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Derjuin
2012-01-06, 10:14 AM
Spellweaver

http://fc01.deviantart.net/fs47/f/2009/214/e/f/MtG_Online__Prodigal_Sorcerer_by_chriss2d.jpg (http://browse.deviantart.com/?q=sorcerer&order=9&offset=48#/d26hg30)
Spells are indeed powerful on their own. But what happens when you mix them together? Weave them into intricate patterns...they are like threads, ready to be sewn by the hand of a master. What happens is their power multiplies. The answer to a solution can almost always be found with just the right combination. And, oddly, only a Sorcerer can realize the sort of mastery needed to weave spells in this manner. Universal justice, perhaps.
~Darius, sorcerer and Spellweaver master

The Spellweaver is a Sorcerer who realizes the potential of spells the universe has somehow only granted to him and his kin, particularly how to fuse his spells together in an incredibly efficient way. Knowing how to weave material things like thread, wicker or thin slats of wood actually helps with the process.

REQUIREMENTS
To qualify to become a Spellweaver, a character must fulfill all of the following criteria:
Skills: Knowledge (Arcana) 19 ranks, Spellcraft 19 ranks, Craft (Basketweaving) 10 ranks
Spells Known: Must know and be able to spontaneously cast Arcane Fusion, Arcane Spellsurge and Greater Arcane Fusion as arcane spells.
Feats: Any metamagic feat.
Special: The character must have cast Arcane Fusion using Greater Arcane Fusion while under the effects of Arcane Spellsurge. In addition, the character cannot have replaced his familiar with the Metamagic Specialist Alternate Class Feature, nor may he have the Rapid Metamagic feat.

Class Skills
The Spellweaver's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Additional Level: 2 + Int modifier

Hit Die: d4

THE SPELLWEAVER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+0|
+0|
+2|Intricate Patterns, Efficient Fusion|-

2nd|
+1|
+0|
+0|
+3|Timeweaving, Residual Metamagic|+1 Previous spontaneous arcane class

3rd|
+1|
+1|
+1|
+3|Manipulate Spellsurge|+1 Previous spontaneous arcane class

4th|
+2|
+1|
+1|
+4|Helix Spell, Master Weaver|+1 Previous spontaneous arcane class[/table]

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

Weapon and Armor Proficiencies: The Spellweaver does not gain any proficiencies with weapons or armor.

Intricate Patterns (Su): At 1st level, a Spellweaver's Arcane Fusion and Greater Arcane Fusion become more potent. When casting Arcane Fusion, the Spellweaver may cast a spell of up to 2nd level and up to 4th level, instead of 1st and 4th. When casting Greater Arcane Fusion, the Spellweaver may cast a spell of up to 5th level and up to 7th level, instead of 4th and 7th. They still use up their normal spell slot (5th for Arcane Fusion, 8th for Greater Arcane Fusion).

Efficient Fusion (Su): Beginning at 1st level, a Spellweaver can more easily apply metamagic feats to spells he fuses into an Arcane Fusion or Greater Arcane Fusion. Whenever he applies metamagic to spells cast in Arcane Fusion or Greater Arcane Fusion, the required spell level increase is reduced by 1, to a minimum of 0.

Timeweaving (Su): Beginning at 2nd level, a Spellweaver learns how to bend time in minor ways. He gains knowledge of the spells Lesser Celerity, Celerity and Greater Celerity. If he already knows these spells, he gains knowledge of a single spell of any school up to the maximum spell level that is he able to cast.

Residual Metamagic (Su): When fusing metamagic-affected spells, a small amount of the arcane energy required lingers around the Spellweaver for a short time after casting. Beginning at 2nd level, whenever the Spellweaver casts Arcane Fusion or Greater Arcane Fusion in which he casts spells affected by metamagic feats, the metamagic effects linger near him for a round. In the next round, if he casts another Arcane Fusion or Greater Arcane Fusion, he may choose to apply up to one of the metamagic effects he used last round to one of the spells cast by his Arcane Fusion or Greater Arcane Fusion without increasing its spell level. If he does so, the spell is not considered to be affected by that feat (so he is not entitled to use it again in the next round).

Only spells cast using the Spellweaver's own metamagic feats (as opposed to metamagic effects from magic items) allow this option to function. If the Spellweaver has the feat Residual Magic, this ability stacks with the Lingering Metamagic effect: he may keep up to 2 metamagic effects between turns. Neither counts as an instance of that feat, so he is not entitled to use either again in the next round via this ability or Lingering Metamagic.

Manipulate Spellsurge (Su): Beginning at 3rd level, while under the effects of an Arcane Spellsurge spell, the Spellweaver may choose to cast Arcane Fusion or Greater Arcane Fusion as full round spells instead of standard action spells.

Helix Spell (Ex): Upon attaining mastery over weaving spells together, the Spellweaver gains the ability to fuse his spells in minor ways without using Arcane Fusion or Greater Arcane Fusion. Once per round, the Spellweaver may choose to cast two spells at once using a single slot. The two spells' spell levels are added together to determine what spell slot they use. They cannot exceed 9th level, unless the Spellweaver is capable of casting higher level spells (such as from the epic level feat Improved Spell Capacity). For example, if Darius were to cast Fireball and Cone of Cold using this ability, the resulting slot used would be of 8th level. If he instead chose to cast Empowered Fireball and Glitterdust, the resulting slot used would be of 7th level. The Spellweaver may choose different targets for each spell cast. This is considered to be a metamagic effect that is applied to the first spell chosen (in the examples above, Helix Spell would be modifying Empowered Fireball or Fireball). However, Helix Spell's spell level increase (equal to the other spell cast with the first spell) cannot be reduced by any means. If the Spellweaver uses Helix Spell as a part of his Residual Metamagic ability or Lingering Metamagic ability from his Residual Magic feat, his use per round is considered used up. If the spells have different casting times, use the longer of the two spells' times.

Master Weaver (Su): Seeing spells as threads in an ever-more intricate work of art, the Spellweaver finally learns how to apply his basketweaving skills to his fusing of spells. Beginning at 4th level, whenever the Spellweaver casts Arcane Fusion or Greater Arcane Fusion or combines two spells using Helix Spell, he may choose to make a Craft (Basketweaving) check. If he rolls at least a 20, he gains a bonus to spells cast using Helix Spell or in Arcane Fusion or Greater Arcane Fusion:

{table=head]Roll|Bonus to Spell DC
21-29|+1
30-39|+2
40+|+3[/table]

Derjuin
2012-01-06, 12:08 PM
Corpse Harvester

http://fc06.deviantart.net/fs71/f/2011/115/6/5/necromancer__ffg_by_maruhana_bachi-d3eugmf.jpg (http://browse.deviantart.com/?q=necromancer&order=9&offset=0#/d3eugmf)

Foolishly you have sought your own demise. Brazenly you have disregarded powers beyond your understanding. You have fought hard to invade the realm of the harvester. Now there is only one way out - to walk the lonely path of the damned.

REQUIREMENTS
To qualify to become a Corpse Harvester, a character must fulfill all of the following criteria:
Skills: Knowledge (Arcana) 13 ranks, Spellcraft 13 ranks
Spells Known: Must know and be able to spontaneously cast Enervation and either Animate Dead or Summon Undead IV as arcane spells.
Feats: Fell Drain and Fell Animate metamagic feats.
Special: The character must have slain a creature either using Enervation or a spell modified by Fell Drain, and animated or summoned undead either through Animate Dead, Summon Undead IV or a spell modified by Fell Animate.

Class Skills
The Corpse Harvester's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Hit Die: d4

THE CORPSE HARVESTER
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+2|
+0|
+2|Necromantic Specialty, Empowered Undead|+1 Previous spontaneous arcane class

2nd|
+1|
+3|
+0|
+3|Frightening Display, Corpsecrafter|-

3rd|
+1|
+3|
+1|
+3|Guided Hand|+1 Previous spontaneous arcane class

4th|
+2|
+4|
+1|
+4|Magnificent Slaughterhouse, Extended Summons|+1 Previous spontaneous arcane class

5th|
+2|
+4|
+1|
+4|Bonus Corpsecrafter Feat|+1 Previous spontaneous arcane class

6th|
+3|
+5|
+2|
+5|Empowered Enervation|+1 Previous spontaneous arcane class

7th|
+3|
+5|
+2|
+5|Necromancer's Puissance, Bonus Corpsecrafter Feat|+1 Previous spontaneous arcane class

8th|
+4|
+6|
+2|
+6|Necrosis, Unrelenting Hordes|-

9th|
+4|
+6|
+3|
+6|Monstrous Summons, Bonus Corpsecrafter Feat|+1 Previous spontaneous arcane class

10th|
+5|
+7|
+3|
+7|Inevitable Fall|+1 Previous spontaneous arcane class[/table]

Class Features
All of the following are class features of the Corpse Harvester.

Weapon and Armor Proficiencies: The Corpse Harvester does not gain any proficiencies with weapons or armor.

Necromantic Specialty: Upon entering the ranks of the Corpse Harvesters, an initiate must dedicate much more of his time to studying necromancy as a spell school. He must ban a single spell school (as a specialist wizard does) other than Necromancy upon gaining his first level in the Corpse Harvester class. If the Corpse Harvester already knows spells of the school he bans, he can continue to cast them, but he may never learn new spells of the school.

Empowered Undead (Su): At 1st level, a Corpse Harvester creates more powerful undead from corpses. Whenever the Corpse Harvester creates undead through Animate Dead, Create Undead or Create Greater Undead, they gain a +4 Profane bonus to Strength and Charisma until slain.

Frightening Display (Su): At 2nd level, whenever the Corpse Harvester casts a spell modified by either Fell Drain or Fell Animate and damages a foe that is subject to mind-affecting effects and fear effects, the victim becomes shaken for 1 round. If the Corpse Harvester also uses the Fell Frighten metamagic on a spell that qualifies for this ability, the victim instead becomes panicked for 1 round and then shaken for 1 minute.

Corpsecrafter: At 2nd level, the Corpse Harvester gains the Corpsecrafter feat (Libris Mortis, pg. 25) as a bonus feat. If the Corpse Harvester already has the Corpsecrafter feat, he may select another feat he qualifies for instead.

Guided Hand (Su): At 3rd level, the Corpse Harvester's hand becomes guided by his inner strength. Whenever the Corpse Harvester makes a touch attack (either in melee, with a Spectral Hand spell, or with rays or other ranged touch attacks), he may add his Charisma modifier to his attack roll.

Magnificent Slaughterhouse (Su): Beginning at 4th level, the Corpse Harvester learns how to conjure a special extradimensional space. As a standard action, the Corpse Harvester may create a door to this extradimensional space. The door remains for 1 hour or until the Corpse Harvester wills it away as a standard action. Inside, corpses are preserved perfectly and can be organized for the Corpse Harvester's purposes. The extradimensional space can hold up to 20 Medium creature corpses; for corpses of creatures larger than Medium, double the space they need per size category difference; for corpses of creatures smaller, halve the space they need per size category difference. Inside the extradimensional space, only abjuration and necromancy spells can be cast.

Extended Summons (Su): Beginning at 4th level, whenever the Corpse Harvester casts a Summon Undead spell, the duration of the spell is doubled as if it were affected by the Extend Spell metamagic feat.

Bonus Corpsecrafter Feat: At 5th level, and again at 7th and 9th level, the Corpse Harvester gains a bonus feat for which the prerequisite is the feat Corpsecrafter. These feats include Bolster Resistance, Deadly Chill, Destructive Retribution, Hardened Flesh, and Nimble Bones (see Chapter 2: Character Options of Libris Mortis for these feats' effects).

Empowered Enervation (Su): Beginning at 6th level, whenever the Corpse Harvester casts a spell that inflicts negative levels (either through the spell itself or the Fell Drain feat), the victim also suffers an additional negative level that persists for 24 hours. If the victim does not successfully save against this negative level at the end of its duration, it becomes permanent.

Necromancer's Puissance (Su): Beginning at 7th level, whenever the Corpse Harvester makes use of a metamagic feat to modify a spell of the Necromancy school, the increase in spell level is reduced by 1 (to a minimum of 0). In addition, once per round he may apply Fell Drain or Fell Animate to a spell without increasing its level.

Necrosis (Su): Beginning at 8th level, whenever the Corpse Harvester casts a spell of the Necromancy school and a victim fails its save against the effects of the spell, the Corpse Harvester may choose to have some of the victim's life force wilt away, causing the victim to suffer a -2 penalty to Strength, Dexterity and Constitution. This penalty cannot lower a creature's effective Strength, Constitution or Dexterity score below 1. This penalty stacks with itself, up to a maximum of -10 to each ability.

Unrelenting Hordes (Su): Beginning at 8th level, undead that the Corpse Harvester creates or has created and persist at the time of gaining this ability cannot be destroyed outright by turning effects. If the Corpse Harvester has the Bolster Resistance feat or gains it in the future, undead under his control become immune to turning altogether. His undead can still be destroyed outright by a Greater Turning as granted by the Sun Domain.

Monstrous Summons (Su): Beginning at 9th level, undead that the Corpse Harvester summons each gain a bonus Monstrous feat from the list in Libris Mortis when summoned. See page 25 of Libris Mortis for the full list and the following pages for description.

Inevitable Fall (Su): Beginning at 10th level, the Corpse Harvester can afflict those even immune to necromancy effects with his deathly power. Whenever the Corpse Harvester casts a spell of the Necromancy school that a victim is completely immune to, either from creature type, ability, spell, or magic item, that creature's immunity is suppressed for 1d4 rounds. Victims still suffer the penalties of all necromancy effects they are afflicted with after their immunity returns.

Derjuin
2012-01-06, 12:10 PM
Dragonspeaker Sovereign

http://fc00.deviantart.net/fs71/f/2010/233/5/d/Priest_of_the_Dragons_by_Lumaris.jpg (http://browse.deviantart.com/?qh=&section=&q=priest+of+the+dragons#/d2wvtgx)

We speak the dragons' language of flame and rage. They speak our language of fury and honor. Together we shall weave a tale of destruction without equal.
~Varnardra, Dragonspeaker Sovereign

REQUIREMENTS
To qualify to become a Dragonspeaker Sovereign, a character must fulfill all of the following criteria:
Skills: Knowledge (Arcana) 10 ranks, Spellcraft 10 ranks, Intimidate 6 ranks
Spells Known: Must be able to spontaneously cast 2nd level Arcane spells.
Invocations: Must be able to use least invocations.
Class Abilities: Must know at least one breath effect.
Languages: Draconic.
Special: The character must have slain a creature using a breath weapon.

Class Skills
The Dragonspeaker Sovereign's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Speak Language (n/a), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Hit Die: d6

THE DRAGONSPEAKER SOVEREIGN
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+2|
+0|
+2|Fear Immunity, Ascended Adept|+1 Previous spontaneous arcane class/+1 Previous invoking class

2nd|
+1|
+3|
+0|
+3|Dragon Scales, Breath Effect|+1 Previous spontaneous arcane class/+1 Previous invoking class

3rd|
+1|
+3|
+1|
+3|Sleep Immunity, Improved Breath Weapon|+1 Previous invoking class

4th|
+2|
+4|
+1|
+4|Dragon Wings, Breath Effect|+1 Previous spontaneous arcane class/+1 Previous invoking class

5th|
+2|
+4|
+1|
+4|Paralysis Immunity, Spellbreath|+1 Previous spontaneous arcane class/+1 Previous invoking class

6th|
+3|
+5|
+2|
+5|Dragon Heart, Breath Effect|+1 Previous spontaneous arcane class/+1 Previous invoking class

7th|
+3|
+5|
+2|
+5|Call Dragon 1/day|+1 Previous spontaneous arcane class

8th|
+4|
+6|
+2|
+6|Dragon Soul, Breath Effect|+1 Previous spontaneous arcane class/+1 Previous invoking class

9th|
+4|
+6|
+3|
+6|Deific Exhalation|+1 Previous spontaneous arcane class/+1 Previous invoking class

10th|
+5|
+7|
+3|
+7|Breath of the Sovereign, Call Dragon 2/day|+1 Previous spontaneous arcane class/+1 Previous invoking class[/table]

Class Features
All of the following are class features of the Dragonspeaker Sovereign.

Weapon and Armor Proficiencies: The Dragonspeaker Sovereign does not gain any proficiencies with weapons or armor.

Fear Immunity (Ex): Beginning at 1st level, all Dragonspeaker Sovereigns become immune to fear, which allows them to speak with and confront dragons without risking losing their composure.

Ascended Adept: A Dragonspeaker Sovereign's class levels stack with her Dragonfire Adept levels to determine the damage and save DC of her breath weapon and the DC of her invocations.

Dragon Scales (Ex): At 2nd level, a Dragonspeaker Sovereign's scales thicken, becoming more like those of the dragons she seeks to emulate. In addition to the natural armor granted by her Dragonfire Adept scales, she gains an enhancement bonus to her natural armor equal to her Constitution modifier.

Breath Effect: At 2nd level, and again at 4th level, the Dragonspeaker Sovereign may choose a Breath Effect from the Dragonfire Adept's Breath Effects chart (Dragon Magic, pg. 26) of up to 5th level. At 6th level, she may pick a Breath Effect of up to 10th level; and at 8th level, she may pick any Breath Effect from the chart.

Sleep Immunity (Ex): At 3rd level, the Dragonspeaker Sovereign becomes immune to sleep effects. She must still rest at least 8 hours to renew her spells each day.

Improved Breath Weapon (Ex): Beginning at 3rd level, the Dragonspeaker Sovereign's Breath Weapon is considered to have a cooldown expressed in rounds (0) for the purposes of spells and feats (such as metabreath feats). In addition, she gains a single metabreath feat as a bonus feat.

Dragon Wings (Ex): At 4th level, the Dragonspeaker Sovereign gains a pair of wings resembling a dragon. Using them she can fly up to twice her base land speed at good maneuverability.

Paralysis Immunity (Ex): At 5th level, the Dragonspeaker Sovereign inherents the fullest extent of her patrons' immunities and becomes immune to paralysis.

Spellbreath (Su): Beginning at 5th level, the Dragonspeaker Sovereign can combine a spell with her breath weapon. Doing so requires a standard action to breath and cast at the same time. The maximum level of spell that the Sovereign can combine with her breath weapon is equal to either the delay in rounds between breaths or the number of dice dealt by the breath weapon, whichever is higher. A creature that fails its save against the breath weapon also fails its save against the spell. If the spell has multiple saves, it is only considered to have failed the first save that would be provoked (such as a Will disbelief save for a Phantasmal Killer spell). For example, if Varnardra were to use a breath weapon that deals 4d6 damage, she could combine with it up to a 4th level spell. If, through the use of metabreath feats, she causes that same breath weapon to have a cooldown of 6 rounds, she could instead combine with it up to a 6th level spell.

Dragon Heart (Ex): Beginning at 6th level, the Dragonspeaker Sovereign exudes an aura of fear, similar to a Dragon's Frightful Presence. This ability takes effect automatically whenever the Dragonspeaker Sovereign attacks, casts a spell, or uses her breath weapon. Creatures within a radius of 30 feet the Dragonspeaker Sovereign's class level are subject to the effect if they have fewer HD than the Dragonspeaker Sovereign has character levels. A potentially affected creature that succeeds on a Will save (DC 10 + Dragonspeaker Sovereign levels + her Cha modifier) remains immune to this ability for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Other dragons ignore this ability.

Call Dragon (Ex): Once per day starting at 7th level, the Dragonspeaker Sovereign can request the assistance of a dragon of up to 15 HD. The dragon appears through a Gate and assists the Sovereign in what way it can, but will refuse tasks that dragons of its kind would never normally perform. For example, a Dragonspeaker Sovereign may call a Black Dragon to help her defeat an enemy, or a Gold Dragon to help her rescue innocents, but a Black Dragon might refuse to rescue innocents and a Gold Dragon would likely not help the Sovereign resist paladins or clerics of Good-aligned ideals. At 9th level, the Sovereign can request the assistance of a dragon of up to 20 HD twice per day. The dragon remains with the Sovereign until the end of the encounter or for 1 hour, whichever ends first. Calling a dragon in this way is a full round action that provokes attacks of opportunity.

Dragon Soul (Ex): At 8th level, the Dragonspeaker Sovereign's soul adopts the likeness of a Dragon's. The Dragonspeaker Sovereign is considered a Dragon for the purposes of creature type and spells when it would benefit her. She chooses whether her creature type is Dragon or her previous race's for each instance of a spell or other effect.

Deific Exhalation (Ex): At 9th level, the Dragonspeaker Sovereign gains the Fivefold Breath of Tiamat if she is Good-aligned, or the Discorporating Breath of Bahamut if she is Evil-aligned. If she is neither Good nor Evil, she may select either one. Regardless of her alignment, she only takes damage equal to her Dragonspeaker Sovereign level when using either the Fivefold Breath or the Discorporating Breath, instead of 4x her class level.

Breath of the Sovereign (Su): At 10th level, the Dragonspeaker Sovereign learns a special breath effect, one prismatic 100' line that combines all the dragons' might and fury into one powerful exhalation. This breath effect inflicts normal damage for the Sovereign's breath weapon but does not allow the victim to make a Reflex save. Each creature caught in the line is treated as if they had been struck by a Prismatic Spray spell and must make a save accordingly or suffer further effects. Using Breath of the Sovereign is a full-round action.

Derjuin
2012-01-06, 12:12 PM
Haematurgist

http://fc02.deviantart.net/fs71/i/2011/242/8/3/blood_mage_by_anndr-d48b8yk.jpg (http://browse.deviantart.com/?qh=&section=&q=mage#/d48b8yk)

As masters of blood, we know battle without end.
We know hunger never to be quenched.
We know power never to be overcome.
As masters of blood, we are masters of life and death itself. Against us, even hope falls drained and lifeless.
~Haematurgist scroll

REQUIREMENTS
To qualify to become a Haematurgist, a character must fulfill all of the following criteria:
Base Attack Bonus: +5.
Skills: Knowledge (Arcana) 10 ranks, Spellcraft 10 ranks, Heal 5 ranks.
Spells Known: Must be able to spontaneously cast 2nd level Arcane spells.
Special: The character must have been reduced to -1 or less HP and have caused an opponent to be reduced to -1 or less HP with a melee or ranged weapon.

Class Skills
The Haematurgist's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Profession (Wis) and Spellcraft (Int).
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Hit Die: d8

THE HAEMATURGIST
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting

1st|
+0|
+2|
+0|
+2|Blood Magic, Sanguine Shield|+1 Previous spontaneous arcane class

2nd|
+1|
+3|
+0|
+3|Blood Boil, Tenacious Magic|+1 Previous spontaneous arcane class

3rd|
+2|
+3|
+1|
+3|Crimson Scourge|+1 Previous spontaneous arcane class

4th|
+3|
+4|
+1|
+4|Blood Parasite|+1 Previous spontaneous arcane class

5th|
+3|
+4|
+1|
+4|Epidemic|+1 Previous spontaneous arcane class

6th|
+4|
+5|
+2|
+5|Cursed Blood|+1 Previous spontaneous arcane class

7th|
+5|
+5|
+2|
+5|Blood calls to Blood, Advanced Haematurgy|+1 Previous spontaneous arcane class[/table]

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

Weapon and Armor Proficiencies: The Haematurgist gains proficiency with martial weapons if she did not already have it.

Blood Magic (Su): Beginning at 1st level, all Illusion and Enchantment spells the Haematurgist casts gain the descriptor. All spells that have the [Blood] descriptor gain a +1 bonus to their DC when cast by a Haematurgist. In addition, the Haematurgist can replace all arcane material components for spells with the [Blood] descriptor by offering drops of fresh blood instead. She may replace components whose cost is less than 150 gp per Haematurgist level, and must take 1d8 damage per 150 gp in the material component's cost, minimum 1d8, maximum 7d8. If the Haematurgist does not bleed (if she is a construct or other bloodless race) she cannot make use of the arcane material component replacement part of this ability. This damage is unpreventable and ignores Damage Reduction.

[b]Sanguine Shield (Su): Beginning at 1st level, whenever the Haematurgist strikes an enemy in combat with a melee weapon or melee touch attack spell and inflicts lethal damage, she gains temporary hit points equal to 1/2 of the damage dealt, rounded down, for 1 round.

In addition, all Abjuration spells the Haematurgist casts gain the descriptor, and all Abjuration spells she casts that grant her a bonus to AC also increase the amount of temporary hit points she gains with each hit with this ability by an equal amount.

[b]Blood Boil (Su): Beginning at 2nd level, all Evocation spells the Haematurgist casts gain the descriptor. In addition, whenever she casts an Evocation spell that deals damage, all victims also begin bleeding for 1 round per Haematurgist level, taking 1 damage per round. This damage stacks with each Evocation spell she casts, up to 5 damage per round, and its duration resets each time a new Evocation spell is cast.

[b]Tenacious Magic (Su): Beginning at 2nd level, all spells with the descriptor that the Haematurgist casts cannot be counterspelled except by other spells with the [Blood] descriptor. In addition, all magical effects the Haematurgist creates through spells with the [Blood] descriptor persist for 1d4 rounds after being dispelled or disjoined before ending. The Haematurgist becomes aware of when a spell is ending sooner than usual because it has been dispelled.

[b]Crimson Scourge (Su): Beginning at 3rd level, all Necromancy spells the Haematurgist casts gain the descriptor. In addition, whenever a victim of a single-target Necromancy spell (one whose Target: line reads "One creature" or "One living creature", etc.) takes the full effect of the spell (such as a victim struck by an Enervation or a creature that fails its save against Eyebite), they are infected with a magical disease called Crimson Scourging. Because it is a magical disease, Crimson Scourging immediately begins working to turn the victim's blood against the body, causing the victim to only be able to take a single standard or move action during its turn. It can strain itself to take a full round action, but at the end of its action, it suffers 10 damage per Haematurgist level. Crimson Scourging burns itself out quickly, however, and fully leaves the body after 1 round per Haematurgist level. A creature that survives Crimson Scourging becomes immune to it for 24 hours afterwards.

[b]Blood Parasite (Su): Beginning at 4th level, all Conjuration (Summoning) spells the Haematurgist casts gain the descriptor. In addition, creatures summoned by the Haematurgist gain a special ability:

Parasitic Attacks: Whenever a creature summoned by a Haematurgist of 4th level or higher strikes an enemy in combat with a melee attack and inflicts lethal damage, it gains temporary hit points equal to 1/2 of the damage dealt, rounded down, for the duration of the spell that summoned it. If the duration of the spell ends or if the Haematurgist dispels it, she gains all remaining temporary hit points the summoned creature had gained through this ability for 1 round per Haematurgist level. This ability overrides any temporary hit points the Haematurgist had from her Sanguine Shield ability if it would grant her more temporary hit points than she has.

[b]Epidemic (Su): Beginning at 5th level, all creatures that are the victim of Necromancy spells with the descriptor that target multiple creatures (such as Waves of Exhaustion) become infected with a special strain of Crimson Scourging if they suffer the full effects of the spell. This strain of the disease lasts only for 1 round, and creatures that survive it only become immune to its effects for 2 rounds.

[b]Cursed Blood (Ex): Beginning at 6th level, all Transmutation spells the Haematurgist casts gain the descriptor. In addition, the Haematurgist may expend a spell slot of 3rd level or higher to bestow a special curse on a single enemy. The victim must make a Will save (DC = 11 + Spell level expended + her Charisma score) or suffer the curse's effects:


The victim's blood does not clot properly: it suffers 1 point of Constitution damage per round after an attack (this does not stack with effects such as the Wounding property or other effects that cause bleeding) for 4 rounds.
The victim becomes susceptible to exhaustion or fatigue if it was previously immune, and becomes fatigued for 1 minute.
All resistances the victim has are reduced by 2 per level of the spell slot expended by the Haematurgist.


The curse lasts for 1 minute and cannot be removed except by Remove Curse or Break Enchantment.

[b]Blood calls to Blood (Su): Beginning at 7th level, all Conjuration (Calling) spells the Haematurgist casts gain the descriptor. All creatures called by the Haematurgist using Conjuration (Calling) spells serve willingly for 1 round per Haematurgist level, then the creature can decide to bargain or leave immediately.

[b]Advanced Haematurgy (Su): At 7th level, the Haematurgist may pay for metamagic spell increases with blood instead. She must be capable of actually casting the spell with the metamagic spell level increase before reducing it (for example, if she wishes to Persist a 2nd level spell, she must be capable of casting 8th level spells before she can do so with Advanced Haematurgy). For each spell level she reduces a metamagic feat's spell level increase by, she suffers 1 point of Constitution damage. This damage is healed as normal ability damage heals, and cannot be reduced or negated in any way, shape or form. If the Haematurgist is immune to Constitution damage, she cannot make use of this ability.

JoshuaZ
2012-01-06, 02:45 PM
The spellweaver could be made more balanced with a small amount of modification. Losing a caster level at first level would be an obvious thing. As it is written right now, there's almost no reason one wouldn't take this (except for the required ranks in basketweaving which are annoying but not serious).


In addition, the character cannot have replaced his familiar with the Metamagic Specialist Alternate Class Feature, nor may he have the Rapid Metamagic feat.

I'm not sure you need this restriction, especially if you instead drop a caster level.

Derjuin
2012-01-06, 04:57 PM
The series is finished! PEACH away :smallsmile:


The spellweaver could be made more balanced with a small amount of modification. Losing a caster level at first level would be an obvious thing. As it is written right now, there's almost no reason one wouldn't take this (except for the required ranks in basketweaving which are annoying but not serious).

I've added the loss of a caster level in; hopefully that helps.



I'm not sure you need this restriction, especially if you instead drop a caster level.

It's just another thing people have to actually consider when taking this class, since the skill rank requirements are kinda "no duh" for a sorcerer (except the Craft ranks) and the spells are actually pretty useful spells.

Derjuin
2012-01-08, 11:01 AM
Hrm. Too much at once? Sorcerers really that unpopular? Maybe I should have made these their own threads instead...

If it is any help, the one I would like most to be PEACHed is the Haematurgist.

KellKheraptis
2012-01-11, 10:48 AM
Small case scenario : Spellweaver, meet War Weaver. Anyone wanna drop 20 buffs on the party as a move action?

Worst case scenario : My DM in So. IL. "Sure, you can use Metamagic Cradle!"

However, me breaking builds is nothing new, and has even been done with something as innocent as a Healer. All in all, love the class, and I'd love to play a War Spellweaver.

JoshuaZ
2012-01-12, 01:09 PM
General remark: You may want to add in the standard wording explicitly in the text about what +1 to spontaneous arcane caster level is. And for the Dragonspeaker, add in similar language for invoking.

Regarding the Haematurgist.

The name is cool. There are already a number of variant blood based casters. The only WoTC one I know is the Blood Magus from Complete Arcane, but I've seen a few homebrewed ones before. The abilities for this one are substantially different than others though.

In general, it might make sense for one to for any spell that would get the [Blood] descriptor to have the option of not giving it. I'm particularly worried about how this would play out with Epidemic without that option.

Crimson Scourge- it isn't clear if this applies to spells which don't have a save. It also should probably be restricted to spells that do damage otherwise someone might be able to do some silly things with spells that are intended to be harmless.

I'm a little worried about using Parasitic Attacks to get a large set of temporary hitpoints. In particular, they can summon a bunch of different creatures (many spells let one summon more than one) and then have one group attack the other. I haven't worked out the details, but I could see this as being an easy ticket to ridiculously large numbers of temporary hit points if one picked the right creatures to summon.

Blood calls to Blood could be potentially broken- one only needs a few turns with a Called creature to do most of the more gamebreaking stuff.

Advanced Hematurgy- this is potentially really strong. Also as written, the con damage can be healed by magic which makes it much less of an issue. It might make sense to add that it can only be healed by normal rest.

Now for the Corpse Harvester:

This might actually be used more by Dread Necromancers than Sorcerers, since they automatically get most stuff. Presumably then the DN then will just ban Illusion since they don't have any spells in that school normally. I'm not sure what to do about that.

You may also want to specify that someone can't ban divination. I'm not sure. The original reason for this was that Divination used to be a substantially weaker school than the other schools. But with all the splatbooks that's much less the case now

The Unrelenting Horde- Interesting ability. Strong, but by late game, it is easy to get turning bonuses for undead, so this is probably balanced.

Inevitable Fall- as written I'm not completely sure I understand how this works. Does it need to specify in the description that the creature is immune? If I'm reading this correctly it would mean that say a construct would be effected by a spell with a [death] effect. Is that the sort of thing this is intended to do?


Now for Dragonspeaker-

Hybdrid classes always have some weakness. I'd change level 3 so that it advances both casting and invocation. This especially makes sense since you are already losing a caster level to take an invoking class to qualify and spontaneous casters are already slower advancing than prepared.

Fear Immunity- This is pretty strong at level 1. It might make sense to build this up over a few levels, so first they get a bonus against fear effects and then later they get fear immunity.