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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?

KingGolem
2008-02-18, 09:41 AM
Hmm...well first and foremost, you might want to look at the Guide to Homebrewing thread at the top of this part of the forum. It has all the codes for making a table for a 20 level base class. If you clean this post up and make it look nice, people will be much more likely to read it and comment on it.

Now let's look at this mechanically:


Starting Age: simple.

What do you mean by "simple"? You're supposed to put a die modifier their, which a player would roll and add to the age at which their race reaches adulthood. Not only that, but the die roll is different for all the races.


+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.

+2 to save DCs for level 1, 2, and 3 Transmutation and Conjuration spells at level 10? That's a bit high for such a miniscule benefit, not to mention that the 7th, 8th, and 9th level spells aren't even included.


Timeless Body: at level 15, Planemorphers gain the Timeless Body ability due to their connection with outsiders.

This is like the druid class feature, right? You need to specify that.


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.

Nice idea, but you really need to put these into some sort of order. These abilities are really far apart on the power scale. I mean, mage armor only adds like, +3 to armor class. I'd pick DR over that any day.

Ok, well now all you have to do is to add something else to this to compensate for the limited spell selection.

Reinboom
2008-02-18, 09:51 AM
You forgot how many skill points.

And you can use this (http://pifro.com/dnd/NEW/?F=NOcustom&B=BBBG20&H=70&C=sorcerer.sorcerer.&S=2&V=25488&SL0=Summon%20Bonus&SC0=99&SL1=Timeless%20Body&SC1=655&SL2=%AF2%20Save%20DCs%20for%20level%201,2,%20and%2 03%20Trans%20and%20Conj&SC2=650&SL3=%AF2%20Save%20DCs%20for%20level%204,5,%20and%2 06%20Trans%20and%20Conj&SC3=658) to make a table.

Just change the formatting to GITP.

IE:

{table="head"]Level|BAB|Fort|Ref|Will|Special |0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st|+0|+0|+0|+2||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|6

[/table]
Alignment: Any
Hit Die: 1d6

Class Skills:
Class Skills
Skill Points at 1st Level: (2 + Int modifier) × 4
Skill Points at Each Additional Level: 2 + Int modifier

Tempest Fennac
2008-02-18, 10:15 AM
Considering how clear it ws befoe, what was wrong with not using a table? The starting age is the same as it is for Rogues and Sorcerers (I couldn't see any benefit to wasting space with dice rolls due to how they are different for each specise, and I assumed most players would jus start at the youngest age they could), and Mage Armour actually adds 4 to AC. Can you think of any other class features that would fit?

Necromimesis
2008-02-18, 11:04 AM
I must admit that I haven't actually read your class, but I thought I should tell you how awesome your username/avatar are. The fennac is AMAZING!

FlyMolo
2008-02-18, 12:22 PM
Hah, tempest Fennac.

The class does look good, though. Very interesting idea.

Tempest Fennac
2008-02-19, 03:35 AM
Thanks. Do you have any ideas for improving the class, though?

Krimm_Blackleaf
2008-02-19, 04:10 AM
Alright, here is my input.

What I would do with the bonus to Trans and Conj spells is just give it a name, maybe something like 'Warp savant +X' or something, and I would make that bonus accrue every 5 levels instead of twice with a +2 at random intervals. Like +1 at 1st level, +2 at 5th, +3 at 10th, +4 at 15th and +5 at 20th. Also make note that these bonuses don't stack(so it isn't +15 at 20th level, just +5).

It could use something like a lowering of the casting time of summoning spells, instead of a full round maybe just a standard action and the monster can act on your turn.

It needs a capstone, maybe not an incredibly potent one like those given to PrC's, maybe since it deals with warping and summoning and generally screwing around with the planes or what have you it could have something like... 'Planar Ascension' where your type becomes outsider and you gain DR 10/magic.

Tempest Fennac
2008-02-19, 04:20 AM
Thanks for telling me. Which spell levels should have their save DCs increased? Also, there is the option of using a Summon Bonus to reduce the casting time of Summon spells to a standard action.

Krimm_Blackleaf
2008-02-19, 10:11 PM
Which spell levels should have their save DCs increased?

Just whatever spells they know, whatever level they can cast that is.

Also, there is the option of using a Summon Bonus to reduce the casting time of Summon spells to a standard action.

Oh, I didn't see that. Good job.

Tempest Fennac
2008-02-20, 02:20 AM
Thanks for telling me. Wouldn't adding to the save DC for all Conj and Trans spells be overpowered? I know Beguillers can only increase their spell's save DC/Spell Resistance overcomming chances if the target is flat-footed, so I thought only applying the bonus to lower level spells would balance it out a bit.