A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Bugbear in the Playground
    Join Date
    May 2013

    Default Morphic Tide's miscellaneous homebrew (PEACH anything in it)

    I have quite a few different project-type threads, with specific points to them that I'm working on a bit more frequently. There will be 3.5, PF and 5e stuff. While I have a full core set of 4th edition in a shelf next to me as I type this, I refuse to add even more confusion of rules as a possibility so I shall not read them. Although I also have an assload of M:TG stuff next to me on the same shelf...

    At any rate, the thread will see feats, classes, item stuff, skill stuff and more. Go ahead and post before I make any stuff in this thread, it will make me less lonely and more likely to make something based on the comment. Most of the reason for delaying the first homebrew post will be updating my sig to have more accurate descriptions and more links... As well as adding indexing to the various threads I've made that I plan to post more in.

    Edit of April 21st, 2017: Index of Things In This Thread:

    Mystic Warrior, broken 5e gish class
    Feats replacing most of Soulknife's class features
    Warmaster, t2 mundane attempt, severe failure at it
    Pile of Feats that turn things into Class Skills and alter the ability score they key to
    Arcane Savant, a largely pointless full casting class that has partial scaling of features from two classes
    The tiny number of stuff that ties into Arcane Savant outside that post
    Last edited by Morphic tide; 2017-04-21 at 05:23 PM. Reason: Title edit

  2. - Top - End - #2
    Bugbear in the Playground
    Join Date
    May 2013

    Default Mystic Warrior, an Arcane Archer/Duskblade based gish frame (PEACH)

    First of the reposts. In this case, the title of the post is the title of the thread I repost here.

    The things I'm using as a basis here are the 3.5 Arcane Archer, the 3.5 Duskblade and the 5e Fighter.

    As for why I'm calling it a frame... Well, you should understand with the first level bracket.

    Mystic Warrior

    Hit Points
    Hit Dice: 1d10 per Mystic Warrior level

    Hit Points at 1st level: 10 + your Constitution modifier

    Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Mystic Warrior level

    Spoiler: Proficiencies
    Show
    Armor: Light armor, medium armor and shields

    Weapons: Simple Weapons, two Martial Weapons

    Tools: None

    Saving Throws: Constitution

    Skills: Choose two from Acrobatics, Athletics, Insight, and Survival


    Spoiler: Equipment
    Show
    You start with the following equipment, in addition to the equipment given by your background:

    • (a) Scale Mail or (b) Leather Armor, a bow and 20 arrows
    • (a) Any Martial weapon or (b) a Light shield and any Simple weapon
    • (a) Adventuring Gear or (b) an Explorer's Kit



    Spoiler: table: Mystic Warrior
    Show
    Level Proficiency Bonus Features
    1st
    +2
    Mysticism, Mystic Strike
    2nd
    +2
    3rd
    +2
    Ability Score Improvement
    4th
    +2
    Fighting Style
    5th
    +3
    6th
    +3
    Ability Score Improvement
    7th
    +3
    Extra Attack
    8th
    +3
    9th
    +4
    Ability Score Improvement
    10th
    +4
    Mysticism Feature
    11th
    +4
    12th
    +4
    Ability Score Improvement
    13th
    +5
    14th
    +5
    Extra Attack(2)
    15th
    +5
    Ability Score Improvement
    16th
    +5
    17th
    +6
    Mysticism Feature
    18th
    +6
    Ability Score Improvement
    19th
    +6
    20th
    +6
    Mysticism Feature


    Mysticism
    At first level, a Mystic Warrior chooses their Mysticism, the source or purpose of their mystical power. At levels 10, 17 and 20 they gain additional Mysticism features.

    Mystic Strike
    At first level, when a Mystic Warrior makes an attack, they may choose to use an ability defined by their Mysticism at the same time. This ability must have the same target as the target of the attack. If the attack hits, then the ability automatically hits and any save DCs are increased by the Mystic Warrior's proficiency bonus.

    Ability Score Improvement
    When you reach 3rd level, and again at 6th, 9th, 12th, 15th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

    Fighting Style
    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
    Spoiler: Fighting Style options
    Show
    -Archery
    You gain a +2 bonus to attack rolls you make with ranged weapons.
    -Defense
    While you are wearing armor, you gain a +1 bonus to AC.
    -Dueling
    When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    -Great Weapon Fighting
    When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    -Protection
    When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    -Two-Weapon Fighting
    When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.


    Extra Attack
    Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increase to three when you reach 14th level in this class.


    Mysticisms
    Mystic Warriors are not a coherent group, but practitioners of a rather general style of merging mystic forces with mundane combat. As a result, many of their abilities are defined by the type of mystic power they draw from.

    Spoiler: Homebrewer's Note on Mysticism Design
    Show
    As those who look at the example Mysticism below can tell, the idea is to copy the source class at reduced progression. But that's only for Mysticisms directly based on an existing class. For the Mysticisms representing general use of another class's mystic stuff, you want to follow the source class basically directly and get something useful, but thematic as the capstone ability. For Warlocks, it's spending a Pact Magic spell slot for a near literal mad minute. For Druids, it could be a Wildshape based power boost, or something else. Go with something the class you draw from has being used as a fuel for a melee ability, or alter something the source class already has to be more melee friendly.

    But that's for the directly-based-on-other-classes Mysticisms. For more narrow Mysticisms, like a Duskblade or Arcane Archer port, you can do whatever, so long as you keep the partial casting restriction. Warlocks got 1/3 progression because they honestly don't have much to offer a melee character who's spending almost all their actions on at-will boosted attacks. Like getting Eltritch Blast on every hit...

    More precisely, for the direct class based ones, the level 1 Mysticism features are two or three extra skill proficiency options, possibly an extra equipment choice and/or save proficiency, what you can use Mystic Strike with and the class features you get from the source class with the specified progression rate. For the level 10 feature, a class feature or archetype feature from the class you are basing the Mysticism on, with the feature to be gotten being based on the Mystic Warrior's equivalent level in the source class, with class features adjusted to be more useful for the Mystic Warrior. For example, if the Mystic Warrior has 1/2 progression in the source class's features, then they get a level 4 to 7 class or archetype feature. For level 17, it's either a class or archetype feature, whichever the level 10 Mysticism feature wasn't. Going back to the 1/2 progression example, you can grab any feature at level 8 to level 11 in the source class, but it should be an archetype feature if the level ten Mysticism feature was a general class feature, or a general class feature if the level 10 Mysticism feature was an archetype feature.

    To give a more direct example, a general Sorcerer based Mysticism at 1/2 progression would get Spellcasting, Sorcerous Origin and Font of Power at 1st level, advancing Spellcasting and Font of Power as if they were a Sorcerer of 1/2 their Mystic Warrior level, along with the ability to use Mystic Strike to apply Sorcerer spells. At level 10, they would get the level 6 Sorcerous Origin feature of whatever Origin they chose at 1st level, because there are nor Sorcerer features in the available range. At level 17, they would get Metamagic, because they got an archetype feature at level 10 and Metamagic is the closest fit to the Mystic Warrior's equivalent Sorcerer level of 8.5. For the level 20 Mysticism feature, they get to use something the Sorcerer has, either spell points or spell slots, to buff melee attacks in some massive way that can handily screw over most level appropriate threats.

    For Mysticisms based on ways of using power, there are several ways I'd accept, but always remember to include the Mystic Strike options, what abilities are being used and extra Proficiency options. Those are vital to the class working because it is the frame of a gish, not a proper gish itself.

    The way of doing Mysticisms based on ways of using the power rather than the source of the power that I'll work with myself (eventually) is to look to 3.5, 4e and Pathfinder for classes that are a close fit and base things off of them. For example, if you want a more archery or assassination focused Mysticism, you can grab 2/3 or even full Ranger casting for the relatively high concentration of relevant spells and base the Mysticism features on Arcane Archer, one of the PRCs that 3.5 and PF share.


    Spoiler: Warlock-based Mysticism
    Show
    Pact Warrior
    You have made a pact with an otherworldly being, but sacrificed much of the power you would have gained for skills with weapons and how to wield your power with them. You may choose to be proficient in Arcana, Intimidation or Religion instead of one of your normal skill proficiencies.
    Eldritch Might
    At first level, a Mystic Warrior with the Pact Warrior Mysticism may use Warlock cantrips and Invocations with their Mystic Strikes and gain Pact Magic and Eldritch Invocations, as the Warlock features. Treat their Warlock level as 1/3 their Mystic Warrior level for the purposes of Pact Magic and Eldritch Invocations. They also choose a Warlock Otherworldly Patron as the source of their mystic power.

    Pact Offering
    At tenth level, a Pact Warrior may choose a boon offered by their patron for their services.

    Spoiler: Pact Offering options
    Show
    -Offering of the Bow You can use your action to create a ranged pact weapon in your empty hand. You can choose the form that this weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one ranged magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You canít affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

    -Offering of the Shield You can use your action to create a pact armor if you are not currently wearing armor. You can choose the form that this armor takes each time you create it. You are proficient with it while you wear it. This armor counts as magical for all purposes. Your pact armor disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic armor into your pact armor by performing a special ritual while you wear the armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the armor, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You canít affect an artifact or a sentient armor in this way. The armor ceases being your pact armor if you die, if you perform the 1-hour ritual on a different armor, or if you use a 1-hour ritual to break your bond to it. The armor appears at your feet if it is in the extradimensional space when the bond breaks.

    -Offering of the BladeYou can use your action to create a pair of pact weapons in your empty hands. You can choose the form that these melee weapons takes each time you create them. You are proficient with them while you wield it. These weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapons disappear if they are more than 5 feet away from you for 1 minute or more. They also disappears if you use this feature again, if you dismiss the weapons (no action required), or if you die. You can transform up to two magic weapons into your pact weapons by performing a special ritual while you hold the weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapons, shunting them into an extradimensional space, and they appear whenever you create your pact weapons thereafter. You canít affect artifact or a sentient weapons in this way. The weapons cease being your pact weapons if you die, if you perform the 1-hour ritual on different weapons, or if you use a 1-hour ritual to break your bond to them The weapons appear at your feet if they are in the extradimensional space when the bond breaks.


    Patron's Power
    At seventeenth level, a Pact Warrior gains a small measure of the power their patron would grant a Warlock. They gain the level six Otherworldly Patron feature of their chosen Patron.

    Eldritch Burst
    At twentieth level, a Pact Warrior may spend a Pact Magic spell slot to use three Invocations or Cantrips they know in one use of Mystic Strike for one minute. (This is an encounter winning effect. You effectively get off nine Invocations or Cantrips in Attack action with this. You going for a full load of Eldritch Blast? Have fun with 36d10 Force damage on a full hit. This is a capstone, by the way)


    ---

    It's the 'basic' version, essentially showing off what Mysticisms are supposed to be written like. The capstone, in particular, is important, as it show the capstones are made to be encounter invalidating effects.

    Spoiler: Sorcerer-based Mysticism
    Show
    Spellblood Warrior
    Some Mystic Warriors are born with their mystic power. Sometimes, this power is Arcane, from a bloodline. Other times, they are changed to have inherent magical power. Whatever the Origin of this power, you have decided to use it as a way to augment martial prowess instead of wielding it on it's own. Perhaps as a mere choice, perhaps because the power is not yet great enough for proper Sorcery, it matters not. You may choose to be proficient in Deception, Persuasion or Intimidation instead of one of your normal skill proficiencies.

    Sorcerous Strikes: At first level, a Mystic Warrior with the Spellblood Warrior Mysticism may use Sorcerer cantrips and spells with their Mystic Strikes and gain Spellcasting and Font of Magic, as the Sorcerer features. Treat their Sorcerer level as 1/2 their Mystic Warrior level for the purposes of Spellcasting and Font of Magic. They also choose a Sorcerer Sorcerous Origin as the source of their mystic power.

    Bloodline's Calling: At tenth level, a Spellblood Warrior awakens a small measure of the power that their Sorcerous Origin would grant that is atypical of Sorcerers. They gain the level six Sorcerous Origin feature their Origin would grant a Sorcerer.

    Metamagic: At level seventeen, a Spellblood Warrior learns to alter the function of spells, even with their restrictions making it less straightforward. They gain two of the following Metamagic:
    Spoiler: Metamagic options
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    Careful Spell
    When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

    Distant Spell
    When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

    Empowered Spell
    When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

    Extended Spell
    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

    Heightened Spell
    When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its saving throw made against the spell.

    Quickened Spell
    When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

    Subtle Spell
    When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

    Twinned Spell
    When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.


    Metamagic Blows: At level 20, a Spellblood Warrior gains an additional metamagic and may apply the effects of metamagic to attacks for 1 minute per use of metamagic, with the following effects:
    Spoiler: Metamagic Blows effects
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    Careful Spell
    When you use Careful Spell with Metamagic Blows, you may use an Attack action to gain your to-hit bonus to AC until the start of your next round. (Magically guided parrying)

    Distant Spell
    When you use Distant Spell with Metamagic Blows, your melee attacks become 20 ft. range and your ranged attacks have their range doubled.

    Empowered Spell
    When you use Empowered Spell with Metamagic Blows, you may add your Proficiency bonus to the damage dealt.

    Extended Spell
    When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

    Heightened Spell
    When you use Heightened Spell with Metamagic Blows, your attacks have +3 to-hit.

    Quickened Spell
    When you use Quickened Spell with Metamagic Blows, you may use an Attack action as a bonus action.

    Subtle Spell
    When you use Subtle Spell with Metamagic Blows, your target is treated as having 2 AC less for your attacks. (I'm thinking of this here as a magically enforced feign)

    Twinned Spell
    If you have Twinned Spell metamagic, you may spend 1 Sorcery Point to have your attacks hit an additional target.


    ---

    Overall, less strong-looking than the Warlock-based Mysticism, but it has more options. And 10th level Sorcerer casting, instead of 7th level Warlock casting. And a more frequently usable capstone.

    Spoiler: Arcane Archer/assassin mysticism
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    Mystic Sharpshooter
    Sometimes, Mystic Warriors decide to go for a rather highly specialised approach to using magic. These warriors often are studious, as it allows them to more fully specialize in their chosen form of combat and casting, but others use their intuition and wisdom to learn casting. You, in particular, have chosen to focus on attacking from a distance, allowing yourself to remain safe from retaliation from many targets, focusing on staying at a distance while fighting. You may choose to have proficiency in Perception, Stealth or Investigation, in addition to the normal Mystic Warrior skill proficiency options.

    Infused Arrows: At first level, a Mystic Warrior with the Mystic Sharpshooter Mysticism may use cantrips and spells from any source they have with their Mystic Strikes, as long as they attack with a ranged weapon and gain Spellcasting, with Wisdom as the casting stat, with spell slots according to the table below, with access to the spells of the lists below.
    Spoiler: spell slot table
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    Class Level Spells Known 1st level spell slots 2nd level spell slots 3rd level spell slots 4th level spell slots 5th level spell slots
    1st 2 2 - - - -
    2nd 2 2 - - - -
    3rd 3 3 - - - -
    4th 3 3 - - - -
    5th 4 4 2 - - -
    6th 4 4 2 - - -
    7th 5 4 3 - - -
    8th 5 4 3 - - -
    9th 6 4 3 2 - -
    10th 6 4 3 2 - -
    11th 7 4 3 3 - -
    12th 7 4 3 3 - -
    13th 8 4 3 3 1 -
    14th 8 4 3 3 1 -
    15th S9 4 3 3 2 -
    16th 9 4 3 3 2 -
    17th 10 4 3 3 3 1
    18th 10 4 3 3 3 1
    19th 11 4 3 3 3 2
    20th 11 4 3 3 3 2

    Spoiler: Spell list
    Show
    0th: True Strike, Detect Magic, Mage Hand, Chill Touch, Acid Splash, Fire Bolt, Shocking Grasp, Ray of Frost

    1st: Hunter's Mark, Jump, Pass Without Trace, Locate Object, Burning Hands, Magic Weapon, Acid Arrow, Thunderwave

    2nd: Flaming Sphere, Enlarge/Reduce, Hold Person, Ray of Enfeeblement, Web, Scorching Ray, Haste, Clairvoyance

    3rd: Slow, Locate Animals or Plants, Dispel Magic, Nondetection, Blight, Phantasmal Killer, Lightning Bolt, Fireball

    4th: Cloudkill, Confusion, Hold Monster, Mislead, Seeming, Chain Lightning, Blink, Fear, Bestow Curse

    5th: Locate Creature, Freedom of Movement, Disintegrate, True Seeing, Geas, Symbol, Flesh to Stone, Circle of Death


    Mystic Arrows: At 10th level, a Mystic Sharpshooter gains an additional 1/2 their proficiency bonus as an Enhancement bonus to to-hit and damage for ranged attacks. They may instead choose to deal 1d4 Fire, Frost, Lightning or Force damage for each +2 of their Proficiency bonus. If they have a +5 Proficiency bonus, they may instead have their ranged attacks ignore cover and concealment.

    Destruction Arrow: At 17th level, a Mystic Sharpshooter may expend a 5th level spell slot to have a ranged attack inflict sudden destruction. If the ranged attack hits, the target must make a DC 15 + the Mystic Sharpshooder's Wisdom modifier or be destroyed instantly. If the target passes the save, they take 5d10 each Fire, Lightning, Cold and Force damage instead.

    Arcane Volley: At 20th level, a Mystic Sharpshooter may expend 2 5th level spell slots to attack three times for each attack they would make otherwise.


    I swapped Hail of Arrows and Arrow of Death's equivalents because every arrow of the Hail can carry a cantrip. All of them. Every time As for the spell list, the intent is to have five groups of spells. Single target attacks, disruption, hiding, tracking and group attacks. You can kill stuff single target and quickly, you can wreck utter hell, you can kill sizeable chunks of armies, you can track down stuff and you can be a pain in the ass to find.
    Last edited by Morphic tide; 2016-12-31 at 03:40 AM. Reason: Added comment on Warlock Mysticism

  3. - Top - End - #3
    Bugbear in the Playground
    Join Date
    May 2013

    Default Soulknife as a feat tree + more Mindblade feats

    Yes, this post was started immediately after the repost, which took about thirty seconds to make. I probably spent more time on this paragraph than I did reposting the last post... Ctrl C + Ctrl V is fast... At any rate, this is a feat tree for invalidating Soulknife. Based on another such thing I saw someone else do. Don't feel like linking, but I will give the thread name: "Nifft's Soulknife as Feats [PEACH]" Just copy that into the search and you should get the thread. As always, the things in () are comments. Remaining Soulknife things will come later. (BTW, there will be a Mindblade overhaul based on this, using these feats as class features. Literally the feats too, as in they will be fixed bonus feats rather than actual class features, but there will be assloads of them)

    ---

    Spoiler: "Core" Mindblade stuff
    Show
    Manifest Mindblade [Psionic]
    Prerequisites: None (Psionic feats actually have an automatic prerequisite of either Wild Talent or having PP)
    Benefit: You can manifest a Mindblade, a weapon made of Force, from the barest of psionic power as a Standard Action. A default Mindblade is treated as a Longsword, except for the purposes of Weapon Focus, Weapon Specialization, and other feats that specify a weapon or have you choose a weapon for them to affect.

    Shape Mindblade [Psionic]
    Prerequisites: Manifest Mindblade
    Benefit: When you manifest your Mindblade, you may choose to have it take the form of a Shortsword or a Greatsword instead of a Longsword. Treat it as the weapon it takes the shape of except for the purposes of Weapon Focus, Weapon Specialization, and other feats that specify a weapon or have you choose a weapon for them to affect.
    Special: A repurchase of this feat at BAB +3 allows you to choose an additional weapon to choose your Mindblade to take the form of. The chosen weapon cannot require ammo to use.(none of that throwing Greatswords sillyness! Either grab an actual throwing weapon or go down the ranged branch for your ranged attacks)

    Enhance Mindblade [Psionic]
    Prerequisites: +2 BAB, Shape Mindblade (deep feat taxes for TWF...)
    Benefit: When you manifest your Mindblade, you may have it have a Psionic enhancement bonus equal to 1/3 your BAB.
    Special: A repurchase of this feat at ML 10 allows you to have an additional amount of enhancement bonus equivalent Psionic weapon effects equal to the Psionic enhancement bonus of your (It's important to have the ML restrictions, as it keeps these high end things out of the hands of Fighters, who should not be Psionic)

    Discharge Mindblade [Psionic]
    Prerequisites: Manifest Mindblade, ML 3
    Benefit: As a Standard action, you spend PP may cause your Mindblade(s) to discharge explosively, causing 1d6 Force damage per two PP spent in a 10 ft sphere centred on each Mindblade. You always take half the damage of the discharges as Psychic damage.
    Special: A repurchase of this feat at ML 7 allows you to inflict the damage in a 30 ft line instead of a 10 ft sphere (Do note the lack of PP spending caps. Also note the lack of not taking normal blast damage)

    Charge Mindblade [Psionic]
    Prerequisites: Manifest Mindblade, ML 3
    Benefit: You may spend 2 PP to increase the damage of your Mindblade by 1d8 Force damage.
    Special: A repurchase of this feat increases the damage by 1d8 Force damage. (Psychic Strike, but quite a bit better. Screws with the fluff of Knife to the Soul, though...)


    Spoiler: TWF Mindblade support
    Show
    Split Mindblade [Psionic]
    Prerequisites: Manifest Mindblade
    Benefit: When you manifest your Mindblade, you may choose to form two Mindblades instead.
    Special: A repurchase of this feat at ML 5 allows you to spend 2 PP to create a Mindblade beyond the first two, up to ML PP. (You either have this or the feat that lets you have the Shortsword Mindblade as a level 1 human. You will hurt for feats, with the stuff I have planned...)

    Scattered Mindblades [Psionic]
    Prerequisites: Two purchases of Split Mindblade, ML 9
    Benefit: By paying 2 PP, existing Mindblades may be split as a Move action, costing 4 PP for each Mindblade created, up to ML PP. If this ability is used during an attack, the new Mindblades are attacking the same targets as the Mindblade they were split from.
    Special: A repurchase of this feat at BAB +5 allows the use of this ability as a Swift action and each new Mindblade may attack a separate target in range. (I can only attack once during a Standard Action? I spend 6 PP to make my throwing dagger split in mid air to hit 2 times instead)


    Spoiler: Mindbow stuff
    Show
    Shape Mindbow [Psionic]
    Prerequisites: Manifest Mindblade
    Benefit: When you manifest your Mindblade, you may choose to have it take the form of a Heavy Crossbow or a Longbow instead of a Longsword. Treat it as the weapon it takes the shape of except for the purposes of Weapon Focus, Weapon Specialization, and other feats that specify a weapon or have you choose a weapon for them to affect.
    Special: A repurchase of this feat at BAB +3 allows you to choose an additional weapon to choose your Mindblade to take the form of. The chosen weapon must require ammo to use. (+5 Compound bows are fine, here. I always thought they were a silly tax. Besides, a feat is typically worth more gold than the mundane weapons they support)

    Splitting Mindarrow [Psionic]
    Prerequisites: Two purchases of Shape Mindbow, ML 9
    Benefit: As a Move action, you may spend 1 PP to cause an arrow fired from your Mindbow to split in mid-flight, costing 2 PP for each arrow created, up to ML PP. These arrows share the same target as the arrow they were split from and cease existing once they deal damage.
    Special: A repurchase of this feat at BAB +7 allows the use of this ability as a Swift action and each new arrow may attack a separate target in range.
    Last edited by Morphic tide; 2016-12-31 at 06:39 AM.

  4. - Top - End - #4
    Bugbear in the Playground
    Join Date
    May 2013

    Default The Warmaster, an attempted near-t2 Mundane class + my perspective on the tier list.

    People. you can comment. I know people have looked at this thread, so feel free to comment on things I've posted.

    This post will be home to two things: A mundane class that is made to be at the border of t3 and t2, and how I think of the tiers.

    First, how I think of the tiers:

    t1: Can do everything well with the right build. Fill every role a party could ever need. Basically classes that only need non-t1 classes as meat shields early on, if that.
    t2: Can do everything well, but not all in one build. A party of one of these classes works because they can do everything the party could need, but have to specialize in it.
    t3: Can do several things well, but are unable to do some things at all. You make a strong party out of several of these classes, because there's a class for everything here.
    t4: Can only do one thing well, and may be only barely acceptable at that one thing. You can make a party out of these, but they aren't going to be a strong party.
    t5: Can't really do anything well, either because they simply have nothing they can do adequately or because they have mechanics issues. If you make a party of these, you will have issues.
    t6: Can't do anything worth mentioning. If you make a class that ends up here, you somehow made Commoner a valid party member. Don't even try to make a party of these.

    Now, for the class:

    The Warmaster
    Skilled in the arts of combat, politics and medicine, the Warmaster is often able to shift the tides of wars and change the course of history. These men and women are able to lead both armies and nations if they desire, or slay grand beasts they drive to cower in fear.

    Role: The Warmaster focuses on intimidation and medical care, and through these, diplomacy and improvement of their own capabilities and those they lead.

    GAME RULE INFORMATION
    Warmasters have the following game statistics.
    Abilities: Strength, Constitution, Charisma and Intelligence are the primary ability scores of the common Warmaster. Strength and Constitution are needed to fight in close quarters, while many of the Warmaster's abilities require Charisma and Intelligence to use fully.
    Alignment: Any alignment, although Lawful Warmasters are somewhat more common, as the common goals of Warmasters tend towards enforcing strict rules. Good Warmasters are similarly rarer, as many of the skills of the Warmaster focus on things often found in cruel persons.
    Hit Die: d10

    Class Skills
    The Warmaster's class skills (and the key ability for each skill) are Knowledge(all, taken separately) (Int), Climb (Str), Swim (Str), Jump (Str), Spot (Wis), Listen (Wis), Survival (Wis), Heal (Wis), Intimidate (Cha), Diplomacy (Cha) and Sense Motive (Cha)

    Skill Points at First Level: (5 + Int modifier) x 4
    Skill Points at Each Additional Level:5 + Int modifier

    Warmaster
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +1
    +2
    +0
    +2
    Intimidating Blows, Skilled Care, Martial Expertise
    2nd
    +2
    +3
    +0
    +3
    3rd
    +3
    +4
    +1
    +3
    Bonus Feat
    4th
    +4
    +4
    +1
    +4
    5th
    +5
    +4
    +1
    +4
    Convince With Fear, Personal Regimen
    6th
    +6/+1
    +5
    +2
    +5
    7th
    +7/+2
    +5
    +2
    +5
    Bonus Feat
    8th
    +8/+3
    +6
    +2
    +6
    9th
    +9/+4
    +6
    +3
    +6
    Drive the Masses, Oversee Caretaking
    10th
    +10/+5
    +7
    +3
    +7
    11th
    +11/+6/+1
    +7
    +3
    +7
    Bonus Feat
    12th
    +12/+7/+2
    +8
    +4
    +8
    13th
    +13/+8/+3
    +8
    +4
    +8
    Inspire With Fear, Exercise Instruction
    14th
    +14/+9/+4
    +9
    +4
    +9
    15th
    +15/+10/+5
    +9
    +5
    +9
    Bonus Feat
    16th
    +16/+11/+6/+1
    +10
    +5
    +10
    17th
    +17/+12/+7/+2
    +10
    +5
    +10
    Strain Your Skill, Cure Curse
    18th
    +18/+13/+8/+3
    +11
    +6
    +11
    19th
    +19/+14/+9/+4
    +11
    +6
    +11
    Bonus Feat
    20th
    +20/+15/+10/+5
    +12
    +6
    +12
    Perfection of Fear, Instruct Heroism

    Class Features
    All of the following are class features of the Warmaster.

    Weapon and Armor Proficiencies: Warmasters are proficient with all weapons and armor.

    Intimidating Blows: At level 1, a Warmaster may take a -2 penalty on an attack to make an Intimidation check against the target of the attack. (Do note that this lets you do 4 Intimidate checks as part of a full attack once you hit level 16)

    Skilled Care: At level 1, a Warmaster may make a DC 13 Heal check taking 2 minutes to heal a creature's HP by the amount the check was succeeded by. In addition, they may substitute their Intelligence modifier for their Wisdom modifier for Heal checks (Short enough to have it be worth using, long enough that it's only advantage over magical healing is no use restrictions. And the Int to Heal is MAD mitigation)

    Martial Expertise: A Warmaster counts their Warmaster level as Fighter levels for the purposes of feats.

    Bonus Feats: Warmaster bonus feats have no restrictions on use. (This is made to be borderline t2, it needs all the versatility it can get.)

    Convince With Fear: At level 5, a Warmaster gains a bonus on Diplomacy and Sense Motive checks equal to 1/2 there Intimidate bonus. (Do note that this means all those Intimidate pumping tricks count half for Diplomacy and Sense Motive. So you can be a horrifying fearmonger able to make Dragons run away from you and be able to talk the same dragon into being your friend. Potentially at the same time...)

    Personal Regimen: At level 5, a Warmaster gains a total bonus to physical ability scores (Strength, Constitution and Dexterity) equal to their Intelligence modifier. The total bonus may be divided between the ability scores and cannot exceed 1/2 your Warmaster level for any one ability score. (Basically, if you have a +3 Intelligence modifier, you get to divide a +3 between your physical ability scores, but no single score can get a bonus higher than 1/2 your Warmaster level. This is to help counter MAD, which would otherwise bog down the class)

    Drive the Masses: At level 9, a Warmaster may take a -2 penalty to an Intimidate check to have that single check apply to all enemies in 20 ft. Each additional -2 penalty increases the range by 10 ft.

    Oversee Caretaking: At level 9, a Warmaster may have their class features and feats apply to up to 1/2 their Warmaster level other creatures for the purposes of making Heal checks, and those creatures gain a bonus to their Heal checks equal to 1/2 the Warmaster's Heal skill ranks and Int modifier. (Intent is to have them able to let other use Int-to-Heal and the actually-heal-with-Heal-during-adventures things, as well as whatever other effects the Warmaster has on Heal. Oh, and the pumped Heal makes a team of Warmasters with varied focus on their stuff can buff eachother's heal checks into the skyline)

    Inspire With Fear: At level 13, whenever a Warmaster succeeds an Intimidate check they used Drive the Masses on, they may have allies in range of Drive the Masses gain a +2 Moral bonus to AC, Will saves and Strength lasting 1 minute per Warmaster level. By taking a -2 penalty on an Intimidate check, the bonus increases by 1. (This is to give buff ability. Rather late, but it's there and can make a Warmaster screw with the balance of armies when they are buffed in Intimidate sufficiently)

    Exercise Instruction: At level 13, a Warmaster can spend 4 hours to have a single creature gain the effects of the Intensive Training feat for a number of weeks equal to 1/2 their Warmaster level, using the Warmaster's Intelligence modifier in place of the target creature's. (Yes, there will be added feats to give similar effects to Warmaster abilities to other creatures. They shall appear in this post)

    Strain your Skill: At level 17, a Warmaster may use Heroics, as the spell, as an (Ex) ability a number of times per day equal to their Intelligence modifier. (This is level 17. Things do not need to make sense much at all, so having spells as (Ex) abilities is fair game)

    Cure Curse: At level 17, a Warmaster may use their Heal skill to remove magical effects from creatures. As a Heal check taking 10 minutes with a DC of 15 + the effect's source's CL or HD, whichever is lower, they may remove negative levels or the effects of one non-Extraordinary ability. (Yes, being able to remove buffs is intended. And it applies to any effect from an ability that is not Extraordinary. If you can chain them down long enough, you can strip a caster of any buff they have, making them open to more conventional killing)

    Perfection of Fear: At level 20, a Warmaster may apply Fear effects to creatures that would normally be immune to them, including Mindless creatures. In addition, they may take a -2 on an Intimidate check to have a success apply a -1 moral penalty to Charisma, Intelligence, Wisdom, Strength, Dexterity, all saves and BAB while applying a bonus equal to the penalty to all allies affected by Inspire With Fear for this check. Each additional -1 to the check taken increases the penalty by 1. (Yes, that is a BAB penalty and bonus. It does, in fact, remove and grant iteratives. This is capstone stuff, and if you build around the Intimidate stuff, you can pull off multiple extra iteratives and a godlike army screw. Let the Wizard fight Gods one on one, you will fight nations and armies with a warband of peasants)

    Instruct Heroism: At level 20, a Warmaster may spend 4 hours to grant a single creature the effects of a Fighter bonus feat they qualify for, 30 HP, a +6 Competence bonus to Con saves, a +4 Competence bonus to attack rolls, Ref and Will saves, and skill checks, immunity to fear effects and a +1 Cometence bonus to BAB, Intimidate and Ride for a number of weeks equal to 1/2 the Warmaster's level. (Heroics, CL 20 Greater Heroism and a virtual level of Fighter as if it were their first level of Fighter. This is capstone stuff, you use this to make a random commoner into a useful soldier for basic tasks)

    ---Feats---

    Here lies partial and weaker versions of some Warmaster abilities as feats. Also some Warmaster boosting feats to cover for mechanics weaknesses without frontloading even more in the class.

    Intensive Training [General]
    Requirements: Int 12, BAB +2
    Benefit: You gain a bonus to one physical ability score (Strength, Constitution or Dexterity) of your choice equal to your Int modifier, with a maximum of 1/3 your hit dice. To retain the benefits of this feat, you must spend 2 hours per day doing nothing but exercise.
    Special: This feat may be taken multiple times, increasing the amount of time spent exercising by 1 hour each time. A fighter may select Intensive Training as one of his fighter bonus feats. (Well, it gives Fighters something useful for making them not need to use Int as a dump stat... Also lets them use the Wizard's hand-me-down Int bonus items...)

    Drive to Panic [General]
    Requirements: Intimidate 3 ranks
    Benefit: When you succeed an Intimidate check against a Shaken creature, that creature becomes Panicked.
    Special: Making an Intimidate check against a creature affected by a Fear effect suffers a -2 penalty. A repurchase of this feat removes this penalty and makes a Shaken creature Frightened instead.

    Guide Caretaking [General]
    Requirements: Heal 3 ranks
    Benefit: You may add 1/2 your Heal modifier to the Heal check of another.
    Special: A repurchase of this feat allows you to apply the effects of any other feats you have that affect your Heal skill to the Heal check of another. (I like repurchases, okay? It saves bookspace and naming)

    Martial Enlightenment [General]
    Requirements: Monk or Fighter level 1
    Benefit: You Fighter level count as Monk levels for the purposes of feats and your Monk level count as Fighter levels for the purposes of feats. (Badly needed potential Unarmed bonuses on Monk, and more options for Fighters. Still need any class features involved in the feats, but you can get the feats)
    Last edited by Morphic tide; 2017-02-16 at 07:42 PM.

  5. - Top - End - #5
    Bugbear in the Playground
    Join Date
    May 2013

    Default Skill feats post

    Started immediately after the previous post to hold some things I thought up mid-post that fit as their own thing.

    First, the feats that swap the ability score that the ability keys off of:


    Intimidating Strength [General]
    Requirements: Str 14, Intimidate, Sense Motive or Bluff rank 1
    Benefit: You may use your Strength modifier in place of your Charisma modifier for Intimidate and Bluff checks.
    Special: Purchasing this feat makes Intimidate and Bluff class skills for all your hit dice. (If you are so clearly strong you are intimidating people, then you are probably strong enough for them to not call you on your bluffs and get them to cut the ****. Especially in a civilization where violence is still a part of daily life for several entire lifestyles)

    Dexterous Climbing [General]
    Requirements: Dex 14, Climb rank 1
    Benefit: You may use your Dexterity modifier in place of your Charisma modifier for Climb checks.
    Special: Purchasing this feat makes Climb a class skill for all your hit dice. (Dexterity actually matters more than bulk strength with climbing, especiallyin tight spaces. There's also the matter that several things suggest D&D Dex includes grip strength in some cases)

    Wise Search [General]
    Requirements: Wis 14, Appraise or Search rank 1
    Benefit: You may use your Wisdom modifier in place of your Intelligence modifier for Appraise and Search checks.
    Special: Purchasing this feat makes Appraise and Search class skills for all your hit dice. (The two sense skills are under Wis. Not getting an option for

    Wilful Interaction [General]
    Requirements: Wis 14, Diplomacy, Bluff or Intimidation rank 1
    Benefit: You may use your Wisdom modifier in place of your Charisma modifier for Diplomacy checks.
    Special: Purchasing this feat makes Diplomacy, Bluff and Intimidate class skills for all your hit dice. (Some rather successful styles of arguing come down to being repetitive and stubborn. Also known as Wilful, which is Wis)

    Common Wisdom [General]
    Requirements: Wis 14, Knowledge(Local or Geography) rank 1
    Benefit: You may use your Wisdom modifier in place of your Intelligence modifier for Knowledge(Local), Knowledge(History) and Knowledge(Geography) checks.
    Special: Purchasing this feat makes Knowledge(Local) and Knowledge(Geography) class skills for all your hit dice. (This is basically Common Knowledge being divorced from Intelligence. Because there are basic things that even the most utterly mentally retarded people learn by immersion)

    Smart Work [General]
    Requirements: Int 14, Profession(any) rank 1
    Benefit: You may use your Intelligence modifier in place of your Wisdom modifier for Profession checks.
    Special: Purchasing this feat makes Profession a class skill for all your hit dice. (Quite a few jobs need more direct knowledge than simply intuiting what is needed. Most of those are involved in Craft, further supporting the idea, while also explaining the lack of Blacksmith and such as Professions)

    Survive by Knowing [General]
    Requirements: Int 14, Survival or Heal rank 1
    Benefit: You may use your Intelligence modifier in place of your Wisdom modifier for Survival and Heal checks.
    Special: Purchasing this feat makes Survival and Heal class skills for all your hit dice. (Modern surgeons needing so much schooling shows how much knowledge effects your ability to do healing stuff, and knowing what plants are toxic and the more general signs of where food is falls more under being smart than being wise)

    Spot With Thinking [General]
    Requirements: Int 14, Spot or Listen rank 1
    Benefit: You may use your Intelligence modifier in place of your Wisdom modifier for Spot and Listen checks.
    Special: Purchasing this feat makes Spot and Listen class skills for all your hit dice. (Have access to keying the two most important for adventuring skills. Well, in most cases. The logic for this is that quick thinking and memorization can substitute for some level of senses. Take it from someone who is so near sighted that they can barely see things 20 ft away... The near-blind can tell what's going on when they think about the patterns and colors of the blurs, and the near-deaf can make sense of sounds based on what they know)

    Thoughtful Handwork [General]
    Requirements: Int 14, Open Lock, Use Rope or Slight of Hand rank 1
    Benefit: You may use your Intelligence modifier in place of your Dexterity modifier for Open Lock, Use Rope and Slight of Hand checks.
    Special: Purchasing this feat makes Open Lock, Use Rope and Slight of Hand class skills for all your hit dice. (Slight of Hand, Use Rope and Open Lock all cover things that are helped quite a lot by knowing what you are doing, and the manual dexterity part can actually be situational. Think about how fast and small the hand movements of typing on a keyboard are, especially the ones on phones, where you have much smaller buttons or sometimes no buttons at all)

    Intelligent Activation [General]
    Requirements: Int 14, Use Magic Device rank 1
    Benefit: You may use your Intelligence modifier in place of your Charisma modifier for Use Magic Device checks.
    Special: Purchasing this feat makes Use Magic Device a class skill for all your hit dice. (Yes, it makes Wizards stronger. It also makes some classes quite a bit more functional by making them have access to UMD off of Int)

    ---

    ...God, that's a lot of feats... Guess I'll put off the synergy feats for later... Anyone got more of these ideas? Please include names.

  6. - Top - End - #6
    Bugbear in the Playground
    Join Date
    May 2013

    Default Arcane Savant, an alternative Sorcerer/Wizard hybrid class

    Link to the thread focused on this class, if you don't want to clutter this thread

    Arcane Savant
    Having a diluted or neglected bloodline, Arcane Savants often ignore their status as Sorcerers, and yet rely more on Sorcerous talent than Wizardly learning when it comes to their studies of the Arcane. However, mixing the two forms of Arcane power allows them to do things few, if any, others can attain, often surpassing "pure" Sorcerers or Wizards in their apparent might. In truth, their raw arcane power is only slightly above that of Wizards and much less refined, and their abilities as Sorcerers are heavily behind due to focusing more on Wizardly study. The key is that they prepare much less than Wizards and have more variety available than Sorcerers, allowing them to improvise better than either.

    Role: Practically any role can be managed by an Arcane Savant, due to their unusual method of using arcane magic, but they particularly excel at battlefield control and improving the capabilities of allies(Do note that this is basically reading off what Wizards tend to actually do)

    Alignment: Any

    Hit Die: d6

    Starting Wealth: 2d8 x 10gp (average 80 GP) In addition, each character starts play with an outfit worth 10gp or less. (10-20gp isn't that much, and unlike Arcanist they got to flat-out cheat at practical exams, so their Wizard schooling fees were reduced. Semi-joking, it's mostly wanting to break the mould of starting gp)

    Class Skills: The class skills of the Arcane Savant are Knowledge(all)(Int), Fly(Dex), Craft(Int), Bluff(Cha), Profession(Wis), Use Magic Device(Cha), Intimidate(Cha), Appraise(Int) and Spellcraft(Int)
    Skill ranks per Level: 4+Int

    Spoiler: Table: Arcane Savant
    Show
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Cantrips, Mixed Methods
    2nd
    +1
    +0
    +0
    +3
    Bloodline Power
    3rd
    +1
    +1
    +1
    +3
    4th
    +2
    +1
    +1
    +4
    5th
    +2
    +1
    +1
    +4
    Bonus Feat
    6th
    +3
    +1
    +2
    +5
    Bloodline Power, Bloodline Spell
    7th
    +3
    +2
    +2
    +5
    Prepared Metamagic
    8th
    +4
    +2
    +2
    +6
    9th
    +4
    +3
    +3
    +6
    10th
    +5
    +3
    +3
    +7
    Bonus Feat, Bloodline Spell
    11th
    +5
    +3
    +3
    +7
    12th
    +6/+1
    +4
    +4
    +8
    13th
    +6/+1
    +4
    +4
    +8
    14th
    +7/+2
    +4
    +4
    +9
    Sudden Metamagic, Bloodline Feat, Bloodline Spell
    15th
    +7/+2
    +5
    +5
    +9
    Bonus Feat
    16th
    +8/+3
    +5
    +5
    +10
    17th
    +8/+3
    +5
    +5
    +10
    18th
    +9/+4
    +6
    +6
    +11
    Bloodline Power, Bloodline Spell
    19th
    +9/+4
    +6
    +6
    +11
    20th
    +10/+5
    +6
    +6
    +12


    Class Features: The following are class features of the Arcane Savant.

    Weapon and Armor proficiency: Arcane Savants are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an Arcane Savantís gestures, which can cause their spells with somatic components to fail

    Spells: An Arcane Savant can cast spells, primarily drawn from the Sorcerer/Wizard spell list. Some spells they can cast without preperation, but they may also prepare spells from their spell book or other known spells.

    To learn, prepare, or cast a spell, the Arcane Savant must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Arcane Savantís spell is 10 + the spell level + the Arcane Savantís Intelligence modifier.(this is why they get 4+int skill points. MAD is infused into their basic casting)

    An Arcane Savant can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Arcane Savant Spell Slots. In addition, he receives bonus spells per day if he has a high Intelligence score.

    Spoiler: Arcane Savant Spell Slots
    Show
    Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    3 1 - - - - - - - -
    2 2 - - - - - - - -
    3 3 1 - - - - - - -
    4 4 2 - - - - - - -
    5 5 3 1 - - - - - -
    6 5 4 2 - - - - - -
    7 5 5 3 1 - - - - -
    8 5 5 4 2 - - - - -
    9 5 5 5 3 1 - - - -
    10 5 5 5 4 2 - - - -
    11 5 5 5 5 3 1 - - -
    12 5 5 5 5 4 2 - - -
    13 5 5 5 5 5 3 1 - -
    14 5 5 5 5 5 4 2 - -
    15 5 5 5 5 5 5 3 1 -
    16 5 5 5 5 5 5 4 2 -
    17 5 5 5 5 5 5 5 3 1
    18 5 5 5 5 5 5 5 4 2
    19 5 5 5 5 5 5 5 5 3
    20 5 5 5 5 5 5 5 5 4


    Starting Spells (See Spellbooks and the Sorcerer table): An Arcane Savant begins play with a spellbook containing all 0-level wizard spells plus one 1st-level spell of his choice. The Arcane Savant also selects a number of additional 1st-level spells equal to half his Intelligence modifier to add to the spellbook. At each new Arcane Savant level, he gains one new spell of any spell level that he can cast (based on his new Arcane Savant level) for his spellbook. At any time, an Arcane Savant can also add spells found in other characterí spellbooks to his own (see Magic). Additionally, he has half the Spells Known of a Sorcerer of his level.

    Spells Gained at a New Level: An Arcane Savant learn as he lives, using both Sorcerer's innate magic and Wizard's studious magic. An Arcane Savant has half the Spells Known of a Sorcerer of the same level, rounding down. He may cast these spells spontaneously from any Arcane Savant spell slots they have, including slots that already have a spell prepared in them. Additionally, he adds a spell of any spell level he may cast to his spell book for free.

    Bloodline: An Arcane Savant has partially developed a Sorcerer bloodline, chosen at first level, developing at a slower pace than a Sorcerer. They gain Bloodline Powers, Spells and Feats as a Sorcerer of one-half their Arcane Savant level, as shown on the above table.

    Cantrips: An Arcane Savant knows half as many Cantrips as a Sorcerer of the same level that they may cast without preparation and may prepare and cast an additional two Cantrips from the Sorcerer/Wizard spell list.

    Mixed Methods: An Arcane Savant has understandings of both Wizard and Sorcerer methods of using Arcane magic, and may focus on one or the other. They may choose to either have their Arcane Savant levels count as one and one-half Sorcerer levels for bloodline progression and prerequisites, removing the bloodline features granted by Arcane Savant, or they may have their Arcane Savant levels count as half Wizard levels for Arcane Bond and prerequisites. Additionally, their levels in Sorcerer and Wizard count as half levels for Arcane Savant spell slot progression. Their effective Sorcerer level for bloodline abilities cannot exceed twice their Sorcerer level plus one-half their Arcane Savant levels.

    Prepared Metamagic: At seventh level, an Arcane Savant has learned to prepare metamagic as if they were spells. They may have a number spell slots up to their Intelligence modifier store metamagic as if the metamagic were attached to a 0th level spell. As a Swift action, they may expend a spell slot with metamagic prepared in it by this class feature to have the metamagic apply to the next spell they cast. (Placement of abilities matters a lot. So I put this as the first one to increase MAD and make the class less powerful)

    Sudden Metamagic: At fourteenth level, an Arcane Savant has learned to expend raw arcane power to suddenly manifest metamagic effects on prepared spells. They may, a number of times per day equal to their Charisma modifier, expend a spell slot to apply the effects of one or more metamagic feats to a prepared spell as it is cast. The expended spell slot must be at least the same level as the total spell level adjustment of the metamagic applied(yes, you can technically use this to get what are effectively 18th level spells. More, if you have a Rod. 27th level if you stack the two things.)

    Bonus Feats: An Arcane Savant gets bonus feats at levels 5, 10 and 15. These feats may be used to get Metamagic and Item Crafting feats.
    Last edited by Morphic tide; 2017-02-18 at 08:57 PM. Reason: Added a liming line to Mixed Methods

  7. - Top - End - #7
    Bugbear in the Playground
    Join Date
    May 2013

    Default Arcane Savant extras

    This is for the various things that alter Arcane Savant, put in another post to make sure single post character limit is not taken up unnecessarily. It will include stuff that Pathfinder doesn't use, namely AFCs and replacement levels.

    Spoiler: Studious Savant
    Show

    Some Arcane Savants fully ignore their sorcerous bloodline, or have such weak bloodlines that they have little potential to develop them. These people dive into proper Wizardly studies, learning the powers of Arcane Schools and Discoveries, as well as forming an Arcane Bond. However, much as the typical Arcane Savant has a lessened bloodline, so too are Studious Savants not as advanced in their studies as proper Wizards due to the distraction of their sorcerous power.

    Skill Points: 2 + Int per level.

    Spells: A Studious Savant gains bonus spell slots for having a high Intelligence and the save DCs of their spells are determined by their Charisma.

    Arcane Studies: A Studious Savant has abandoned their bloodline to study arcane magic as Wizards do, but they retain the abilities that their sorcerous nature allows. They choose an Arcane School and have the Arcane Bond class feature, as the Wizard does, and gain the benefits of both as a Wizard of one-half their level. This feature replaces the Bloodline features, spells and feats of the Arcane Savant.

    Studious Methods: A Studious Savant's focus on Wizardly methods of magic causes their ability to develop a Sorcerous bloodline to suffer. As a result, if they choose to have their levels stack with Sorcerer levels for bloodline abilities, their Arcane Savant levels only count as half levels of Sorcerer. For example, a Sorcerer 5/Studious Savant 4 only counts as a 7th level Sorcerer for bloodline abilities. However, they also can get Arcane Discoveries as a Wizard of half their level, regardless of if they choose to have their levels stack with Wizard or Sorcerer levels. If they do choose to have their levels stack with Wizard levels, then their Arcane Savant levels count as one and one-half Wizard levels for Arcane Discoveries, Arcane Bond, Arcane Schools and prerequisites, losing Arcane Bond and Arcane School abilities granted by levels in Arcane Savant. For example, a Wizard 1/Studious Savant 4 counts as a 7th level Wizard for Arcane Discoveries, Arcane Bond, Arcane Schools and prerequisites. This feature alters Mixed Methods.


    Spoiler: Spell Volley Expert
    Show

    At times, a person wishes to devote themselves to swift execution of grand effects. When an Arcane Savant decides to do so, they replace their skills with metamagic with the ability to unleash immense Arcane forces. These Savants can expend their daily allotment of magic rapidly and with immense focus, allowing them to destroy vast armies or construct immense structures.

    Prepared Volley: At seventh level, a Spell Volly Expert can cast a number of prepared spells with total spell level equal to or less than their Charisma modifier as a single full-round action a number of times per day equal to their Intelligence modifier. This feature replaces Prepared Metamagic.

    Sudden Volley: At fourteenth level, a Spell Volley expert may expend a spell slots with a total spell level equal to or less than their Charisma modifier as a Standard action to cast spells that they could cast from the expended slots. Metamagic may not be applied to spells cast this way. This feature replaces Sudden Metamagic.

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