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Old 03-14-2010, 12:28 AM   Top  -  End  -  #5
Owrtho
Ogre in the Playground
 
 
Join Date: Jul 2008
Default Re: Base Class Challenge - The Light Beckons [Submission thread]

This is as of yet incomplete. Though as far as class abilities are concerned only the shadow magic stuff needs to be filled out (I haven't yet as its a lot to copy down). The other may need some work on wording and balance however. As for ethereal magic, the basic mechanics are done (though there may need to be some balancing), but I still need to make all the mist forms (for which suggestions are welcome).

Twilight Caster

"Day and night, like the sides of a coin. So similar, and yet, so different."
-Janus Darlight, a twilight caster

There are those that seek to master magic of either the plane of shadows or the ethereal plane. Then there are those that see them as being inherently tied and choose to master both. They are twilight casters. They're magic is tied to night and day, for during the day their ethereal magic is burned away by the sun, and at night the suns light is blocked and casts no shadows. For this reason they have pursued both types of magic that they be not helpless be it day or night.

Abilities: Charisma is among the most important abilities being key in both shadowmagic and ethereal magic. Intelligence is also important to mysteries, while Wisdom is used for mist forms.

Role: The Twilight caster can fill a role similar to a wizard or sorcerer. Supporting the party or using offensive magic.

Background: They choose to study the magic of the planes.

Organization: There are no particular organizations, as most twilight casters are either self taught or taught by a master.

Alignment: There is no favored alignment among twilight casters.

Races: Any race can become a twilight caster, though those that have ties with planar travel or the ethereal plane or plane of shadows are more likely.

Religion: There are no particular religions they are more or less likely to follow.

Other Classes: Most classes don't have much opinion about them one way or another. Shadowcasters and Ethercasters however often treat them with disdain for diluting their abilities with the other kind of magic.

Adaptation: While this class works best in a world where the ethereal plane and plane of shadows only exist based on if it is day or night (one existing during one ad the other during the other), it can function in ones where that is not the case. In that case the player might be allowed to choose which they want to use at day and which at night upon entering the class and it can be fluffed that in order to properly control both magics together they have to link their casting to the time of day lest they be overwhelmed (or something similar). If you choose to do so, I suggest changing the names of the Power shift abilities and which makes night and day as well (a suggestion for the names would be Sun of Shadows and Midnight Mists).

Hit Die: d6

Starting Gold: 3d4x10 (75gp)

Class Features

Class Skills: The twilight caster's class skills are Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis)

Skill Points at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod

LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialDominant CastingSecondary Casting
1st
+0
+0
+2
+2
Entwined casting, fundamentals of shadows, apprentice mysteries, leaking mist, simple mist forms
1
1
2nd
+1
+0
+3
+3
Dominant casting type
2
1
3rd
+2
+1
+3
+3
2
2
4th
+3
+1
+4
+4
Umbral sight 30ft, ether sight 30ft
3
3
5th
+3
+1
+4
+4
4
3
6th
+4
+2
+5
+5
4
4
7th
+5
+2
+x5
+5
Power shift (first)
5
5
8th
+6/+1
+2
+6
+6
Innate mysteries, basic mist forms
6
5
9th
+6/+1
+3
+6
+6
6
6
10th
+7/+2
+3
+7
+7
7
7
11th
+8/+3
+3
+7
+7
8
7
12th
+9/+4
+4
+8
+8
Umbral sight 60ft, ether sight 60ft
8
8
13th
+9/+4
+4
+8
+8
Power shift (second)
9
9
14th
+10/+5
+4
+9
+9
10
9
15th
+11/+6/+1
+5
+9
+9
10
10
16th
+12/+7/+2
+5
+10
+10
Master mysteries, complex mist forms, umbral sight 120ft, ether sight 120ft
11
11
17th
+12/+7/+2
+5
+10
+10
12
11
18th
+13/+8/+3
+6
+11
+11
12
12
19th
+14/+9/+4
+6
+11
+11
13
13
20th
+15/+10/+5
+6
+12
+12
Umbral sight 90ft, ether sight 90ft
14
13

Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armor interferes with your gestures which can cause your mysteries and mist forms to fail when they function as spells.

Entwined Casting (Ex): You learning of shadow magic and ethereal magic is so entwined that if any class would advance one it also advances the other as if you gained a level of this class.

Fundamentals of Shadows (Su): Details will come later (see tome of magic if your impatient). Differences are that you only start with 2 fundamentals and you gain aditional ones at levels 5, 10, 15, and 20 instead of every 4th level. You also don't gain unlimited uses until level 15. You may only use fundamentals during the day.

Mysteries and Paths: Again, details will come later (see tome of magic if your impatient). Differences are that you don't gain new mysteries every level. More on that at level 2. You still start with 1 mystery. You may only use mysteries during the day.


Leaking Mist (Su): As a twilight caster you have the ability make mist from the ethereal plane leak into the material plane. The amount you may cause to leak in each night is based on the number of mist forms you know (see table). This ability may be used at will as a move action. Ethereal mist ignores wind or spells that could normally scatter mist. You may draw the ethereal mist back to the ethereal plane in order to regain as much mist that you can leak. Creatures within the mist gain partial concealment. It always defaults to as circular a shape as it can make centered on you, but as a swift action you may make a concentration check (DC 10 + 1 per square that would be different) can be made to change the shape (must remain connected). You must maintain concentration each round, though only need to make the check again if you would be distracted or use a mist form. This may only be done if you are within the mist. You may only cause mist to leak from the ethereal to material plane at night.
Spoiler


Mist Forms: As a twilight caster you may shape the ethereal mists to perform tasks. By using the energies within it you may use mist forms. A mist form may only be used while within the mists, and may only be used upon targets within the mist. When used, a mist form uses up a number of squares of the mist equal to its spell level. If it is instant, the mist is consumed after its use, if it has a duration, the mist is used upon its start. The consumed squares of mist are always on the parameter of the mists. Some mist forms may allow additional squares of mist to be used in order to increase its power or duration. You start with one mist form at level one, and gain an additional one at levels based on if you choose ethereal magic as your dominant or secondary casting type. To start out, mist forms count as spells and have stomatic components. Upon gaining level 4 mist forms, mist forms that are levels 1 through count as spell-like abilities instead. Upon gaining level 7 mist forms, level 1 through 3 mist forms count as supernatural abilities and level 4 through 6 mist forms count as spell-like abilities.
You may only learn a mist form of a given level if you know at least two mist forms of the previous level. The exceptions to this are level 1 mist forms, level 4 mist forms, and level 7 mist forms, of which you need only know 1 of the previous level (or in the case of level 1 mist forms none). All mist forms are a standard action.
Mist forms can only be used at night.

Dominant casting type (Ex): At second level, you choose shadow magic or ethereal magic as you dominant casting type. This choice effects when you gain mysteries and mist forms (see table for how many you have at any level). The one not chosen becomes your secondary casting type.

Umbral Sight (Su): At 4th level a twilight caster's link to the plane of shadows grants them dark vision out to 30 feet. This increases at levels 12 and 20. They may only use dark vision during the day.

Ether Sight (Su): At 4th level a twilight caster's link to the ethereal plane allows them to view it from the material plane. They may as a free action allow themselves to see the ethereal plane out to 30ft. This distance increases at levels 12 and 20. When using ether sight, a twilight caster is able to see the ethereal plane overlaid on the material plane. This allows them to recognize the terrain even if they would normally be unable to do so due to lighting or magic, or blocking objects. In addition, they can see creatures or objects on the ethereal plane. This allows them to target creatures on the ethereal plane normally with effects that can effect the ethereal plane (such as force effects).

Power Shift (Ex): At seventh level you gain one of the two power shift abilities of your choice. At thirteenth level you gain the second one. If one of the opposing type would be used within the area of the other, the one with the higher caster level has dominance. If both have the same caster level, they cancel each other out until one ends.
Spoiler



Mist Forms
Spoiler



Owrtho
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My Homebrew
[creature]Shiny: Monster Competition XXXVI entry.
[class]Wisp fire guide: Follow me. I have such sights to show you.
[class]Ozodrin: A class to play as an eldritch horror.
other hombrew

Last edited by Owrtho : 03-30-2010 at 08:05 PM.
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