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    Default [D&D 3.5 Base Class] Fundamentalist [WiP, PEACH]

    FUNDAMENTALIST
    Fundamentalists are individuals who focus on the most fundamental forms of magic. The cantrips, the orisons, the fundamentals of shadow, these are the tools of the fundamentalist. Rather than building towards more extravagant spells, the fundamentalist seeks to truly perfect and master the most basic of spells.

    GAME RULE INFORMATION
    The fundamentalist has the following game statistics
    Abilities: Intelligence determines how many spells he can cast and how hard those spells are to resist. All three mental ability scores are required to some extent to cast their spells. A high Dexterity score is helpful for a fundamentalist, who tends to wear only light armor, because it provides him with a bonus to Armor Class. A good Constitution score gives a fundamentalist extra hit points, a resource everyone is in need of.
    Alignment: Any
    Hit Die: d6.

    Class Skills
    The fundamentalist's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (All, each skill taken individually) (Int), Listen (Wis), Move Silently (Dex), Preform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Slight of Hand (Dex), Spellcraft (Int), Spot (Wis), Tumble (Dex), and Use Magic Device (Cha)
    Skill Points at 1st Level: (6 + Int modifier) x 4
    Skill Points at Each Additional Level: 6 + Int modifier.

    Table 1-1: The Fundamentalist

    Class Features
    All of the following are class features of the fundamentalist.
    Weapon and Armor Proficiency: A fundamentalist is proficient with all simple weapons and light armor.
    Because the somatic components required for a fundamentalist's spells are relatively simple, a fundamentalist can cast their spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other spellcaster, a fundamentalist wearing medium or heavy armor or using a shield can still incur a chance of arcane spell failure, if the spell in question is arcane or a mystery and has somatic components. Multiclass fundamentalists still incur the normal arcane spell failure chance for arcane spells received from other classes.
    Fundamentals of Magic: A fundamentalist casts arcane spells, divine spells, and mysteries, which are drawn from all spellcasting lists. He can cast any 0 level spell or mystery without preparing it ahead of time, the way a wizard or cleric must.
    To cast arcane spells, a fundamentalist must have a Charisma score of at least 10, to cast divine spells, a fundamentalist must have a Wisdom score of at least 10, and to cast mysteries, a fundamentalist must have an Intelligence score of at least 10. The Difficulty Class for a saving throw against a fundamentalist's spell is 10 + the fundamentalist's Intelligence modifier.
    Like other spellcasters, a fundamentalist can cast only a certain number of spells each day. His base daily spell allotment is given on Table 1-1: The Fundamentalist. In addition, he receives bonus spells per day equal to his Intelligence modifier.
    When ever a fundamentalist casts a spell, the form of the spell is based on the spell list from which it is drawn. A spell drawn from the sorcerer/wizard spell list is cast as an arcane spell, where as a spell drawn from the cleric spell list is cast as a divine spell, and a fundamental drawn from the shadowcaster's mystery list is cast as a mysteries.
    As noted above, a fundamentalist need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not used up his allotment of spells per day.
    Multicast Cantrip: Starting at 5th level, a fundamentalist gains the ability to cast two of their 0 level spells simultaneously. The number of 0 level spells a fundamentalist may cast at any given time increases by one again at 10th, 15th, and 20th, to a maximum of 4.
    Magical Familiarity: Upon attaining 7th level, all 0-level spells and mysteries a fundamentalist casts are treated as spell-like abilities instead of spells. Upon attaining 14th level, these become treated as supernatural abilities.
    Limitless Reservoir: Upon attaining 13th level, a fundamentalist selects between Cantrips (Level 0 Arcane spells), Orisons (Level 0 Divine Spells), and Fundamentals (Level 0 Mysteries). From this point forward, any casting of their chosen spell type does not consume any spells per day.
    Last edited by Xuldarinar; 2014-01-29 at 09:06 PM.
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  2. - Top - End - #2
    Ogre in the Playground
     
    Xuldarinar's Avatar

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    Default Re: [D&D 3.5 Base Class] Fundamentalist [WiP, PEACH]

    Diggin this one up because I honestly believe it needs some work and I rather not just make changes without input.

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