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    Bugbear in the Playground
     
    TiaC's Avatar

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    Nov 2007

    Default Manashaper, 3.5 Base Class (WIP)(PEACH)

    I've never been a big fan of vancian casting, it's flavor doesn't feel like I expect magic to work. Psionics is better, both due to the flexibility allowed by power points and way augmentation leads to a Psion becoming better at the tricks they already have. Warlocks also represent a thematic improvement, being able to use magic casually. With the Manashaper I have tried to make a class that feels thematically appropriate to how I am used to thinking about magic.

    GAME RULE INFORMATION
    Manashapers have the following game statistics.

    Abilities: Charisma is very important to a Manashaper, determining the save DCs of all invocations as well as being key to many other abilities. Intelligence is also important for a Manashaper, determining the amount of Willpower points you get.

    Alignment: Any

    Hit Die: d6

    Starting Age: As Wizard

    Starting Gold: 2d6x10.

    Class Skills: Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int), and Use Magic Device (Cha).

    Skill Points at First Level: (2 + Int modifier) x 4

    Skill Points at Each Additional Level: 2 + Int modifier

    Weapon and Armor Proficiency: Proficient with Simple Weapons and Light Armor

    Manashaper
    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Eldritch Blast|Willpower Points

    1st|
    +0
    |
    +0
    |
    +0
    |
    +2
    |Invocations, Cantrips, Willpower(DC)|
    1d6
    |
    1

    2nd|
    +1
    |
    +0
    |
    +0
    |
    +3
    |Blast boost (least)|
    1d6
    |
    1

    3rd|
    +1
    |
    +1
    |
    +1
    |
    +3
    |Skill focus (Spellcraft)|
    2d6
    |
    1

    4th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Deceive Item|
    2d6
    |
    1

    5th|
    +2
    |
    +1
    |
    +1
    |
    +4
    |Cantrip Mastery|
    3d6
    |
    2

    6th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Blast boost(lesser)|
    3d6
    |
    2

    7th|
    +3
    |
    +2
    |
    +2
    |
    +5
    |Willpower(Sphere level)|
    4d6
    |
    2

    8th|
    +4
    |
    +2
    |
    +2
    |
    +6
    |Willpower(Extra Blast)|
    4d6
    |
    2

    9th|
    +4
    |
    +3
    |
    +3
    |
    +6
    |Willpower(DC +2)|
    5d6
    |
    3

    10th|
    +5
    |
    +3
    |
    +3
    |
    +7
    |Blast boost(greater)|
    5d6
    |
    3

    11th|
    +5
    |
    +3
    |
    +3
    |
    +7
    ||
    6d6
    |
    3

    12th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    |Willpower(Metamagic)|
    6d6
    |
    3

    13th|
    +6/+1
    |
    +4
    |
    +4
    |
    +8
    ||
    7d6
    |
    4

    14th|
    +7/+2
    |
    +4
    |
    +4
    |
    +9
    |Blast boost(dark)|
    7d6
    |
    4

    15th|
    +7/+2
    |
    +5
    |
    +5
    |
    +9
    |Willpower(DC +3)|
    8d6
    |
    4

    16th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Willpower(Sphere level +2)|
    8d6
    |
    4

    17th|
    +8/+3
    |
    +5
    |
    +5
    |
    +10
    |Willpower(Extra Blast +2)|
    9d6
    |
    5

    18th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    |Blast boost(dark)|
    9d6
    |
    5

    19th|
    +9/+4
    |
    +6
    |
    +6
    |
    +11
    ||
    10d6
    |
    5

    20th|
    +10/+5
    |
    +6
    |
    +6
    |
    +12
    |Capstone|
    10d6
    |
    5
    [/table]


    Invocations(SLA): Manashapers perform magic by way of invocations. Invocations are Spell-like Abilities that provoke attacks of opportunity and are subject to arcane spell failure chance. They are generally usable at will although some may indicate otherwise. The save DC of an Invocation, if applicable is 10 + level of sphere + Charisma modifier. Manashapers learn invocations by sphere. Each sphere is a collection of similar effects. Knowledge of a level of a sphere grants knowledge of all effects of that level. To learn a level of a sphere, a Manashaper must also know the preceding level of that sphere. However, when gaining a level, a player adds new sphere levels in ascending order. Metamagic can be applied to Invocations, applying a metamagic feat reduces the effective level of that sphere by the level increase of the feat. If an invocation mimics a spell that requires a focus, it may be cast without a focus by spending 1 Willpower point. If an invocation mimics a spell that requires a material component, this component is not needed unless otherwise indicated.
    Level
    1st 2nd 3rd 4th 5th 6th 7th
    1st 2
    2nd 2
    3rd 3 1
    4th 3 1
    5th 4 2
    6th 4 2 1
    7th 5 3 1
    8th 5 3 2
    9th 6 4 2 1
    10th 6 4 3 1
    11th 7 5 3 2
    12th 7 5 4 2 1
    13th 8 6 4 3 1
    14th 8 6 5 3 2
    15th 9 7 5 4 2 1
    16th 9 7 6 4 3 1
    17th 10 8 6 5 3 2
    18th 10 8 7 5 4 2 1
    19th 11 9 7 6 4 3 1
    20th 11 9 8 6 5 3 2

    Cantrips(SLA): A Manashaper knows a number of cantrips equal to their class level + their Int modifier chosen off any class list that they can cast at will. At 5th level, they may cast any cantrip off of any class list at will. Save DCs are Charisma Based
    Willpower(Su): A Manashaper begins each encounter with a number of willpower points equal to 1 per 4 levels(rounded up) + ½ Int modifier(rounded up). These can be spent to empower various abilities. This is done as a free action. If a Manashaper requires more Willpower, they may strain their power to receive up to three points. After using these points they suffer penalties as follows:
    One: The effective level of all spheres is reduced by one, eldritch blast damage -1d6.
    Two: The effective level of all spheres is reduced by two, eldritch blast damage -2d6, Manashaper is fatigued.
    Three: The effective level of all spheres is reduced by four, eldritch blast damage -4d6, Manashaper is exhausted.
    DC: The Manashaper can spend a point of Willpower to raise the DC of all their abilities by one for one round. At level 9 they may spend two points of Willpower to raise the DC of all their abilities by two instead for one round. At level 15 they may spend three points of Willpower to raise the DC of all their abilities by 3 instead for one round. The bonus does not stack with itself.
    Sphere Level: At 7th level, a Manashaper can spend a point of Willpower to gain knowledge of the next higher level of any sphere they know. At 16th level, a Manashaper can spend two points of Willpower to gain knowledge of the next two higher levels of any sphere they know. This cannot allow for knowledge of any level of a sphere past 7th. Using Willpower this way is especially draining and (can’t decide the penalty, 1d6 per final level of the sphere?)
    Extra Blast: At 8th level, the Manashaper can spend a point of Willpower to make an extra attack with an eldritch blast as part of a full attack action. At 17th level, the Manashaper can spend two points of Willpower to make two extra attacks with an eldritch blast as part of a full attack action.
    Metamagic: At 12th level, the Manashaper can spend points of Willpower to empower his invocations. Using this ability reduces the cost of the metamagic by one level plus one level for each point of Willpower expended. However, if the metamagiced invocation remains in effect at the beginning of the next encounter, the Manashaper's willpower pool does not regain the points spent on it.
    Eldritch Blast(SLA): An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage plus 1d6 for every two class levels past 1st. An eldritch blast is the equivalent of a spell whose level is equal to one-half the Manashaper class level (round down), with a minimum spell level of 1st and a maximum of 9th. An eldritch blast is subject to spell resistance. Using this ability is an attack action, and a className can make a full attack with it.
    Blast boost(SLA): At the indicated levels, a Manashaper gains the knowledge of either a blast shape or an eldritch essence from the Warlock list of up to the indicated level.
    Skill focus(Spellcraft): the Manashaper gains Skill focus (Spellcraft) as a bonus feat.
    Deceive Item(Ex): When making a Use Magic Device check, a Manashaper can take 10 even if distracted or threatened.

    Spheres:

    Sight:
    1st: Devil’s Sight
    2nd:See Invisibility
    3rd: Arcane Sight:
    4th: Arcane Eye
    5th: True Seeing
    6th: Analyze dweomer
    7th: Arcane Sight, Greater

    Domination: (I might want a use limit for this)
    1st: Command
    2nd: Charm Person
    3rd: Entice Gift, Mindless Rage
    4th: Suggestion
    5th: Charm Monster
    6th: Dominate Person
    7th: Suggestion, Mass

    Summoning: You may have a number of summoned creatures no greater than 2+1/6 levels.
    1st: Summon Monster 1
    2nd: Summon Monster 2
    3rd: Summon Monster 3
    4th: Summon Monster 4
    5th: Summon Monster 5
    6th: Summon Monster 7
    7th: Summon Monster 9

    Fog:
    1st: Obscuring Mist, Wall of Smoke
    2nd: Fog Cloud
    3rd: Stinking Cloud (Sleet Storm?)
    4th: Solid Fog
    5th: Cloudkill
    6th: Acid Fog, Freezing Fog
    7th: Incendiary Cloud

    Please tell me what you think!
    I welcome assistance and advice, if you have any ideas for spheres that'd be great.
    Last edited by TiaC; 2012-12-08 at 08:53 PM. Reason: TABLES!!! (shakes fist)

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