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  1. - Top - End - #1
    Barbarian in the Playground
     
    AugustNights's Avatar

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    Default [3.5e] Divine Magic's 'Eldritch' power. [PEAR]

    [Please Examine And Respond (In PM)]

    This class used 'The Marshal' from the minature's handbook as a starting place, and then was compared to the Cleric/Favored Soul as the Warlock is to the Wizard/Sorcerer. Complicated... I know. I was also inspired by the Paladins in Diablo II, if anyone is hasn't forgotten those games in the sea of WoW.

    The Sage


    Alignment: Any.

    Abilities: Wisdom is especially important for Sages because it improves their understanding with their surroundings, and the energies around them from where they draw their power. Constitution is important for a Sage's staying alive. Charisma is important, for a Sage to spread his or her knowledge, he or she needs to convince people.

    Hit Die: d8.

    The Sage [Marshal Variant]
    {table="head"]Level|BAB|Fort|Ref|Will|Special

    1st|+0|+2|+0|+2|Minor Aura, Domain

    2nd|+1|+3|+0|+3|Major Aura +1

    3rd|+2|+3|+1|+3|

    4th|+3|+4|+1|+4|Energy Bolt 3/day

    5th|+3|+4|+1|+4|Major Aura +2

    6th|+4|+5|+2|+5|Empowered Aura

    7th|+5|+5|+2|+5|

    8th|+6/+1|+6|+2|+6|Remove/Cause Sickness

    9th|+6/+1|+6|+3|+6|

    10th|+7/+2|+7|+3|+7|Major Aura +3

    11th|+8/+3|+7|+3|+7|

    12th|+9/+4|+8|+4|+8|Healing/Harming, Widened Aura,

    13th|+9/+4|+8|+4|+8|Second Domain

    14th|+10/+5|+9|+4|+9|

    15th|+11/+6/+1|+9|+5|+9|Major Aura +4

    16th|+12/+7/+2|+10|+5|+10|Ritual of Life/Ritual of Death

    17th|+12/+7/+2|+10|+5|+10|

    18th|+13/+8/+3|+11|+6|+11|Maximized Aura

    19th|+14/+9/+4|+11|+6|+11|

    20th|+15/+10/+5|+12|+6|+12|Minor Ascension, Major Aura +5[/table] Skill Points: 2 + Int modifier, (2+Int Mod)x4 at first level.
    Class Skills: The Sage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (All taken individually) (Int), Profession (Wis), and Spell Craft (Int).

    Weapon and Armor Proficiency: Sages are proficient with all simple weapons, with light armor, and with shields (except tower shields).

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

    Auras (Su) : The sage exerts an effect on allies in his or her vicinity. She or he can learn to produce different effects, or auras, over the course of her or his life. The sage may project one minor aura and (starting at 2nd level) one major aura at a time.

    Projecting an aura is a Full-round action. The aura remains in effect until the sage uses a free action to dismiss it or activates another aura of the same kind (major or minor). A sage can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the sage takes her or his first turn.

    Activating an aura involves digging into the mind, the area around the sage, and drawing from the life forces surrounding the sage. These life forces offer up there energy to fuel the sage’s aura ability. A sage uses his unique tie to the world around him or her to conjure his or her 'Vismandic' to fill in his or her natural aura.

    Unless otherwise noted, a sage’s aura affects all allies within 60 feet (including the sage). An ally must have be a living creature to benefit from the sage’s aura, though non-living things can be harmed by a sage’s aura. A sage’s aura is dismissed if the sage is dazed, unconscious, stunned, paralyzed, or otherwise unable to concentrate on filling his or her presence.

    A sage begins play knowing one minor aura of his or her choice. As the sage’s level increases, the sage gains access to new auras, as indicated on the sage's table.

    All bonuses granted by a sage’s auras are circumstance bonuses that do not stack with each other.

    At every odd level the sage may change one of his or her pre-selected auras.

    Minor Aura (23): A minor aura lets allies add the sage’s wisdom bonus (if any) to certain rolls.
    Keen Blades [Dull Blades]: Bonus on rolls made to confirm critical hits.
    Artist [Bumble]: Bonus on disarm, trip, bull rush, and sunder attempts.
    Cleansing [Plague]: Bonus on Fortitude saves.
    Meditation [Disruption]: Bonus on rolls to overcome spell resistance.
    Courage [Cowardice]: Bonus on Will saves.
    Inner Sight [Mental Blind]: Bonus to Armor Class against attacks of opportunity.
    Deceit [Honesty]: Bonus on damage rolls when flanking.
    Splendor [Boor]: Bonus on Charisma checks and Charisma-based skill checks.
    Endurance [Weakness]: Bonus on Constitution checks and Constitution-based skill checks.
    Grace [Fumbling]: Bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
    Cunning [Idiocy]: Bonus on Intelligence checks and Intelligence-based skill checks.
    Might [Atrophy]: Bonus on Strength checks and Strength-based skill checks.
    Purification [Corruption]: Bonus on Wisdom checks and Wisdom-based skill checks.
    Guidance [Avoidance]: Bonus on damage rolls when charging.
    Greasing [Gumming]: Bonus on Reflex saves.
    All of the above can be Reversed, this is a separate ability [name in brackets]
    Candle: Light fills aura, dispelled as Bonus level Light Spell.
    Snuff: Darkness fills aura, dispelled as Bonus level Darkness spell.
    Thorns: Those attacking allies take damage equal to Bonus.
    Charm Water: Create Bonus doses of factionalized water, requires at least that much water.
    Status, Vismandic: As per Status spell, on a number of allies equal to Bonus.
    Death Watch, Vismandic: As per Death Watch spell, but on a number of allies equal to Bonus.
    Magic Stones, Vismandic: As per Magic Stone spell, but number of stones equal to Bonus.
    The Below are not affected by your Bonus
    Protection: Functions as a Protection vs. Faction spell, but only for possession.
    Mist of the Sage: As Obscuring Mist, only in aura.
    • Any Other Ideas?

    Major Aura: Beginning at 2nd level, a sage can project a major aura in addition to his or her minor aura. A major aura lets allies add +1 to certain rolls. This bonus improves by +1 at 5th, 10th, 15th and 20th level.
    Shielding [Penetrating]: The sage's allies gain damage reduction equal to the amount of bonus the aura provides. For example, if the sage is 10th level, everyone affected gains DR 3/-. (Reverse lowers DR)
    Hammer [Sponge]: Bonus on damage rolls.
    Zeal [Lethargy]: Bonus on melee attack rolls.
    Defiance [Acceptance]: Bonus to Armor Class.
    Expedition [Inefficiency]: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level sage (+3 major aura) add 15 feet to their base land speed.
    Resilience [Rob Spirit]: Bonus on all saves.
    Blessed Aim [Cursed Aim]: Bonus on ranged attack rolls.
    All of the above can be Reversed, this is a separate ability [name in brackets]
    Pray: Positive energy fills aura, heal Xd4 damage, deals damage to undead [No Save]
    Despise: Negative Energy fills aura, dealing Xd4 damage[No Save], heals damage for undead
    Resist: Choose a type of Element (This cannot be changed) Energy Resistance 10x against that element.
    ~Note: Resistance can be taken multiple times, each time it is a new Element.

    Putrid[acid]/Chilling[cold]/Static[electricity]/Brimstone[fire]/Booming [Sonic]Field: Deals damage equal to 2d6 times the Bonus. [Elemental Damage]
    ~Note: 'XXX' Field can be taken multiple times, each time it is a new Element.

    Sacrifice: As per ‘Shield Other’ spell, but only your Bonus number of allies.
    Field of Animation: As per Animate Dead spell, no material component. Only in field. Creates 4xBonus HD per round, can control 6xBonus. If there are more they do as they please.
    Revelation: 2xBonus number Invisible creatures and objects are outlined as if by glitter-dust. (Not Blinded)
    Sincerity: As per Zone of Truth spell. (Save 10+Bonus+Wis)
    Feign Faction: As per Undetectable Alignment, only Number of Bonus allies are affected.
    Calming: As per spell Calm Emotions spell. This only affects the HD of creatures 5xBonus.
    Calling: Summons a Monster, as per the Summon Monster spell level equal to Bonus, into the aura field, it cannot leave the field, but it stays as long as this aura is up.
    • Any Other Ideas?

    Vismand Philosophy (Ex): The sage takes on a mild portfolio of focus, granting the sage special abilities. The sage chooses from Air, Fire, Water, Earth, Sun, Moon, Knowledge, War or Peace. (Others may be made or created)

    Air: Sonic based –Or- electricity based aura’s are held at +1 sage level. The sage may fly at twice his or her land speed for a number of rounds equal to his or her sage level a day. The sage’s movement is clumsy.

    Fire: Fire resistance and Damaging Aura’s are +1. The sage may fire walk once a day, at 10 ft per class level.

    Water: Cold resistance and Damaging Aura’s are +1. The sage gains a swim speed equal to his base land speed.

    Earth: Acid resistance and Damaging Aura’s are +1. The sage gains a natural armor bonus equal to his Major Aura Bonus. (Minimum1)

    Sun: Positive Energy Auras are at +1. The sage gains the ability to Turn Undead as a Cleric -2.

    Moon: Negative Energy Auras are at +1. The sage gains the ability to Rebuke Undead as a Cleric -2.

    Knowledge: A sage may make a special Knowledge (Ages) check with a bonus equal to his or her sage level + her or his Wisdom modifier to replace a failed knowledge check, or in lieu of a knowledge skill that he does not have. This can only be done once a day.

    War: The sage becomes Proficient with a Martial Weapon of their Choice, once a day the Sage may Summon a Spiritual weapon once of day of his weapon of choice. The sage gains a +4 Bonus on Intimidate Checks to demoralize an opponent.

    Peace: The sage gains Sanctuary as a Major Aura at Level 1, this can be used at level one, however no aggressive Auras can be held while sanctuary is up. The sage gains a +4 Bonus on Diplomacy checks when dealing with peace agreements.

    Energy Bolt (Su):
    At 4th level the sage may conjure up the vismandic energy in him or her into a raw bolt, of pure energy as a spell-like ability. There is no save against this ranged touch attack. It has a distance of 120 ft, and can either be positive or negative energy. If positive energy this cures 3d6+Level points of damage, deals that much damage to undead. If negative energy this cures 3d6+Level points of damage to undead, or deals that much damage.

    Empowered Aura (Ex):
    At 6th level the sage learns reinforce her or his Aura to be more effective in times of need. Once a day, for a number of rounds equal to the sage’s Charisma level, all variable, numeric effects of one of the sage’s auras is increased by one half.

    Remove/Cause Sickness (Su):
    At 8th level the gains a strange understanding of medicines and life-forces of the ill. Once per week the sage can produce one of the following effects; Remove Disease, Neutralize Poison, Contagion, or Poison as the spells they are named after. Caster level is equal to his or her sage-level.

    Widened Aura (Ex):
    At 12th level the sage learns to press her or his Aura reach further in times of need. Once a day for a number of rounds equal to the sage’s Charisma level, one of the sages Aura’s can reach out to 120ft. [This ability may not be used at the same time as Empower Aura]

    Healing/Harming (Su):
    At 12th level the sage gains a full understanding of the life forces that keep things alive, and can manipulate these energies. Once a week the sage may use a Heal effect or a Harm effect as per the spells they are named after. Caster level is equal to his or her sage-level.

    Second Domain (Ex):
    The sages connection to the world around them of life and the energies there involved brings them to a higher understanding of what they can control. They may select a second domain at 13th level. Also, the sage may change his first domain at this point.

    Ritual of Life/Ritual of Death (Su):
    The sage now not only knows how life forces keep things alive, but also understands how living and death are connected, and how to send travelers between the gates of the living and death. Once per week the sage can perform a Ritual of Life or Death. If the sage performs the Ritual of Life he may use a Resurrection effect, as the spell, however this only requires 5,000 gp in materials. If the sage performs the Ritual of Death, he spends an hour performing the ritual, and for the next 24 hours he or she gains a death touch effect. This death touch is a supernatural ability that produces a death effect. The sage must succeed on a melee touch attack against a living creature (using the rules for touch spells). When the sage touches, he or she rolls 1d8 per sage level that she or he possesses. If the total at least equals the creature’s current hit points, it dies (no save).

    Maximized Aura (Ex):
    At 18th level the sage learns to put all of her or his soul into a single aura. Once a day for a number of rounds equal to the sage’s Charisma level, all variable, numeric effects of one aura are maximized. [This ability may not be used at the same time as Empower Aura or Widen Aura]

    Minor Ascension : (As per Monk’s ‘Perfect Self’, only no Damage Reduction)
    The sage becomes so attuned the surrounding world around them, that they are considered a lesser god. The sage is forevermore treated as an as an Outsider rather than as a Humanoid (or whatever the sage’s creature type was) for the purpose of spells and magical effects.


    A Chump's Twopence:
    Spoiler
    Show
    ~ I do not use Evil, Good, Law, Chaos as alignments, rahter I have a series of Factions. Every Faction or group has a problem or issue with other groups, and has allies in the other, other groups. If you wish to use this class, change anything having to do with Factions to the appropriate alignments for your campaign.
    ~ I am concerned that this may be over powered, but am unsure what would best lower it's power without limiting it's Aura's per day.
    ~ I would like to stick to the philosophy that a Class should gain something new at every level...
    ~ I would like to find a way to keep the Aura's that don't use bonuses, however I would like to find a way to maintain the bonuses.
    ~ I would also like some suggestions for some better names.
    ~Vismandic 'casting' is called 'Projecting.'
    ~ I don't know why the table is Table 1-5...
    ~ I apologize for the spelling errors, and inconsistencies.
    ~Thank you for your time.
    Last edited by AugustNights; 2010-11-30 at 03:17 PM.
    Come with me, time out of mind...

  2. - Top - End - #2
    Halfling in the Playground
     
    WolfInSheepsClothing

    Join Date
    Dec 2007

    Default Re: [3.5e] Divine Magic's 'Eldritch' power. [PEAR]

    The class concept is fascinating, but I find the word "sagic" to be rather clumsy. I'd just use "Sage" instead, i.e. Sage casting, Sage aura, Sage energy, etc.

    Edit: a quick search found the word "vismand" which is Danish for sage. Perhaps you could work with that, as it has a nice eldritch-ey sound to it.
    Last edited by Scaboroth; 2008-06-05 at 06:21 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    AugustNights's Avatar

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    Default Re: [3.5e] Divine Magic's 'Eldritch' power. [PEAR]

    I like it, Vismandic Presence. A little clumsy still, but much less so than 'Sagic.' Thank you Scaboroth.
    Come with me, time out of mind...

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