Mystify
2012-02-03, 12:12 AM
Some people posses magical abilities and use them to cast powerful spells. Other's lack it, and come by their skills through their own efforts.
Then there are the Enchanted Savants, whose magical talents are never properly developed, and they never really learn how to fight properly. However, they learn to use magic items much more effectively, and through this crutch stand alongside their peers as an equal. They are often looked down upon by martial characters, seeing them as weak and overly reliant on magic items. Spellcasters pity them, able to see their potential, but knowing it was never properly fostered. They do respect their ability to control the flow of magic in their own body, and realize that it takes as much skill, if not more, than learning how to swing a sword. They get along extremely well with artificers, who also recognize the value of magic items, and they often form lucrative relationships.
Most Enchanted Savants come from rich families, and learned to fight using magical gear. This early association with magic items, coupled with their innate magical ability, is the typical way this skillset is formed. Due to this relative rarity, enchanted savants are very rare and not well known.
HD: d8
BaB 3/4
Good will saves
{table=head]{colsp=6}
Enchanted Savant |{colsp=9} Extra charges
Levels |BaB|fort|will|ref|
Features | 1 | 2| 3| 4| 5| 6| 7| 8| 9
1|0|2|0|0|innate magic |
2|1|3|0|0|empower 1 |1
3|2|3|1|1||1
4|3|4|1|1|empower 2, extra face slot |1|1
5|3|4|1|1| dispel guard |1|1
6|4|5|2|2|empower 3 |1|1|1
7|5|5|2|2|extra throat slot |2|1|1
8|6|6|2|2| empower 4 |2|1|1|1
9|6|6|3|3| |2|2|1|1
10|7|7|3|3|extra shoulder slot, maximize 5 |2|2|1|1|1
11|8|7|3|3| |2|2|2|1|1
12|9|8|4|4|maximize 6 |2|2|2|1|1|1
13|9|8|4|4|extra ring slot |2|2|2|2|1|1
14|10|9|4|4|maximize 7 |2|2|2|2|1|1|1
15|11|9|5|5| |2|2|2|2|2|1|1
16|12|10|5|5|extra waist slot,maximize 8 |2|2|2|2|2|1|1|1
17|12|10|5|5|disjunction sheild |2|2|2|2|2|2|1|1
18|13|11|6|6| maximize 9|2|2|2|2|2|2|1|1|1
19|14|11|6|6| extra body slot|2|2|2|2|2|2|2|1|1
20|15|12|6|6| maximize 10, fuse items|2|2|2|2|2|2|2|2|1
[/table]
Proficiency: all martial weapons, light,medium,heavy armour, all sheilds, including tower sheilds.
skill points: 4+int
class skills: appraise, concentration,craft, decipher script,disable device, escape artist, forgery, knowledge(any),open lock, spellcraft, Use magic device
Extra charges:
If an item has a limited number of charges per day, A Enchanted Savant can use their own magical energy to recharge it. The number of times they can do this per day is dependant on their level, as is the power of the item they can recharge. To determine the level of charge needed to recharge an item, determine the level of the highest level spell required to make the item. The charge used must be at least that level. The charge must be spent immediately, and they can only spend 1 such charge per round.
innate magic:
at 1st level, an Enchanted Savant's innate control of magic allows them to treat any weapon, shield, or armor they wield as a having a +1 enchantment.
Empower Enchantment:
starting at second level, a Enchanted Savant may use their magical ability to bolster the effect of their magic items. They may increase the enchantment bonus granted by their magic items by up to 50% of the items normal bonus. The total of all such enchantments cannot exceed 1/2 the Enchanted Savant's level. For purposes of this limit, an enchanment bonus to an ability score counts for 1/2 (so a +4 str belt being empowered to a +6 only counts as a +1 increase).Each 10ft of movement speed increased counts as +1.
A Enchanted Savant can re-allocate these bonuses as a standard action.
Extra slots:
As an Enchanted Savant progresses in level, they gain better control over the flow of magic within their own body. This allows them to gain the benefit of multiple items on the same part of the body. At certain levels, the enchanted savant gets new slots.
Both items must still be able to physically be worn together.
level 4: extra face slot
level 7: extra throat slot
level 10: extra shoulder slot
level 13: extra ring slot
level 16: extra waist slot
level 19: extra body slot
Dispell guard:
At level 5, an enchanted savant learns how to shield their items from the effects of dispel magic. They may use their enchanted savant level in place of the magic item's caster level, if higher, for the checks made with dispel magic or any similar abilities.
Maximize Enchantments:
starting at 10th level, an enchanted savant's ability to empower enchantment items increases. They can now gain up to twice the enchantment bonus from an item.
Disjunction sheild:
at 17th level, Enchanted Savants become particularly wary of disjunction effects, which are very debilitating. An enchanted savant's items become immune to mage's disjunction.
Fuse items:
at 20th level, an Enchanted Savant gains the ability to fuse 2 magic items for a short time to gain the magical benefit of both. The two items must take up the same body slot, and will take the physical form of either of the base items, at the Enchanted Savant's choice. Bonus's overlap, so a +5 flaming longsword and a +5 collision bow could be combined to be either a +5 flaming collision longsword or a +5 flaming collision bow. This fusion will last for 1 round/5 class levels. To fuse the items, the items must either be held or worn by the adept.
-----------------------
I'm sure this class will need further refinement, but what do you think? Is it an interesting concept? Does it need a power boost? Any concerns you would have about it?
Then there are the Enchanted Savants, whose magical talents are never properly developed, and they never really learn how to fight properly. However, they learn to use magic items much more effectively, and through this crutch stand alongside their peers as an equal. They are often looked down upon by martial characters, seeing them as weak and overly reliant on magic items. Spellcasters pity them, able to see their potential, but knowing it was never properly fostered. They do respect their ability to control the flow of magic in their own body, and realize that it takes as much skill, if not more, than learning how to swing a sword. They get along extremely well with artificers, who also recognize the value of magic items, and they often form lucrative relationships.
Most Enchanted Savants come from rich families, and learned to fight using magical gear. This early association with magic items, coupled with their innate magical ability, is the typical way this skillset is formed. Due to this relative rarity, enchanted savants are very rare and not well known.
HD: d8
BaB 3/4
Good will saves
{table=head]{colsp=6}
Enchanted Savant |{colsp=9} Extra charges
Levels |BaB|fort|will|ref|
Features | 1 | 2| 3| 4| 5| 6| 7| 8| 9
1|0|2|0|0|innate magic |
2|1|3|0|0|empower 1 |1
3|2|3|1|1||1
4|3|4|1|1|empower 2, extra face slot |1|1
5|3|4|1|1| dispel guard |1|1
6|4|5|2|2|empower 3 |1|1|1
7|5|5|2|2|extra throat slot |2|1|1
8|6|6|2|2| empower 4 |2|1|1|1
9|6|6|3|3| |2|2|1|1
10|7|7|3|3|extra shoulder slot, maximize 5 |2|2|1|1|1
11|8|7|3|3| |2|2|2|1|1
12|9|8|4|4|maximize 6 |2|2|2|1|1|1
13|9|8|4|4|extra ring slot |2|2|2|2|1|1
14|10|9|4|4|maximize 7 |2|2|2|2|1|1|1
15|11|9|5|5| |2|2|2|2|2|1|1
16|12|10|5|5|extra waist slot,maximize 8 |2|2|2|2|2|1|1|1
17|12|10|5|5|disjunction sheild |2|2|2|2|2|2|1|1
18|13|11|6|6| maximize 9|2|2|2|2|2|2|1|1|1
19|14|11|6|6| extra body slot|2|2|2|2|2|2|2|1|1
20|15|12|6|6| maximize 10, fuse items|2|2|2|2|2|2|2|2|1
[/table]
Proficiency: all martial weapons, light,medium,heavy armour, all sheilds, including tower sheilds.
skill points: 4+int
class skills: appraise, concentration,craft, decipher script,disable device, escape artist, forgery, knowledge(any),open lock, spellcraft, Use magic device
Extra charges:
If an item has a limited number of charges per day, A Enchanted Savant can use their own magical energy to recharge it. The number of times they can do this per day is dependant on their level, as is the power of the item they can recharge. To determine the level of charge needed to recharge an item, determine the level of the highest level spell required to make the item. The charge used must be at least that level. The charge must be spent immediately, and they can only spend 1 such charge per round.
innate magic:
at 1st level, an Enchanted Savant's innate control of magic allows them to treat any weapon, shield, or armor they wield as a having a +1 enchantment.
Empower Enchantment:
starting at second level, a Enchanted Savant may use their magical ability to bolster the effect of their magic items. They may increase the enchantment bonus granted by their magic items by up to 50% of the items normal bonus. The total of all such enchantments cannot exceed 1/2 the Enchanted Savant's level. For purposes of this limit, an enchanment bonus to an ability score counts for 1/2 (so a +4 str belt being empowered to a +6 only counts as a +1 increase).Each 10ft of movement speed increased counts as +1.
A Enchanted Savant can re-allocate these bonuses as a standard action.
Extra slots:
As an Enchanted Savant progresses in level, they gain better control over the flow of magic within their own body. This allows them to gain the benefit of multiple items on the same part of the body. At certain levels, the enchanted savant gets new slots.
Both items must still be able to physically be worn together.
level 4: extra face slot
level 7: extra throat slot
level 10: extra shoulder slot
level 13: extra ring slot
level 16: extra waist slot
level 19: extra body slot
Dispell guard:
At level 5, an enchanted savant learns how to shield their items from the effects of dispel magic. They may use their enchanted savant level in place of the magic item's caster level, if higher, for the checks made with dispel magic or any similar abilities.
Maximize Enchantments:
starting at 10th level, an enchanted savant's ability to empower enchantment items increases. They can now gain up to twice the enchantment bonus from an item.
Disjunction sheild:
at 17th level, Enchanted Savants become particularly wary of disjunction effects, which are very debilitating. An enchanted savant's items become immune to mage's disjunction.
Fuse items:
at 20th level, an Enchanted Savant gains the ability to fuse 2 magic items for a short time to gain the magical benefit of both. The two items must take up the same body slot, and will take the physical form of either of the base items, at the Enchanted Savant's choice. Bonus's overlap, so a +5 flaming longsword and a +5 collision bow could be combined to be either a +5 flaming collision longsword or a +5 flaming collision bow. This fusion will last for 1 round/5 class levels. To fuse the items, the items must either be held or worn by the adept.
-----------------------
I'm sure this class will need further refinement, but what do you think? Is it an interesting concept? Does it need a power boost? Any concerns you would have about it?