Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Results 1 to 4 of 4
  1. - Top - End - #1
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default List-Expanding Prestige Classes (Fixed-List Caster Project), 3.5, PEACH

    The following classes were made especially for my Fixed-List Caster Project, but they should work for anyone who wants to delay his progression in exchange for a few more spells known. I'm particularly interesting in the loss of spellcasting levels-- did I penalize the caster enough, or not?

    Arcane Theurge

    Requirements: To become an Arcane Theurge, a character must fulfill all the following criteria:

    Skills: Knowledge (Arcana) 8, Spellcraft 8
    Feats: Spell Focus (Any two)
    Spells: Must be able to cast 3rd level arcane spells from one list and 1st level arcane spells from another class’s list.

    Hit Die: d4
    Class Skills: The Arcane Theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Speak Language (Int), Spellcraft (Int), and Spot (Wis).
    Skill Points at Each Level: 4 + Int modifier.

    Level BAB Fort Ref Will Special Spells per Day
    1st +0 +0 +0 +2 Primary Caster, Secondary Caster, Unified List (up to 1st)
    2nd +1 +0 +0 +3 Practiced Theurge +1 level of existing class
    3rd +1 +1 +1 +3 Unified List (up to 3rd) +1 level of existing class
    4th +2 +1 +1 +4 Theurgic Casting +1 level of existing class
    5th +2 +1 +1 +4 Unified List (up to 5th)
    6th +3 +2 +2 +5 +1 level of existing class
    7th +3 +2 +2 +5 Unified List (up to 7th) +1 level of existing class
    8th +4 +2 +2 +6 Theurgic Arcana +1 level of existing class
    9th +4 +3 +3 +6 Unified List (up to 9th)
    10th +5 +3 +3 +7 Master Theurge +1 level of existing class

    Weapon and Armor Proficiency: Arcane Thurges gain no proficiency with any weapon or armor.

    Spells per Day: At each level except for 1st, 5th, and 9th, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in his Primary Caster class (see below). He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting.

    Primary Caster: At first level, an Arcane Theurge selects one class he possesses in which he can cast at least 3rd level arcane spells. This class is henceforth referred to as his Primary Caster class.

    Secondary Caster: At first level, an Arcane Theurge selects one class he possesses in which he can cast at least 1st level arcane spells. This class is henceforth referred to as his Secondary Caster class.

    Unified List: At first level, an Arcane Theurge adds all 0-level (Cantrips) and 1st level spells known from his Secondary Caster class to the list of spells known for his Primary Caster class. At each subsequent odd-numbered level, he repeats this procedure for the next two spell levels— 2nd and 3rd level spells at class level 3, 4th and 5th level spells at class level 5, and so on. Spells transcribed in a spellbook do not count as spells known for the purposes of this ability.

    Practiced Theurge: Beginning at 2nd level, an Arcane Theurge’s Primary and Secondary Caster classes stack for the purposes of determining caster level, but not spells per day or spells known.

    Theurgic Casting: Beginning at 4th level, an Arcane Theurge may apply any class abilities from his Secondary Caster class which modify his spellcasting (such as Armored Mage) to spells from his Primary Caster class.

    Theurgic Arcana: Beginning at 8th level, an Arcane Theurge gains bonus spells/day for his Primary Caster class from the ability scores used by both his Primary and Secondary Caster Classes to determine spells per day. If both classes use the same ability, apply the bonus twice.

    Master Theurge: Beginning at 10th level, when casting a spell originally from your Secondary Caster Class within one turn of casting one originally from your Primary Caster Class, or vice versa, gain a +2 bonus to spell save DC and caster level.

    Mystic Dilettante

    Requirements: To become an Mystic Dilettante, a character must fulfill all the following criteria:

    Skills: Knowledge (Arcana) 8, Spellcraft 8
    Feats: Scribe Scroll, Extra Spell or Extra Eclectic (new feat, see below)

    Hit Die: d4
    Class Skills: The Mystic Dilettante's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana) (Int), Listen (Wis), Profession (Wis), Speak Language (Int), Spellcraft (Int), and Spot (Wis).
    Skill Points at Each Level: 4 + Int modifier.

    Level BAB Fort Ref Will Special Spells per Day
    1st +0 +0 +0 +2 Scrivener, Mystic Scholar
    2nd +1 +0 +0 +3 Academic Mage, Mystic Scholar +1 level of existing class
    3rd +1 +1 +1 +3 Mystic Scholar, Bonus Metamagic Feat +1 level of existing class
    4th +2 +1 +1 +4 Mystic Scholar +1 level of existing class
    5th +2 +1 +1 +4 Practiced Scrivener, Mystic Scholar
    6th +3 +2 +2 +5 Mystic Scholar, Bonus Metamagic Feat +1 level of existing class
    7th +3 +2 +2 +5 Academic Counterspell, Mystic Scholar +1 level of existing class
    8th +4 +2 +2 +6 Mystic Scholar +1 level of existing class
    9th +4 +3 +3 +6 Master Scrivener, Mystic Scholar, Bonus Metamagic Feat +1 level of existing class
    10th +5 +3 +3 +7 Mystic Improvisation +1 level of existing class

    Mystic Scholar (Ex): At each level, a Mystic Dilettante may add a single spell from the Cleric, Druid, or Sorcerer/Wizard list of any level he can cast to his spellbook or to his list of spells known. If he is an arcane caster, he may learn arcane spells at their normal level, and divine spells at one level higher than normal. If he is a divine caster, he may learn divine spells at their normal level and arcane spells one level higher than normal. He must be able to cast the spell at its modified level in order to learn it.

    Scrivener (Ex): Beginning at 1st level, a Mystic Dilettante may scribe scrolls twice as quickly as normal.

    Spells per Day: At each level except for 1st and 5th, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained.

    Academic Mage (Ex): Beginning at 2nd level, a Mystic Dilettante gains a bonus to Knowledge (Arcana) and Spellcraft checks equal to his class level.

    Bonus Feat: At 3rd level, and every subsequent 3rd level, a Mystic Dilettante gains a metamagic or item creation feat as a bonus feat.

    Practiced Scrivener (Ex): Beginning at 5th level, a Mystic Dilettante may treat the market price of scrolls he creates as if they were two-thirds their normal value when calculating how many experience points and raw materials he must pay to create the item.

    Academic Counterspell (Ex): Beginning at 7th level, a Mystic Dilettante gains a bonus to dispel check equal to his Intelligence modifier. In addition, if he succeeds on a Spellcraft check to identify the spell being cast, he may counterspell with any spell of school and an equal or higher level.

    Master Scrivener (Ex): Beginning at 9th level, whenever a Mystic Dilettante scribes a scroll, he may scribe two copies of the spell for the same cost and time.

    Mystic Improvisation (Ex): Beginning at 10th level, a Mystic Dilettante's skill with magic is so great that he can pull the spell he needs out of a hat at a moment's notice. Once per day per point of Intelligence modifier, he may spend 100 experience points per spell level to add a single Cleric, Druid, or Sorcerer/Wizard spell to his list of spells known for 1d4 minutes. This ability does not allow him to qualify for prestige classes, feats, craft magic items, and so on which require the spell known.

    -----------------------------------------

    New Feat: Extra Eclectic
    Prerequisite: At least one Advanced or Eclectic Learning class feature.
    Benefit: Pick one class which grants the Advanced or Eclectic Learning class feature. You gain the benefits of that feature one additional time. For example, a 5th level Dread Necromancer who takes this feat could learn a Cleric or Wizard necromancy spell of 0, 1st, or 2nd level. (Note: this example is not valid for those using my Revised Dread Necromancer)
    Special: You can gain this feat multiple times. Each time, you gain the benefits of a new iteration of the Advanced or Eclectic Learning class feature.
    Last edited by Grod_The_Giant; 2016-02-28 at 01:31 PM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  2. - Top - End - #2
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Arcane Theurge (Fixed-List Caster Project), 3.5, PEACH

    Added the Mystic Dilettante

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  3. - Top - End - #3
    Barbarian in the Playground
     
    RedWizardGuy

    Join Date
    Jan 2009
    Location
    Auckland
    Gender
    Male

    Default Re: Arcane Theurge (Fixed-List Caster Project), 3.5, PEACH

    I actually prefer Arcane Dilettante to Arcane Theurge, not only because the caster loses only two caster levels, instead of three (as Arcane Theurge) but because giving limited access to divine spells is generally less redundant than gaining access to another arcane spell list (especially if you're playing a generalist caster).
    President and founder of the "Jonathan Harker Was The True Hero of Dracula" Fan club.
    To join, you may either add J.H.W.T.T.H.O.D to your sig or modify the sig above.
    (Avatar darkwizard.png by Teutonic Knight.)




    Spoiler: What Pokemon are you?
    Show

  4. - Top - End - #4
    Titan in the Playground
     
    Grod_The_Giant's Avatar

    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Gender
    Male

    Default Re: Arcane Theurge (Fixed-List Caster Project), 3.5, PEACH

    The Theurge in particular goes with my Fixed-List Caster Project. No-one is a generalist caster anymore-- what you instead wind up doing is merging, say, Beguiler and Warmage to make a (sort of) generalist caster. You drop from 9ths to 7ths (remember you have to dip a level in your secondary caster class first), but your list doubles in size, a full CL is only a feat away, and after the full 10 levels you can easily pick up +2 DC on everything you cast. I think that's worth the trade-off... but I may be wrong?
    Last edited by Grod_The_Giant; 2015-07-14 at 06:42 AM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •