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  1. - Top - End - #1
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default The Scribe 3.5/PF

    The Scribe

    "You know, I have a scroll for just that." -Albus Dorns

    Scribes delve for years in ancient volumes and long forgotten tomes. They learn all they can, working with ancient magic items and learning the true power they can muster from them. Sages and knowledgeable leaders come from their stock, as master of how so the world can benefit from ages of mastery far older than any one man or woman could ever muster. Scribe must travel far and wide, to find the oldest esoteric tomes to learn from. The pursuit of learning is never bound to in morals, but ethics often hold strong sway twoard structure.

    Scribes come from many different stocks, human, elf, dwarf, ogre, and even dragon. The community they create is one that rarely has time for frivolities of racism, but on occasion, a scribe may give in. Due to their varied nature, no specific diety is chief among scribes, but magic deities and deities of knowledge are most common.

    Abilities: Scribes favor high intelligence allowing for more skills and powering many of their class features. Scribes benefit from high charisma as they tend to perform roles as teachers and leaders. Dexterity and constitution aids in the survivability not afforded by their class features.

    Alignment: Any.

    Hit Die: d4

    Starting Age: As Wizard

    Starting Gold: 5d6 *10

    Class Skills
    The Scribe’s class skills (and the key ability for each skill) are; Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All; taken individually) (Int), Perform (Cha), Profession (Cha), Spellcraft (Int), Survival (Wis), Use Magical Device (Cha), Use Rope (Dex).


    Skill Points at First Level: (8 + Int modifier) x 4
    Skill Points at Each Additional Level: 8 + Int modifier

    Level BAB Fort
    Save
    Ref
    Save
    Will
    Save
    Special Lesser
    Attuned
    Items
    Greater
    Attuned
    Items
    Esoteric
    Resonance
    1st +0 +0 +0 +2 Esoteric Attunement (Lesser), Esoteric Understanding, Scholastic Knowledge, Scholastic Learning 3 - 3
    2nd +1 +0 +0 +3 Esoteric Attunement (Greater), Scholastic Record(1) 4 1 4
    3rd +1 +1 +1 +3 Technical Author 5 2 5
    4th +2 +1 +1 +4 Scholastic Record(2) 6 3 6
    5th +2 +1 +1 +4 - 9 3 8
    6th +3 +2 +2 +5 Scholastic Record(3) 10 4 11
    7th +3 +2 +2 +5 - 11 5 15
    8th +4 +2 +2 +6 Scholastic Record (4) 12 6 20
    9th +4 +3 +3 +6 - 15 6 26
    10th +5 +3 +3 +7 Scholastic Record(5) 16 7 32
    11th +5 +3 +3 +7 Advanced Technical Author 17 8 39
    12th +6/+1 +4 +4 +8 Scholastic Record(6) 18 9 47
    13th +6/+1 +4 +4 +8 - 21 9 56
    14th +7/+2 +4 +4 +9 Scholastic Record(7) 22 10 65
    15th +7/+2 +5 +5 +9 - 23 11 75
    16th +8/+3 +5 +5 +10 Scholastic Record(8) 24 12 86
    17th +8/+3 +5 +5 +10 - 27 12 98
    18th +9/+4 +6 +6 +11 Scholastic Record(9) 28 13 110
    19th +9/+4 +6 +6 +11 - 29 14 122
    20th +10/+5 +6 +6 +12 Scholastic Record (10), Scholastic Author 30 15 145

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

    Weapon and Armor Proficiencies: A Scribe's is proficient with simple weapons, but no armor or shields.

    Esoteric Understanding: A scribe learns to attune themselves to magic items allowing the use of their own magic reserves instead of the items allowing single-use items to be used multiple times and employing items normal restricted to those with specialized knowledge. They may spend 15 minutes attuning with esoteric items. They are treated as being proficient in the item and meeting any prerequisites required to use the items, until they attune themselves again. This attunement is tied to the specific item so if they are attuned to a scroll of fireball and use the scroll normally, they can not pick up a different scroll of fireball and benefit from the attunement.

    To attune an item the scribe must have a number of ranks in the knowledge skill related to the item equal to items level + 3. Item level refers to caster level, manifester level, etc.

    Esoteric items are items that require a caster level, manifester level, class level, or similar type of requirement to use and/or make.

    Lesser Esoteric Attunement: Lesser esoteric items are items that are single use or limited use. Scrolls, wands, potions, power stones, etc.

    Greater Esoteric Attunement: Greater esoteric items are permanent items that do not lose their esoteric status upon use. Staves, spell books, psicrowns, magic weapons, etc.

    Esoteric Resonance: Esoteric Resonance is the stored energy scribes use to power their esoteric items, allowing use beyond their normal limits. Whenever activating an attuned esoteric item the scribe can instead of spending the items charge to instead spend esoteric resonance. For spells or similar effects, the expended resonance required is their spell level or equivalent. For effects not tied to spells levels or similar levels, the effective level of the effect divided by 2 is the cost. A scribe can only spend 1/2 class level in esoteric resonance per activation, min 1. Scribes gain bonus esoteric resonance equal to their intelligence modifier every odd level.

    Spell Books and similar items grant access to any spell present in the book, but cost 1 extra resonance and casting time increases by 2 steps. Additionally, the scribe may spend a lesser esoteric attunement to attune to a specific spell, attuned spells are cast as if they were a scroll.
    Staves and similar items can be charged as normal, but takes 1 extra resonance if no spell book or other item is available to replicate the required spell or effect.
    Scrolls/Power Stones/Potions/etc. spend 1 point per level of the effect.
    Weapons grant the ability to expend resonance to treat their base attack bonus from scribe levels is equal to their class level for attacks made with that weapon, this effect last 1 minute and its cost is equal to their 1/2 class level.

    Scholastic Knowledge (Ex): A scribe adds half their class level (minimum 1) on all Knowledge skill checks and may make all Knowledge skill checks untrained. Gain Knowledge Devotion as a bonus feat, the scribe does not need to meet its prerequisites.

    Scholastic Learning (Ex): A scribe learns best form books, gaining far more insight from reading than watching. When using a masterwork manual on a topic(skill or otherwise) the bonus granted is 1.5 x the normal bonus.

    Technical Author: A scribe can create a instruction manual for any skill or feat or ability they have. The manual provides a +1 competence bonus to rolls related to the manuals topic, if the own reads it in their off time. The manual can be skimmed as a full round action gaining a +3 competence bonus to related rolls for 1 minute. Each manual is worth 400g x (min level + 1 per prerequisite), and is made using Craft (scribe), the scribe must have the ability, feat, or skill for 3 levels to make a manual on the topic.

    Scholastic Record: Starting at the second level the scribe keeps a scholastic record. These records are compilations of information they have found or tricks they have come to master, called theorems. The record is a tome akin to a spell book, an the scribe must have their scholastic record available to benefit from the recorded information. Replacing a scholastic record takes 1 day per class level and 100g. The Scribe may have more than one scholastic record, but may only benefit from one, taking 1 week studying to change which record they benefit from.
    Theorems
    • Archivist's Notes: When the scribe makes a knowledge devotion roll against a creature and takes 1 round jotting down notes they can retain +1 of the bonus permanently. This bonus stacks each time used, but the scribe cannot increase the bonus unless their current bonus is higher then their existing notes.
    • Esoteric Ability Mastery: Choose 3 + Intelligence modifier spells, power, class features, or similar abilities, the scribe is considered to have the chosen abilities for meeting prerequisites.
    • Esoteric Item Efficiency: Choose one type of esoteric item, stave, weapon, armor, wand, etc. When utilizing chosen item the scribe may spend 1 less esoteric resonance, 1 esoteric resonance which ever is greater. The scribe may apply this multiple times, but must choose a different item type each time.
    • Esoteric Item Specialization: Choose a type of esoteric item, any attuned item of that type, grants +1 to all numerical benefits, caster level, attack/damage bonus, energy damage, etc. The scribe may apply this multiple times, each time can be for the same item type or for different item type.
    • Esoteric Item Metamastery: Choose a type of esoteric item and a meta feat related to that type, IE metamagic for wands. Any attuned item of that type, can be modified by the feat as long as there is related attribute to be effected, IE empowering a weapon would increase the damage by 50%. Activating the meta feat cost resonance equal to the level modification of the feat, min 1. The scribe may take this multiple times, each time can be for the same item type or for different item type.
    • Esoteric Tome Transcription: The scribe may create spell books or similar items as long as they have the related materials. Additionally they may add spells to such items as if of the related class. They must attune to the item to be created and the items used for the creation, IE spell scrolls for a wizard's spell book. The scribe must have the scribe scroll feat to select this theorem.
    • Forced Esoterica: If the scribe have an item attuned to a greater esoteric attunement slot, and it has an ability that is triggered on a die roll the scribe may spend 1/2 the items item level in resonance to force the effect. IE a flamingburst being CL 12th would cost 6 resonance. This would not allow use of bane when hitting a creature of the wrong type, or
    • Monster Hunter's Notes: The scribe gains the ability to research a specific creature(vampire, ogre, human, or etc.) and gains favored enemy toward that creature. Each creature takes up one page per bonus provided by favored enemy. The bonus provided is +1 per 5 of the result exceeds DC 10 Knowledge check related to the creatures type. Research requires a large library, or a collection of works about the creature worth 25g per HD of the creature. The research can only be done once for a given creature per level.
    • Scholastic [Source] Compendium: The scribe gains an arcane caster/divine caster/manifester/etc.(Choose one) equal to their class level. An attuned item uses the scribe's level or its own which ever is higher for determining its effects.
    • Scholastic Guide: The scribe gains a feat they meet the requirements for, with any intelligence score or an intelligence based skill as its prerequisite. The scribe may apply this multiple times each time adding another feat. Every even time this is applied the scribe gains 2 feats instead of 1.
    • Shared Combat Experience: The scribe learns how to direct his allies in combat. As a standard action, they can grant any ally able to hear them the benefit of their knowledge devotion feat.
    • Shared Skill Experience: The scribe learns how to direct his allies in preforming a skill. As a standard action, they can grant any ally able to hear them the benefit of any feat they have for a skill, and use the scribes skill bonus for the skill on any checks made for 1 minute. The ally uses their own ability modifier not the scribes.
    • Skill Guide: The scribe gains Skill focus(class skill) or a feat with skill focus as a prerequisite. This may be applied multiple times each time learning another feat. Every even time this is applied the scribe gains 2 feats instead of 1.
    • Technique Guide: The scribe gains a feat with a caster level, manifester level, etc. as a prerequisite that they meet the prerequisites for. This may be applied multiple times each time learning another feat. Every even time this is applied the scribe gains 2 feats instead of 1.
    • Techno Babble: The scribe starts spouting off random information form their journal, in incohesive lines that leave their enemies dazed. As a standard action, the scribe starts talking and anyone in 30ft must make a will save DC 10 + 1/2 class level + intelligence modifier. On a failed save they are dazed for 1d4 rounds. Anyone with the ability to make all knowledge checks untrained gain +4 to the save.
    • Training Notes: The scribe chooses 2 + Intelligence modifier cross-class skills these skills are treated as class skills while the scribe has their journal. Additionally any skill points spent in the skill provide 1 rank while they possess their Scholastic Record. This may be applied multiple times applying to new skills each time.


    Packrat (Ex): Beginning at the 3rd level, the scribe learns to maximize their storage space. The scribe may use either their strength or intelligence score for determining how much they can carry and add 1 per odd class level to the ability score for determining carry capacity.

    Advanced Technical Author: Starting at the 11th level the scribe can create advanced technical manuals. Advanced technical manuals grant the reader the benefit of a feat or class feature for 1 minute after a they spend a full round action in review. The reader must be two levels higher then the first level the class feature would be available.

    Scholastic Author: Starting at the 20th level the scribe gains the ability to create a copy of their scholastic record for use by others, called a Scholastic Manual. The scholastic manual costs 500g x class level³. Crafting a Scholastic Manual takes a month. The scholastic manual grants all known Scholastic Record abilities learned, including any specific choices such a as what feat is gained or skills are affected. The manual does not grants any prerequisites for the scholastic records.
    Last edited by Lanth Sor; 2020-01-15 at 09:07 PM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

  2. - Top - End - #2
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: The Scribe 3.5/PF

    Technical Manuals
    You may only benefit form 3 + int modifier manuals at one time. Initially, you must spend 8 hours reviewing the manual over the course of a week to benefit form it. After the initial period you must spend 1 hour per week in review, generally done in between actions or lulls in the adventuring day.

    Sample Manuals
    Manual of Diplomacy
    You gain a +1 insight bonus to Diplomacy. If they spend 1 round reviewing the book they instead gain +3 insight bonus to diplomacy. Market Value: 400g

    Manual of Evasion
    You gain a +1 insight bonus to reflex saves that would benefit from evasion. If they spend 1 round reviewing the book they instead gain +3 insight bonus to such saves. Market Value: 1200g

    Manual of Improved Initiative
    You gain a +1 insight bonus to initiative. If they spend 1 round reviewing the book they instead gain +3 insight bonus to initiative. Market Value: 400g

    Manual of Precise Shot
    You gain a +1 insight bonus to attack rolls made while firing into melee. If they spend 1 round reviewing the book they instead gain +3 insight bonus to such attacks. Market Value: 800g

    Manual of Weapon Focus Bastard Sword
    You gain a +1 insight bonus to attack rolls made with bastard swords. If they spend 1 round reviewing the book they instead gain +3 insight bonus to attack rolls made with bastard swords. Market Value: 800g

    Manual of Weapon Specialization Bastard Sword
    You gain a +1 insight bonus to damage rolls made with bastard swords. If they spend 1 round reviewing the book they instead gain +3 insight bonus to damage rolls made with bastard swords. Market Value: 2800g
    Last edited by Lanth Sor; 2019-11-17 at 01:35 AM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

  3. - Top - End - #3
    Troll in the Playground
    Join Date
    Jun 2015

    Default Re: The Scribe 3.5/PF

    Dark Knowledge is a class feature from the archivist that could have been fit in the list of powers the scribe can choose(maybe in one pick it is too much but in two or three picks it could be alright).

  4. - Top - End - #4
    Barbarian in the Playground
     
    Kobold

    Join Date
    May 2012
    Location
    Kansas City

    Default Re: The Scribe 3.5/PF

    Why is this a full BAB class?

    Assuming the ability to use WBL to buy items wanted, This kind of feels like a wizard who can spontaneously cast all their spells.
    "The monk hits you a shattering blow in the kidneys, luckily this fixes a long standing alignment issue with your spine, gain +10 Move"

    "The evil wizard fireballs you, since the weather has been nasty you are now pleasantly warm, gain immunity from fear effects and cold and necrotic damage "

    "The drow cleric smashes you in the skull with an adamantine mace, this jogs your memory, regain all your used spell slots for the day"

  5. - Top - End - #5
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2013

    Default Re: The Scribe 3.5/PF

    Quote Originally Posted by Gallowglass View Post
    Why is this a full BAB class?
    BAB was an oversight.

    Quote Originally Posted by Gallowglass View Post
    Assuming the ability to use WBL to buy items wanted, This kind of feels like a wizard who can spontaneously cast all their spells.
    The idea is kinda like that but closer to the psion.

    I'll be doing review of individual items and expounding on cost and rules for them. First up is Spell Books:Your going to have to attune specific spells, in addition to the spell book itself.
    Last edited by Lanth Sor; 2018-10-19 at 03:51 PM.

    My Homebrew: Here
    Competitions and Substystem Compendium: Here
    Mythos Stuff
    Index Discord

  6. - Top - End - #6
    Pixie in the Playground
     
    Corenthius's Avatar

    Join Date
    Aug 2013
    Location
    Gulf Coast of MS
    Gender
    Male

    Default Re: The Scribe 3.5/PF

    I like the theme of the class. I like the amount of options you have provided.

    One bad thing though. Trash packrat. Using Intelligence to carry more weight makes absolutely no sense.
    Maybe go with something like
    Efficient spellbook - The scribe learns how to scribe spells using only 1 page instead of 1 page per spell level.
    I know kind of meaningless ability, but you will not need as many spellbooks if you are a wizard or archivist. It would also shorten the length of any single scroll made by the Scribe.
    Last edited by Corenthius; 2019-02-14 at 10:46 PM.

  7. - Top - End - #7
    Troll in the Playground
    Join Date
    Jun 2015

    Default Re: The Scribe 3.5/PF

    Quote Originally Posted by Corenthius View Post
    I like the theme of the class. I like the amount of options you have provided.

    One bad thing though. Trash packrat. Using Intelligence to carry more weight makes absolutely no sense.
    Maybe go with something like
    Efficient spellbook - The scribe learns how to scribe spells using only 1 page instead of 1 page per spell level.
    I know kind of meaningless ability, but you will not need as many spellbooks if you are a wizard or archivist. It would also shorten the length of any single scroll made by the Scribe.
    It makes sense to carry more stuff thanks to int: nothing says you carry the stuff with your own muscle so as far as we know you could be using mules or some other way of carrying that is abstracted(thanks to awesome logistics)

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