately spent upon weaving a spell from the seeds a bladeweaver knows. Any points left over at the end of the bladeweaver's turn dissipate harmlessly.
    Quote Originally Posted by Fax Celestis
    Perceptive Spellweaving
    Prerequisites: Wisdom 15, Spellweaving class feature, at least one seed secret

    Benefit: Your ability to call forth your magic is augmented by your ability to perceive raw magic. You add your Wisdom modifier in addition to your Charisma modifier when determining the number of Spellweave Points you receive when activating your Spellweave ability to create an Imbuement.

    Special: A sorceror may choose this feat as one of his sorceror bonus feats.
    The spellweaving ability descriptions only list a flat amount plus class level for SP, but Perceptive Spellweaving gives you your Wisdom modifier in addition to your Charisma modifier. Do you still get your Charisma modifier to your SP by default, or was it removed in the new version? If not, how are you planning to have a character get 32 SP to spend on a spell?
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by Fako View Post
    The spellweaving ability descriptions only list a flat amount plus class level for SP, but Perceptive Spellweaving gives you your Wisdom modifier in addition to your Charisma modifier. Do you still get your Charisma modifier to your SP by default, or was it removed in the new version? If not, how are you planning to have a character get 32 SP to spend on a spell?
    Improved Spellweaving takes care of that for both classes at early levels.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by thegurullamen View Post
    Improved Spellweaving takes care of that for both classes at early levels.
    Should still probably fix the feat text a little. Hold on.

    *FIX'D*

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by thegurullamen View Post
    Improved Spellweaving takes care of that for both classes at early levels.
    Ah, missed that X_x;

    I also can't seem to figure out how to get to 32 SP by level 20 without a pretty impressive ability modifier. Best I've come up with is 3 (class) + 20 (levels) + 3 (residual) + 6 (charisma). Are they meant as epic effects?

    Finally, can you use SP to purchase the same ability on a seed multiple times? (Such as spending 6 SP to deal 2d6 fire damage...)
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    I suppose for clarity's sake I'll just come out and say I wrote this class. (Glad to see it's getting a warm reception, by the way.) If you have any questions behind the underlying logic of the classes or want to know why something is the way it is, go ahead and ask. I'll try to be as informative and forthcoming as possible.

    Alright. Onto the new!

    New Seeds
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    Time
    Save: Will half

    Imbue:
    • 4SP: Gain a + 1 dodge bonus to AC.
    • 8SP: Gain a +2 dodge bonus to AC, OR a +2 insight bonus to attack rolls.
    • 16SP: Gain a +4 dodge bonus to AC, OR a +4 insight bonus to attack rolls.
    • 24SP: Gain a +6 dodge bonus to AC, OR a +6 insight bonus to attack rolls and acts as if affected by Haste.
    • 32SP: Gain a +8 dodge bonus to AC, OR a +8 insight bonus to attack rolls and act as if affected by Haste. If a time-related spell or effect (Haste, Slow, Time Stop, etc.) is cast within this spell's range, you may choose whether or not to be affected by it as well.


    Exert:
    • 3SP: +1d6 nonlethal damage
    • 6SP: +2d6 nonlethal damage
    • 12SP: Target retakes the last instance of damage inflicted to them
    • 18SP: Target retakes the last instance of damage inflicted to them, is slowed on a failed save
    • 24SP: Target retakes all damage done to him in previous round
    • 32SP: Target retakes all damage done to him in previous round, becomes decrepit, taking a -4 penalty to all physical attributes.


    Unleashed: You rend the fabric of time in the area, rippping causality a new one. Targets of your spells must make Will saves each time they are affected or take 1/2 of the damage again the following round. Your imbuements last a number of rounds equal to your Charisma modifier and do not need to be channeled. This ability lasts one round per caster level.


    Teleport
    Save: Will half

    Imbue:
    • 4SP: Gain ability to teleport as a move action. +5' teleport range
    • 8SP: +10' teleport range
    • 16SP: +20' teleport range
    • 24SP: +30' teleport range, as a standard action, you may cast Plane Shift or Teleport
    • 32SP: +60' teleport range, as a full round action, you may cast Greater Teleportation


    Exert:
    • 1SP: +1 damage
    • 3SP: +1d4 damage
    • 6SP: +2d4 damage
    • 12SP: +4d4 damage
    • 18SP: +6d4 damage, target is shaken on a failed save.
    • 24SP: +8d4 damage, target is dazed on a failed save.
    • 32SP: +10d4 damage, target stunned on failed save. For every 2 points by which they fail their save, they can be teleported 5 feet in any direction the caster wishes. Creatures moved in this way may not be teleported into solid matter.


    Unleashed: You rend the interdimensional boundary in the immediate area, letting every dimension bleed into your current position. Every round, each enemy within normal casting range takes 1d6 damage of each acid, anarchic, axiomatic, cold, electricity, entropic, fire, radiant, and sonic damage. This effect lasts for one round per caster level. As a standard action, the sorcerer may force one target in the spell's range to make a Will save or fall into the void, taking 10d6 damage and being shunted out of existence for 1d4 rounds. After that time, they reappear in their original spot with no recollection of the lost time. Performing this action ends the spell.


    Two new seeds based on Soulblazer87's suggestions. I'd intended to get them onto the original list but had trouble figuring out a way to do it. Hit these two with the hammers of logic and criticism and see how well they stand up.

    I'm still working on a couple of different seeds, but I'm low on ideas. What do you guys think would go well with each of the following:

    Spoiler
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    • Law
    • Chaos
    • Holy
    • Unholy
    • Drain
    • Dispel
    • Speed


    Keep in mind that imbuements need to be powerful but short lived and self-only buffs. Exertions have to be scalable; it's easy to come up with high powered ideas for each of these, but figuring out useful low-level (and at-will) purposes for each is where I'm having the most trouble. Ideas?


    Quote Originally Posted by Fako View Post
    I also can't seem to figure out how to get to 32 SP by level 20 without a pretty impressive ability modifier. Best I've come up with is 3 (class) + 20 (levels) + 3 (residual) + 6 (charisma). Are they meant as epic effects?

    Finally, can you use SP to purchase the same ability on a seed multiple times? (Such as spending 6 SP to deal 2d6 fire damage...)
    A) Not really. Early on in the design, I went with the most tweaked out ability modifier ranges to show me where the boundaries of the class would be. Ideally, 32SP should be possible at 19th level, 18th for ubertwinks. However, the reality of the game is probably not going to reflect this, so the numbers might need an adjustment or two before all is said and done.

    B) Yes.
    Last edited by thegurullamen; 2010-09-25 at 05:22 PM.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    A) Makes sense, just thought I'd ask. I have a player looking at a Phoe-Kun, and I showed her the first Bladeweaver, which she liked... hoping to know this one before she starts asking questions.

    B) Thought so, but just wanted to make sure...

    Found another question... why do the Spellweaver and the Sorceror have the same amount of Seeds known? You'd think the pure casting class would get more options than the hybrid, rather than just getting them at earlier levels.

    I have a few ideas for the list, kept with the spoiler style:
    Spoiler
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    • Law
    • Chaos
      -For imbuements, a deflection bonus might work, changing to a miss chance at higher levels.
      -Exertions could cause random elemental damage, providing a percentage chance of either losing their next action or Insanity effects at higher levels.
    • Holy
      -Protection against spells from Evil casters might be in order, but I know that Fax is trying to remove alignment from most of the crunch, so that might be out of place. Perhaps sacred bonuses against effects from Devils or Undead, but that might make it too "niche-worthy" for most players.
      -Exertions could generate healing. I know that provides unlimited out-of-combat healing, but any party with a d20r Cleric has access to it as well. This one would just be faster.
    • Unholy
      -I can't think of much for the Imbuements, other than protection from Radiant damage, or a profane bonus to abilities...
      -For Exertions, I'd suggest temporary animation rather than damage, allowing them to create "allies" on the fly. Perhaps add a feat allowing them to siphon off some of their SP each turn to fuel the undead, while they still cast (reduced power) spells?
    • Drain
      -Imbuements for this one could cause a penalty to attacks due to siphoned strength, with the Sorceror gaining a bonus (maxed by amount of SP spent) to attack rolls.
      -Exertions for this... probably siphoning off health at low levels, with the option of temporary ability damage/boost at higher levels?
    • Dispel
    • Speed
      -Imbuements could provide bonuses to AC, extra attacks, or extra movement, depending on the cost...
      -For Exertions though, I can't help but think it might be fun to have the ability to mess with initiative. Allow them to spend SP to slide someone up or down the initiative list a certain number of ticks... Effects like this are already in d20r last I checked (see Ranger's Combat Rhythm)... key words being "last I checked"... might've changed.



    Personally, I like it and want to see it in action. If we do use it, I'll let you know how it goes...
    Last edited by Fako; 2010-09-25 at 05:38 PM.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by Fako View Post
    A) Makes sense, just thought I'd ask. I have a player looking at a Phoe-Kun, and I showed her the first Bladeweaver, which she liked... hoping to know this one before she starts asking questions.

    B) Thought so, but just wanted to make sure...

    Found another question... why do the Spellweaver and the Sorceror have the same amount of Seeds known? You'd think the pure casting class would get more options than the hybrid, rather than just getting them at earlier levels.

    Personally, I like it and want to see it in action. If we do use it, I'll let you know how it goes...
    My idea for the bladeweaver was to grant them access to the penultimate abilities (24SP or so around level 18) and keep the 32SP abilities for the sorcs alone.

    The seeds known thing is because of the very small pool of seeds written at the moment. If/when the pool of seeds grows, expect the sorcerer's Seeds Known to grow as well. (Of course, this probably means I should remove that self-stacking portion of the Extra Seed feat.)

    Can't wait to hear about the classes' playstyles!
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by Fako View Post
    Ah, missed that X_x;

    I also can't seem to figure out how to get to 32 SP by level 20 without a pretty impressive ability modifier. Best I've come up with is 3 (class) + 20 (levels) + 3 (residual) + 6 (charisma). Are they meant as epic effects?

    Finally, can you use SP to purchase the same ability on a seed multiple times? (Such as spending 6 SP to deal 2d6 fire damage...)
    Wait, your 20th level characters have 22 in their only important stat?

    I mean, it's expected that you optimize much, but my casters normally have a 22 at 4th level. I would expect a mildly optimized 20th level character to have 32, with a modifier of +11, giving you a total of 37.

    EDIT: Also, sorcerers really can't do enough damage at high levels to be dedicated blasters. I would give the ability to separate the pure damage from the debilitating/utility effects, so that they can specialize in something at high levels, and actually do more than blast at low levels.
    Last edited by Tael; 2010-09-25 at 06:38 PM.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by Tael View Post
    Wait, your 20th level characters have 22 in their only important stat?

    I mean, it's expected that you optimize much, but my casters normally have a 22 at 4th level. I would expect a mildly optimized 20th level character to have 32, with a modifier of +11, giving you a total of 37.
    I was assuming no magic items, as a class should be able to use its primary feature without them (see Truenamer). Also, being d20r, I don't know how readily available a Charisma increasing item will be. If they're readily available, then you're right; that 32 isn't so bad after including them.

    Just going from base, we can assume that the player put 18 in Cha at creation, chose Satyr for race, and then put a point at each opportunity. Even with that, we only have 18 + 2 + 5 = 25. A +7 modifier, leaving the 32 SP ability useable at level 19, assuming you take Residual Spellweaving.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by Tael View Post
    EDIT: Also, sorcerers really can't do enough damage at high levels to be dedicated blasters. I would give the ability to separate the pure damage from the debilitating/utility effects, so that they can specialize in something at high levels, and actually do more than blast at low levels.
    Numbers are maleable. I had no idea what damage a dedicated blaster should be capable of at-will, so I went with my gut. If you've got some ideas about what the numbers should look like, go ahead and post them.

    Separating the damage from the effects seems good on paper, but when you're looking at a system this modular, what you end up with is nine Save-or-Sucks hitting the same target at once with nary a damage point in sight. From my experience, it's too hard to keep everything in check so that you don't end up with unplayably dull or unplayable ubergod sorcerers, so the effects are tied down to a level-dependent variable.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by thegurullamen View Post
    Numbers are maleable. I had no idea what damage a dedicated blaster should be capable of at-will, so I went with my gut. If you've got some ideas about what the numbers should look like, go ahead and post them.

    Separating the damage from the effects seems good on paper, but when you're looking at a system this modular, what you end up with is nine Save-or-Sucks hitting the same target at once with nary a damage point in sight. From my experience, it's too hard to keep everything in check so that you don't end up with unplayably dull or unplayable ubergod sorcerers, so the effects are tied down to a level-dependent variable.
    I would suggest dividing things up into some-sort of path type thing. Where instead of learning the Fire Seed, you learn the Fire Path, which has various seeds inside it, such as maybe the Blaze Seed which deals damage, the Smoke Seed which makes targets nauseated or sickened, or the Burn Seed which makes targets catch alight, lose fire resistance or be disintegrated depending on the amount of SP. This would give the Sorcerer/Bladeweaver more versatility than to just blast.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by thegurullamen View Post
    Numbers are maleable. I had no idea what damage a dedicated blaster should be capable of at-will, so I went with my gut. If you've got some ideas about what the numbers should look like, go ahead and post them.

    Separating the damage from the effects seems good on paper, but when you're looking at a system this modular, what you end up with is nine Save-or-Sucks hitting the same target at once with nary a damage point in sight. From my experience, it's too hard to keep everything in check so that you don't end up with unplayably dull or unplayable ubergod sorcerers, so the effects are tied down to a level-dependent variable.
    A dedicated blaster should be able to fire off 20d6 rays at level, minimum. The only seed that you actually do decent damage with is Acid, and then only when you get the ability to use the 32 ability. Also, Sorcerers need a LOT more versatility.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    I have an idea for your dispel seed, but in this case, it's more of a disruption seed.

    Imbue: Gain bonuses to saves against harmful effects at first, progressing to getting re-try and even completely cutting out the damage in a successful save (a la Evasion). Then, the last one should give Spell Resistance, just to piss off those annoying mages.
    Exert: As normal Dispelling (minor range and/or with penalties at low levels), moving to Disjunction effects. Also, instead of dispelling it could deal damage to magical constructs/beasts by disrupting the magic continuity inside them.
    Unleashed would be the ability to boost or penalize any spell in a short area, cutting off spells as they enter or pass through.

    There's also the possiblity of an Allies seed that makes you some friends to fight with, but I doubt you'd do that, it's too complicated. Unless you go like

    Imbue: Borrow a template. Which ones you can choose is up to spell points. Maybe even acquire two later on (not conflicting ones like Celestial-Fiendish though).
    Exert: Summon monster, as the spell of same name.
    Unleashed: Possibly take control of summons around you or summon an insanely powerful being for a single attack (think FF's summons, gotta love Giga Flare).

    For a Law seed I have a suggestion:
    Imbue: I'd say a bonus against emotion-affecting and other enchantment effects (such as fear, dominate etc).
    Exert: Axiomatic damage with possible knock-back effects or other penalties like daze or stun.
    Unleashed would probably create a small zone where your word is law and can mimic several things like 'no lethal damage', 'no magic', 'no healing' or even 'no necromancy'. Could be used to seriously control the battlefield and provide a strong advantage against, say an Illithid, by declaring that psionics doesn't work or that it's impossible to affect the minds of others. Of course, what goes for enemies goes for you, so be careful when declaring no magic, because magic weapons would loose thier bonuses. No sound could severely hamper a wizard without stilled spells, while a no cold law could deal damage to cold subtype creatures, prevent cold spells and dispel cold summons.

    Also, how long would an Imbuement last? If it's one round, then it's more or less pointless. I'd give it one round per level or, at the very least, one round per two levels. Ten rounds at level 20 can make a bit of a difference, because one round is more or less pointless; you can't attack and defend at the same time, something that any other class can very easily do.
    Last edited by Soulblazer87; 2010-09-26 at 11:47 AM.

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    For the Sphere Shape Secret, are the dimensions given for the radius or the diameter?

    Also, is there any limit to how many spells can be cast in one day?

    Overall, I'm liking the new system. Adaptable, and a lower level of power without being useless.
    Last edited by TheAmishPirate; 2010-09-26 at 12:59 PM.
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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Can you build a spell with more than one seed?

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    Default Re: [d20r, Classes and Magic] The Sorceror and Bladeweaver, v2.0

    Quote Originally Posted by DythTheKobold View Post
    Can you build a spell with more than one seed?
    Yes, you can.

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