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    Default Magus Primal (Base Class, New Magic system) PEACH

    Feats will be coming soon. When I have them, the Magus Primal will most likely get bonus feats every 5 levels like a wizard.

    MAGUS PRIMAL


    "Wizards? Sorcerers? They're simply doing it all wrong. Why throw fire at something when you can just kill it?"
    -Theroz Kun, Tiefling Magus Primal

    At the beginning of time, when the sentient creatures of the world were in their mewling infancy, a group of solars broke away from the ranks of their heavenly host, concerned that the gods had built beings that did not have the innate means to magically defend themselves against the multitude of supernatural creatures that roamed the planes. To this point, the gods' prior creations had been magnificent beings of great power: the solars, celestials, inevitables, demons, and devils. That they created fleshy creatures incapable of bending the universe was, to say the least, unjust compared to the pattern. So it was that these solars descended upon the face of the world and began to share with these mortals the base tenets of magic. Thus, the first mages were born.
    Based on the recovered tablets left behind, a new order of magi primal was established, based on the teachings given from the solars. Theirs was a magic that truly bent the universe to obey, using the words of the creators to shape the souls of creatures and shake the foundations of the world.

    A magus primal uses Truespeak to perform what are known as functions, which change the properties of creatures and objects. This magic jumps directly to the end result, without the flashiness of wizard spells or the holy light of the cleric. Rather than using, say, a Fireball to burn their opponent, a magus primal might simply change the properties of the creature from 'Living' to 'Dead.' As a result, fighting alongside a magus primal is oftentimes unsettling: creatures simply go from standing to prone without first having fallen down; wounds appear on combatants without a blade having touched them.

    Class Skills
    The Magus Primal's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Any, taken individually) (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha)
    Skills Points at Each Level: 2 + Int (x4 at 1st level)

    Hit Dice: d4

    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Truecasting: Least Functions
    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |
    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |
    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Truecasting: Lesser Functions
    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |
    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |
    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |
    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Truecasting: Intermediate Functions
    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |
    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |
    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |
    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Truecasting: Greater Functions
    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |
    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |
    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |
    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Truecasting: High Functions
    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |
    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |
    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |[/table]

    Weapon and Armor Proficiencies: A magus primal is proficient with the Club, Dagger, Quarterstaff, and Spear. They are proficient with all light armors but not with shields.

    Truecasting (Su): A magus primal uses Functions to affect creatures and objects. Divided into separate ranks of (from lowest to highest) Least, Lesser, Intermediate, Greater, and High Functions, these abilities grow more powerful as the magus primal progresses. To use a Function, the magus primal makes a Truespeak check as a standard action. A magus primal knows all of the Functions of ranks to which he has access and need not prepare the Functions ahead of time.

    Just as every creature resists changes to their body or mind, so does the universe resist those changes. The DC to affect a given creature or object with a Function is 10+the target's Fortitude or Will save bonus (detailed in the Function)+a set Resistance value. Each time a magus primal successfully uses a Function, the Resistance value increases by 1. The Resistance increase resets whenever the magus primal receives 8 hours of rest and devotes an hour to meditation.

    Once a creature or object is affected by a Function, it is affected by that Function until the end of the magus primal's next turn. The magus primal must be able to see the target and it must be within 30 feet. The magus primal must also be able to speak clearly, but a Silence spell or similar effect does not hinder the magus primal. All Functions are supernatural abilities.
    Last edited by Zom B; 2010-03-11 at 04:03 PM.
    Zombitar courtesy of Djinn_In_Tonic.

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    FUNCTIONS


    How to Read a Function

    Title: Indicates the property of the creature or object that will be changed. If the title is not followed by the (Special) designation, the Function places the given status effect on the creature or object. A Function marked as (Special) will detail how it is to be used.
    Type: Designates the type of Function, which indicates, depending on your function-using class, at what level you may access this Function.
    Resistance: The components that constitute the Truespeak DC. Will indicates that you should use the target's Will save bonus in the DC, and Fortitude indicates that you use the target's Fortitude save bonus. A static number is listed after the saving throw bonus, which is always added to the DC.
    Subject: The valid target type that can be selected by the Function. For the purpose of Functions, "object" indicates an object weighing less than 100 lbs. For every 100 lbs the object weighs, it is treated as an additional object.
    Scaling: Details how the Resistance can be modified in order to do special operations with the Function.
    Special: Includes notes on the Function's usage, as well as exceptions or extensions to the Function's text or the status effect's normal operation.

    Spoiler
    Show


    Ability Damaged
    Type: Lesser Function
    Resistance: Will if Int, Wis, or Cha, Fortitude if Str, Dex, or Con, +4
    Subject: Creature
    Scaling: 1 ability damage, +1 ability damage per +1 Resistance
    Special: Permanent until restored or naturally healed.

    Ability Drained
    Type: Lesser Function
    Resistance: Will if Int, Wis, or Cha, Fortitude if Str, Dex, or Con, +6
    Subject: Creature
    Scaling: 1 ability drain, +1 ability drain per +2 Resistance
    Special: Permanent until restored.

    Blinded
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature
    Special: Permanent if +4 added to Resistance (an intermediate function)

    Blown Away
    Type: Lesser Function
    Resistance: Fortitude, +4
    Subject: Creature, Object

    Checked
    Type: Lesser Function
    Resistance: Fortitude, +4
    Subject: Creature
    Special: This function applies against Medium or smaller creatures. Larger creatures can be affected by adding +2 Resistance per size category.

    Confused
    Type: Intermediate Function
    Resistance: Will, +8
    Subject: Creature

    Cowering
    Type: Intermediate Function
    Resistance: Will, +8
    Subject: Creature

    Damaged (Special)
    Type: Least Function
    Resistance: Fortitude, +1
    Subject: Creature, Object
    Scaling: +1 Resistance per +5%
    Special: Unlike other functions, the Resistance for Damaged does not increase each time it is used.

    The target loses 10% of its maximum hit points.

    Dazed
    Type: Least Function
    Resistance: Will, +0
    Subject: Creature

    Dazzled
    Type: Least Function
    Resistance: Fortitude, +0
    Subject: Creature

    Dead
    Type: High Function
    Resistance: Fortitude, +18
    Subject: Creature
    Special: The target is reduced to -10 hit points. Undead and constructs cannot be affected by this Function.

    Deafened
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature
    Special: Permanent if +4 added to Resistance (an intermediate function)

    Disabled
    Type: Intermediate Function
    Resistance: Fortitude, +8
    Subject: Creature
    Special: A creature that ceases to be disabled by this function is restored to the hit points she had before being affected by this function.

    Dying
    Type: Intermediate Function
    Resistance: Fortitude, +8
    Subject: Creature
    Special: On the first round that she is affected by this function, the target is reduced to -1 hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable. She has a 10% chance to become stable. If she does not, she loses 1 hit point. If a dying character reaches -10 hit points, she is dead. The creature must have the dying function applied each round to continue dying. If the Truespeak check fails to overcome Resistance while the creature is dying, the creature is returned to life with the hit points she had before being affected by this function.

    Energy Drained
    Type: Intermediate Function
    Resistance: Fortitude, +8
    Subject: Creature
    Scaling: 1 negative level, +1 per +2 Resistance

    Entangled
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature

    Exhausted
    Type: Lesser Function
    Resistance: Fortitude, +6
    Subject: Creature

    Fascinated
    Type: Least Function
    Resistance: Will, +2
    Subject: Creature

    Fatigued
    Type: Least Function
    Resistance: Fortitude, +0
    Subject: Creature
    Special: This function has no affect on a creature that is already fatigued.

    Flat-Footed
    Type: Lesser Function
    Resistance: Will, +4
    Subject: Creature

    Frightened
    Type: Least Function
    Resistance: Will, +2
    Subject: Creature

    Grappling
    Type: Lesser Function
    Resistance: Fortitude, +6
    Subject: Creature

    Healed (Special)
    Type: Least Function
    Resistance: Fortitude, +1
    Subject: Creature, Object
    Scaling: +1 Resistance per +5%

    The target regains 10% of its maximum hit points.

    Helpless
    Type: Lesser Function
    Resistance: Will, +6
    Subject: Creature
    Special: This function only applies to humanoids. To affect other creature types, add +6 to the Resistance.

    Incorporeal
    Type: High Function
    Resistance: Fortitude, +18
    Subject: Creature

    Invisible
    Type: Intermediate Function
    Resistance: Fortitude, +8
    Subject: Creature, Object

    Knocked Down
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature

    Located (Special)
    Type: Intermediate Function
    Resistance: Will, +10
    Subject: Creature, Object
    Scaling: +1 Resistance per additional creature or object
    Special: You do not have to increase the Resistance for changing your own Located property

    You change where the target (or targets) is located, up to 100 miles per function-user level, to a destination designated by you. Use the Teleport table to determine the arrival mischance. You may increase the Resistance by 4 to instead relocate the targets with no mischance and with no limit to the distance. Alternately, you can increase the Resistance by 4 to instead relocate the targets to a plane of your choosing, arriving 5-500 miles from the intended destination.

    Nauseated
    Type: Lesser Function
    Resistance: Fortitude, +4
    Subject: Creature

    Panicked
    Type: Intermediate Function
    Resistance: Will, +8
    Subject: Creature

    Paralyzed
    Type: Lesser Function
    Resistance: Will, +4
    Subject: Creature
    Special: This function only applies to humanoids. To affect other creature types, add +6 to the Resistance.

    Petrified
    Type: Greater Function
    Resistance: Fortitude, +12
    Subject: Creature

    Pinned
    Type: Lesser Function
    Resistance: Fortitude, +6
    Subject: Creature
    Special: This function only applies to a creature that is considered Grappled by your function. If you maintain the Pinned function, the creature remains Grappled as well.

    Prone
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature

    Shaken
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature

    Sickened
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature

    Stable
    Type: Least Function
    Resistance: Fortitude, +0
    Subject: Creature
    Special: This function can only be applied to a creature that is dying. You may affect a creature that is dead (a Greater Function) by increasing the Resistance by 10, +1 for each week the creature has been dead. This function does not replace or regrow lost body parts, however. For instance, a creature that has been bitten in half can be made Stable, but they will quickly die again. A creature’s soul can always opt not to return to its body, even if you make it Stable.

    Staggered
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature

    Stunned
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature

    Turned
    Type: Least Function
    Resistance: Will, +2
    Subject: Creature
    Special: This function can only be applied to an undead creature.

    Unconscious
    Type: Least Function
    Resistance: Fortitude, +2
    Subject: Creature
    Last edited by Zom B; 2010-03-13 at 09:46 AM.
    Zombitar courtesy of Djinn_In_Tonic.

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    Barbarian in the Playground
     
    Siegel's Avatar

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    "Hey YOU. DIE !"

    awesome concept, can't talk about the mechanics ...
    Quote Originally Posted by kyoryu View Post
    I swear, about 50% of what makes BW awesome is the little stuff like that that's applicable to just about any system.

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    I have to agree with the above poster. This is a very cool idea, but I have absolutely no read on how it would work out in a game. I'd be interested to see this play out in one of my games, and see how well it works...

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    There seems to be a lot of empty levels... other than that, this is a good idea.
    Last edited by Zexion; 2010-03-12 at 05:29 PM.
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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    The math breakdown:

    Truespeak check / Resistance DC (good save) / Resistance DC (poor save)

    d20 + ranks + Int mod + skill focus / 10 + save base + mod + Resistance / 10 + save base + mod + Resistance

    Assumptions: Assuming an average Truespeak roll of 10. Assuming magus has skill focus, because they'd be an idiot not to. Assuming Int of magus is equal to the attribute matching the good save and 4 points higher than the attribute for the poor save.

    So right off the bat, the average roll and DC base 10 cancel out.

    d20 + ranks + Int mod + skill focus / 10 + save base + mod / 10 + save base + mod

    We can also cancel out the mods and have a -2 to the poor save

    ranks + Int mod + skill focus / save base + mod / save base + mod - 2

    So let's look at level 1, using a Resistance +2 Function:

    4 + 3 / 2 + 2 / 0 + 2 - 2

    So, a roll of 10 or better without Skill Focus, or 7 with, to affect the good save. A roll of 6 or better to affect the poor save, or 3 with Skill Focus. Good chances.

    Now let's look at level 10, using a +10 Function:

    13 + 3 / 7 + 10 / 3 + 10 - 2

    So a roll of 14/11 or better for the good save and 8/5 or better for the poor.

    Now for level 20:

    23 + 3 / 12 + 18 / 6 + 18 - 2

    So 17/14 and 9/6.

    So maybe I need to look at adjusting DCs at the two extremes. But maybe not.

    Quote Originally Posted by Zexion View Post
    There seems to be a lot of empty levels... other than that, this is a good idea.
    Not exactly. That's like saying that Wizard has a lot of empty levels. I've just placed their "spell" access as class abilities.
    Last edited by Zom B; 2010-03-12 at 10:44 PM.
    Zombitar courtesy of Djinn_In_Tonic.

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    Troll in the Playground
     
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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    Quote Originally Posted by Zom B View Post
    Not exactly. That's like saying that Wizard has a lot of empty levels. I've just placed their "spell" access as class abilities.
    To be fair, the wizard gets new spells added to his spellbook at each level, something that this guy does not have. The only difference between a level 1 primal magus and a level 2 primal magus (apart from baseline statistics like hit points and skill points) is (on average) a single extra function to be used against a target's bad saving throw (good saves increase by +1, your ranks increase by +1, but bad saves don't increase).

    That said, this is a pretty awesome concept.
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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    Why is Blinded a Least function? It's a mite powerful, no?

    EDIT: I'll have to say the same to Unconscious and Deafened.
    Last edited by Apropos; 2010-03-13 at 03:04 AM.

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    Quote Originally Posted by Apropos View Post
    Why is Blinded a Least function? It's a mite powerful, no?

    EDIT: I'll have to say the same to Unconscious and Deafened.
    Blimdness and deafness I fixed. Unconscious, on the other hand, is fine. Look at Color Spray. The function affects one person in 30' for one round.

    As for there not being a difference, this is true. Gaining a level means you have an easier time making the static Resistance portion, though.
    Last edited by Zom B; 2010-03-13 at 03:29 AM.
    Zombitar courtesy of Djinn_In_Tonic.

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    Orc in the Playground
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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    Does being dead affectdestroy constructs or undead? I can't figure it out.

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    You should also have a dominate and attitude-increase effect. Maybe there could be summons, maybe?

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    This thing is a great idea, but it needs a few things to work properly (and have a reason to stay after level 16)

    Editing reality. sounds so much fun.

    1-Functions known by level
    2-More Functions (there is 1 greater function. 1!)
    3-many functions need work. (durations mostly, having a set duration of 1 round hurts alot of them to useless. blown away doesn't say how far, what the hell is checked? set healed to harmless save etc...)
    4-some cool abilities across the empty levels (at least levels 6, 10, 14, 18 and 20.) maybe something that limits the growth of the natural resistance.

    Another thing I suggest is adding a sixth level ("Ultimate functions") that make radical changes at level 20.

    Suggestions for Functions
    -size (increase and decrease)
    -subtype
    -gender (for laughs mostly)
    -height (can be lethal if used correctly.)
    -energy affinity (change resistance/immunity to one element into another)
    -revived (ultimate function. at a heavy cost.)
    -planar location (send to another plane.)
    -reverse of most things. (turning panicked into not panicked, undoing petrification etc...)
    -make more things possible to make permanent. (petrify for example.)
    Last edited by boomwolf; 2010-03-16 at 07:57 PM.


    Quote Originally Posted by Cormag81 View Post
    2117: No matter how good a debater I am out of character there is no way to logically get out of falling after your paladin kills his patron god.

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    Are you still planning for this, Zom B?

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    Isn't this for the most part just a truenamer (not sure mechanically, but the fluff for their magic seems to be)?

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    Default Re: Magus Primal (Base Class, New Magic system) PEACH

    I find the "you get everything in one go at these levels" thing a little bit much and it leads to every single Primal Magus being basically the same.

    Are you sure it'd be underpowering or out of theme to have the Functions spread out so that you start with a handful and gain some each level. Also, it might be simpler to write the DCs for the Functions as "16 + Fort" rather than the route you've taken so far.
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