I've been throwing this idea around in my head for a while now and finally decided to get something down on paper, as it were.
This is very much unfinished but will (hopefully) grow to be a full system with different base classes, prestige classes, feats, items and full fluff to boot.
I'm posting it now in its unfinished state because I'm looking for comments on whether the concept would work or not. And, more importantly, whether my balance so far is off. I've tried to make the sigils (see the next post) stronger than spells of an equivalent level, simply because Sigillists get a lot less choice and have a fairly significant chance of failing each and every time they try to do something. Plus the fact that once an individual type of sigil is in effect, the Sigillist can't use any more of that type until they either dismiss the old one or it runs out/is destroyed.
And finally, please do be aware that this is far from complete. Even the class itself is lacking pretty much all of its class features. I just really wanted to make sure I'm on the right track, since I'm pretty new to homebrewing.
So yeah, here goes.
Sigillist: A myserious creator of extraordinairy
sigils.
Adventuring: Anything that compels another class could equally compel a
Sigillist. They seek adventure, fortune, fame and power as much as any would. Perhaps a little more focused on power, however. Most
Sigillists seek to enhance their knowledge of the power of symbols.
Characteristics: Sigillists channel the power hidden within even the most basic of
sigils, mystical symbols that alter the very fabric of reality wherever they go. With careful training and learning, they begin to understand the fundamental principles behind the power of
sigils, allowing them access to greater and more varied abilities..
Sigillists are superior to most arcane casters in terms of their ability to manipulate matter on a large scale. Their utility-based
sigils surpass some arcane spells, while others are found lacking in comparison to the arcane arts. As with any class that uses an extraordinary or supernatural power to function, the
Sigillists are weak, frail characters.
Alignment: Sigillists, like many other classes, can be of any alignment. Some choose the path of good, using their talents to further the causes of the just. While others choose the path of evil, fueling war with their abilities. Some simply walk the line between. Most
Sigillists tend toward chaotic, believing their years studying and practicing to place them above others in importance. They often find it hard to accept or respect authority.
Religion: Of those
Sigillists that truly bother with the divine, as many choose not to, most tend toward the gods of magic - Boccob and Wee Jas. As most
Sigillists find a close tie between their powers and those of arcane magic, they believe that these gods hold the most relevance for them.
For the religiously-inclined
Sigillists, it can play a part in their lives anywhere from a minor belief to a full devotion. It truly depends on the individual, as
Sigillists are inherently very different from each other.
Background: Sigillists, like Wizards, spend a large portion of their life in study. The ability to create
sigils is not an innate one and comes only with years of practice and experience.
Races: While the more magically-inclined races tend to become
Sigillists, it has been known for
Sigillists to come from a variety of races - humans, elves, dwarves, half-orcs, etc, and also from the more monstrous races of trolls, dragons and reptilians. Truly, any race with an appreciation for the arcane arts also has the potential to become
Sigillists.
Other classes: Sigillists tend to be enigmatic and somewhat unpredictable due to their chaotic nature. They work well with Rogues, Barbarians, Rangers, Fighters and especially Sorcerers. The more ordered classes, like Monks, Paladins and Wizards tend to have issues with the arrogant and chaotic personality that most
Sigillists hold. Arcane casters especially tend to
Role: Sigillists can occupy a multitude of roles, but excel at only one - battlefield control. They out-do nearly every other class in regards to incapacitating and damaging large numbers of creatures or objects at once. While a sorcerer or martial character may be able to dish out more raw damage in a round than a
Sigillist, none can do it on quite the scale the
Sigillist can. Additionally, their mastery of
sigils that comes with experience allows them to fulfill a utility role as well, able to move objects, teleport and even perform basic healing.
HD: D6
Skill Points:
2+Int Mod (X4 at first level)
Class Skills:
Concentration, Craft, Knowledge (All), Profession, Speak Language, Spellcraft
Weapon and Armour Proficiencies:
A
Sigillist is proficient with light armour and all simple weapons.
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Sigil Level Available |
|---|
| 1st | +0 | +0 | +0 | +2 | Sigil Casting (Words) | 1st |
| 2nd | +1 | +0 | +0 | +3 | | 1st |
| 3rd | +2 | +1 | +1 | +3 | | 2nd |
| 4th | +3 | +1 | +1 | +4 | | 2nd |
| 5th | +3 | +1 | +1 | +4 | Sigil Casting (Signs) | 3rd |
| 6th | +4 | +2 | +2 | +5 | | 3rd |
| 7th | +5 | +2 | +2 | +5 | | 4th |
| 8th | +6/+1 | +2 | +2 | +6 | | 4th |
| 9th | +6/+1 | +3 | +3 | +6 | Sigil Casting (Runes) | 5th |
| 10th | +7/+2 | +3 | +3 | +7 | | 5th |
| 11th | +8/+3 | +3 | +3 | +7 | | 6th |
| 12th | +9/+4 | +4 | +4 | +8 | | 6th |
| 13th | +9/+4 | +4 | +4 | +8 | Sigil Casting (Symbols) | 7th |
| 14th | +10/+5 | +4 | +4 | +9 | | 7th |
| 15th | +11/+6/+1 | +5 | +5 | +9 | | 8th |
| 16th | +12/+7/+2 | +5 | +5 | +10 | | 8th |
| 17th | +12/+7/+2 | +5 | +5 | +10 | Sigil Casting (Icons) | 9th |
| 18th | +13/+8/+3 | +6 | +6 | +11 | | 9th |
| 19th | +14/+9/+4 | +6 | +6 | +11 | | 9th |
| 20th | +15/+10/+5 | +6 | +6 | +12 | Sigil Mastery | 10th |
Sigil Casting (Ex):
A
Sigillist uses special
sigils to activate powerful effects. These are arranged in order of power: Word, Sign, Rune, Symbol and Icon. As a
Sigillist increases in experience, they learn to utilize more powerful effects and even to create entirely new
sigils. A
Sigillist begins with knowledge of how to create Words. At 5th level, a
Sigillist learns how to create Signs. At 9th level, they learn how to create Runes. At 13th level they learn how to create Symbols and at 17th level they learn how to create Icons.
A
Sigillist begins play with knowledge of 2 1st level
sigils with an additional 1st level sigil known for every two points of intelligence modifier it has. At each new level, a
Sigillist learns one additional
sigil that they have access to. A
Sigillist can create any
sigil they know at-will.
Creating a
sigil is a standard action that provokes attacks of opportunity. To create a
sigil, the
Sigillist must succeed on a class level check (
Sigillist level + ½ Other class levels + Int mod) with a DC given in the description of the
sigil they wish to create. If they succeed on the check, the
sigil is created and takes effect immediately. Sigils increase in power according to the result of the check, as detailed in the
sigil's entry. If they fail, certain effects occur as detailed in the
sigil's description.
A
Sigillist can only have a single
sigil in effect of each type. (So, one Word, one Sign, one Rune, one Symbol and one Icon.)
Each
sigil lasts for an amount of time as described in its entry. Also, they may be destroyed.
Sigils are force effects with an AC of 0, Hardness equal to your
Sigillist level and Hit Points equal to three times your
Sigillist level. A
sigil can be dispelled through a targetted
Dispel Magic as though it had a caster level of 10 +
Sigillist level.
Once a
sigil is placed, it remains in the same location until either its duration runs out or it's destroyed.
Sigils float approximately 4-5 feet off of the ground and are continuously active. Through mental control, a
Sigillist may move a single
sigil up to 60ft per round as a standard action that provokes attacks of opportunity for both the
Sigillist and for the
sigil. See above for rules on attacking
sigils.
Each
sigil has an effective spell level as shown in its description. Unless explicitly stated, a
sigil offers no save. If they do allow a save, then the DC will be determined by 10 +
Sigillist level + Int modifier.
Sigil Mastery:
You have gained total control over the power of
sigils through years of practice and learning. As such, you may now control up to two of each variety of
sigil. (So, you may now have up to two Words, Signs, Runes, Symbols and Icons active at any one time.)