View Full Version : The Knack [3.5, Magic System, Base Class fixes]

2011-10-19, 07:12 PM
It has always existed; the Knack, that is.

A sort of old magic, a sort of out-flowing of the mind.

Of course, it has evolved over time; what hasn't? It seems now that it is merely an echo of spells, arcane or divine, but it is more...

It is what magics, arcane and divine, modeled themselves after.

Knack users are called "Mavens", to reflect on their supernatural skill.
A Maven follows the following table to determine when they gain their abilities.

{table=head]Level|Knack Learned
1|Trick (1st)
2|Trick (1st)
3|Flair (1st)
4|Trick (2nd)
5|Flair (1st)
6|Trick (2nd)
7|Flair (2nd)
8|Trick (3rd)
9|Flair (2nd)
10|Trick (3rd)
11|Trick (4th)
12|Trick (4th)
13|Flair (3rd)
14|Trick (5th)
15|Flair (3rd)
16|Trick (5th)
17|Flair (4th)
18|Trick (6th)
19|Flair (4th)
20|Trick (6th)

Trick: A Trick is the work-horse of a Maven's Arsenal. They are drawn from that particular class' list of Domains, and initially count as spells; a Maven may learn any spell as a trick from any of their Domains that is up to the listed level, and do not need to learn their tricks in order.

However, Tricks are split into two tiers, Apt (1st-3rd) and Adroit (4th-6th); if a Maven knows every single Trick from a domain in a particular tier, all Tricks from that tier become spell-like abilities.

The Saving Throw for any Trick that requires it is 10+1/2 Maven level+their Maven ability modifier. A Trick used as a spell may be used 2/day, while any spell-like Tricks may be used 4/day.

A Maven needs to have a Maven ability modifier of at least half of the Trick's level, rounded down, to use a Trick of a given level.

A Maven counts as knowing all of their Tricks as spells of the indicated type for the purpose of prerequisites and class features.

Flair: A Maven needs a little individualistic distinction; therefor, they have Flairs, supernatural abilities drawn from a specified list of spells.

A Maven may learn any spell of up to the indicated level as a Flair; Flairs use the same method of generating Save DCs as the Maven's Tricks.

A Maven may collectively use their Flairs a number of times per day equal to half of their Maven level plus their Maven ability modifier (minimum 1).

2011-10-19, 07:14 PM
Reserved for the Paladin

2011-10-19, 07:17 PM
Remove: Spellcasting.
Add: Nature Maven, Orison Knowledge, and Favored Frenzy.
Change: BAB to Medium, Animal Companion, and Favored Enemy.

New Table:
{table=head]Level|BAB|Fort|Reflex|Special|Favored Enemies
1|+0|+0|+2|+2|Nature Maven, Favored Enemy (1d6), Track, Wild Empathy|1
2|+1|+0|+3|+3|Combat Style|1
3|+2|+1|+3|+3|Endurance, Orison Knowledge, Favored Enemy (1d6/+1)|1
4|+3|+1|+4|+4|Animal Companion|1
5|+3|+1|+4|+4|Favored Frenzy, Favored Enemy (2d6/+1)|2
6|+4|+2|+5|+5|Improved Combat Style|2
7|+5|+2|+5|+5|Woodland Stride, Orison Knowledge, Favored Enemy (2d6/+2)|2
8|+6/+1|+2|+6|+6|Swift Tracker|2
9|+6/+1|+3|+6|+6|Evasion, Favored Enemy (3d6/+2)|3
11|+8/+3|+3|+7|+7|Orison Knowledge, Combat Style Mastery, Favored Enemy (3d6/+3)|3
13|+9/+4|+4|+8|+8|Camouflage, Favored Enemy (4d6/+3)|4
15|+11/+6/+1|+5|+9|+9|Orison Knowledge, Favored Enemy (4d6/+4)|4
17|+12/+7/+2|+5|+10|+10|Hide in Plain Sight, Favored Enemy (5d6/+4)|5
19|+14/+9/+4|+6|+11|+11|Orison Knowledge, Favored Enemy (5d6/+5)|5

Nature Maven: A Ranger has an instinctual bond to the forest, which manifests as a knack for the forest's magic itself, which takes on an odd twist because of a Ranger's oddly racist hatred.

A Ranger draws its Tricks from the Animal, Fey, Hatred, Plant, and Travel domains; their tricks count as Divine, and their Maven Ability Score is Wisdom.

They draw their Flairs from the Ranger spell list.

2011-10-19, 07:18 PM
Reserved for Hexblade

2011-10-19, 07:21 PM
Reserved for Spellthief

2011-10-19, 07:22 PM
You may begin posting, PEACH please!

And be harsh; being soft is... useless to me.

2011-10-20, 05:29 PM
So would this replace more traditional magic? Or just for the classes you listed? And exactly what do you mean by domains? Not cleric domains, I assume... Would the domains be something they "chose", and then begin learning from? Or more like schools on a spell list, grouped by being related to each other in some way, but not mutually exclusive? Even if you don't have any of them written up, yet, maybe give a description of what will be included, how they will be structured, and how often the Tricks chosen from them can be used? What you have seems pretty ok so far, but without more detail of what the Tricks will be and how they get used, etc., it's impossible to know if the idea will work. Good start, though!

2011-10-20, 06:16 PM
Domains are cleric domains, the first post lists how many times they are usable, and it only replaces magic for the listed classes.

Basically, a 1st level Ranger could choose one 1st level spell from the Animal, Fey, Hatred, Plant, or Travel domains, and use it 2/day.

At 3rd level, that Ranger learns a single 1st level spell from the Ranger spell list as a Supernatural ability, usable 1+Wisdom Mod times per day.

2011-10-20, 06:55 PM
Trick (1st) Longstrider (Travel) 4/day
Trick (1st) Faerie Fire (Fey) 4/day
Flair (1st) Jump
Trick (2nd) Charm Person (Fey) 4/day
Flair (1st) ???
Trick (2nd) Locate Object: (Travel) 4/day
Flair (2nd) Lion's Charge
Trick (3rd) Fly (Travel) 4/day

8th level Ranger with 16 Wisdom.
The offense loss is too much for 4 Flys and 4 Charm Persons to a ranger as those domains don't make up for the uselessness.

2011-10-20, 08:25 PM
That's why you take stuff like Hunter's Mercy or Hunter's Eye for your Flairs. You know, instead of Jump?

And you only get 2/day uses for Faerie Fire and Charm Person.

I would have said that the spells from the Plant Domain would be better than those from the Travel Domain, especially since you get Entangle 4/day that way.

Quite frankly, you're complaining about the ability to make bad choices...

Maybe if I made the Summon Nature's Ally series available as an option?