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    Ogre in the Playground
    Join Date
    Jan 2012
    Half past Crazy

    Default Random PRCs: New Arcana Wizard, Section M agent

    Alright, these classes are written for a game set in the real world. Magic exists, but is not widespread. The only base classes on offer are Barbarian, Expert, Fighter, Monk and Rogue.
    New Arcana Wizard:

    New Arcana seeks to spread magic out to the world at large. To that end, they devised a type of magic easier to learn. Those who learn this method are called New Arcana Wizards.
    Requirements: To qualify to become an new arcana wizard, a character must fulfill all of the following criteria.

    Skills: Knowledge (arcana) 1 rank, any skill 8 ranks.
    Alignment: Any chaotic.
    BAB: 1/2, Saves: Good Fort, Good Ref, Good Will.

    -1: Spellcasting (2/1/-/-), Scribe Scroll
    -2: Spellcasting (2/1/1/-)
    -3: Spellcasting (2/2/1/1), Item Savant

    Hit Die: d6

    Skills: The new arcana wizard's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).

    Skill Points at Each Level: 4 + Int modifier.
    New Arcana Wizards cast spells by preparing them from a spellbook, just like a wizard does. They do not receive any free spells based on their level. Their save DC's and bonus spells are calculated based on their Intelligence. Arcane spell failure applies, and they can learn any spell from the New Arcana Wizard spell list.

    Scribe Scroll:
    At 1st level, new arcana wizards gain Scribe Scroll as a bonus feat.

    Item Savant (Ex):
    At 3rd level, new arcana wizards grow better at making magic items. Their caster level increases by 2 for the purposes of qualifying for magic item creation feats. In addition, they may ignore caster level requirements to make items.
    New Arcana Wizard spell list:
    Level 0: Acid Splash, Read Magic, Detect Magic, Dancing Lights, Light, Mage Hand, Prestidigitation, Resistance.
    Level 1: Mage Armor, Alarm, Charm Person, Burning Hands, Magic Missile, Enlarge Person, Disguise Self, Silent Image.
    Level 2: Web, Scorching Ray, Summon Monster II, Foxís Cunning, Bullís Strength, Invisibility, Resist Energy, Ghoul Touch.
    Level 3: Fireball, Lightning Bolt, Dispel Magic, Fly, Major Image, Tongues, Stinking Cloud, Haste.
    Section M agent:

    Section M agents have one major goal, to stop the world at large from discovering magic. To this end, they use memory wiping abilities to hide the truth.
    Requirements: To qualify to become an section M agent, a character must fulfill all of the following criteria.

    Skills: Use Magic Device 8 ranks.
    Alignment: Any lawful.
    BAB: 1/1, Saves: Poor Fort, Poor Ref, Good Will.

    -1: Mind Wipe (Cha*1 minutes, 1/day)
    -2: Mind Wipe (Cha*2 minutes, 2/day), Requisition
    -3: Mind Wipe (Cha*3 minutes, 3/day)

    Hit Die: d6

    Skills: The section M agentís class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Tactics (Int), and Use Computer (Int).

    Skill Points at Each Level: 4 + Int modifier.
    Mind Wipe (Su):
    Section M agents can wipe the memories of those who see things they shouldn't have seen. A number of times per day equal to their division M agent level, they can wipe a memory from the mind of their target. Doing this takes 1 round, and erases memories of total length of time equal to their Charisma modifier in minutes times their division M agent level. This ability can not be used on anyone with levels in any of the following classes: urban arcanist, division M agent, new arcana wizard, demon caller, angel keeper.

    Requisition (Ex):
    Section M agents can call upon their agency to obtain magic items. Once per day, they can spend 2000 gp, 6 hours and 160 XP. When they do, they receive one of the following items at random:
    -+1 shock pistol
    -+1 glamered kevlar vest
    -Cloak of Charisma +2
    -Clear spindle ioun stone
    Spoiler: Some feats to work with
    Magic Study:
    Benefit: You may add Knowledge (arcana), Knowledge (religion), Spellcraft and Use Magic Device to your class skills list. This applies to all classes you take.

    Novel Spell:
    Prereqs: New Arcana Wizard level 1+
    Benefit: Select any spell from the Sorcerer/Wizard spell list. This spell is added to your spellbook, and you may cast it as if it was on your spell list. It stays at the same level that it was on the Sorcerer/Wizard spell list.
    Special: You may take this feat twice. The second time, it applies to a different spell.

    Silence Magic:
    Prereqs: Mind Wipe class feature
    Benefit: You may expend one of your daily uses of your Mind Wipe class feature to silence the magic of your target. When you do this, your target must make a Will save (DC 13+your Charisma modifier). If they fail that save, they lose access to all spellcasting, spell-like abilities, and supernatural abilities. This effect lasts for a number of rounds equal to your Charisma modifier. You also get 1 extra daily use of your Mind Wipe class feature.
    Special: You may take this feat twice. The second time, it doubles the duration of the effect. The extra daily uses stack.
    Last edited by qwertyu63; 2013-11-11 at 10:19 AM.

    My Homebrew-Estote clementes, et numquam desinete discere.-FanAdv

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