Showing posts with label base class. Show all posts
Showing posts with label base class. Show all posts

Monday, July 2, 2012

[Nightwatch Campaign Setting] Modern Adept Part 2 - Sorcery Talent Tree

As a continution of the Modern Adept, I have created 2 talent trees for the Modern Adept. Themed around sorcery and conjuration, I hope to use this to enhance flexibility of the Modern Adept. 

The first talent tree is based more like evocation spells ( duration and not the school of magic). These abilities are usually short term and enhances the firepower of the Modern Adept.
Sorcery Talent Tree
You are a prodigy in your spellcasting talents and this mainifests in the form of expanded reportoire in arcane prowress
Eldritch Blast (Su): you can launch an energy bolt as a ranged touch attack against a target within 60 ft. If this attack hits, it deals ld8 points of damage +1 per two Modern Adept levels you possess. You can do this a number of times per day equal to 3+ your spellcasting ability score modifier.
You can choose this talent multiple times. Each additional time you take it, you gain 3 extra uses per day.

School Mastery: When you select this ability, choose a school of magic. At each new spell level you gained, you choose a spell from the school of magic selected. You gain a bonus spell per spell level, which must be filled with the spell from that level which you have chosen.
In addition, whenever you cast the chosen spell, you can cast it as a caster one level higher than you normal caster level.
Prerequisite: You must take this as your level 1 bonus feat. If you take this talent, you do not gain any more bonus feats at 5th and 10th level.
Domain Mastery: This function as the Pathfinder Cleric Domain class feature except that you may choose only one domain. Replace your spellcasting ability score for the Wisdom Modifier.
Prerequisite: You must take this as your level 1 bonus feat. If you take this talent, you do not gain any more bonus feats at 5th and 10th level.
Energy Affinity(Ex): You must choose an energy type (acid, cold, electricity, fire or sonic). Any time you cast an evocation spell with the chosen energy type, you cast the spell as if her caster level were one higher (affecting range, duration, damage, caster level, level checks, and any other factor influenced by caster level).

In addition, for three time per day, you can modify an evocation spell. When casting a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead.



Charm(Su) : As a standard action at will , you can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 1 step, as if you had successfully used the Diplomacy skill. The effect lasts for a number of rounds equal to your spellcasting ability score modifier. A Will save (DC 10+1/2 your Modern Adept Level+your spellcasting ability score modifier) negates this effect. Whether or not the save is successful, a creature cannot be the target of this ability again for 1 day.

At 8th level, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect. 


Protection Aura (Su): Once per day as an immediate action, you can activate a protective aura. While it is active, you gain a +2 deflection bonus to AC, as does every ally within 30 feet of you. This bonus increases by 1 for every five Modern Adept levels you possess (maximum +3 at 10th level). This effect lasts for 1 minute.
You can select this class feature multiple times. You can one extra use per day for each additional time you take this class feature.
Natural Divination(Ex) : You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your spellcasting ability socre modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every five Modern Adept levels you have attained.

Brief Figment (Su): You create a figment double of yourself. This is similar to mirror image except that only 1 image is created . You can’t activate this ability in response to an attack that you aren’t aware of
The image would disappear when struck or at the end of your turn if it is not maintained on the same round. Maintaining the image is a standard action.  Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your spellcasting ability score modifier (minimum 1).

Enhanced Cures (Su): Add +2 points per spell level to the amount of damage healed by any Conjuration [Healing] spell that you cast

Sunday, July 1, 2012

[Nightwatch Campaign Setting] Modern Adepts

As per my previous post, I have created a base class that features spellcasting.

Modern Adept

Wielding magic by inspiration alone, the Modern Adept is a force to be reckoned with. Unlike Mages who needs to learn the tenets of casting spell, the Modern Adept is able to produce arcane effects instinctively. As they progress in understanding the magical forces within them, the Modern Adept learns to hone magic as an effective tool to get them out of any sticky situations.



Hit Die: d6

Action Points: Modern Adepts gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class.

Class Skills: Choose any 4 skills as your class skills plus Craft, Knowledge (all) and Profession
Also, the starting occupation the hero selects can provide additional class skills to choose from.
Skill Points at 1st Level: (3 + Int modifier) x4.
Skill Points at Each Additional Level: 3 + Int modifier.

 The Table: Modern Adept
Class LevelBase Attack BonusFort SaveRef SaveWill SaveClass FeaturesDefense BonusReputation Bonus
1st+0+0+0+1Spellcasting, Bonus Feats+0+1
2nd+1+0+0+2-+1+1
3rd+1+1+1+2-+1+1
4th+2+1+1+2-+1+2
5th+2+1+1+3Bonus Feats+2+2
6th+3+2+2+3-+2+2
7th+3+2+2+4-+2+3
8th+4+2+2+4-+3+3
9th+4+3+3+4-+3+3
10th+5+3+3+5Bonus Feats+3+4


Starting Feats

In addition to the two feats all characters get at 1st level, a Modern Adept begins play with the Simple Weapon Proficieny feat.

Class Features
All of the following are class features of the Modern Adept.

Bonus Feats

At 1st, 5th, and 10th level, the Modern Adept gains a bonus feat. The Modern Adept must meet any prerequisites.

The following talents can be selected in place of bonus feats (unless noted, each may only be selected once).

Spellcasting

A Modern Adept  must choose at 1st level whether to be an arcane spellcaster or a divine spellcaster. This choice has no impact on the spells that she may learn, but affects what kinds of scrolls she can use and which ability score controls her spellcasting. An arcane spellcaster may designate either Intelligence or Charisma as the ability score that determines the highest-level spell she can learn or cast, and the Difficulty Class of her spell's-saving throws. A divine spellcaster must use Wisdom or Charisma to determine the highest-level spell she can learn or cast, and the DC of her spell's saving throws. 

A Modern Adept may select from the spell list of the Acolyte, Cleric and Druid (for divine Modern Adepts) or Mage, Sorcere/Wizard (for arcane Modern Adept). He can cast any spell he knows without preparing it ahead of time, the way a Mage or Acolyte must (see below). 

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

Like other spellcasters, a Modern Adept can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Modern Adept Spells per Day . In addition, he receive bonus spells per day if he has a high score in the selected ability score.

Level




Spells per Day
01st2nd3rd4th5th6th7th8th9th
1st



42
2nd



53
3rd



54
4th



652
5th



653
6th



6642
7th



6653
8th



66542
9th



66653
10th



666542

A Modern Adept's  selection of spells is extremely limited. A Modern Adept begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new Modern Adept level, he gains one or more new spells, as indicated on Table: Modern Adept Spells Known. (Unlike spells per day, the number of spells a Modern Adept knows is not affected by his selected ability score; the numbers on Table: Modern Adept Spells Known are fixed.) 

Upon reaching 4th level, and at every even-numbered Modern Adept level after that (6th, 8th, and so on), a Modern Adept can choose to learn a new spell in place of one he already knows. In effect, the Modern Adept "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Modern Adept spell the sorcerer can cast. A Modern Adept  may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

A Modern Adept 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.

Table: Modern Adept Spells Known
LevelSpells Known
01st2nd3rd4th5th6th7th8th9th
1st42
2nd52
3rd53
4th631
5th642
6th7421
7th7532
8th85321
9th85432
10th954321—