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View Full Version : D&D 3.x Class The Researcher (Class in 30 minutes, PEACH)



Jormengand
2016-01-23, 06:45 PM
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th1st+0+0+0+2Spell Research31————————2nd+1+0+0+342————————3rd+1+1+1+3 421———————4th+2+1+1+4432———————5th+2+1+1+44321———— ——6th+3+2+2+54332——————7th+3+2+2+544321—————8th+4+ 2+2+644332—————9th+4+3+3+6444321————10th+5+3+3+744 4332————11th+5+3+3+74444321———12th+6/+1+4+4+84444332———13th+6/+1+4+4+844444321——14th+7/+2+4+4+944444332——15th+7/+2+5+5+9444444321—16th+8/+3+5+5+10444444332—17th+8/+3+5+5+10444444432118th+9/+4+6+6+11444444433219th+9/+4+6+6+11444444443320th+10/+5+6+6+124444444444

Alignment: Any
Hit Die: 1d4

Class Skills:
The researcher’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Weapon and Armour Proficiency
Researchers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a researcher’s movements, which can cause its spells with somatic components to fail.

Spells
The researcher gains a spellbook and uses it to prepare and cast arcane spells just as a wizard does. It fills its spellbook using spells it has created, though, rather than wizard/sorcerer spell list spells.

Spell Research
The researcher starts off knowing a single spell, epiphany of naught. Epiphany of naught is an entirely pointless spell in its own right - in the first instance it does nothing, and in the second instance you're not allowed to cast it. It lacks a school or any descriptors. This is the epiphany of naught spell:



Epiphany of Naught
Universal
Level: Researcher -1
Components: V, S
Casting Time: 1 standard action
Range: Short (25 ft + 5 ft/level)
Target: One creature or one object or one square.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The epiphany of naught has no effect and cannot be cast until it has one.



The researcher can add effects and other benefits to the epiphany of naught, first so that it actually has a level above minus one, and second so that it actually has an effect. Also, the range and target or area can be increased. If multiple different effects of the spell add schools or descriptors, the spell is all of those schools and descriptors. If none adds a school, the spell is universal.

You can call your spell what you like, but it's always possible to counter it with an identical spell even if the names are different.

The spell level is always rounded up.

Research effects

+1/2 level
The spell affects a 15-foot cone in front of you.
The spell deals 1d3 fire damage. (Evocation) [Fire]
The spell deals acid damage instead of its usual damage type. Replace energy descriptor with [Acid]
The spell deals cold damage instead of its usual damage type. Replace energy descriptor with [Cold]
The spell deals electricity damage instead of its usual damage type. Replace energy descriptor with [Electricity]

+1 level
The spell deals sonic damage instead of its usual damage type and ignores object hardness. Replace energy descriptor with [Sonic]
The spell has medium range.
The spell affects a 30-foot cone instead of its normal range.
The spell affects a 60-foot line instead of its normal range.
The spell grants a +2 enhancement bonus to any one ability score chosen upon research for 1 round/level. This can be applied multiple times to the same ability score. (Transmutation)
Spell grants a 1 + 1/3 levels enhancement bonus to natural armour for 1 round/level, maximum + 5. (Transmutation)
The spell duration increases from 1 round/level to 1 minute/level

+3/2 levels
The spell deals 1d4 fire damage/level (max 5d4) (Evocation)
The spell has long range.
The spell affects a 20 foot sphere rather than one creature.
The spell deals force damage instead of its usual damage type. Replace energy descriptor with [Force]

+2 levels
The spell deals untyped damage instead of its usual damage type. Remove energy descriptors.
The spell deals 1d6 points of damage to a single ability score chosen upon research. (Necromancy)
The spell deals positive energy damage instead of its usual damage type. Remove (Evocation) and add (Conjuration), replace energy descriptor with [Healing].
The target falls unconscious for 2d3 rounds. Will negates. (Enchantment)
All invisible creatures in the area are revealed (Divination)
The spell has double long range.
The spell identifies an item. (Divination)
The spell's level cap is lifted.
Spell dispels magic, as targeted dispel magic (if it affects some number of targets) or area dispel magic (if it affects an area). Your dispel check is capped at +10

+3 levels
The spell heals you for half the damage dealt. (Conjuration) [Healing]
The creature (or everyone and everything in the area) Catches On Fire. The area burns for 2d6 rounds, dealing a quarter of its original damage to anyone who passes through, and they must take reflex or Catch on Fire. Can only be added to [Fire] spells.
The spell has quadruple long range.
The spell teleports you to the location without error; if you miss then nothing untoward happens and you go as close as possible. (Conjuration) [Teleportation]
The spell forgoes its normal range and becomes a 60 foot emanation centred on you. You can include or exclude yourself at the time of research.
The spell creates an illusion, chosen by you at the time of casting, for 1 minute + 1 round/level, which includes auditory, visual and olfactory elements and follows a vague scheme designed by you on casting. It must fit within the area and can make no more sound than a ghost sound spell. (Illusion) [Figment]
Spell duration increases from 1 round/level to 10 minutes/level.

+4 levels
The winds in the area step up or down up to 1 step/round for 1 round/level.
The spell has 1 mile/level range.
The spell affects a 40 foot radius sphere.
Subjects are frightened for 1 round/level. Will negates. (Necromancy) [Fear]
The spell speeds up affected allies, just like a haste spell. (Transmutation)
The spell slows affected enemies, just like a slow spell. (Transmutation)
You control light levels in the area for 1 hour/level.
The spell deals true damage instead of its usual damage type. True damage cannot be prevented, resisted, or mitigated by any means. Remove any energy descriptor.
The spell deals vile damage of its usual damage type. [Vile] [Evil]

+5 levels
The spell inflicts 1d4 negative levels on the target. (Necromancy)
The spell reduces the target's hit points to half their current value. Will negates (Necromancy)
The spell stuns the target for 1 round. (Enchantment)
The spell has no maximum range.
The spell affects an 80 foot radius burst.
When the spell resolves, copy it at half effect (Duration, damage, or numerical effect) once. You choose new targets for the copy. If halving it is meaningless, don't create any copies.
Spell duration increases from 1 round/level to 1 hour/level.

+6 levels
The spell teleports you, and up to 1 ally/level in short range, to the location without error; if you miss then nothing untoward happens and you go as close as possible. (Conjuration) [Teleportation]
The spell allows you to control weather in the area. (Transmutation)

+7 levels
The spell kills the creature. Fortitude negates. (Necromancy) [Death]
The spell teleports one creature, plus up to 1 creature/level in short range, to the location without error; if you miss then nothing untoward happens and you go as close as possible. Will negates (Possibly harmless). (Conjuration) [Teleportation]
The spell affects a 1 mile radius sphere.
Spell duration increases from 1 round/level to 6 hours/level.

+8 levels
The spell sends a single creature to a plane of your choice. Will negates (Possibly harmless). (Conjuration) [Teleportation]
When the spell resolves, copy it at half effect (Duration, damage, or numerical effect) twice. You choose new targets for each copy. If halving it is meaningless, don't create any copies.

+9 levels
The creature gets 2d4 negative levels. (Necromancy).
Spell duration increases from 1 round/level to 1 day/level.

-1/2 level
The spell allows spell resistance.
Fortitude half. (Can't apply to harmless)
Reflex half. (Can't apply to harmless)
Will half. (Can't apply to harmless)
The spell is a ray and requires a touch attack to hit.

-1 level
Fortitude negates. (Can't apply to harmless)
Reflex negates. (Can't apply to harmless)
Will negates. (Can't apply to harmless)
The range is touch.

-2 levels
The spell's casting time is 1 minute.

-5/2 levels
The spell doesn't take effect for 10 minutes after casting.

-3 levels
The spell's casting time is 10 minutes.

-7/2 levels
The spell's casting time is 1 hour.

-4 levels
Harmful spells only. You suffer the effect of the spell.
You take 1d6/level true damage when you cast the spell. True damage cannot be prevented, resisted or mitigated.

-5 levels
The spell's casting time is 1 day.

-6 levels
Casting the spell kills you and your death can't be prevented.



Ideas for more effects/mitigating factors are welcome.

Randomguy
2016-01-24, 11:24 PM
I like this idea.

So you've got damage, healing, illusions, teleportations, fear effects, save or dies, slow, haste, negative levels. Not much in the way of buffing, other than haste. Here are some suggestions to change that.

+1 level:

The spell grants a +2 enhancement bonus to any one ability score chosen upon research for 1 round / level. This can be applied multiple times to the same ability score.
Spell grants a 1 + 1/3 levels enhancement bonus to natural armour for 1 round / level, maximum + 5.
The spell duration increases from rounds / level to minutes / level


+2 level:

Spell duration increases from minutes / level to 10 minutes / level.
Spell dispels magic, as targeted dispel magic (if it affects some number of targets) or area dispel magic (if it affects an area). Your dispel check is capped at +10.


And a mitigation:

-1/2 level:

Spell is a ray. Requires a touch attack to hit.


Maybe change the existing +2 boost from "damage cap is lifted" to "caster level cap is lifted"? That way it'll affect the dispel magic and barkskin equivalents, too.

ImperatorV
2016-01-25, 11:20 AM
These just keep getting better.

So, known issues first. Remove damage cap is weak at mid levels - your paying +2 for an extra 3d4 at level 8. Maybe add an "increase damage cap by 5" option? Also, the haste and slow effects do not list a duration, and the wording does not call out using the same duration as the spells - so by default, you have an instantaneous haste/slow effect.

Questions: Can you apply a single effect multiple times? Does metamagic function as normal? Is your number of variants of the one spell known limited only by spellbook space?

Ideas:
Effects: shaken/sickened/nauseated/fatigued/exhausted, fly speeds, bigger cones/lines, creation/fabrication/summoning, action economy, charms/compulsions/other mind-affecting, defenses (DR of various types, temporary HP/shielding, spell resistance/spell turning), removing negative effects.

Mitigations: Dazing self, nonlethal damage, burning extra spell slots, ability drain, expensive material components, XP cost.

Jormengand
2016-01-25, 11:22 AM
I've added all this in; keep the suggestions coming. :smallbiggrin:

LastCenturion
2016-01-30, 10:20 PM
This looks like a good class, but it seems pretty easy to make it useless. Imagine an Epiphany of Naught with Spell duration increases from 1 round/level to 1 day/level. (lvl + 9) When the spell resolves, copy it at half effect (Duration, damage, or numerical effect) once. You choose new targets for each copy. If halving it is meaningless, don't create any copies. (lvl + 8) The spell affects a 1 mile radius sphere. (lvl + 7) The spell has no maximum range (lvl + 5) The spell deals true damage instead of its usual damage type. True damage cannot be prevented, resisted, or mitigated by any means. Remove any energy descriptor. (lvl + 4) and The spell deals vile damage of its usual damage type. [Vile] [Evil] (lvl + 4). This creates a level 36 spell that can affect pretty much everything, and does... Absolutely nothing. Huzzah. Hopefully, nobody would be insane enough to actually turn Epiphany into this god-like, absolutely worthless spell, but you never know. Anyways, I'd totally play this class, just, with an effective spell, not the one I spelled out (sorrynotsorry:smallbiggrin:) above.

Jormengand
2016-01-31, 07:45 AM
Well actually, that 36th level spell can't even be cast!


The epiphany of naught has no effect and cannot be cast until it has one.

But of course, you could make a 30th-level spell which kills you, and your death can't be prevented, instead...

Or you could make spells that actually do something useful. :smalltongue: