Tempest Fennac
2008-02-18, 04:04 AM
I thought I'd have a go at designing a Beguiller-like class which focusses on Conjurations and Transmutations.
I couldn't think of a better name, so I'm calling it the Planemorpher.
{table="head"]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Armoured Mage (Light)|5|3|—|—|—|—|—|—|—|—
2nd|+1|+0|+0|+3||6|4|—|—|—|—|—|—|—|—
3rd|+1|+1|+1|+3|Summon Bonus|6|5|—|—|—|—|—|—|—|—
4th|+2|+1|+1|+4||6|6|3|—|—|—|—|—|—|—
5th|+2|+1|+1|+4||6|6|4|—|—|—|—|—|—|—
6th|+3|+2|+2|+5|Summon Bonus|6|6|5|3|—|—|—|—|—|—
7th|+3|+2|+2|+5||6|6|6|4|—|—|—|—|—|—
8th|+4|+2|+2|+6||6|6|6|5|3|—|—|—|—|—
9th|+4|+3|+3|+6|Summon Bonus|6|6|6|6|4|—|—|—|—|—
10th|+5|+3|+3|+7|+2 Save DCs for level 1,2, and 3 Trans and Conj|6|6|6|6|5|3|—|—|—|—
11th|+5|+3|+3|+7||6|6|6|6|6|4|—|—|—|—
12th|+6/+1|+4|+4|+8|Summon Bonus|6|6|6|6|6|5|3|—|—|—
13th|+6/+1|+4|+4|+8||6|6|6|6|6|6|4|—|—|—
14th|+7/+2|+4|+4|+9||6|6|6|6|6|6|5|3|—|—
15th|+7/+2|+5|+5|+9|Timeless Body, Summon Bonus|6|6|6|6|6|6|6|4|—|—
16th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|5|3|—
17th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|6|4|—
18th|+9/+4|+6|+6|+11|+2 Save DCs for level 4,5, and 6 Trans and Conj, Summon Bonus|6|6|6|6|6|6|6|6|5|3
19th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|6|6|4
20th|+10/+5|+6|+6|+12||6|6|6|6|6|6|6|6|6|5
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Swim, Jump, Concentrate, Spellcraft, Knowledge (Arcana+Planes), Heal, Survival.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Planemorphers gain their abilities from forging connections with other planes, hence the fact that their spells are mainly concerned with summoning objects and altering things. They are trained to be as self-sufficent as possible, and they often start their training at a young age (eg, humans will usually start their training at 10 years old, if not before).
Proficient with all simple weapons and light armour.
Starting Age: simple (as rogue or Sorcerer).
Spells: casts Intelligence-based spells from the Planemorpher spell-list spontanously. They get spell slots
at the same rate which Sorcerers do.
Class bonuses:
Arcane Spell Failure chance due to light armour is non existant from level 1.
+2 to save DCs for level 1,2 and 3 Trans and Conj at level 10, with an extra +2 to level 4,5, and 6 spels at level 18.
Timeless Body: at level 15, Planemorphers gain the Timeless Body ability (as a Druid) due to their connection with outsiders.
Summon bonus: every 3 levels (starting at level 3), pick one of these bonuses (each bonus will apply to all creatures which are summoned using Summon Monster):
Blink, Mage armour, SR=2x caster level, +2 to att+dam rolls, reduce summoning time to standard action, DR 5/-, ignore DR, Add 1d6 to all damage rolls, each succesful attack deals 1 Str. damage.
Spell list:
0
Acid Splash
Mending
Mage Hand
Prestidigitation
Detect Magic
Read Magic
1
Grease
Mage Armor
Mount
IdentifyM
Summon Monster I
Unseen Servant
Animate Rope
Enlarge Person
Expeditious Retreat
Feather Fall
Jump
Magic Weapon
Reduce Person
2
Fog Cloud
Glitterdust
Summon Monster II
Summon Swarm
Web
Alter Self
Bear's Endurance
Bull's Strength
Cat's Grace
Darkvision
Eagle's Splendor
Fox's Cunning
Knock
Levitate
Owl's Wisdom
Pyrotechnics
Rope Trick
Spider Climb
3
Phantom Steed
Sepia Snake Sigil
Sleet Storm
Stinking Cloud
Summon Monster III
Blink
Flame Arrow.
Fly
Gaseous Form.
Haste
Keen Edge
Magic Weapon, Greater
Secret Page
Shrink Item
Slow
Water Breathing
Invisibility Sphere
Dispel Magic
Nondetection
4
Black Tentacles
Dimension Door
Minor Creation
Secure Shelter
Solid Fog
Summon Monster IV
Enlarge Person, Mass
Polymorph
Reduce Person, Mass
Stone Shape
5
Baleful Polymorph
Fabricate
Overland Flight
Summon Monster V
Teleport
Mage's Faithful Hound
Cloudkill
Break Enchantment
Passwall
Wall of Stone
6
Summon Monster VI
Wall of IronM
Acid Fog
Disintegrate
Stone to Flesh
Dispel Magic, Greater
Flesh to Stone
7
Mage's Magnificent Mansion
Phase Door
Summon Monster VII
Teleport, Greater
Ethereal Jaunt
Reverse Gravity
Spell Turning
8
Incendiary Cloud
Summon Monster VIII
Polymorph Any Object
Ghostform
Mind Blank
Simbul’s Skeletal Deliquescence
9
Gate
Summon Monster IX
Teleportation Circle
Shapechange
Time Stop
Please could you tell me how to improve the class if you can think of anything that can be done?
I couldn't think of a better name, so I'm calling it the Planemorpher.
{table="head"]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|+0|+0|+0|+2|Armoured Mage (Light)|5|3|—|—|—|—|—|—|—|—
2nd|+1|+0|+0|+3||6|4|—|—|—|—|—|—|—|—
3rd|+1|+1|+1|+3|Summon Bonus|6|5|—|—|—|—|—|—|—|—
4th|+2|+1|+1|+4||6|6|3|—|—|—|—|—|—|—
5th|+2|+1|+1|+4||6|6|4|—|—|—|—|—|—|—
6th|+3|+2|+2|+5|Summon Bonus|6|6|5|3|—|—|—|—|—|—
7th|+3|+2|+2|+5||6|6|6|4|—|—|—|—|—|—
8th|+4|+2|+2|+6||6|6|6|5|3|—|—|—|—|—
9th|+4|+3|+3|+6|Summon Bonus|6|6|6|6|4|—|—|—|—|—
10th|+5|+3|+3|+7|+2 Save DCs for level 1,2, and 3 Trans and Conj|6|6|6|6|5|3|—|—|—|—
11th|+5|+3|+3|+7||6|6|6|6|6|4|—|—|—|—
12th|+6/+1|+4|+4|+8|Summon Bonus|6|6|6|6|6|5|3|—|—|—
13th|+6/+1|+4|+4|+8||6|6|6|6|6|6|4|—|—|—
14th|+7/+2|+4|+4|+9||6|6|6|6|6|6|5|3|—|—
15th|+7/+2|+5|+5|+9|Timeless Body, Summon Bonus|6|6|6|6|6|6|6|4|—|—
16th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|5|3|—
17th|+8/+3|+5|+5|+10||6|6|6|6|6|6|6|6|4|—
18th|+9/+4|+6|+6|+11|+2 Save DCs for level 4,5, and 6 Trans and Conj, Summon Bonus|6|6|6|6|6|6|6|6|5|3
19th|+9/+4|+6|+6|+11||6|6|6|6|6|6|6|6|6|4
20th|+10/+5|+6|+6|+12||6|6|6|6|6|6|6|6|6|5
[/table]
Alignment: Any
Hit Die: 1d6
Class Skills:
Swim, Jump, Concentrate, Spellcraft, Knowledge (Arcana+Planes), Heal, Survival.
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier
Planemorphers gain their abilities from forging connections with other planes, hence the fact that their spells are mainly concerned with summoning objects and altering things. They are trained to be as self-sufficent as possible, and they often start their training at a young age (eg, humans will usually start their training at 10 years old, if not before).
Proficient with all simple weapons and light armour.
Starting Age: simple (as rogue or Sorcerer).
Spells: casts Intelligence-based spells from the Planemorpher spell-list spontanously. They get spell slots
at the same rate which Sorcerers do.
Class bonuses:
Arcane Spell Failure chance due to light armour is non existant from level 1.
+2 to save DCs for level 1,2 and 3 Trans and Conj at level 10, with an extra +2 to level 4,5, and 6 spels at level 18.
Timeless Body: at level 15, Planemorphers gain the Timeless Body ability (as a Druid) due to their connection with outsiders.
Summon bonus: every 3 levels (starting at level 3), pick one of these bonuses (each bonus will apply to all creatures which are summoned using Summon Monster):
Blink, Mage armour, SR=2x caster level, +2 to att+dam rolls, reduce summoning time to standard action, DR 5/-, ignore DR, Add 1d6 to all damage rolls, each succesful attack deals 1 Str. damage.
Spell list:
0
Acid Splash
Mending
Mage Hand
Prestidigitation
Detect Magic
Read Magic
1
Grease
Mage Armor
Mount
IdentifyM
Summon Monster I
Unseen Servant
Animate Rope
Enlarge Person
Expeditious Retreat
Feather Fall
Jump
Magic Weapon
Reduce Person
2
Fog Cloud
Glitterdust
Summon Monster II
Summon Swarm
Web
Alter Self
Bear's Endurance
Bull's Strength
Cat's Grace
Darkvision
Eagle's Splendor
Fox's Cunning
Knock
Levitate
Owl's Wisdom
Pyrotechnics
Rope Trick
Spider Climb
3
Phantom Steed
Sepia Snake Sigil
Sleet Storm
Stinking Cloud
Summon Monster III
Blink
Flame Arrow.
Fly
Gaseous Form.
Haste
Keen Edge
Magic Weapon, Greater
Secret Page
Shrink Item
Slow
Water Breathing
Invisibility Sphere
Dispel Magic
Nondetection
4
Black Tentacles
Dimension Door
Minor Creation
Secure Shelter
Solid Fog
Summon Monster IV
Enlarge Person, Mass
Polymorph
Reduce Person, Mass
Stone Shape
5
Baleful Polymorph
Fabricate
Overland Flight
Summon Monster V
Teleport
Mage's Faithful Hound
Cloudkill
Break Enchantment
Passwall
Wall of Stone
6
Summon Monster VI
Wall of IronM
Acid Fog
Disintegrate
Stone to Flesh
Dispel Magic, Greater
Flesh to Stone
7
Mage's Magnificent Mansion
Phase Door
Summon Monster VII
Teleport, Greater
Ethereal Jaunt
Reverse Gravity
Spell Turning
8
Incendiary Cloud
Summon Monster VIII
Polymorph Any Object
Ghostform
Mind Blank
Simbul’s Skeletal Deliquescence
9
Gate
Summon Monster IX
Teleportation Circle
Shapechange
Time Stop
Please could you tell me how to improve the class if you can think of anything that can be done?