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  1. - Top - End - #1
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default [3.5]"School-based" Spellcasters! - A Project

    Hello all. I have been working on a potential solution for Sorcerer/Wizard domination of the game: expanding the school-based casters into a caster for each school!

    For what I mean, please look at the Warmage, Dread Necromancer, Beguiler, and Bard. You'll note that these classes are regarded as being pretty fun, pretty good, and fairly non-gamebreaking (massive cheese aside). If we look a touch closer, we see this:

    Enchantment: Bard
    Evocation: Warmage
    Illusion: Beguiler
    Necromancy: Dread Necromancer

    Each of these casters focuses on a single spell school (Bards excepted, but they are close enough to enchantment specialists that they count for this exercise), and this limits their power, keeping the game fun and yet making everyone interesting.

    In this vein, we see that four schools aren't getting much love:

    Abjuration
    Conjuration
    Divination
    Transmutation

    This could be because they are too powerful. Or because they just didn't get around to making specialist classes for them, or whatever. All I know is, this is an injustice that must be corrected! So, with that, let me introduce the premise of this project. Meet the other guys!

    Abjuration/Divination: Savant
    Conjuration: Summoner
    Enchantment: Bard
    Evocation: Warmage
    Illusion: Beguiler
    Necromancy: Dread Necromancer
    Transmutation: Spellweaver

    These seven classes (I couldn't expand both Abjuration and Divination into their own classes, so I combined them) are meant to replace Wizards and Sorcerers completely, so that arcane magic is more manageable, while remaining fun and interesting.

    So far, I honestly haven't done much work on their actual class features, since I'm not that imaginative, good at homebrew, or have THAT much free time. What I DO have are the feel, the fluff, and the basic stats for each of the three classes.

    -argus
    Last edited by arguskos; 2008-10-31 at 06:42 PM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  2. - Top - End - #2
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: [3.5]"School-based" Spellcasters! - A Project

    The Savant
    A cleric taps into the powers of the gods, and uses the Way to perform his miracles. Other arcane casters use the Art to do the grand things they do. Not so the savant. Savants have seen another path, one that remains obscure and hard to see to all others. Savants are those who have been touched by the Sight.

    The Sight is the source of time, fate, and destiny. At random, the ability to manipulate the Sight is given to newborns. Thus, the choice to become a savant cannot be made, for savants are not made, they are born.

    A savant uses their gifts to shield others from future harm, to see events long since past and yet to come, and to ensure that things unfold as the Sight wishes. They are often aloof loners, concerned with the prospects of the future over the troubles of the present.

    Alignment: Any neutral
    Hit Die: d6

    Class Skills: Concentration (Con), Craft (Wis), Decipher Script (Int), Heal (Wis), Knowledge (any) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
    Skill Ranks: 4+Int mod

    The Savant
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +2
    |
    +0
    |
    +2
    |Spellcasting; Abjurant Defenses +1, Boosted Knowledge, Scribe Scroll

    2nd|
    +1
    |
    +3
    |
    +0
    |
    +3
    |Increased Clarity

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

    4th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Flowing Defense

    5th|
    +3
    |
    +4
    |
    +1
    |
    +4
    |Bonus Feat

    6th|
    +4
    |
    +5
    |
    +2
    |
    +5
    |

    7th|
    +5
    |
    +5
    |
    +2
    |
    +5
    |Abjurant Defenses +2

    8th|
    +6/1
    |
    +6
    |
    +2
    |
    +6
    |Advanced Clarity

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

    10th|
    +7/2
    |
    +7
    |
    +3
    |
    +7
    |Bonus Feat

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

    12th|
    +9/4
    |
    +8
    |
    +4
    |
    +8
    |Wall of Sight

    13th|
    +9/4
    |
    +8
    |
    +4
    |
    +8
    |Abjurant Defenses +3

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

    15th|
    +11/6/1
    |
    +9
    |
    +5
    |
    +9
    |Bonus Feat

    16th|
    +12/7/2
    |
    +10
    |
    +5
    |
    +10
    |

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

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

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

    20th|
    +15/10/5
    |
    +12
    |
    +6
    |
    +12
    |Bonus Feat; Perfect Clarity[/table]

    Weapon and Armor Proficiencies: Savants are proficient with all simple weapons. They are proficient with no forms of armor or shields.

    Spellcasting: A savant casts arcane spells which are drawn from the savant spell list. A savant must choose and prepare her spells ahead of time (see below).

    To learn, prepare, or cast a spell, the savant must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a savant's spell is 10 + the spell level + the savant's Intelligence modifier.

    Like other spellcasters, a savant can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Savant (as the Wizard). In addition, she receives bonus spells per day if she has a high Intelligence score.

    Unlike a bard, a savant may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the savant decides which spells to prepare. Savants learn four spells of their choice at each level, just as wizards do. They begin play with all cantrips in their spellbook, and knowledge of 8 level 1 spells.

    Abjurant Defenses: A savant, through repeated exposure to abjuration spells, has learned how to ward herself against incoming attacks. She gains a +1 bonus to Armor Class. This bonus increases to +2 at 7th level, +3 at 13th, and +4 at 17th.

    Boosted Knowledge: A savant has expanded knowledge on all topics, thanks to the Sight boosting their knowledge. The savant may make a Boosted Knowledge check (as Dark Knowledge and Bardic Knowledge, but Int-based) at will.

    Scribe Scroll: Savants gain Scribe Scroll as a bonus feat at 1st level.

    Increased Clarity: A savant has a deeper understanding of the Sight than other mortal beings, and may tap into it at times to gain insight into problems that elude her. Twice per day, a savant of at least 2nd level may access the Sight to gain an insight bonus equal to her class level on any Intelligence-based check. This may be used as an immediate action.

    Flowing Defense: At 4th level, the savant learns to shield others from harm with her expert knowledge of the Sight. As a move action, the savant may harmlessly absorb an amount of hit point damage equal to her class level that would affect an ally. This ability may only absorb damage from a single source, and only functions for one turn. The savant may use Flowing Defense once per day per class level.

    Bonus Feat: A savant gains a bonus feat at 5th, 10th, 15th, and 20th level. This feat may be any metamagic feat, Spell Focus (abjuration or divination), Greater Spell Focus (abjuration or divination), Spell Penetration, or Greater Spell Penetration.

    Advanced Clarity: At 8th level, the savant gains the ability to use the Sight to empower her spells with more punch, using the target's past and future against them. Whenever the savant casts an abjuration or divination spell, they may afflict a target with some of their future misfortune. This deals the target 1d6 force damage per level of the spell. The target of this ability does not need to be the target of the divination. This ability may be used even if the divination has no target.

    Wall of Sight: At 12th level, the savant has learned a deeper secret of the Sight. Once per week, the savant may erect a semi-tangible wall of flowing time. This wall takes the form of a 5-foot/class level sphere, centered on the savant, and takes 1 hour to create (this sphere clips into the ground, and prevents even burrowing creatures from passing). It lasts for 1 hour/class level, and prevents anything from passing it. It cannot be defeated by any magic short of a rod of cancellation or a Mordenkainen's disjunction spell, and may be lowered or raised by the savant at will. The wall is immobile, rooted to the savant's position at the time of creation. If the savant is interrupted during the creation of the wall, the wall is lost, but the weekly use of the ability is not.

    Unnatural Clarity: At 14th level, the savant's connection to the Sight has increased, granting the savant permanent magical effects. The savant gains the benefit of several spells permanently: true sight, arcane sight, and detect scrying. These effects have a caster level equal to the savant's caster level.

    Perfect Clarity: At 20th level, the savant's connection to the Sight has reached it's pinnacle. Once per day, the savant may stop time for one round (as per the time stop spell). However, unlike the spell, the savant is able to affect targets with anything they desire (attacks, spells, whatever). If she affects a target, they are allowed a save (as against a 9th level spell from the savant) to break the Perfect Clarity. If they succeed, the effect ends prematurely.

    Spell List:
    All arcane spells of the abjuration and divination schools from the PHB, PHB 2, Spell Compendium, and Complete Mage. Savants also get all cantrips from the above sources.

    Spells/Day
    {table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|2|1
    2nd|3|2|-
    3rd|4|2|1|-
    4th|4|3|2|-|-
    5th|4|3|2|1|-|-
    6th|4|3|3|2|-|-|-
    7th|4|4|3|2|1|-|-|-
    8th|4|4|3|3|2|-|-|-
    9th|4|4|4|3|2|1|-|-|-
    10th|4|4|4|3|3|2|-|-|-
    11th|4|4|4|4|3|2|1|-|-
    12th|4|4|4|4|3|3|2|-|-|-
    13th|4|4|4|4|4|3|2|1|-|-
    14th|4|4|4|4|4|3|3|2|-|-
    15th|4|4|4|4|4|4|3|2|1|-
    16th|4|4|4|4|4|4|4|3|2|-
    17th|4|4|4|4|4|4|4|3|2|1
    18th|4|4|4|4|4|4|4|3|3|2
    19th|4|4|4|4|4|4|4|4|3|3
    20th|4|4|4|4|4|4|4|4|4|4
    [/table]


    I'll get fluff up later. I'm just doing bare-bones right now.

    -argus
    Last edited by arguskos; 2009-12-07 at 06:35 AM.

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

  3. - Top - End - #3
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: [3.5]"School-based" Spellcasters! - A Project

    The Summoner

    FLUFF TO COME LATER

    Alignment: Any
    Hit Die: d4

    Class Skills: Bluff (Cha), Concentration (Con), Craft (Wis), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Sense Motive (Cha), Spellcraft (Int)
    Skill Ranks: 4+Int mod

    The Summoner
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Spellcasting

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Rapid Summoning

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Augmented Summoning

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Summoned Cohort

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Sudden Extend 1/day

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Advanced Rapid Summoning

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Sudden Extend 2/day

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Calling Synergy, Sudden Extend 3/day

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Piercing Conjurations

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Advanced Augmented Summoning, Sudden Extend 4/day

    12th|
    +6/1
    |
    +4
    |
    +4
    |
    +8
    |

    13th|
    +6/1
    |
    +4
    |
    +4
    |
    +8
    |Sudden Extend 5/day

    14th|
    +7/2
    |
    +4
    |
    +4
    |
    +9
    |

    15th|
    +7/2
    |
    +5
    |
    +5
    |
    +9
    |Sudden Extend 6/day

    16th|
    +8/3
    |
    +5
    |
    +5
    |
    +10
    |

    17th|
    +8/3
    |
    +5
    |
    +5
    |
    +10
    |Sudden Extend 7/day

    18th|
    +9/4
    |
    +6
    |
    +6
    |
    +11
    |

    19th|
    +9/4
    |
    +6
    |
    +6
    |
    +11
    |Sudden Extend 8/day

    20th|
    +10/5
    |
    +6
    |
    +6
    |
    +12
    |Mastery of Summoning
    [/table]

    Spellcasting: A summoner casts arcane spells which are drawn primarily from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, the way a savant or a cleric must (see below).

    To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

    Like other spellcasters, a summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Summoner. In addition, he receives bonus spells per day if he has a high Charisma score.

    A summoner knows all spells that he can cast at any given time. Unlike a savant or a cleric, a summoner need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

    Rapid Summoning: At 2nd level, the summoner casts all Summon Ice Beast, Summon Monster, Summon Nature's Ally, and Summon Undead spells as standard actions.

    Augmented Summoning: At 3rd level, the summoner gains the Augment Summoning feat, even if he does not meet the prerequisites.

    Summoned Cohort: At 4th level, the summoner may extend the duration of a [summoning] spell to 24 hours. This ability is not cumulative with other effects that increase the duration of a spell, and may only be used once per day.

    Sudden Extend: The summoner, at 5th level, may apply the Extend Spell metamagic feat to a [summoning] spell he casts 1/day. This ability can be used 2/day at level 7, 3/day at level 9, 4/day at level 11, 5/day at level 13, 6/day at level 15, 7/day at level 17, and 8/day at level 19.

    Advanced Rapid Summoning: At 6th level, the summoner can spontaneously quicken one [summoning] spell. This ability may be used 2/day.

    Calling Synergy: At 9th level, the summoner may treat all spells of the [calling] subschool as thought they had the [summoning] subschool, allowing him to apply the Rapid Summoning, Augmented Summoning, and Mastery of Summoning abilities to called creatures.

    Piercing Conjurations: At 10th level, the summoner gains the ability to punch through spells that deny trans-planar travel, such as Dimensional Lock and the like. The summoner's spells ignore any effect or spell that prevents summoning, teleportation, calling, or planar travel. This causes strange effects when inside of an antimagic field. The summoner may cast any spell inside the field related to the above categories, but depending on the spell, the effects may not occur (for example, if the summoner uses Summon Monster 5 to get a critter, the critter will wink out for the field's duration, unless it has SR [as noted in the antimagic field description]).

    Advanced Augmented Summoning: At 11th level, the summoner's creatures become even more powerful. Any creature created with a [summoning] spell gains DR 2/-, +2 insight to AC, and +1 hp per HD.

    Mastery of Summoning: At 20th level, the summoner may apply a single template of his choice (chosen when this ability is gained) to summoned creatures. He may use this ability up to 3/day. The template may not be worth more than a +2 increase in CR.

    Spell List:
    Spoiler
    Show

    0—caltrops, darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment

    1st—avoid planar effects, comprehend languages, entangle, grease, portal beacon, conjure frost beast i, summon monster i, summon nature's ally i, summon undead i, wall of smoke

    2nd—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon monster ii, summon nature's ally ii, summon undead ii, tongues, web, wind wall, conjure frost beast ii

    3rd—dimension step, dimensional anchor, magic circle against alignment, plant growth, stinking cloud, summon monster iii, summon nature's ally iii, summon undead iii, vipergout, wall of ice, conjure frost beast iii

    4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon monster iv, summon nature's ally iv, summon undead iv, wall of fire, conjure frost beast iv

    5th—dimensional lock, black tentacles, greater dimension door, plane shift, summon monster v, summon nature's ally v, summon undead v, teleport, wall of iron, wall of stone, word of recall, conjure frost beast v

    6th—antipathy, greater plane shift, planar ally, planar binding, summon monster vi, summon nature's ally vi, sympathy, wall of thorns, conjure frost beast vi

    7th—binding, forcecage, greater teleport, maze, shadow walk, summon monster vii, summon nature's ally vii, conjure frost beast vii

    8th—freedom, greater planar ally, greater planar binding, summon golem, summon monster viii, summon nature's ally viii, conjure frost beast viii

    9th—elemental swarm, gate, imprisonment, refuge, summon elemental monolith, summon monster ix, summon nature's ally ix, teleportation circle, unbinding, conjure frost beast ix


    Spells/day{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|5|3
    2nd|6|4|-
    3rd|6|5|3|-
    4th|6|6|4|-|-
    5th|6|6|5|3|-|-
    6th|6|6|6|4|-|-|-
    7th|6|6|6|5|3|-|-|-
    8th|6|6|6|6|4|-|-|-
    9th|6|6|6|6|5|3|-|-|-
    10th|6|6|6|6|6|4|-|-|-
    11th|6|6|6|6|6|5|3|-|-
    12th|6|6|6|6|6|6|4|-|-|-
    13th|6|6|6|6|6|6|5|3|-|-
    14th|6|6|6|6|6|6|6|4|-|-
    15th|6|6|6|6|6|6|6|5|3|-
    16th|6|6|6|6|6|6|6|6|4|-
    17th|6|6|6|6|6|6|6|6|5|3
    18th|6|6|6|6|6|6|6|6|6|4
    19th|6|6|6|6|6|6|6|6|6|5
    20th|6|6|6|6|6|6|6|6|6|6
    [/table]

    -argus
    Last edited by arguskos; 2009-09-14 at 03:31 PM.

  4. - Top - End - #4
    Titan in the Playground
    Join Date
    Jul 2008
    Location
    Broken Damaged Worthless

    Default Re: [3.5]"School-based" Spellcasters! - A Project

    The Spellweaver
    To some, magic is straightforward. They use it to demolish homes, minds, or souls. It is a tool, to be used for good or ill as the user decides. However, a hidden and forgotten sect of spellcasters discovered that if you approach magic as an art form, a whole new way of casting spells emerges.

    The Spellweavers are the descendants of that sect. They use the mysterious spellnets to work their magic. Though capable of casting spells normally, the act of weaving their magic into the spellnets makes their spells far more potent.

    Hit Die: d8
    Class Skills: (TBA)
    Skill Points: 4+Int Mod

    Spellweaver
    {table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1st|
    +1
    |
    +0
    |
    +0
    |
    +2
    |Spellcasting, Armored Mage (light)

    2nd|
    +2
    |
    +0
    |
    +0
    |
    +3
    |

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

    4th|
    +4
    |
    +1
    |
    +1
    |
    +4
    |spellnet

    5th|
    +5
    |
    +1
    |
    +1
    |
    +4
    |

    6th|
    +6/1
    |
    +2
    |
    +2
    |
    +5
    |Armored Mage (medium)

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

    8th|
    +8/3
    |
    +2
    |
    +2
    |
    +6
    |Enhanced Spellnets

    9th|
    +9/4
    |
    +3
    |
    +3
    |
    +6
    |

    10th|
    +10/5
    |
    +3
    |
    +3
    |
    +7
    |

    11th|
    +11/6/1
    |
    +3
    |
    +3
    |
    +7
    |

    12th|
    +12/7/2
    |
    +4
    |
    +4
    |
    +8
    |deathnet

    13th|
    +13/8/3
    |
    +4
    |
    +4
    |
    +8
    |

    14th|
    +14/9/4
    |
    +4
    |
    +4
    |
    +9
    |

    15th|
    +15/10/5
    |
    +5
    |
    +5
    |
    +9
    |

    16th|
    +16/11/6/1
    |
    +5
    |
    +5
    |
    +10
    |spiritnet

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

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

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

    20th|
    +20/15/10/5
    |
    +6
    |
    +6
    |
    +12
    |soulnet
    [/table]

    Weapon and Armor Proficiencies: A spellweaver has proficiency in all simple weapons, along with 2 martial weapons of his or her choice. They also have proficiency with all light armor and light shields.

    Spellcasting: blahblah, Dread Necromancer-style spontaneous, Charisma-based casting.

    Armored Mage (light): A spellweaver does not incur spell failure chance while wearing light armor. At level 6, this increases to medium armor, and the spellweaver gains proficiency with medium armor.

    Spellnet: At 4th level, the spellweaver gains their true power: the ability to weave and create the semi-tangible spellnets that give the class it's name. A spellnet is an ethereal construct made of spells the weaver channels into it for delayed, yet combined effects.

    A spellnet is made of cast, but unexpended, spells the spellweaver designates. The weaver may place one spell per turn, as a standard action, into the spellnet up to a maximum of 1 spell per 2 spellweaver levels. There is no limitation of the level of spell that may be placed into the net. When a spell in placed into a net, it is treated as expended from the spellweaver's spells/day, but does not have an effect until the net is used.

    A spellnet lasts for a number of rounds equal to the spells placed into it, after the spellweaver is finished with making the net. Once a spellweaver begins making the net, he must either complete the net (to it's fullest capacity) or use the net. If he stops placing spells into the net, he cannot go back and place them in again later.

    The effect of a spellnet is as follows: when used, the spellnet covers a 5-foot/level diameter area, affecting every target in that area with every spell in the spellnet. The spells all act independently, but trigger all at once, in the order they were placed into the net. If any triggered spells give a save, those saves are increase by 2. Using a spellnet is a full-round action. Once a target is hit with a spellnet, it remains attached to that spellnet for the duration of the net.

    Enhanced Spellnets: At 8th level, the save boosting effect of a spellweaver's spellnets increases by 2, to a total of 4.

    Deathnet: At 12th level, a spellweaver has learned how to create a deathnet, a specialized form of spellnet. Creating a deathnet is a full-round action, and using it is a move action. A deathnet spreads all damage done to any living creature in the net to all living creatures in the net. The damage is spread around equally. The net lasts for 1 round/level, and has a 5-foot/level diameter. All living creatures in the area of the net when it is cast get a Fortitude save to resist the effect (DC=10+cha mod+1/2 spellweaver level). If there is only one living creature affected by the net, then the net has no effect.

    Spiritnet: At 16th level, the spellweaver can create a spiritnet, a specialized form of spellnet, much like a deathnet is. However, a spiritnet performs the opposite function from a deathnet: where a deathnet brings pain to those under it, a spiritnet heals those affected by it. Any living being in the area of a spiritnet heals 2 hp/spellweaver level each round, along with 1 point of ability damage or drain a round. A spiritnet lasts for 1 round/level, and has a 5-foot/level diameter.

    Soulnet: At 20th level, the spellweaver unlocks the final power in his craft: the dreaded soulnet. A soulnet is much like a deathnet, but rather than dividing damage, it saps the soul. Any creature affected by a soulnet gains two negative levels each round, until the net's duration expires, or the creature dies. A creature affected by the soulnet gets a Fortitude save when the effect begins to resist the net (DC=10+cha mod+1/2 spellweaver level). If they succeed on their save, they gain only one negative level each round instead. A soulnet lasts for 1 round/level, and has a 5-foot/level diameter.

    Spells/day{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1st|2|0
    2nd|3|1|-
    3rd|4|2|0|-
    4th|4|2|1|-|-
    5th|4|3|2|0|-|-
    6th|4|3|2|1|-|-|-
    7th|4|3|3|2|0|-|-|-
    8th|4|4|3|2|1|-|-|-
    9th|4|4|3|3|2|0|-|-|-
    10th|4|4|4|3|2|1|-|-|-
    11th|4|4|4|3|3|2|0|-|-
    12th|4|4|4|4|3|2|1|-|-|-
    13th|4|4|4|4|3|3|2|0|-|-
    14th|4|4|4|4|4|3|2|1|-|-
    15th|4|4|4|4|4|3|3|2|0|-
    16th|4|4|4|4|4|4|3|2|1|-
    17th|4|4|4|4|4|4|3|3|2|0
    18th|4|4|4|4|4|4|4|3|3|1
    19th|4|4|4|4|4|4|4|3|3|2
    20th|4|4|4|4|4|4|4|4|4|3
    [/table]

    -argus
    Last edited by arguskos; 2009-08-12 at 12:22 AM.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    So... does no one like the idea I have here? Anyone? Anyone? Hello...? /cuestumbleweedsandcrickets

    Also, the Savant is basically up for review. The Summoner is as well (though I need some suggestions for abilities. The Spellweaver is.... very far from done. In fact, he doesn't have ANYTHING completed.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    I really like these so far. This is a valid premise, & I think your execution is sound. I was wondering, though, why we can't do a class for each Abjuration & Divination. A Healer & a Prophet could both be viable class concepts.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Quote Originally Posted by Zeta Kai View Post
    I really like these so far. This is a valid premise, & I think your execution is sound. I was wondering, though, why we can't do a class for each Abjuration & Divination. A Healer & a Prophet could both be viable class concepts.
    Hm... Out of interest, how would a Prophet interact with the Wizard's Spontaneous Divination alternative class feature from Complete Champion? Couldn't that cause problems if a Wizard with that ability (and there's no good reason not to take it, unless you REALLY need that 5th level feat) was in the same party as a Prophet? I could see the same dynamic happening that I hear about with Wizards (avec Knock spell and cheap trap-springing summons) outshining Rogues. I know it's very premature to be discussing that, but it's something to think about when designing a Divination specialist - they really need some way to outshine that Wizard class feature.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    I'd say either make the savant two classes, or include something more abjur-y as a capstone as well.

    Also, why the d6 hd for the savant?
    Last edited by Pie Guy; 2008-10-31 at 10:16 PM.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Summoner Capstone - Apply a template (maximum value x) to a summoned monster, x times a day.


    As for the Savant, it seems like there's more emphasis on the Divination than the Abjuration - heck, if you renamed Abjurant Defenses to Foresee Danger, the class would be almost entirely Divination based. I'd say split 'em up.
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    About the Savant being more Divination than Abjuration, I did that for a few reasons:
    1. I honestly don't feel that both Divination and Abjuration are good schools for solo classes. I am already straining to see how either can be useful on their own in combat. I know that there is more to D&D than combat, but I also feel every class needs to be useful in combat (to a degree).
    2. Much of the feel is from the spell list, which I have yet to post. Sorry for the delay, but it's been a long day and I don't have it up yet.
    3. Their fluff is basically, that they use a force called "the Sight" (similar to the Way and the Art, if you are familiar with Faerunian spell lore) to predict and ward damage.

    As for the d6 on the Savant, the idea is that since hp is an abstraction, it represented his ability to avoid damage thanks to the Sight (I'll explain what that is in the Savant fluff).

    About the Wizard ability thingy, did you notice where I said...
    Quote Originally Posted by Me
    These seven classes (I couldn't expand both Abjuration and Divination into their own classes, so I combined them) are meant to replace Wizards and Sorcerers completely, so that arcane magic is more manageable, while remaining fun and interesting.
    There ARE no wizards if you decide to use this 3.5 variant, and they are balanced against one another, NOT against Wizards or Sorcerers.

    All that said, I may consider an abjuration class, though I'm not sure if it can be made viable alongside the other classes. Each school isn't QUITE deep enough for full, complete spell-lists, especially abjuration and divination.

    -argus

    EDIT: streakster, I love the idea. Great catch. To everyone that offered advice and/or criticisms, thanks greatly! Keep it coming!
    Last edited by arguskos; 2008-10-31 at 10:59 PM.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Whoops, sorry, I missed that part. I thought this was just a project to round out the Beguiler-DN-Warmage trio.

    Just a quick formatting catch:

    Unlike a bard, a savant may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the savantdecides which spells to prepare.
    Last edited by Salvonus; 2008-10-31 at 11:10 PM.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Well, it certainly IS that, but it also is meant to replace normal, troublesome casters with the far superior Beguiler-DN-Warmage style casters.

    Anyways, if you've got any other feedback, that'd be great! Also, fixed that thar error. Good catch.

    -argus
    Last edited by arguskos; 2008-10-31 at 11:12 PM.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Ooh, I do have a quick question. With Abjurant Defenses, is that bonus supposed to be untyped? It feels like an Insight bonus to me, but I suppose you might be going for the Untyped bonus for stackability?

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Actually, yes, it was meant to be untyped. I guess I can change it to Insight if need be. I sorta just made it untyped to be different.

    -argus

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Quote Originally Posted by arguskos View Post
    Actually, yes, it was meant to be untyped. I guess I can change it to Insight if need be. I sorta just made it untyped to be different.

    -argus
    Heh, well, it's a good point - there might just end up being a whole bunch of Insight bonuses if you don't watch out.

    For the Unnatural Clarity ability, why not have "something else" be Detect Scrying? It makes a lot of sense to me - the Savant is so in tune with the nature of divination magic that they develop a sixth sense about it. It also doesn't feel too overpowered to me, while still remaining quite useful.

    If you want to go for a lower-level spell, I think Comprehend Languages is an excellent idea. Not Tongues, since that influences "output"; arcane sight and true seeing are both "input" spells, so I think continuing that theme makes sense.

    Perfect Clarity is an awesome capstone, I think. It's very powerful, but it's good to have an incentive to stay in the class all the way.

    I agree that more Abjuration-centric abilities might be in order. I'm short on ideas for that, but maybe something built around the Alarm spell might work well. It starts off just being an automatic ward that trips off a mental alarm when someone passes through a spot you designate. In its ultimate form, however, you can spend a standard action a round to concentrate on a blindsight-like ability that lets you sense all living/unliving creatures within a 60 ft. radius. Essentially, it's like a personal warding that grows in power as your mastery over abjuration develops. I dunno; I'm not saying you should use that idea, but hopefully it'll get the ball rolling for you.

    Hope this helps.

    [edit]

    Very quickly, just another couple of typos:

    Weapon and Armor Proficencies [should be Proficiencies]: Savants are proficient will all simple weapons. They are proficient with no forms of armor or shields.
    Last edited by Salvonus; 2008-10-31 at 11:30 PM.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    a question, why the alignment restriction on the Savant?

    also, maybe something calling-oriented for one the the Summoners abilities? you can't expect them to get by with only one sub-school getting boni
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Detect Scrying, I can dig it. I was stuck on that for SO long, you have no idea.

    Anyways, concerning Abjuration abilities, yeah, I do need some more. Perhaps Alarm would be good. I always wanted to expand on Alarm...

    Also, you keep owning me about my damn spelling!! Argh, I fail at spelling today! I'll get right on that.

    a question, why the alignment restriction on the Savant?

    also, maybe something calling-oriented for one the the Summoners abilities? you can't expect them to get by with only one sub-school getting boni
    Savants are neutral, because they have a certain level of impartiality to the world, on account of being so attuned to the Sight and the vagaries of the past and future.

    As for the Summoner, I guess I can expand the class to calling spells as well. I'll see what I can do.

    -argus

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Sorry for the double post, but I fixed those typos, edited in detect scrying, gave the summoner the Calling Synergy ability at level 17, and also gave him his capstone ability (thanks Streakster, for the suggestion). Also, I got some basic savant fluff up.

    Thoughts?

    -argus
    Last edited by arguskos; 2008-11-01 at 03:14 PM.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    This is a really worthwhile project - I like what you've done so far.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    heh, i love the idea. Through adding some more fluff would be nice on all accounts
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    I love the idea, but now won't we need a lot more than one or two casters?

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    EE, I will be updating the fluff when I'm not playing D&D or studying for my exam (read: later on Monday).

    Pie Guy, I've found that with a caster or two (of whatever kind), the party is alright. If you don't have one, it's just like if you didn't have a caster normally. It's not really any different than normal.

    -argus

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    I've been working on and off on a project that is pretty much exactly the same as this, though I must say these are quite a bit more playable than what I have so far. Keep up the good work - I may want to steal these!
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Incredible, just incredible. Mark me impressed.
    I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.

    I'm not joking one bit. I would buy the hell out of that.
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Quote Originally Posted by SurlySeraph View Post
    I've been working on and off on a project that is pretty much exactly the same as this, though I must say these are quite a bit more playable than what I have so far. Keep up the good work - I may want to steal these!
    Hey, feel free to suggest other abilities I haven't thought of! I always like seeing additional thoughts, especially when they come from other minds (I think strangely).

    Also, thanks Surly and Knaight for the praise! Everyone else too! I appreciate it.

    Also, I'll post some more fluff details on the Spellweaver later today.

    -argus

    All that I say applies only to myself. You author your own actions and choices. I cannot and will not be responsible for you, nor are you for me, regardless of situation or circumstance.

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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    I'll need a while to find it, but Frosty and I were making a Conjurer/Abjurer and a Transmuter/Diviner ages ago. I'll post the link if I can ever find it.


    EDIT: Here it is: http://www.giantitp.com/forums/showt...st#post4055352 . The Conjurer/Abjurer is practically finished apart from a name, but the Transmuter/Diviner needs class features.
    Last edited by Tempest Fennac; 2008-11-02 at 07:59 AM.
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Quote Originally Posted by arguskos View Post
    EE, I will be updating the fluff when I'm not playing D&D or studying for my exam (read: later on Monday).

    Pie Guy, I've found that with a caster or two (of whatever kind), the party is alright. If you don't have one, it's just like if you didn't have a caster normally. It's not really any different than normal.

    -argus
    alright, look forward to it, good luck
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Wow, these are a brilliant idea! I've always loved the specialised mages so I'm definitely for more of them.

    With regards to the Savant: The class obviously doesn't pack the most combat punch (which is good because it would be weird and wrong if it did). To make up for this perhaps adding some more versatility to the class would be a good idea. I don't really know how to attain this though, perhaps more skillness or a signature abjurative spell-like ability?

    Anyway I'm enjoying your work, keep it up!
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Kurald Galain found this class which pretty much does the same thing as the Summoner which is mentioned here: http://www.dandwiki.com/wiki/Summoner_(DnD_Class) . (I couldn't find it initially.)
    Last edited by Tempest Fennac; 2008-11-02 at 09:13 AM.
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    Default Re: [3.5]"School-based" Spellcasters! - A Project

    Tempest, I saw those links. I do like the Summoner class, and may nick some of the nice little details (like the premade spell list and maybe a feature or two).

    I checked out you and Frosty's classes, but I think that I'll be going a different way. Conjuration/Abjuration and Divination/Transmutation just aren't where I want to go with these classes, though they are great ideas. Just not quite where I'm going with the classes.

    Also, I'm working on the Savant spell list and will be nicking that Summoner list, so I'll post when I have them up.

    EDIT: I actually just got that Summoner list and a few abilities (Summoned Cohort) altered a bit, and on the post. Lemme know what ya'll think.

    EDIT #2: Drakefall, I plan to add some more variation in the spell list. I'm thinking about some minor necromantic and transmutation spells (think life-drain, inflict/cure spells, and some self/party buffs). Thoughts?

    -argus
    Last edited by arguskos; 2008-11-02 at 10:11 PM.

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