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    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

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Dominant Casting|Secondary 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
    [/table]

    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
    Show
    {table=head]Mist Forms|5x5 squares of mist

    1|
    5

    2|
    9

    3|
    13

    4|
    21

    5|
    29

    6|
    37

    7|
    45

    8|
    57

    9|
    69

    10|
    81

    11|
    97

    12|
    113

    13|
    129

    14|
    145
    [/table]


    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
    Show
    Night Shell (Su): By expending a level 3 mystery use or the equivalent (three level 1 mysteries, a level 1 and a level 2 mystery, etc.), you may create a shell of shadows above you that makes it seem to be night within a circular area with a radius equal to 5 feet times your class level. When cast it is centered on you, but does not move to follow you. All twilight casters within this area act as if it is night for the purpose of weather they can use shadow magic or ethereal magic. It lasts for 3 rounds. In addition, you may sacrifice additional mysteries when casting it to make it last an additional number of rounds equal to the number of mystery levels sacrificed to cast it after the first 3. Thus if you use a level 3 mystery and a level 2 mystery it will last 5 rounds, and if you use only a level 4 mystery it would last 4 rounds.

    Sunlight Mist (Su): By consuming 4 squares of ethereal mist, you may create a floating orb of light directly above yourself. This orb does not follow you. The orb effects an area with a radius equal to 5 feet times your class level. All twilight casters within this area treat it as being day within this area for the purpose of weather they can use shadow magic or ethereal magic. This ability has a duration of 2 rounds. In addition upon casting, you may choose to consume an additional 2 squares of ethereal mist as many times as you like to make it last an additional round per two extra squares of ethereal mist consumed.



    Mist Forms
    Spoiler
    Show
    Simple Mist Forms
    Spoiler
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    Stinging Mist
    Level: 1st
    Range: Mist
    Optional Cost: 1 square of mist per additional 1d3 of damage. Maximum of caster level.
    Duration: Instantaneous
    Description: You cause the mist around a target to form into sharp needles stinging them. This is a ranged touch attack that deals 1d3 force damage. In addition you may consume an additional square of mist up to a maximum of you caster level to deal an additional 1d3 damage per extra square consumed.

    Feeling Mists
    Level: 1st
    Range: self
    Optional Cost: 1 square of mist per additional 2 rounds of duration.
    Duration: 2 rounds
    Description: You ignore concealment of creatures within the mist.

    Ethereal Touch
    Level: 1st
    Range: mist
    Optional Cost: 1 square of mist per additional round of duration.
    Duration: 3 rounds
    Description: Everything within the ethereal mist acts as though it has ghost touch.

    Dispersal
    Level: 1st
    Range: NA
    Optional Cost: 1 square of mist per additional increase in area.
    Duration: 2 rounds + 1 round per 2 caster level
    Description: You are able to spread the mist thinner to increase it's area. When used you have two squares of mist for each square of mist already existing. You may consume additional squares of mist upon use to increase the number of squares gained per square by 1 for each additional square consumed. However, by spreading the mist thinner the effectiveness of mist forms is reduced. Any damage dealt by a mist form is reduced by 1 per 2 damage die per square of mist gained from a single square (minimum total damage of 1). The DC of any saves is reduced by 1 per extra square gained per square. Any bonuses gained from mist forms are reduced by 1 per extra square gained per square. The number of squares of mist that must be consumed to equal 1 square for other mist forms or other abilities is multiplied by the same amount as the number of squares of mist you have. And the mist no longer grants concealment. This effect lasts up to 2 rounds plus an additional round per 2 caster levels, but may be ended any time as a free action.

    Ether Gust
    Level: 2nd
    Range: Mist
    Optional Cost: 3 square of mist per additional 1 rounds of duration. Maximum of caster level.
    Duration: Instantaneous or longer with additional cost
    Description: Target square becomes filled with gusts of ethereal currents. For each target within the square rolls for an effect on the below table. Additional mist may be consumed to make the gust have a duration. If this is done, any creature in the square at the start of a round while the effect persists, or moving into the square must roll on the table.

    {table=head]
    d%
    | Effect

    01-30|Deals 1d4 damage. (Fort save DC 20 negates)

    31-60|Moves 1d3 squares in a random direction.

    61-80|Moves 2d3 squares in a random direction.

    81-90|Deals 2d4 damage. (Fort save DC 20 negates)

    91-95|Teleport 1d2 squares in a random direction (includes vertically). If moved inside a solid object, creature is shunted aside but takes 1d6 points of damage for each 5 feet traveled this way.

    96-100|Teleported to ethereal plane (or material if already on ethereal) for 1d3 rounds.[/table]

    Ectoplasm
    Level: 2nd
    Range: mist
    Optional Cost: 3 square of mist per additional 2 squares of area (Maximum of caster level). 1 square of mist per additional round of duration (Maximum caster level)
    Duration: 2 rounds
    Description: A 10 by 10 square area within the mist is coated in ectoplasm. Upon casting you may choose to make sticky or slick ectoplasm. If you choose sticky, any creature within the area becomes entangled. If you choose slick, the area acts as if under the effects of the grease spell. You may consume 3 additional squares of mist to increase the area by two squares a number of times equal to your caster level. The area may not extend outside of the mist and any squares that leave the mist instantly have their duration end. All squares must be touching upon casting. You may also consume additional squares of mist upon casting to increase the duration by one round per square a number of times up to your caster level.

    Etherstep
    Level: 2nd
    Range: mist, single target
    Optional Cost: 1 square of mist per additional round of duration. 2 squares of mist per additional +1 to AC and Reflex. Maximum or half caster level. 2 squares of mist per +1 to attack rolls. Maximum or half caster level.
    Duration: 2 rounds + optional cost
    Description: You use the ethereal mist to lighten a single target. That target gains +5 feet movement speed, as well as a +1 bonus to AC and Reflex saves. This bonus to AC counts as a Dexterity bonus but doesn't count toward the max Dex bonus from armor. Additional mist may also be consumed to increase the targets attack rolls. If the target leaves the range of the mist the effect immediately ends.

    Forceful Mist
    Level: 3rd
    Range: self
    Optional Cost: 2 square of mist per additional round of duration.
    Duration: 3 rounds
    Description: For the duration of this mist form, all mist forms you cast have count as force effects. The duration automatically ends if you leave the ethereal mist.

    Mist Shades
    Level: 3rd
    Range: mist
    Optional Cost: 3 square of mist per additional round of duration.
    Duration: 2 rounds
    Description: The ethreal mist seems to become filld with moving shapes. They can look to be humanoid or otherwise at the choice of the caster. The apperant movement distracts creatures in the mist giving them a -1 penalty to Reflex saves per. This penalty is increased by -1 per 3 caster levels (rounded down).

    Lance
    Level: 3rd
    Range: mist
    Optional Cost: 1 square of mist per +1 to attack. 2 squares of mist per additional die of damage. Maximum of half caster level.
    Duration: Instantaneous
    Description: You create a lance made of ethereal mist and that flies in the direction of your choice in a strait line. if a creature is in it's path it makes an attack against that creature using your attack. The attack may be increased by consuming squares of mist. If it succeeds on the attack, it then deals 1d6 damage + 1d6 damage per 2 squares of extra mist consumed. It then makes an attack against the creatures flatfooted AC. If successful it continues following its path. If unsuccessful it stops and vanishes. Upon reaching the edge of the mist it vanishes.

    Basic Mist Forms
    Spoiler
    Show
    Chilling Mist
    Level: 4th
    Range: Mist
    Optional Cost: 4 square of mist per creature excluded. Maximum of caster half level.
    Duration: Instantaneous
    Description: You cause the ethereal mist to gain the chill of death. All other creatures within the mist must make a will save (DC 10 + caster level + Charisma modifier) or become paralyzed for 2d4 rounds. You may consume an additional 4 squares of mist up to a number of times equal to half your caster level to spare a number of creatures within the mist of this effect.

    Unnatural Fear
    Level: 4th
    Range: Mist
    Optional Cost: 2 square of mist per +2 to DC. Maximum of caster half level. 3 squares of mist per additional round of duration
    Duration: 4 rounds + optional cost
    Description: The mist gives off an unnatural feeling inspiring fear in those within. Upon using, all other creatures within the mist must make a will save (DC 10 + caster level + wisdom modifier), or become shaken (or the next step in fear if already shaken) for 2d6 rounds. During the duration of the effect, any creature entering the mist must also make the save. When ever a creature within the mist would have to make a save against another mist form during the duration of Unnatural Fear, they must make the save again. If a creature leaves the mist, they reduce a step of fear from this effect every 3 rounds they are outside the mist. Entering the mist again while still afraid requires a will save (DC 10 + caster level + wisdom modifier + 2 per step of fear).

    Death's Conference
    Level: 4th
    Range: Mist
    Optional Cost: 4 square of mist per hour since death after first. Maximum of caster level.
    Duration: 2 minutes + 1 minute for every caster level after 6th
    Description: You cause the summon the attention of recently killed creature within the mist to gather information from it. You may only summon a creature that has died within 1 hour + an additional hour for every 4 additional squares of mist consumed to a maximum of caster level. This spirit is only capable of speaking though it is visible. While the spirit is compelled to respond, it does not have to do so honestly and is treated as a normal creature of its type for the purpose of gathering information. The spirit remains for a number of minutes equal to 2 + your caster level - 6.

    Walls in the Mist
    Level: 5th
    Range: Mist
    Effect: 20 feet plus optional cost
    Optional Cost: 5 extra feet per additional square of mist consumed. Maximum of caster level - 5. +1 round per 2 additional squares of mist consumed
    Duration: 6 rounds + optional cost
    Description: You create walls out of the ethereal mist. These are like walls of force except that they are visible as thicker areas of mist. If a portion leaves the ethereal mist, that portion is immediately destroyed, though the rest is not affected.



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

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