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Thread: Thaumaturge [Base Class]

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    Default Thaumaturge [Base Class]

    Thaumaturge



    Thaumaturges are arcanists who strive to understand magic on an intuitive level. A wizard understands the formulae and magical laws governing his spells, while a sorcerer simply knows he can change the world with his force of personality, but a thaumaturge has an instinctive insight into his spells. They can draw up vast quantities of arcane magic, letting them cast as frequently as a sorcerer, but like a wizard, they can change out the spells they have access to, not bound to any memorized set of them.

    Abilities
    Insight and intuition are key to a Thaumaturge’s casting. His Wisdom score determines the number of bonus spells they receive and the highest level of spell he can cast. However, a greater understanding of the art and science of spellcraft is of great benefit to Thaumaturges. Their Intelligence scores determine the DC’s of his spells. High Dexterity and Constitution scores are also useful to a Thaumaturge.

    Races
    Humans and Halflings often become thaumaturges, their adaptable or curious nature making them ideal for an intuitive approach to arcane magic. Gnomes also frequently pursue thaumaturgy.

    Alignment
    Thaumaturges of all alignments are prevalent, though they lean more towards chaotic alignments than lawful ones.

    HD
    d4

    Class Skills
    The Thaumaturge class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (All) (Int), Listen (Wis), Profession (Wis), Spellcraft (Int), and Spot (Wis).

    Skills per Level
    2 + Intelligence modifier (x4 at 1st level)

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

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |
    Magecraft
    |3|-|-|-|-|-|-|-|-

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    Eschew Materials
    |4|-|-|-|-|-|-|-|-

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |
    |5|2|-|-|-|-|-|-|-

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |
    Metamagic Lore (Heighten)
    |6|3|-|-|-|-|-|-|-

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |
    |6|4|2|-|-|-|-|-|-

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |
    Anyspell
    |6|5|3|-|-|-|-|-|-

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |
    |6|6|4|2|-|-|-|-|-

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |
    Metamagic Lore (Extend)
    |6|5|3|-|-|-|-|-

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |
    |6|6|6|4|2|-|-|-|-

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |
    Bypass Component
    |6|6|6|5|3|-|-|-|-

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |
    |6|6|6|6|4|2|-|-|-

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |
    Anyspell (Arcane)
    |6|6|6|6|5|3|-|-|-

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |
    |6|6|6|6|6|4|2|-|-

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |
    Improved Anyspell
    |6|6|6|6|6|5|3|-|-

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |
    |6|6|6|6|6|6|4|2|-

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |
    Metamagic Lore (Quicken)
    |6|6|6|6|6|6|5|3|-

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |
    |6|6|6|6|6|6|6|4|2

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    Anyspell (Divine)
    |6|6|6|6|6|6|6|5|3

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    |6|6|6|6|6|6|6|6|4

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |
    Greater Anyspell
    |6|6|6|6|6|6|6|6|5[/table]

    Class Features
    All the following are class features of the Thaumaturge.

    Weapon and Armor Proficiency
    Thaumaturges are proficient with all simple weapons, but not with any shields or armor.

    Spells
    A Thaumaturge casts spells drawn from the Thaumaturge spell list. He can cast spells spontaneously, like a sorcerer, but he can change his spells known each day, similar to how a wizard prepares spells.

    To learn or cast a spell, a Thaumaturge must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Thaumaturge’s spell is 10 + the spell level + the Thaumaturge’s Intelligence modifier.

    Like other spellcasters, a Thaumatuge can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Wisdom score.

    Each day, a Thaumaturge must choose his spells known. He can do so by meditating and aligning his own arcane conduits for one hour after getting a night’s rest. The number of spells known a Thaumaturge can have is given on the table below. If a Thaumaturge does not meditate to gain new spells known, he simply keeps his spells known from the previous day. He does not need to meditate to regain his spell slots; they are restored automatically after a night’s rest.

    If a Thaumaturge has any metamagic feats, he applies them to his spells when he chooses them, not when he casts them. A Thaumatuge may choose to know both the normal version of a spell and a metamagic-modified version at the same time. A Thaumaturge cannot spontaneously apply metamagic feats to his spell. The casting time of a Thaumatuge spell modified by metamagic is not increased.

    While a Thaumaturge does have to choose his spells known each day, he does not have to prepare them like a wizard does. He can cast any spell that he has chosen as a spell known, assuming he still has spell slots to do so.

    Spells Known
    {table=head]Level|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
    1|1|-|-|-|-|-|-|-|-
    2|2|-|-|-|-|-|-|-|-
    3|2|1|-|-|-|-|-|-|-
    4|3|1|-|-|-|-|-|-|-
    5|3|1|1|-|-|-|-|-|-
    6|3|2|1|-|-|-|-|-|-
    7|3|2|1|1|-|-|-|-|-
    8|3|2|2|1|-|-|-|-|-
    9|3|3|2|1|1|-|-|-|-
    10|3|3|2|2|1|-|-|-|-
    11|3|3|3|2|1|1|-|-|-
    12|3|3|3|2|2|1|-|-|-
    13|3|3|3|3|2|1|1|-|-
    14|3|3|3|3|2|2|1|-|-
    15|3|3|3|3|3|2|1|1|-
    16|3|3|3|3|3|2|2|1|-
    17|3|3|3|3|3|3|2|1|1
    18|3|3|3|3|3|3|2|2|1
    19|3|3|3|3|3|3|3|2|2
    20|3|3|3|3|3|3|3|3|2
    [/table]

    Magecraft (Sp)
    At 1st level, you gain the ability to perform simple magic spells without expending any of your energy, simply speaking the proper incantations. You can cast arcane mark, detect magic, light, mage hand, message, read magic, or prestidigitation as a spell-like ability by making a DC 20 Spellcraft check. If you fail the check, cannot use the specific spell you attempted to cast for 24 hours. The caster levels of all spell-like abilities are equal to your class level.

    Eschew Materials (Ex)
    At 2nd level, you gain Eschew Materials as a bonus feat.

    Metamagic Lore (Su)
    At 4th level, you gain the ability to alter your spells as you cast them, using your knowledge of thaumaturgy and spellcraft to replicate the effects of metamagic. Whenever you cast a spell, you may attempt a DC 20 Spellcraft check. If you succeed, the spell is treated as being one level higher, as if it had been heightened. For every 5 you beat the check by, its level is treated as an additional level higher, though its level can never equal or exceed the highest level of spell you can cast.

    At 8th level, you can also use metamagic lore to extend the durations of your spells. When you use this ability, you may attempt a DC 25 Spellcraft check. If you succeed, the duration of the spell is increased by 3 rounds. For every 5 you beat the check by, its duration is increased by an additional round, to a maximum of 10 rounds.

    At 16th level, you can use metamagic lore to quicken your spells. When you cast a spell, you may attempt a DC 45 Spellcraft check. If you succeed, you may cast the spell as a swift action. If you fail, you can still cast the spell as normal. If you cannot take the action required to take the spell, it fails. Using this ability requires you to expend two daily uses of metamagic lore.

    Using metamagic lore does not increase the level of spell slot required to cast the spell. You can use metamagic lore a number of times per day equal to 3 + your Intelligence modifier. If you fail the Spellcraft check to use metamagic lore, it still counts as a daily use. You cannot apply multiple metamagic lore effects to a single spell.

    Anyspell (Su)
    At 6th level, your intuitive understanding of magic lets you quickly alter your spells, redirecting their energies towards a different purpose. You can cast spells from the Thaumaturge list that you have not chosen as your spells known. To do so, you must expend a spell slot whose level is at least one greater than that of the spell you are trying to cast, and make a Spellcraft check of DC 20 + (2 x the spell’s level). If you fail the check, the spell fails, the spell slot is expended, and you cannot cast that specific spell again with this ability for 24 hours. If the spell’s casting time is a move action or standard action, it increases to a full-round action. Otherwise, it remains unchanged.

    Otherwise, it is just like casting the spell normally. You can apply metamagic feats to a spell cast with this ability, adding the increase in spell level to the level of the slot you must expend. You cannot use this ability to cast a spell of the highest level you can cast normally.

    As you advance in level, you gain the ability to cast spells from other class lists. At 12th level, you can use anyspell to cast spells from the Bard or Sorcerer/Wizard spell list. The DC of the Spellcraft check to do so is 25 + (2 x the spell’s level), with the same penalties for failure. At 18th level, you can cast spells from the Cleric and Druid class list with anyspell. The DC to do so is 30 + (2 x the spell’s level). When you cast a spell from the Cleric or Druid list with this ability, it is treated as an arcane spell—arcane spell failure chances still apply to it, but it loses any divine focus components it may have.

    Bypass Component (Su)
    At 10th level, you can manage to cast spells without performing all the necessary rituals and formulae. Whenever you cast a spell, you may choose to bypass any of its vocal, somatic, or focus components. To do so, you must make a Spellcraft check. The DC of a check to ignore one component is 25, the DC to ignore two components is 35, and the DC to ignore three is 45. If you fail the Spellcraft check, the spell fails and the slot is wasted unless you can provide the components you attempted to ignore. You can never use this ability to ignore costly focus components, or to ignore costly material components or XP costs.

    Improved Anyspell (Su)
    At 14th level, you need only expend a spell slot of the level of the spell you are trying to cast when you use anyspell, not a slot whose level is one greater. However, you still cannot cast spells of the highest level of spell you could cast normally.

    Greater Anyspell (Su)
    At 20th level, you can use the anyspell ability to cast a spell of the highest level you could cast normally three times per day. A failed attempt still counts as a use of this ability.
    Last edited by The Demented One; 2009-02-15 at 08:41 AM.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.